You're right that the tool lacks some features that BFXR has, though not the waveform one specifically (this is the 'Mode' slider). Without going too in depth, both tools differ in how they synthesise sound; the goal isn't for sfxia to be a superset of BFXR but to be a tool separate to it that produces sounds that are typically different to what it would produce.
Segfault or stack overflow, does it matter? Someone correct me if I'm wrong here, but as I understand it a stack overflow is realised and reported by the interpreter itself, while a segfault is the actual OS realising that the process tries to reference memory that it's not allowed to access and kills it. Serato's unique color waveforms for easy identification of sound. Set and store Cue-points. Manual and Auto Loop activation. Read the full ITCH 1.0.4 release notes. Version: ITCH 1.0.4. Download v1.0.4. ITCH isn't a phone or tablet app.
I'm currently making a level pack using 'BACK' mechanics, which is very attractive to me. However, when I applied the rule 'BABA IS BACK AND YOU', the things near BABA can still be able to push when I pressed move button and BABA will be teleported to its last position afterward.
I think it's because that player's movement is computed first (which pushes the object), and BACK performs afterwards (which teleports BABA). When it happens, characters seem to glitch and push everything to other places, which look very abnormal to me. To avoid this, I have to add the rule 'ALL FEELING BACK IS STILL' in all of my levels. Then 'BACK' will work as I intended...
Furthermore, when I stay still for some turns and then trigger 'BABA IS BACK', I will be able to move freely without the influence from the 'BACK' for turns I stay still and will be teleported back after those turns. I think this should be a bug or design issue since I cannot find a way to explain this behavior as a 'work as intended' mechanic...
Oh, here is another thing. When player need to use 'BACK' to revert action for a long period of turns, they need to hold the spacebar for really long time.
Is it possible to add a mechanic, similar to the acceleration when undoing the action, that will gradually increase the speed of waiting? This problem is especially annoying in one of my custom level HP31-2DWN...
Thanks. :)