cave-story-randomizer/pre-edited-cs/data/Stage/ScriptSource/Almond.txt

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2019-03-14 09:02:06 +00:00
#0090
<MNA<CMU0023<FAI0000<END
#0091
<MNA<CMU0023<FAI0001<END
#0092
<MNA<CMU0023<FAI0002<FLJ0829:0098<FLJ0822:0097<END
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#0093
<MNA<CMU0023<FAI0003<END
#0094
<MNA<CMU0023<FAI0004<END
#0097
<ANP0253:0020:0000<END
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#0098
<CNP0306:0117:0000<ANP0306:0032:0002<END
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#0100
<KEY<FLJ0839:0101<FLJ0800:0102<EVE0104
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#0101
<KEY<MSG<TURIt won't open...<NOD<END
#0102
<ITJ0021:0103<EVE0104
#0103
<FL+0832<EVE0104
#0104
<SOU0011<ANP0100:0000:0002
<FAO0000<FL-5006<TRA0046:0090:0017:0009
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#0200
<KEY<SAT
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<FLJ0832:0204
<FLJ0824:0203
<FLJ0823:0202
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<FLJ0821:0201<MSG<TUR
OPEN SHUTTER?<YNJ0000<CLO<MYD0000
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<WAI0030<ANP0250:0010:0001<WAI0010<ANP0300:0001:0002
<WAI0022<ANP0251:0010:0001<ANP0300:0003:0002
<WAI0032<ANP0252:0010:0001
<WAI0032<ANP0253:0010:0001
<WAI0032<ANP0254:0010:0001<DNP0250
<WAI0032<DNP0251
<WAI0032<DNP0252
<ANP0253:0001:0000<WAI0032<DNP0300
<CNP0301:0117:0000
<ANP0301:0021:0002
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<FL-0820<FL+0821<FL+0822<MSG<TURABNORMALITY DETECTED IN
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SHUTTER NO. 4<NOD<END
#0201
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<KEY<MSG<TURABNORMALITY DETECTED IN
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SHUTTER NO. 4<NOD<END
#0202
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<KEY<MSG<TUR
LOWER LIFT?<YNJ0000<FL+0824<CLO<FON0257:0016
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<WAI0050
<ANP0257:0010:0003<WAI0192<ANP0257:0000:0000
<WAI0050<FOM0016
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<END
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#0203
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<KEY<MSG<TUR
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LIFT IS LOWERED<NOD<END
#0204
2019-03-28 04:45:30 +00:00
<KEY<MSG
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ERROR<NOD<END
#0210
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<KEY<SAT<FLJ0830:0212<FLJ0825:0211<MSG<TUR
OPEN SHUTTER?<YNJ0000<FL+0825<CLO<WAI0040
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<ANP0256:0010:0001<WAI0128<DNP0256
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<END
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#0211
<KEY<MSG<TUR
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SHUTTER OPENED<NOD<END
#0212
<KEY<MSG<TUR
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ERROR<NOD<END
#0240
2019-07-11 00:39:03 +00:00
<PRI<FLJ0828:0241<DNP0240<FLJ0830:0243<FL+0839<EVE0243
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#0241
<PRI<MSG<TUR
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...?<NOD<END
#0242
<PRI<MSG<TURIt's tangled up.
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You can't get it loose...<NOD<END
#0243
<EVE0080
2019-03-14 09:02:06 +00:00
#0250
#0251
#0252
#0253
#0254
#0255
<PRI<MSG<TURA broken robot.<NOD
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It's severely damaged.<NOD<END
#0256
#0257
#0258
#0300
Add back some of the original dialogue (#68) * Add dialogue to Balrog 1 fight * Give a short dialogue to Jack * Add dialogue to Igor * Add dialogue to Sue (Egg No. 00) * Add dialogue in Power Room * Add dialogue to bomb cutscene * Add initial Curly encounter dialogue * Add pre-Curly fight dialogue Also shorten the leftmost Mimiga's dialogue in case a player accidentally talks to them * Add pre-Omega boss dialogue * Add Jenka2 dialogue * Add a small amount of pre-Toroko+ cutscene dialogue * Add dialogue to Labyrinth entry cutscene * Add pre-Balrog (Labyrinth) fight dialogue * Add dialogue to Core cutscenes * Tweak Waterway Cabin cutscenes * Add a line of dialogue before the Ma Pignon fight I would very much appreciate a cue before a boss spawns right in front of my face, thank you very much :3 * Remove the line about Sunstones Nobody even knows what they are, anyways (Keepo) * Add a little more dialogue to Kazuma (Egg No. 00) * Restore Itoh's signature line * Add dialogue to boss rush cutscenes * Add some ending scene dialogue Also, there's not really any need for the ending cutscenes to be <SAT'ed (and the best ending one isn't anyways), so I removed it from the normal ending cutscene as well. * Add <TURs in Prefab House * Tweak Balfrog cutscene dialogue The narrative I'm going for here is "Misery shows up and tries to start a conversation/confrontation, but then Balrog drops in suddenly, so Misery abruptly ends the conversation, turns Balrog into a frog, and then silently leaves". Dunno if this quite achives that, but it's the best I could do using only snippets of the vanilla dialogue. * Adjust wait time after "It won't STOOOOOOOOP!!" * Give Curly something to say upon entering Dark Place Because having her stay silent doesn't quite feel right * Re-<SAT best ending Seal Chamber cutscene I'm still not satisfied with how the best ending sequence as a whole is handled, but I don't know how to make it better. * Move Puu Black boss triggers lower (for speedrunning purposes) In the vanilla speedruns, the strat for Puu Black is to shoot four Fireballs while jumping to the chest from the door, so that the boss falls right into them when it spawns. In rando, there's a bit of a delay between opening the chest and the boss spawn, so this strat isn't quite as effective. Moving the triggers down makes the boss spawn timing a little closer to vanilla, so that the speedrun strat actually works. * Shorten dialogue and add <TURs in a few (mostly non-mandatory) places This doesn't cover all of them, but it does cover all of the remaining unchecked boxes in cave-story-randomizer/cave-story-randomizer#49. * Work around <TUR text-scrolling bug in Jenka's dialogue * Add more humor by taking (and/or omitting) fragments of the vanilla dialogue in amusing ways * Fix some bugs that I accidentally created (oops) Also fix Dr. Gero's dialogue (he was saying "Go look for some medicine" even after giving him the Cure-All), and remove the sparkly thing at the bottom of Plantation (Kanpachi was supposed to have fished it out). * Speed up dialogue in a couple more places * Shorten Ballos's dialogue * Add the same <WAI0025 delay after item gets to the missile expansions * More delay tweaks * A couple more text speedups I should really stop doing this before it gets too out of hand :P * Alex Jebailey had nothing to do with this But heavens, that felt good :3
2020-02-26 06:25:40 +00:00
<KEY<MSG<TUR<FAC0019Weird place, eh?
