Jump to content

Recommended Posts

Posted

Hi um new guy here its not normal that the jobs dont refresh or sum? Idk if its a bug or sum cause i havent gotten a singel outlaw job its red and the normal jobs dont refresh idk what to do?

  • Alphadaemon changed the title to Pokemon Mystery Dungeon - Explorers of Alpha (3.0 version is out!)
Posted

Nice to see the game is still in development.

 

I'm having a bug tho, whenever I defeat an enemy the game crashes, I'm using DraStic

Posted
  On 2/28/2025 at 2:30 PM, Alphadaemon said:

Explorers of Alpha has been updated to its 3.0 version!
To see what's new, see OP. If you have any questions, don't hesitate to ask them here!

Expand  

Glad to see it's been updated!
Congrats on 3.0!

Posted
  On 2/28/2025 at 6:02 PM, Shakko said:

Nice to see the game is still in development.

 

I'm having a bug tho, whenever I defeat an enemy the game crashes, I'm using DraStic

Expand  

Weird the game has been thoroughly tested on Drastic for 9 months and was playable from start to end without any issue...

Do you have any cheat enabled like an Exp cheat by any chance ?

Posted
  On 2/28/2025 at 10:23 PM, Alphadaemon said:

Weird the game has been thoroughly tested on Drastic for 9 months and was playable from start to end without any issue...

Do you have any cheat enabled like an Exp cheat by any chance ?

Expand  

I didn't have any enabled but moving away the usrcheat.dat from the DraStic folder made the crashes stop happening

Posted (edited)

Small bug: H-Sneasel starts with Mud Slap whereas the main post says it should start with Metal Claw. Was maybe mixed up with regular Sneasel which should start with it instead.

Edit: Oh, well it learned Metal Claw at level 6.

Edited by Balthazar
Posted

Seems the L-Menu in dungeons don't take into account the buff from ribbons. Could make sense but reporting it in case it's not intentional

Posted

Played a little bit of it on real hardware (DSi XL with TWilightMenu++/nds-bootstrap) and it seems to run great so far.

One small gripe: the cutscene where you name your team and receive the Treasure Bag is cut short due to the menu and settings showing up. (m02a0110) This messes with the ending a little bit, as there is a flashback to the part that was cut out. (m26a06e3) It might be preferable to move the menu to the end of the scene, or move the missing part to a new scene that plays before m02a0111.

 

Posted (edited)

- Minor: On the Ongoing Mission reminder message, cursor should be placed on No by default

- The message that asks if we want to leave the dungeon should also include if we have other remaining missions if possible (just in a parenthesis would be cool)

Edited by Balthazar
Posted

Crashing Bug: Using R+Y then using the L menu to attack crashes the game. Well, freezes the game, music plays and Desmume can still fast forward but the game is frozen. The L menu never appears before freezing. Tested in Beach Cave on a shellder but does it with any pokemon.

Posted
  On 3/1/2025 at 1:56 AM, Balthazar said:

Crashing Bug: Using R+Y then using the L menu to attack crashes the game. Well, freezes the game, music plays and Desmume can still fast forward but the game is frozen. The L menu never appears before freezing. Tested in Beach Cave on a shellder but does it with any pokemon.

Expand  

On a DSi it seems like R+Y is enough to cause a crash, if you're facing an enemy.

Posted

I loved playing Explorers of Alpha before and now I'm excited for a whole new experience : )

However, I've been dealing with a crashing bug during Team Skull's introduction during the morning attendance - once Skunktank descends the ladder after his stink cloud the whole screen goes green before crashing. Running on DraStic, no cheats.

Posted
  On 3/1/2025 at 4:53 AM, TalesofN said:

I loved playing Explorers of Alpha before and now I'm excited for a whole new experience : )

However, I've been dealing with a crashing bug during Team Skull's introduction during the morning attendance - once Skunktank descends the ladder after his stink cloud the whole screen goes green before crashing. Running on DraStic, no cheats.

Expand  

I am aware of this crash. Whenever I can access my PC I will look into it.

  On 2/28/2025 at 11:28 PM, Balthazar said:

 

On desmume there is a small delay after a pokemon's attack animation resolves. Small but still noticeable. It's inevitable?

