exirock

Well-Known Member
Game Developer
May 4, 2018
1,281
1,947
For me the game has not having any issue with crashing only that memory usage bug that appears after like 10-15 minutes when i start actual playing and takes me about 2 minutes to get to the menu (my computer aint good)
 

Carmen Sandiego

Active Member
Game Developer
May 17, 2017
893
1,270
Took a bit longer to load and used a lot of CPU while it was doing so, but once it loaded it ran fine. Although once I went into the Contact Info page and clicked on the Mom's icon it got stuck on loading. Maybe it's because I was playing the incest modded version before, but besides that it ran fine. But yea this game is terribly optimized either way. I have a beast of a computer with SSDs now and that's the only reason I can play it.
Yeah, once it starts it's fine. That initial load tho... Also, there is a chance, at least on my PC, when watching scenes that it'll load slow as fuck too. I forgot what scene was trying to load but I just cut the damn game off and quit for a while. Game runs like I'm rendering when I'm not... But I got through the content, I'll be back in 6 months when the next update is ready.
 

ea3794

Member
Modder
Mar 30, 2018
450
870
I think they add a feature called ''Bitcoin Minner'' and forgot to tell, that shit is a rpg maker game dude why is eating my ram?
I was actually thinking this exact thing. But really its just the retarded preloading and caching that's doing it. In my case just sitting at the title screen already took up 8 gigs of ram. Here's a decrypted plugins config with caching neutered to bits. Memory usage appears to be just 1-2 gigs with this change. Just rename to plugins.js drop in www/js/ folder. Devs that don't respect their players get no respect from me. Enjoy laptop players.
 

Maid Lain

Well-Known Member
Modder
Game Developer
Apr 4, 2018
1,888
16,570
I was actually thinking this exact thing. But really its just the retarded preloading and caching that's doing it. In my case just sitting at the title screen already took up 8 gigs of ram. Here's a decrypted plugins config with caching neutered to bits. Memory usage appears to be just 1-2 gigs with this change. Just rename to plugins.js drop in www/js/ folder. Devs that don't respect their players get no respect from me. Enjoy laptop players.
Was it TDDP_Preloader that they were using and did you just delete the plugin from plugins.js? Also what files and how many needed to be preloaded?
 

ea3794

Member
Modder
Mar 30, 2018
450
870
Was it TDDP_Preloader that they were using and did you just delete the plugin from plugins.js? Also what files and how many needed to be preloaded?
No, they're using something called DhoomPreCache. I can't delete it nor actually turn it off cause it breaks the game when you try. So I just changed the config instead to cache none of the things (passthru).

The original config appeared to be caching all PNG images, forced retention of scene and image files and included an explicit whitelist for a load of other files and folders. It caused the following files to be loaded on startup:
Code:
Loaded: img/cursors/_index.json
Loaded: chrome-extension://flfmceippknfahohabhhdnogamoodkfm/www/js/plugins/Live2D/LAppModel_talkPatch.js
Loaded: data/Actors.soldata
Loaded: data/Classes.soldata
Loaded: data/Skills.soldata
Loaded: data/Items.soldata
Loaded: data/Weapons.soldata
Loaded: data/Armors.soldata
Loaded: data/Enemies.soldata
Loaded: data/Troops.soldata
Loaded: data/States.soldata
Loaded: data/System.soldata
Loaded: data/MapInfos.soldata
Loaded: data/Quests.soldata
Loaded: data/Animations.soldata
Loaded: data/Tilesets.soldata
Loaded: data/CommonEvents.soldata
Loaded: img/cursors/_index.json
Loaded: chrome-extension://flfmceippknfahohabhhdnogamoodkfm/www/js/plugins/Live2D/LAppModel_talkPatch.js
Loaded: data/Classes.soldata
Loaded: data/Items.soldata
Loaded: data/Skills.soldata
Loaded: data/Actors.soldata
Loaded: data/Weapons.soldata
Loaded: data/Enemies.soldata
Loaded: data/Troops.soldata
Loaded: data/Armors.soldata
Loaded: data/States.soldata
Loaded: data/MapInfos.soldata
Loaded: data/System.soldata
Loaded: data/Quests.soldata
Loaded: img/system/G4OwRgrgLlD2IGcg.soldata
Loaded: img/system/EYQwNmD2kHZAAA==.soldata
Loaded: img/system/M4CwhgJg9g7gjEAA.soldata
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Loaded: img/system/O4UwhgDg9gdgzgZiAAA=.soldata
Loaded: img/system/EYVwLmD2B2DOCmYg.soldata
Loaded: data/Animations.soldata
Loaded: img/system/M4FwhiCmxAA=.soldata
Loaded: data/Tilesets.soldata
Loaded: data/CommonEvents.soldata
Loaded: img/system/JYYw9gdgzgpgLkAA.soldata
Loaded: img/characters/!%24npc_cosplay_7.rpgmvp
Loaded: img/characters/IQEg7gFgplA2DGECGBLATkAA.soldata
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Maid Lain