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I wonder if this was
some sort of base.<NOD<END
#0301
Add back some of the original dialogue (#68) * Add dialogue to Balrog 1 fight * Give a short dialogue to Jack * Add dialogue to Igor * Add dialogue to Sue (Egg No. 00) * Add dialogue in Power Room * Add dialogue to bomb cutscene * Add initial Curly encounter dialogue * Add pre-Curly fight dialogue Also shorten the leftmost Mimiga's dialogue in case a player accidentally talks to them * Add pre-Omega boss dialogue * Add Jenka2 dialogue * Add a small amount of pre-Toroko+ cutscene dialogue * Add dialogue to Labyrinth entry cutscene * Add pre-Balrog (Labyrinth) fight dialogue * Add dialogue to Core cutscenes * Tweak Waterway Cabin cutscenes * Add a line of dialogue before the Ma Pignon fight I would very much appreciate a cue before a boss spawns right in front of my face, thank you very much :3 * Remove the line about Sunstones Nobody even knows what they are, anyways (Keepo) * Add a little more dialogue to Kazuma (Egg No. 00) * Restore Itoh's signature line * Add dialogue to boss rush cutscenes * Add some ending scene dialogue Also, there's not really any need for the ending cutscenes to be <SAT'ed (and the best ending one isn't anyways), so I removed it from the normal ending cutscene as well. * Add <TURs in Prefab House * Tweak Balfrog cutscene dialogue The narrative I'm going for here is "Misery shows up and tries to start a conversation/confrontation, but then Balrog drops in suddenly, so Misery abruptly ends the conversation, turns Balrog into a frog, and then silently leaves". Dunno if this quite achives that, but it's the best I could do using only snippets of the vanilla dialogue. * Adjust wait time after "It won't STOOOOOOOOP!!" * Give Curly something to say upon entering Dark Place Because having her stay silent doesn't quite feel right * Re-<SAT best ending Seal Chamber cutscene I'm still not satisfied with how the best ending sequence as a whole is handled, but I don't know how to make it better. * Move Puu Black boss triggers lower (for speedrunning purposes) In the vanilla speedruns, the strat for Puu Black is to shoot four Fireballs while jumping to the chest from the door, so that the boss falls right into them when it spawns. In rando, there's a bit of a delay between opening the chest and the boss spawn, so this strat isn't quite as effective. Moving the triggers down makes the boss spawn timing a little closer to vanilla, so that the speedrun strat actually works. * Shorten dialogue and add <TURs in a few (mostly non-mandatory) places This doesn't cover all of them, but it does cover all of the remaining unchecked boxes in cave-story-randomizer/cave-story-randomizer#49. * Work around <TUR text-scrolling bug in Jenka's dialogue * Add more humor by taking (and/or omitting) fragments of the vanilla dialogue in amusing ways * Fix some bugs that I accidentally created (oops) Also fix Dr. Gero's dialogue (he was saying "Go look for some medicine" even after giving him the Cure-All), and remove the sparkly thing at the bottom of Plantation (Kanpachi was supposed to have fished it out). * Speed up dialogue in a couple more places * Shorten Ballos's dialogue * Add the same <WAI0025 delay after item gets to the missile expansions * More delay tweaks * A couple more text speedups I should really stop doing this before it gets too out of hand :P * Alex Jebailey had nothing to do with this But heavens, that felt good :3
2020-02-26 06:25:40 +00:00
<KEY<FLJ0823:0302<MSG<TUR<FAC0025This shutter's only
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made it halfway open.<NOD<CLRLooks like it's caught
on something...<NOD<END
#0302
Add back some of the original dialogue (#68) * Add dialogue to Balrog 1 fight * Give a short dialogue to Jack * Add dialogue to Igor * Add dialogue to Sue (Egg No. 00) * Add dialogue in Power Room * Add dialogue to bomb cutscene * Add initial Curly encounter dialogue * Add pre-Curly fight dialogue Also shorten the leftmost Mimiga's dialogue in case a player accidentally talks to them * Add pre-Omega boss dialogue * Add Jenka2 dialogue * Add a small amount of pre-Toroko+ cutscene dialogue * Add dialogue to Labyrinth entry cutscene * Add pre-Balrog (Labyrinth) fight dialogue * Add dialogue to Core cutscenes * Tweak Waterway Cabin cutscenes * Add a line of dialogue before the Ma Pignon fight I would very much appreciate a cue before a boss spawns right in front of my face, thank you very much :3 * Remove the line about Sunstones Nobody even knows what they are, anyways (Keepo) * Add a little more dialogue to Kazuma (Egg No. 00) * Restore Itoh's signature line * Add dialogue to boss rush cutscenes * Add some ending scene dialogue Also, there's not really any need for the ending cutscenes to be <SAT'ed (and the best ending one isn't anyways), so I removed it from the normal ending cutscene as well. * Add <TURs in Prefab House * Tweak Balfrog cutscene dialogue The narrative I'm going for here is "Misery shows up and tries to start a conversation/confrontation, but then Balrog drops in suddenly, so Misery abruptly ends the conversation, turns Balrog into a frog, and then silently leaves". Dunno if this quite achives that, but it's the best I could do using only snippets of the vanilla dialogue. * Adjust wait time after "It won't STOOOOOOOOP!!" * Give Curly something to say upon entering