Update regarding viewports: in the end I just placed the contents of each save slot in a single Window_Scrollable, instead of drawing a set of windows for each. I had the feeling that the viewport issue was previously investigated, but it felt like the matter was dropped.
Also on the latter: MKXP is something I would greatly like to use, simply because multi-platform is a good idea, but I've never been sure how to make use of it - XP Ace uses a mix of RGSS1 and RGSS3, and there's no way to use both in MKXP. And of course, Win32API class support is out, which breaks XPA_Tilemap and XPA_Window. Never mind say, XInput support.
... I have no idea how to compile things, but I wonder if simply compiling a version of MKXP which always refers to XP's tilemap and window regardless of RGSS version would be a start...
Though regardless of RGSS setting, MKXP doesn't support OGG LOOPSTART. Loop points and remembering playback position of music after battle was what enticed me to VXA in the first place... before I realised how anxiety inducing the map editor would be.
EDIT: Actually wait it does support loopstart... if you also specify looplength. VXAce doesn't seem bothered by that, curiously, but I've found some other systems before require it.
Also on the latter: MKXP is something I would greatly like to use, simply because multi-platform is a good idea, but I've never been sure how to make use of it - XP Ace uses a mix of RGSS1 and RGSS3, and there's no way to use both in MKXP. And of course, Win32API class support is out, which breaks XPA_Tilemap and XPA_Window. Never mind say, XInput support.
... I have no idea how to compile things, but I wonder if simply compiling a version of MKXP which always refers to XP's tilemap and window regardless of RGSS version would be a start...
EDIT: Actually wait it does support loopstart... if you also specify looplength. VXAce doesn't seem bothered by that, curiously, but I've found some other systems before require it.