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The compatibility shims take care of that, so on the fly it should convert anything that's PIXI4/PIXI5 into PIXI8 (MV Shim and MZ Shim). It does require using the Reactor Runtime though (accessible in the top menu when opening your project), make a backup though in case it messes something up! 

Also any of the new features I'm building on top that didn't exist in RPG Maker saves the information in separate JSON files as to maintain backwards compatibility while building a foundation for more robust features.

In general it's mostly fully backwards compatible (in theory you can even mix and match MZ and MV plugins if desired), but I haven't tested for every single plugin, so there's like a 95% there situation where something I didn't test for, crashes or something, but usually an easy fix. Play around with it, if you run into any issues, send console output of the crash and I'll get it fixed for the next one.  

Let me know if there's any other questions, glad to help!

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I do have a couple more questions: where are the scripts in th deployed version to understand the mechanisms of the editor?

Also I think the music player doesn't play according to loop points (at least LOOPSTART-LOOPLENGTH) because the loop is E-S, but I think it works ok deploying.

and enemy noteboxes can't be expanded, my bad haha 

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If you crack open the EXE (7zip will do it), you'll see a "src" folder within, that's where all the engine logic lives (in the deployed version). So it's within the EXE but you can open it with any zip archiver thing. I see the issues you're mentioning as well, and I'll get them fixed for the next release. Let me know if you find anything else, it's "whack a mole" for real!

Perfect, thank you - That will be quite useful