Dark Place Because having her stay silent doesn't quite feel right * Re-<SAT best ending Seal Chamber cutscene I'm still not satisfied with how the best ending sequence as a whole is handled, but I don't know how to make it better. * Move Puu Black boss triggers lower (for speedrunning purposes) In the vanilla speedruns, the strat for Puu Black is to shoot four Fireballs while jumping to the chest from the door, so that the boss falls right into them when it spawns. In rando, there's a bit of a delay between opening the chest and the boss spawn, so this strat isn't quite as effective. Moving the triggers down makes the boss spawn timing a little closer to vanilla, so that the speedrun strat actually works. * Shorten dialogue and add <TURs in a few (mostly non-mandatory) places This doesn't cover all of them, but it does cover all of the remaining unchecked boxes in cave-story-randomizer/cave-story-randomizer#49. * Work around <TUR text-scrolling bug in Jenka's dialogue * Add more humor by taking (and/or omitting) fragments of the vanilla dialogue in amusing ways * Fix some bugs that I accidentally created (oops) Also fix Dr. Gero's dialogue (he was saying "Go look for some medicine" even after giving him the Cure-All), and remove the sparkly thing at the bottom of Plantation (Kanpachi was supposed to have fished it out). * Speed up dialogue in a couple more places * Shorten Ballos's dialogue * Add the same <WAI0025 delay after item gets to the missile expansions * More delay tweaks * A couple more text speedups I should really stop doing this before it gets too out of hand :P * Alex Jebailey had nothing to do with this But heavens, that felt good :3
2020-02-26 06:25:40 +00:00
<KEY<MSG<TUR<FAC0019Just shutter after
shutter.<NOD<CLRAll this security makes
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me wonder just what's down
Add back some of the original dialogue (#68) * Add dialogue to Balrog 1 fight * Give a short dialogue to Jack * Add dialogue to Igor * Add dialogue to Sue (Egg No. 00) * Add dialogue in Power Room * Add dialogue to bomb cutscene * Add initial Curly encounter dialogue * Add pre-Curly fight dialogue Also shorten the leftmost Mimiga's dialogue in case a player accidentally talks to them * Add pre-Omega boss dialogue * Add Jenka2 dialogue * Add a small amount of pre-Toroko+ cutscene dialogue * Add dialogue to Labyrinth entry cutscene * Add pre-Balrog (Labyrinth) fight dialogue * Add dialogue to Core cutscenes * Tweak Waterway Cabin cutscenes * Add a line of dialogue before the Ma Pignon fight I would very much appreciate a cue before a boss spawns right in front of my face, thank you very much :3 * Remove the line about Sunstones Nobody even knows what they are, anyways (Keepo) * Add a little more dialogue to Kazuma (Egg No. 00) * Restore Itoh's signature line * Add dialogue to boss rush cutscenes * Add some ending scene dialogue Also, there's not really any need for the ending cutscenes to be <SAT'ed (and the best ending one isn't anyways), so I removed it from the normal ending cutscene as well. * Add <TURs in Prefab House * Tweak Balfrog cutscene dialogue The narrative I'm going for here is "Misery shows up and tries to start a conversation/confrontation, but then Balrog drops in suddenly, so Misery abruptly ends the conversation, turns Balrog into a frog, and then silently leaves". Dunno if this quite achives that, but it's the best I could do using only snippets of the vanilla dialogue. * Adjust wait time after "It won't STOOOOOOOOP!!" * Give Curly something to say upon entering Dark Place Because having her stay silent doesn't quite feel right * Re-<SAT best ending Seal Chamber cutscene I'm still not satisfied with how the best ending sequence as a whole is handled, but I don't know how to make it better. * Move Puu Black boss triggers lower (for speedrunning purposes) In the vanilla speedruns, the strat for Puu Black is to shoot four Fireballs while jumping to the chest from the door, so that the boss falls right into them when it spawns. In rando, there's a bit of a delay between opening the chest and the boss spawn, so this strat isn't quite as effective. Moving the triggers down makes the boss spawn timing a little closer to vanilla, so that the speedrun strat actually works. * Shorten dialogue and add <TURs in a few (mostly non-mandatory) places This doesn't cover all of them, but it does cover all of the remaining unchecked boxes in cave-story-randomizer/cave-story-randomizer#49. * Work around <TUR text-scrolling bug in Jenka's dialogue * Add more humor by taking (and/or omitting) fragments of the vanilla dialogue in amusing ways * Fix some bugs that I accidentally created (oops) Also fix Dr. Gero's dialogue (he was saying "Go look for some medicine" even after giving him the Cure-All), and remove the sparkly thing at the bottom of Plantation (Kanpachi was supposed to have fished it out). * Speed up dialogue in a couple more places * Shorten Ballos's dialogue * Add the same <WAI0025 delay after item gets to the missile expansions * More delay tweaks * A couple more text speedups I should really stop doing this before it gets too out of hand :P * Alex Jebailey had nothing to do with this But heavens, that felt good :3
2020-02-26 06:25:40 +00:00
here.<NOD<END
2019-03-14 09:02:06 +00:00
#0304
<PRI<MSGI...<NOD<END
#0305
