class Scene_DebugIntro attr_accessor :map_renderer def main Graphics.transition(0) sscene = PokemonLoad_Scene.new sscreen = PokemonLoadScreen.new(sscene) sscreen.pbStartLoadScreen Graphics.freeze end end def resetPlayerPosition save_data = load_save_file(SaveData::FILE_PATH) map = save_data[:map_factory].map.map_id x = save_data[:game_player].x y = save_data[:game_player].y dir = save_data[:game_player].direction $MapFactory.setup(map) $game_player.moveto(x,y) $game_player.direction = dir end def load_save_file(file_path) save_data = SaveData.read_from_file(file_path) unless SaveData.valid?(save_data) if File.file?(file_path + '.bak') pbMessage(_INTL('The save file is corrupt. A backup will be loaded.')) save_data = load_save_file(file_path + '.bak') else self.prompt_save_deletion return {} end end return save_data end def returnToTitle() resetPlayerPosition pbMapInterpreter.command_end $game_temp.to_title = true end def pbCallTitle $game_temp.to_title = false #return Scene_DebugIntro.new if $DEBUG return Scene_Intro.new end def mainFunction if $DEBUG pbCriticalCode { mainFunctionDebug } else mainFunctionDebug end return 1 end def mainFunctionDebug begin MessageTypes.loadMessageFile("Data/messages.dat") if safeExists?("Data/messages.dat") PluginManager.runPlugins Compiler.main Game.initialize Game.set_up_system Graphics.update Graphics.freeze $scene = pbCallTitle $scene.main until $scene.nil? Graphics.transition(20) rescue Hangup pbPrintException($!) if !$DEBUG pbEmergencySave raise end end loop do retval = mainFunction if retval == 0 # failed loop do Graphics.update end elsif retval == 1 # ended successfully break end end