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RRad

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Everything posted by RRad

  1. I tried Explorers of the Spirit a while back and I had to stop, as the rewrites (particularly the hero's dialogue) significantly soured the game's tone for me. Not judging the full thing, as I haven't played beyond Apple Woods or so.
  2. Personally I'd prefer this hack to keep the original game's story intact. Can't speak for everyone, but the appeal for me is to be able to replay the game with some more challenge, not to "fix" the usual gripes like Apple Woods or whatever. To reiterate, additions or expansions are fine. For example, injecting some life into the game beyond the postgame story could be great. If it's a rewrite however, I don't exactly trust most writers to do a better job.
  3. 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.
  4. 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] """, });
  5. On a DSi it seems like R+Y is enough to cause a crash, if you're facing an enemy.
  6. 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.
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