Add back some of the original dialogue (#68) * Add dialogue to Balrog 1 fight * Give a short dialogue to Jack * Add dialogue to Igor * Add dialogue to Sue (Egg No. 00) * Add dialogue in Power Room * Add dialogue to bomb cutscene * Add initial Curly encounter dialogue * Add pre-Curly fight dialogue Also shorten the leftmost Mimiga's dialogue in case a player accidentally talks to them * Add pre-Omega boss dialogue * Add Jenka2 dialogue * Add a small amount of pre-Toroko+ cutscene dialogue * Add dialogue to Labyrinth entry cutscene * Add pre-Balrog (Labyrinth) fight dialogue * Add dialogue to Core cutscenes * Tweak Waterway Cabin cutscenes * Add a line of dialogue before the Ma Pignon fight I would very much appreciate a cue before a boss spawns right in front of my face, thank you very much :3 * Remove the line about Sunstones Nobody even knows what they are, anyways (Keepo) * Add a little more dialogue to Kazuma (Egg No. 00) * Restore Itoh's signature line * Add dialogue to boss rush cutscenes * Add some ending scene dialogue Also, there's not really any need for the ending cutscenes to be <SAT'ed (and the best ending one isn't anyways), so I removed it from the normal ending cutscene as well. * Add <TURs in Prefab House * Tweak Balfrog cutscene dialogue The narrative I'm going for here is "Misery shows up and tries to start a conversation/confrontation, but then Balrog drops in suddenly, so Misery abruptly ends the conversation, turns Balrog into a frog, and then silently leaves". Dunno if this quite achives that, but it's the best I could do using only snippets of the vanilla dialogue. * Adjust wait time after "It won't STOOOOOOOOP!!" * Give Curly something to say upon entering Dark Place Because having her stay silent doesn't quite feel right * Re-<SAT best ending Seal Chamber cutscene I'm still not satisfied with how the best ending sequence as a whole is handled, but I don't know how to make it better. * Move Puu Black boss triggers lower (for speedrunning purposes) In the vanilla speedruns, the strat for Puu Black is to shoot four Fireballs while jumping to the chest from the door, so that the boss falls right into them when it spawns. In rando, there's a bit of a delay between opening the chest and the boss spawn, so this strat isn't quite as effective. Moving the triggers down makes the boss spawn timing a little closer to vanilla, so that the speedrun strat actually works. * Shorten dialogue and add <TURs in a few (mostly non-mandatory) places This doesn't cover all of them, but it does cover all of the remaining unchecked boxes in cave-story-randomizer/cave-story-randomizer#49. * Work around <TUR text-scrolling bug in Jenka's dialogue * Add more humor by taking (and/or omitting) fragments of the vanilla dialogue in amusing ways * Fix some bugs that I accidentally created (oops) Also fix Dr. Gero's dialogue (he was saying "Go look for some medicine" even after giving him the Cure-All), and remove the sparkly thing at the bottom of Plantation (Kanpachi was supposed to have fished it out). * Speed up dialogue in a couple more places * Shorten Ballos's dialogue * Add the same <WAI0025 delay after item gets to the missile expansions * More delay tweaks * A couple more text speedups I should really stop doing this before it gets too out of hand :P * Alex Jebailey had nothing to do with this But heavens, that felt good :3
2020-02-26 06:25:40 +00:00
<PRI<MSG<TURKnocked out?<NOD<END
2019-03-14 09:02:06 +00:00
#0306
2019-07-11 09:17:57 +00:00
<PRI<MSG<TURThere is no reply...<NOD<ITJ0030:0307<END
2019-03-14 09:02:06 +00:00
#0307
<PRI<SAT<MSG
2019-03-14 09:02:06 +00:00
<GIT1030Will you use the =Tow Rope=?<YNJ0000<CLO<GIT0000
<CNP0306:0259:0000
<FL+0835<FL+0836<FL-0829
2019-09-08 03:37:16 +00:00
<END
2019-03-14 09:02:06 +00:00
#0340
<KEY<DNP0340<WAI0010<SOU0022<WAI0010
<MSG<TURYou hear something give.<NOD<CLO<WAI0050<ANP0253:0010:0001
2019-03-14 09:02:06 +00:00
<WAI0048<DNP0253
<ANP0301:0003:0002<WAI0128
<ANP0301:0001:0002
<FL-0822<FL+0823<FL+0826<END
#0350
<FLJ0825:0351<END
#0351
<DNP0350
<DNP0301
<DNP0302
<FL-0822<FL-0826<FL+0827
<CNP0450:0117:0002<END
#0360
<FLJ0830:0361<END
#0361
<KEY<DNP0360<CMU0023<END
#0400
#0401
#0402
#0410
#0450
<KEY<SKJ0006:0451<SK+0006<EVE0452
#0451
<SAT<EVE0452
#0452
2019-03-16 12:40:34 +00:00
<KEY<SAT
2019-03-14 09:02:06 +00:00
<FLJ0837:0304
<FLJ0828:0305
Add back some of the original dialogue (#68) * Add dialogue to Balrog 1 fight * Give a short dialogue to Jack * Add dialogue to Igor * Add dialogue to Sue (Egg No. 00) * Add dialogue in Power Room * Add dialogue to bomb cutscene * Add initial Curly encounter dialogue * Add pre-Curly fight dialogue Also shorten the leftmost Mimiga's dialogue in case a player accidentally talks to them * Add pre-Omega boss dialogue * Add Jenka2 dialogue * Add a small amount of pre-Toroko+ cutscene dialogue * Add dialogue to Labyrinth entry cutscene * Add pre-Balrog (Labyrinth) fight dialogue * Add dialogue to Core cutscenes * Tweak Waterway Cabin cutscenes * Add a line of dialogue before the Ma Pignon fight I would very much appreciate a cue before a boss spawns right in front of my face, thank you very much :3 * Remove the line about Sunstones Nobody even knows what they are, anyways (Keepo) * Add a little more dialogue to Kazuma (Egg No. 00) * Restore Itoh's signature line * Add dialogue to boss rush cutscenes * Add some ending scene dialogue Also, there's not really any need for the ending cutscenes to be <SAT'ed (and