Rican Posted February 19 Posted February 19 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 Posted February 28 Author Posted February 28 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! 1
Alphadaemon Posted February 28 Author Posted February 28 All shinies is something I'd like to do in 4.0 version, though I'm not sure about the feasibility of it yet I will see!
Shakko Posted February 28 Posted February 28 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
TinchoX Posted February 28 Posted February 28 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!
Alphadaemon Posted February 28 Author Posted February 28 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 ?
Shakko Posted February 28 Posted February 28 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
Balthazar Posted February 28 Posted February 28 (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 February 28 by Balthazar
Balthazar Posted February 28 Posted February 28 On desmume there is a small delay after a pokemon's attack animation resolves. Small but still noticeable. It's inevitable?
Balthazar Posted February 28 Posted February 28 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
RRad Posted March 1 Posted March 1 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.
Balthazar Posted March 1 Posted March 1 Since you added exp to boss fights, would it be possible to add exp to defeat by status like poison?
Balthazar Posted March 1 Posted March 1 (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 March 1 by Balthazar
Balthazar Posted March 1 Posted March 1 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.
RRad Posted March 1 Posted March 1 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.
TalesofN Posted March 1 Posted March 1 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.
Alphadaemon Posted March 1 Author Posted March 1 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.
RRad Posted March 1 Posted March 1 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] """, });
Balthazar Posted March 1 Posted March 1 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.
Balthazar Posted March 1 Posted March 1 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?)
Balthazar Posted March 1 Posted March 1 Bidoof never misses his Rollout but power doesn't increase between hits. Is it intended?
Balthazar Posted March 1 Posted March 1 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
RRad Posted March 1 Posted March 1 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.
Balthazar Posted March 1 Posted March 1 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.
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