Well-Known Member
Modder
Game Developer
Apr 4, 2018
1,888
16,570
No, they're using something called DhoomPreCache. I can't delete it nor actually turn it off cause it breaks the game when you try. So I just changed the config instead to cache none of the things (passthru).
Rofl, PreCache is the very first plugin in the list and I didn't see it, thanks. Any plugin with "Dhoom" in the name is created by the developer. He used to upload some of his plugins online but once SoL became a huge success for them he took all of his plugins offline and stopped sharing them if I remember correctly.

I wonder if the code for decrypting the files is in the PreCache plugin now or maybe just added somewhere in the actual RPGM engine JS files.
 

ea3794

Member
Modder
Mar 30, 2018
450
870
Rofl, PreCache is the very first plugin in the list and I didn't see it, thanks. Any plugin with "Dhoom" in the name is created by the developer. He used to upload some of his plugins online but once SoL became a huge success for them he took all of his plugins offline and stopped sharing them if I remember correctly.

I wonder if the code for decrypting the files is in the PreCache plugin now or maybe just added somewhere in the actual RPGM engine JS files.
No, the "openAndDecrypt" function you are looking for is stuffed in some eval'd blob encrypted within DhoomVariableHUD.js.
Code:
       $.openAndDecrypt = function(filePath, bitmap) {
           filePath = decodeURIComponent(filePath);
           let split = this.split(filePath.toLowerCase());
           if (!_$af13473) {
               _$af13469();
               _$af13468 = false;
               return
           };
           split[1] = LZString.compressToBase64(split[1]);
           if (!_$af13470) {
               _$af13474(null)
           };
           var requestFile = new XMLHttpRequest();
           requestFile.open("GET", split.join(""));
           requestFile.responseType = "arraybuffer";
           requestFile.onload = function() {
               if (requestFile.status < 400) {
                   window.crypto.subtle.decrypt({
                       name: "AES-CBC",
                       iv: $.getIv(filePath)
                   }, $._symK, requestFile.response).then(function(decrypted) {
                       bitmap._image.src = $.createBlobUrl(decrypted);
                       if (_$af13468 == 1) {
                           _$af13469 = false
                       };
                       bitmap._image.onload = Bitmap.prototype._onLoad.bind(bitmap);
                       bitmap._image.onerror = Bitmap.prototype._onError.bind(bitmap)
                   }).catch(function(err) {
                       console.error(err)
                   })
               }
           };
           requestFile.send()
       };
 

nelson293

Newbie
Sep 22, 2018
16
5
I was actually thinking this exact thing. But really its just the retarded preloading and caching that's doing it. In my case just sitting at the title screen already took up 8 gigs of ram. Here's a decrypted plugins config with caching neutered to bits. Memory usage appears to be just 1-2 gigs with this change. Just rename to plugins.js drop in www/js/ folder. Devs that don't respect their players get no respect from me. Enjoy laptop players.
I did this but nothing seemed to happen still crashes
 
Apr 24, 2018
55
90
Wow... This game has 3 releases, and 75 pages of discussion? That's seems odd. Oh, it's .3a, so I guess it's more than three, but I still feel like that's a ton of buzz for something so early.