the best ending one isn't anyways), so I removed it from the normal ending cutscene as well. * Add <TURs in Prefab House * Tweak Balfrog cutscene dialogue The narrative I'm going for here is "Misery shows up and tries to start a conversation/confrontation, but then Balrog drops in suddenly, so Misery abruptly ends the conversation, turns Balrog into a frog, and then silently leaves". Dunno if this quite achives that, but it's the best I could do using only snippets of the vanilla dialogue. * Adjust wait time after "It won't STOOOOOOOOP!!" * Give Curly something to say upon entering Dark Place Because having her stay silent doesn't quite feel right * Re-<SAT best ending Seal Chamber cutscene I'm still not satisfied with how the best ending sequence as a whole is handled, but I don't know how to make it better. * Move Puu Black boss triggers lower (for speedrunning purposes) In the vanilla speedruns, the strat for Puu Black is to shoot four Fireballs while jumping to the chest from the door, so that the boss falls right into them when it spawns. In rando, there's a bit of a delay between opening the chest and the boss spawn, so this strat isn't quite as effective. Moving the triggers down makes the boss spawn timing a little closer to vanilla, so that the speedrun strat actually works. * Shorten dialogue and add <TURs in a few (mostly non-mandatory) places This doesn't cover all of them, but it does cover all of the remaining unchecked boxes in cave-story-randomizer/cave-story-randomizer#49. * Work around <TUR text-scrolling bug in Jenka's dialogue * Add more humor by taking (and/or omitting) fragments of the vanilla dialogue in amusing ways * Fix some bugs that I accidentally created (oops) Also fix Dr. Gero's dialogue (he was saying "Go look for some medicine" even after giving him the Cure-All), and remove the sparkly thing at the bottom of Plantation (Kanpachi was supposed to have fished it out). * Speed up dialogue in a couple more places * Shorten Ballos's dialogue * Add the same <WAI0025 delay after item gets to the missile expansions * More delay tweaks * A couple more text speedups I should really stop doing this before it gets too out of hand :P * Alex Jebailey had nothing to do with this But heavens, that felt good :3
2020-02-26 06:25:40 +00:00
<MYB0002<WAI0030<MYD0002<MSG<FAC0019Look.<NOD<CLRThis is a soldier from
the surface.<NOD<CLO<FAC0000
<CMU0000<ANP0255:0020:0000<WAI0020<FOM0016
<ANP0450:0001:0002<MSG
<FAC0025!!!<WAI0050<CLO<FAC0000
<WAI0030<ANP0450:0001:0002<MSG
<FAC0019It's still alive!!<NOD<CLO
2019-03-14 09:02:06 +00:00
<FON0258:0016<FL+0828<FL-0824<MNP0257:0007:0018:0000
<CMP0040:0015:0030<CMP0040:0016:0030
<CNP0258:0184:0000
<ANP0258:0010:0003<WAI0128
<ANP0258:0020:0000<FOM0016
<WAI0020
<ANP0255:0010:0000
<ANP0450:0030:0002<WAI0040
<DNP0500<BOA0200<CMU0022<BSL0000
<CNP0450:0180:0002<ANP0450:0040:0002
<ANP0410:0020:0000<END
#0500
<DNP0500<BOA0200<CMU0022<BSL0000<END
#1000
<KEY<BOA0500
<MYD0401<FL-0828
<ANP0410:0010:0000
<CNP0450:0117:0004
<WAI00100
Add back some of the original dialogue (#68) * Add dialogue to Balrog 1 fight * Give a short dialogue to Jack * Add dialogue to Igor * Add dialogue to Sue (Egg No. 00) * Add dialogue in Power Room * Add dialogue to bomb cutscene * Add initial Curly encounter dialogue * Add pre-Curly fight dialogue Also shorten the leftmost Mimiga's dialogue in case a player accidentally talks to them * Add pre-Omega boss dialogue * Add Jenka2 dialogue * Add a small amount of pre-Toroko+ cutscene dialogue * Add dialogue to Labyrinth entry cutscene * Add pre-Balrog (Labyrinth) fight dialogue * Add dialogue to Core cutscenes * Tweak Waterway Cabin cutscenes * Add a line of dialogue before the Ma Pignon fight I would very much appreciate a cue before a boss spawns right in front of my face, thank you very much :3 * Remove the line about Sunstones Nobody even knows what they are, anyways (Keepo) * Add a little more dialogue to Kazuma (Egg No. 00) * Restore Itoh's signature line * Add dialogue to boss rush cutscenes * Add some ending scene dialogue Also, there's not really any need for the ending cutscenes to be <SAT'ed (and the best ending one isn't anyways), so I removed it from the normal ending cutscene as well. * Add <TURs in Prefab House * Tweak Balfrog cutscene dialogue The narrative I'm going for here is "Misery shows up and tries to start a conversation/confrontation, but then Balrog drops in suddenly, so Misery abruptly ends the conversation, turns Balrog into a frog, and then silently leaves". Dunno if this quite achives that, but it's the best I could do using only snippets of the vanilla dialogue. * Adjust wait time after "It won't STOOOOOOOOP!!" * Give Curly something to say upon entering Dark Place Because having her stay silent doesn't quite feel right * Re-<SAT best ending Seal Chamber cutscene I'm still not satisfied with how the best ending sequence as a whole is handled, but I don't know how to make it better. * Move Puu Black boss triggers lower (for speedrunning purposes) In the vanilla speedruns, the strat for Puu Black is to shoot four Fireballs while jumping to the chest from the door, so that the boss falls right into them when it spawns. In rando, there's a bit of a delay between opening the chest and the boss spawn, so this strat isn't quite as effective. Moving the triggers down makes the boss spawn timing a little closer to vanilla, so that