Expand  

Base game behavior

  On 2/28/2025 at 11:47 PM, Balthazar said:

Seems the L-Menu in dungeons don't take into account the buff from ribbons. Could make sense but reporting it in case it's not intentional

Expand  

Intentional

  On 3/1/2025 at 1:56 AM, Balthazar said:

Crashing Bug: Using R+Y then using the L menu to attack crashes the game. Well, freezes the game, music plays and Desmume can still fast forward but the game is frozen. The L menu never appears before freezing. Tested in Beach Cave on a shellder but does it with any pokemon.

Expand  

I haven't taken in account bringing up all buttons at the same time when coding this... you are just supposed to press R+Y. In the event this crashes the game still, I will try to fix it but it will take longer.

 

  On 3/1/2025 at 12:35 AM, RRad said:

Played a little bit of it on real hardware (DSi XL with TWilightMenu++/nds-bootstrap) and it seems to run great so far.

One small gripe: the cutscene where you name your team and receive the Treasure Bag is cut short due to the menu and settings showing up. (m02a0110) This messes with the ending a little bit, as there is a flashback to the part that was cut out. (m26a06e3) It might be preferable to move the menu to the end of the scene, or move the missing part to a new scene that plays before m02a0111.

 

Expand  

What do you mean? There's no possible way a cutscene from a different coroutine can run right between two coroutine linked together by a coroutine.

Posted
  On 3/1/2025 at 8:08 AM, Alphadaemon said:

What do you mean? There's no possible way a cutscene from a different coroutine can run right between two coroutine linked together by a coroutine.

Expand  

I've only done very basic SkyTemple stuff, so don't mind me if it doesn't work.

In any case, for the heck of it I tried reinstating the cut section and it doesn't seem to mess with the flow or break anything:

    message_Mail({
        english="[CN]Team [team:] obtained a Treasure Bag!",
    });
    WaitMe(4);
    CallCommon(CORO_MESSAGE_CLOSE_WAIT_FUNC);
    Turn2Direction<actor ACTOR_ATTENDANT1>(4, 10, DIR_UP);
    WaitExecuteLives(ACTOR_ATTENDANT1);
    Turn2Direction<actor ACTOR_PLAYER>(4, 10, DIR_UP);
    WaitExecuteLives(ACTOR_PLAYER);
    ExecuteCommon<actor ACTOR_ATTENDANT1>(CORO_JUMP_ANGRY_FUNC_SERIES, 0);
    message_SetFace(ACTOR_ATTENDANT1, FACE_INSPIRED, FACE_POS_STANDARD);
    message_SwitchTalk ($PARTNER_TALK_KIND) {
        case 1:
            {
                english=" Th-thank you![K] We'll do our best!",
            }
        case 2:
            {
                english=" Th-thank you![K] We'll do our best!",
            }
        default:
            {
                english=" Th-thank you![K] We'll do our best!",
            }
     }
     WaitExecuteLives(ACTOR_ATTENDANT1);
     CallCommon(CORO_MESSAGE_CLOSE_WAIT_FUNC);
     message_SetFace(ACTOR_NPC_PUKURIN, FACE_NORMAL, FACE_POS_TOP_L_CENTER);
     message_Talk({
         english="""
              Yup.[K] But you're only apprenticing
             right now. So do your best...to train!
         """,
     });
     CallCommon(CORO_MESSAGE_CLOSE_WAIT_FUNC);
     ExecuteCommon<actor ACTOR_ATTENDANT1>(CORO_JUMP_HAPPY_FUNC_SERIES, 0);
     message_SetFace(ACTOR_ATTENDANT1, FACE_INSPIRED, FACE_POS_STANDARD);
     message_SwitchTalk ($PARTNER_TALK_KIND) {
         case 1:
             {
                 english=" We will!",
             }
         case 2:
             {
                 english=" We will!",
             }
         default:
             {
                 english=" We will!",
             }
     }
     WaitExecuteLives(ACTOR_ATTENDANT1);
     CallCommon(CORO_MESSAGE_CLOSE_WAIT_FUNC);
     Turn2DirectionLives<actor ACTOR_ATTENDANT1>(4, 10, ACTOR_PLAYER);
     WaitExecuteLives(ACTOR_ATTENDANT1);
     Turn2DirectionLives<actor ACTOR_PLAYER>(4, 10, ACTOR_ATTENDANT1);
     message_SetFace(ACTOR_ATTENDANT1, FACE_HAPPY, FACE_POS_STANDARD);
     message_SwitchTalk ($PARTNER_TALK_KIND) {
         case 1:
             {
                 english=" Let's do this right, [hero]!",
             }
         case 2:
             {
                 english="""
                      Let's always do our best,
                     [hero]!
                     """,
             }
         default:
             {
                 english="""
                     Let's always do our best,
                    [hero]!
                    """,
             }
    }
    CallCommon(CORO_MESSAGE_CLOSE_WAIT_FUNC);
    SetAnimation<actor ACTOR_PLAYER>(71);
    WaitAnimation<actor ACTOR_PLAYER>();
    WaitExecuteLives(ACTOR_PLAYER);
    SetAnimation<actor ACTOR_PLAYER>(71);
    WaitAnimation<actor ACTOR_PLAYER>();
    WaitExecuteLives(ACTOR_PLAYER);
    SetAnimation<actor ACTOR_PLAYER>(2);
    Wait(45);
    Turn2Direction<actor ACTOR_PLAYER>(4, 10, DIR_DOWN);
    Turn2Direction<actor ACTOR_ATTENDANT1>(4, 10, DIR_DOWN);
    WaitExecuteLives(ACTOR_PLAYER);
    WaitExecuteLives(ACTOR_ATTENDANT1);
    Wait(20);
    SetAnimation<actor ACTOR_PLAYER>(66);
    SetAnimation<actor ACTOR_ATTENDANT1>(66);
    WaitAnimation<actor ACTOR_PLAYER>();
    WaitAnimation<actor ACTOR_ATTENDANT1>();
    Wait(80);
    bgm_FadeOut(120);
    screen_FadeOut(1, 90);
    Wait(60);
    message_Mail({
        english="""
            [CS:G]In Explorers of Alpha you can play challenge
            modes. The said challenges follow the rules
            explained when selected from the menu.[CR]
        """,
    });

