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Adding upgraded cutscene skip#129

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Lockirby2 wants to merge 2 commits intoabyssonym:masterfrom
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Open

Adding upgraded cutscene skip#129
Lockirby2 wants to merge 2 commits intoabyssonym:masterfrom
Lockirby2:master

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@Lockirby2 Lockirby2 commented Jul 7, 2018

I am aware that I don't need to justify my decisions for an optional code, but I'd prefer to write them down somewhere, and it might as well be here.

This code is meant to skip mandatory cutscenes. Wholly optional cutscenes (such as acquiring Shadow at the Old Man's house) are not skipped. For simplicity's sake, optional parts of mandatory cutscenes are often skipped. If there is a choice between two or more different cutscenes, all are skipped. In-battle cutscenes are not skipped. I considered cutscenes in Locke's scenario to be mandatory despite the Kutan glitch's existence.

In all cases, I wanted the game to exit every cutscene in the exact state it should have ended. The party should be in the same place, the correct music should be playing, and the correct event bits should be set. Any differences can be considered a defect. A secondary goal is to prevent it from looking butt-ugly, though it isn't perfect in that regard.

This code currently only skips cutscenes up until the battle at Narshe.

Some notable points:
-Gau is still auto-recruited correctly. My code for this was sloppy, admittedly. I can fix it if desired.
-The characters should all have their correct randomized palettes.
-The Phantom Train music doesn't kick in properly for a while. If the cutscene at the train door is removed entirely, the music won't kick in before it ends. In this case, it will never start if the player enters a battle. I increased the tempo of the music and put in a delay to wait for the music to kick in. If the player walks straight to the door as usual, it won't feel too weird, but the train noises will be sped up for a while if they decide to run around the cabin.
-Noises were added to inform the player that they succeeded in talking to mandatory NPCs who would otherwise show no indication of progress. For example, a noise will play when giving the old man his cider.

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