the speedrun strat actually works. * Shorten dialogue and add <TURs in a few (mostly non-mandatory) places This doesn't cover all of them, but it does cover all of the remaining unchecked boxes in cave-story-randomizer/cave-story-randomizer#49. * Work around <TUR text-scrolling bug in Jenka's dialogue * Add more humor by taking (and/or omitting) fragments of the vanilla dialogue in amusing ways * Fix some bugs that I accidentally created (oops) Also fix Dr. Gero's dialogue (he was saying "Go look for some medicine" even after giving him the Cure-All), and remove the sparkly thing at the bottom of Plantation (Kanpachi was supposed to have fished it out). * Speed up dialogue in a couple more places * Shorten Ballos's dialogue * Add the same <WAI0025 delay after item gets to the missile expansions * More delay tweaks * A couple more text speedups I should really stop doing this before it gets too out of hand :P * Alex Jebailey had nothing to do with this But heavens, that felt good :3
2020-02-26 06:25:40 +00:00
<MSG<TUR<FAC0019We did it?!<WAI0100<NOD<CLO<FAC0000
2019-03-14 09:02:06 +00:00
<FON0401:0016<CNP0400:0067:0002<WAI0050
Add back some of the original dialogue (#68) * Add dialogue to Balrog 1 fight * Give a short dialogue to Jack * Add dialogue to Igor * Add dialogue to Sue (Egg No. 00) * Add dialogue in Power Room * Add dialogue to bomb cutscene * Add initial Curly encounter dialogue * Add pre-Curly fight dialogue Also shorten the leftmost Mimiga's dialogue in case a player accidentally talks to them * Add pre-Omega boss dialogue * Add Jenka2 dialogue * Add a small amount of pre-Toroko+ cutscene dialogue * Add dialogue to Labyrinth entry cutscene * Add pre-Balrog (Labyrinth) fight dialogue * Add dialogue to Core cutscenes * Tweak Waterway Cabin cutscenes * Add a line of dialogue before the Ma Pignon fight I would very much appreciate a cue before a boss spawns right in front of my face, thank you very much :3 * Remove the line about Sunstones Nobody even knows what they are, anyways (Keepo) * Add a little more dialogue to Kazuma (Egg No. 00) * Restore Itoh's signature line * Add dialogue to boss rush cutscenes * Add some ending scene dialogue Also, there's not really any need for the ending cutscenes to be <SAT'ed (and the best ending one isn't anyways), so I removed it from the normal ending cutscene as well. * Add <TURs in Prefab House * Tweak Balfrog cutscene dialogue The narrative I'm going for here is "Misery shows up and tries to start a conversation/confrontation, but then Balrog drops in suddenly, so Misery abruptly ends the conversation, turns Balrog into a frog, and then silently leaves". Dunno if this quite achives that, but it's the best I could do using only snippets of the vanilla dialogue. * Adjust wait time after "It won't STOOOOOOOOP!!" * Give Curly something to say upon entering Dark Place Because having her stay silent doesn't quite feel right * Re-<SAT best ending Seal Chamber cutscene I'm still not satisfied with how the best ending sequence as a whole is handled, but I don't know how to make it better. * Move Puu Black boss triggers lower (for speedrunning purposes) In the vanilla speedruns, the strat for Puu Black is to shoot four Fireballs while jumping to the chest from the door, so that the boss falls right into them when it spawns. In rando, there's a bit of a delay between opening the chest and the boss spawn, so this strat isn't quite as effective. Moving the triggers down makes the boss spawn timing a little closer to vanilla, so that the speedrun strat actually works. * Shorten dialogue and add <TURs in a few (mostly non-mandatory) places This doesn't cover all of them, but it does cover all of the remaining unchecked boxes in cave-story-randomizer/cave-story-randomizer#49. * Work around <TUR text-scrolling bug in Jenka's dialogue * Add more humor by taking (and/or omitting) fragments of the vanilla dialogue in amusing ways * Fix some bugs that I accidentally created (oops) Also fix Dr. Gero's dialogue (he was saying "Go look for some medicine" even after giving him the Cure-All), and remove the sparkly thing at the bottom of Plantation (Kanpachi was supposed to have fished it out). * Speed up dialogue in a couple more places * Shorten Ballos's dialogue * Add the same <WAI0025 delay after item gets to the missile expansions * More delay tweaks * A couple more text speedups I should really stop doing this before it gets too out of hand :P * Alex Jebailey had nothing to do with this But heavens, that felt good :3
2020-02-26 06:25:40 +00:00
<MSG<TUR<FAC0026Fools!!<NOD<CLO<FAC0000
2019-03-14 09:02:06 +00:00
<CNP0402:0139:0000<ANP0402:0040:0000<WAI0100