 

Posted
  On 3/1/2025 at 8:08 AM, Alphadaemon said:

I haven't taken in account bringing up all buttons at the same time when coding this... you are just supposed to press R+Y. In the event this crashes the game still, I will try to fix it but it will take longer.

Expand  

Hum no, what I'm saying is that you can't press L to attack after checking Pokemon data with R+Y. I didn't "press all buttons at the same time", that indeed would be dumb. So steps go like this:

- Press R+Y.

- Confirm with A or B to quit the info text

- Using L to attack after that freezes the game.

Posted

Seems Bidoof gets cut off from running in hallways when under Hail. The weather damage message also appears (mentioning it because it's not the case in Lonely Roads, which I presume uses the same patch?)

Posted

Bug with escort mission at Waterfall Cave? At target floor 7 I got the message "but where is the target pokémon?". Playing on expert with level scaling enabled, desmume

Posted
  On 3/1/2025 at 7:30 PM, Balthazar said:

Bug with escort mission at Waterfall Cave? At target floor 7 I got the message "but where is the target pokémon?". Playing on expert with level scaling enabled, desmume

Expand  

I've had this happen rarely in vanilla EoS, it seems the game sometimes isn't able to find a suitable place for them to spawn and it will throw that failsafe message at you. I don't think it's caused by the ROMhack.

Posted
  On 3/1/2025 at 7:50 PM, RRad said:

I've had this happen rarely in vanilla EoS, it seems the game sometimes isn't able to find a suitable place for them to spawn and it will throw that failsafe message at you. I don't think it's caused by the ROMhack.

Expand  

Interesting, that's good to know! Though, I just had a SECOND bug with that mission when doing it again the following day: the Lotad client got k.o. and after pressing A to confirm the failed mission report, the game froze at the black screen that follows.

I did complete another mission a floor prior so the next screen would have been the reward cutscene at the guild.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...