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Etrian

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  1. From what I could gather with my own tests I think it's most likely that the game ran out of available memory. If it's happening with a base game or cartridge it might be a hardware/emulator problem. It might be the cartridge itself if it's a third party one but I'm not too familiar with that stuff
  2. After more research, I believe it's just a memory issue related to the actors/sprites. Palkia and Dialga both have large sprites, and multiple unique animations that bumps their overall size up. Same with my custom pokemon - I made unique animations for most optional animations etc. Will try some optimising and see if this can be 100% confirmed
  3. So as a preface - I've been playing though a modded version of Explorers of Sky with a custom pokemon. It's worked all fine up until the mentioned cutscene, where the game just stops working and remains on a black screen after the "Chapter 12" image disappears. I originally searched if anyone had encountered anything similar and a person had encountered the same issue playing as a Palkia - https://gamefaqs.gamespot.com/ds/955859-pokemon-mystery-dungeon-explorers-of-sky/answers/578081-the-game-crash-after-mesprit-battle-whats-causing-this I did have a few AR codes enabled so thought it was that, but decided to do a little more digging - debugging in SkyTemple. Using a completely untouched EoS ROM, I encountered the same crash without any AR tampering when using both Palkia and Dialga. It also occured when I imported my custom sprites to replace bulbasaur's sprites so I assume it must be something to do with sprites. All other pokemon I've tried worked just fine(Gallade, Giratina(both forms), steelix, darkrai, diglett). For the script itself: It's Scene G01P04A with script m14a0901. Debugging that exact script has it no longer step through the code after supervision_Actors(3) is called at the beginning. I'm not too familiar yet with the debugging of Skytemple or if there's any way to validate the sprites in some way to know what exactly is causing the problem. The fact that it exists in the base game is useful as it means it's easy to replicate, but if anyone has any idea why the scene crashes if a player or companion actor in that scene is dialga or palkia then I'd like to know. Not knowing how to fix my custom sprites is annoying. EDIT/UPDATE: I found that removing one of the supervision_Actor calls lets the scene run properly. Would it be due to too many sprites or something? Looking at the debug log output after the supervision_Acting starts to get called: Below is the whole process, when it works correctly. Nothing seems different with the logs outputted at the very least
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