Add back some of the original dialogue (#68) * Add dialogue to Balrog 1 fight * Give a short dialogue to Jack * Add dialogue to Igor * Add dialogue to Sue (Egg No. 00) * Add dialogue in Power Room * Add dialogue to bomb cutscene * Add initial Curly encounter dialogue * Add pre-Curly fight dialogue Also shorten the leftmost Mimiga's dialogue in case a player accidentally talks to them * Add pre-Omega boss dialogue * Add Jenka2 dialogue * Add a small amount of pre-Toroko+ cutscene dialogue * Add dialogue to Labyrinth entry cutscene * Add pre-Balrog (Labyrinth) fight dialogue * Add dialogue to Core cutscenes * Tweak Waterway Cabin cutscenes * Add a line of dialogue before the Ma Pignon fight I would very much appreciate a cue before a boss spawns right in front of my face, thank you very much :3 * Remove the line about Sunstones Nobody even knows what they are, anyways (Keepo) * Add a little more dialogue to Kazuma (Egg No. 00) * Restore Itoh's signature line * Add dialogue to boss rush cutscenes * Add some ending scene dialogue Also, there's not really any need for the ending cutscenes to be <SAT'ed (and the best ending one isn't anyways), so I removed it from the normal ending cutscene as well. * Add <TURs in Prefab House * Tweak Balfrog cutscene dialogue The narrative I'm going for here is "Misery shows up and tries to start a conversation/confrontation, but then Balrog drops in suddenly, so Misery abruptly ends the conversation, turns Balrog into a frog, and then silently leaves". Dunno if this quite achives that, but it's the best I could do using only snippets of the vanilla dialogue. * Adjust wait time after "It won't STOOOOOOOOP!!" * Give Curly something to say upon entering Dark Place Because having her stay silent doesn't quite feel right * Re-<SAT best ending Seal Chamber cutscene I'm still not satisfied with how the best ending sequence as a whole is handled, but I don't know how to make it better. * Move Puu Black boss triggers lower (for speedrunning purposes) In the vanilla speedruns, the strat for Puu Black is to shoot four Fireballs while jumping to the chest from the door, so that the boss falls right into them when it spawns. In rando, there's a bit of a delay between opening the chest and the boss spawn, so this strat isn't quite as effective. Moving the triggers down makes the boss spawn timing a little closer to vanilla, so that the speedrun strat actually works. * Shorten dialogue and add <TURs in a few (mostly non-mandatory) places This doesn't cover all of them, but it does cover all of the remaining unchecked boxes in cave-story-randomizer/cave-story-randomizer#49. * Work around <TUR text-scrolling bug in Jenka's dialogue * Add more humor by taking (and/or omitting) fragments of the vanilla dialogue in amusing ways * Fix some bugs that I accidentally created (oops) Also fix Dr. Gero's dialogue (he was saying "Go look for some medicine" even after giving him the Cure-All), and remove the sparkly thing at the bottom of Plantation (Kanpachi was supposed to have fished it out). * Speed up dialogue in a couple more places * Shorten Ballos's dialogue * Add the same <WAI0025 delay after item gets to the missile expansions * More delay tweaks * A couple more text speedups I should really stop doing this before it gets too out of hand :P * Alex Jebailey had nothing to do with this But heavens, that felt good :3
2020-02-26 06:25:40 +00:00
<MSG<TUR<FAC0021
Hey!<NOD<CLO<FAC0000
2019-03-14 09:02:06 +00:00
<ANP0400:0013:0002<WAI0050
<CNP0400:0082:0002<WAI0020
<ANP0400:0025:0002<FMU
Add back some of the original dialogue (#68) * Add dialogue to Balrog 1 fight * Give a short dialogue to Jack * Add dialogue to Igor * Add dialogue to Sue (Egg No. 00) * Add dialogue in Power Room * Add dialogue to bomb cutscene * Add initial Curly encounter dialogue * Add pre-Curly fight dialogue Also shorten the leftmost Mimiga's dialogue in case a player accidentally talks to them * Add pre-Omega boss dialogue * Add Jenka2 dialogue * Add a small amount of pre-Toroko+ cutscene dialogue * Add dialogue to Labyrinth entry cutscene * Add pre-Balrog (Labyrinth) fight dialogue * Add dialogue to Core cutscenes * Tweak Waterway Cabin cutscenes * Add a line of dialogue before the Ma Pignon fight I would very much appreciate a cue before a boss spawns right in front of my face, thank you very much :3 * Remove the line about Sunstones Nobody even knows what they are, anyways (Keepo) * Add a little more dialogue to Kazuma (Egg No. 00) * Restore Itoh's signature line * Add dialogue to boss rush cutscenes * Add some ending scene dialogue Also, there's not really any need for the ending cutscenes to be <SAT'ed (and the best ending one isn't anyways), so I removed it from the normal ending cutscene as well. * Add <TURs in Prefab House * Tweak Balfrog cutscene dialogue The narrative I'm going for here is "Misery shows up and tries to start a conversation/confrontation, but then Balrog drops in suddenly, so Misery abruptly ends the conversation, turns Balrog into a frog, and then silently leaves". Dunno if this quite achives that, but it's the best I could do using only snippets of the vanilla dialogue. * Adjust wait time after "It won't STOOOOOOOOP!!" * Give Curly something to say upon entering Dark Place Because having her stay silent doesn't quite feel right * Re-<SAT best ending Seal Chamber cutscene I'm still not satisfied with how the best ending sequence as a whole is handled, but I don't know how to make it better. * Move Puu Black boss triggers lower (for speedrunning purposes) In the vanilla speedruns, the strat for Puu Black is to shoot four Fireballs while jumping to the chest from the door, so that the boss falls right into them when it spawns. In rando, there's a bit of a delay between opening the chest and the boss spawn, so this strat isn't quite as effective. Moving the triggers down makes the boss spawn timing a little closer to vanilla, so that the speedrun strat actually works. * Shorten dialogue and add <TURs in a few (mostly non-mandatory) places This doesn't cover all of them, but it does cover all of the remaining unchecked boxes in cave-story-randomizer/cave-story-randomizer#49. * Work around <TUR text-scrolling bug in Jenka's dialogue * Add more humor by taking (and/or omitting) fragments of the vanilla dialogue in amusing ways * Fix some bugs that I accidentally created (oops) Also fix Dr. Gero's dialogue (he was saying "Go look for some medicine" even after giving him the Cure-All), and remove the sparkly thing at the bottom of Plantation (Kanpachi was supposed to have fished it out). * Speed up dialogue in a couple more places * Shorten Ballos's dialogue * Add the same <WAI0025 delay after item gets to the missile expansions * More delay tweaks * A couple more text speedups I should really stop doing this before it gets too out of hand :P * Alex Jebailey had nothing to do with this But heavens, that felt good :3