It was really frustrating for me, because I thought the art was actually pretty good and I see potential in the gameplay, but I really don't like/hate everything else (pacing, some character personalities, some mechanics, and that god-awful writing).
 

youyou

New Member
Jun 10, 2017
14
12
I was actually thinking this exact thing. But really its just the retarded preloading and caching that's doing it. In my case just sitting at the title screen already took up 8 gigs of ram. Here's a decrypted plugins config with caching neutered to bits. Memory usage appears to be just 1-2 gigs with this change. Just rename to plugins.js drop in www/js/ folder. Devs that don't respect their players get no respect from me. Enjoy laptop players.
haha you're my god now! lol
 

Maid Lain

Well-Known Member
Modder
Game Developer
Apr 4, 2018
1,888
16,570
No, the "openAndDecrypt" function you are looking for is stuffed in some eval'd blob encrypted within DhoomVariableHUD.js.
Code:
       $.openAndDecrypt = function(filePath, bitmap) {
           filePath = decodeURIComponent(filePath);
           let split = this.split(filePath.toLowerCase());
           if (!_$af13473) {
               _$af13469();
               _$af13468 = false;
               return
           };
           split[1] = LZString.compressToBase64(split[1]);
           if (!_$af13470) {
               _$af13474(null)
           };
           var requestFile = new XMLHttpRequest();
           requestFile.open("GET", split.join(""));
           requestFile.responseType = "arraybuffer";
           requestFile.onload = function() {
               if (requestFile.status < 400) {
                   window.crypto.subtle.decrypt({
                       name: "AES-CBC",
                       iv: $.getIv(filePath)
                   }, $._symK, requestFile.response).then(function(decrypted) {
                       bitmap._image.src = $.createBlobUrl(decrypted);
                       if (_$af13468 == 1) {
                           _$af13469 = false
                       };
                       bitmap._image.onload = Bitmap.prototype._onLoad.bind(bitmap);
                       bitmap._image.onerror = Bitmap.prototype._onError.bind(bitmap)
                   }).catch(function(err) {
                       console.error(err)
                   })
               }
           };
           requestFile.send()
       };
Do you think having to call this function every single time a new file or image is loaded is performance heavy? I don't think it would be, but I'd be curious how different the CPU usage would be if all the files were already decrypted.
 

ancalimon

Newbie
Jan 17, 2018
32
17
I was one of the poor patrons of this dude till last month and after waiting so long for a new update i have to say that i am underwhelmed. Ive never been happier about a life decision of mine. Any1 who is supporting them i have to say that you really shouldn't because it is not worth.
 

anonimos

New Member
Apr 29, 2018
8
11
I was actually thinking this exact thing. But really its just the retarded preloading and caching that's doing it. In my case just sitting at the title screen already took up 8 gigs of ram. Here's a decrypted plugins config with caching neutered to bits. Memory usage appears to be just 1-2 gigs with this change. Just rename to plugins.js drop in www/js/ folder. Devs that don't respect their players get no respect from me. Enjoy laptop players.
I've done as you said and it finally works.But now I'm having problems with another gamebreaking bug:I can't load busts.When I speak with someone I can't move and nothing happens,meanwhile all the animations onscreen keep going undisturbed.No text,no animated bust,nothing.Any idea why that is?
 

yoyomistro

Engaged Member
Jan 15, 2017
2,940
4,036
I was actually thinking this exact thing. But really its just the retarded preloading and caching that's doing it. In my case just sitting at the title screen already took up 8 gigs of ram. Here's a decrypted plugins config with caching neutered to bits. Memory usage appears to be just 1-2 gigs with this change. Just rename to plugins.js drop in www/js/ folder. Devs that don't respect their players get no respect from me. Enjoy laptop players.
Wow, what a difference... some freaking devs man, with the amount of bugfixes I've done and gotten from other people in their spare time, it feels like some people think they deserve to have money thrown at them for watching a 2 hour YouTube programming tutorial and trying to code a game right after. Thanks a lot for this.
 
Aug 7, 2018
23
14
I was actually thinking this exact thing. But really its just the retarded preloading and caching that's doing it. In my case just sitting at the title screen already took up 8 gigs of ram. Here's a decrypted plugins config with caching neutered to bits. Memory usage appears to be just 1-2 gigs with this change. Just rename to plugins.js drop in www/js/ folder. Devs that don't respect their players get no respect from me. Enjoy laptop players.
Hey Dude your a real legend, the game worked instantly.... but now none of the character interactions work for whatever reason, the game just softlocks, any ideas?
 
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