2020-02-26 06:25:40 +00:00
<MSGHooooooOOOOOOOOH!!<WAI0050<NOD<CLO
2019-03-14 09:02:06 +00:00
<BOA0600<WAI0030
<ANP0400:0020:0002
<ANP0402:0030:0000
<ANP0410:0030:0000
<ANP0450:0020:0002<DNA0181<DNA0182
<CMP0040:0015:0047<CMP0040:0016:0047
<WAI0100<CMU0000<FOM0016
<FL+4000<FL+0341<FL+0783<FL+0837<EQ-0016<FL-2950<FL+6108<END
2019-03-14 09:02:06 +00:00
#1100
<KEY<FL-4000<FAO0004<WAI0050
<DNP0450
<FL+0160
<FL+0830<FL+0829<FL-0827
2019-03-14 09:02:06 +00:00
<FL+0800<FL+0801<FL+0372<FL+0411
<FL+0340<FL+0159<FL+0838
<FL-1642<FL+1643<FL-0839
<ITJ0021:1101<EVE1102
#1101
<MNP0410:0001:0002:0000
<ANP0410:0000:0000
<EQ+0016<FL+2950<EVE1110
2019-03-14 09:02:06 +00:00
#1102
<MNP0410:0001:0022:0000
<ANP0410:0000:0000<EVE1110
2019-03-14 09:02:06 +00:00
#1110
<CNP0306:0117:0002
<ANP0306:0032:0002
<ANP0258:0010:0001<WAI0096<ANP0258:0001:0000
<WAI0050
Add back some of the original dialogue (#68) * Add dialogue to Balrog 1 fight * Give a short dialogue to Jack * Add dialogue to Igor * Add dialogue to Sue (Egg No. 00) * Add dialogue in Power Room * Add dialogue to bomb cutscene * Add initial Curly encounter dialogue * Add pre-Curly fight dialogue Also shorten the leftmost Mimiga's dialogue in case a player accidentally talks to them * Add pre-Omega boss dialogue * Add Jenka2 dialogue * Add a small amount of pre-Toroko+ cutscene dialogue * Add dialogue to Labyrinth entry cutscene * Add pre-Balrog (Labyrinth) fight dialogue * Add dialogue to Core cutscenes * Tweak Waterway Cabin cutscenes * Add a line of dialogue before the Ma Pignon fight I would very much appreciate a cue before a boss spawns right in front of my face, thank you very much :3 * Remove the line about Sunstones Nobody even knows what they are, anyways (Keepo) * Add a little more dialogue to Kazuma (Egg No. 00) * Restore Itoh's signature line * Add dialogue to boss rush cutscenes * Add some ending scene dialogue Also, there's not really any need for the ending cutscenes to be <SAT'ed (and the best ending one isn't anyways), so I removed it from the normal ending cutscene as well. * Add <TURs in Prefab House * Tweak Balfrog cutscene dialogue The narrative I'm going for here is "Misery shows up and tries to start a conversation/confrontation, but then Balrog drops in suddenly, so Misery abruptly ends the conversation, turns Balrog into a frog, and then silently leaves". Dunno if this quite achives that, but it's the best I could do using only snippets of the vanilla dialogue. * Adjust wait time after "It won't STOOOOOOOOP!!" * Give Curly something to say upon entering Dark Place Because having her stay silent doesn't quite feel right * Re-<SAT best ending Seal Chamber cutscene I'm still not satisfied with how the best ending sequence as a whole is handled, but I don't know how to make it better. * Move Puu Black boss triggers lower (for speedrunning purposes) In the vanilla speedruns, the strat for Puu Black is to shoot four Fireballs while jumping to the chest from the door, so that the boss falls right into them when it spawns. In rando, there's a bit of a delay between opening the chest and the boss spawn, so this strat isn't quite as effective. Moving the triggers down makes the boss spawn timing a little closer to vanilla, so that the speedrun strat actually works. * Shorten dialogue and add <TURs in a few (mostly non-mandatory) places This doesn't cover all of them, but it does cover all of the remaining unchecked boxes in cave-story-randomizer/cave-story-randomizer#49. * Work around <TUR text-scrolling bug in Jenka's dialogue * Add more humor by taking (and/or omitting) fragments of the vanilla dialogue in amusing ways * Fix some bugs that I accidentally created (oops) Also fix Dr. Gero's dialogue (he was saying "Go look for some medicine" even after giving him the Cure-All), and remove the sparkly thing at the bottom of Plantation (Kanpachi was supposed to have fished it out). * Speed up dialogue in a couple more places * Shorten Ballos's dialogue * Add the same <WAI0025 delay after item gets to the missile expansions * More delay tweaks * A couple more text speedups I should really stop doing this before it gets too out of hand :P * Alex Jebailey had nothing to do with this But heavens, that felt good :3
2020-02-26 06:25:40 +00:00
<MOV0055:0018<WAI0030
2019-09-08 03:37:16 +00:00
<DNA0183<FAI0004<WAI0050<EVE1111
2019-03-14 09:02:06 +00:00
#1111
2019-03-31 21:58:14 +00:00
<EVE0071
2019-03-14 09:02:06 +00:00
#1200
<DNA0259<KEY<ANP1200:0020:0002
2019-03-14 09:02:06 +00:00
<FLJ0829:1201<EVE1202
#1201
<CNP0306:0117:0000<ANP0306:0032:0002<EVE1202
#1202
<FON1200:0016<FAI0001
<WAI0100<FAO0001<TRA0056:1200:0069:0076