* 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
Turns out that having only 5 Super Missiles as your only weapon is a pain.
Also, it causes problems in cases when there's a required progression item in
the upper Sand Zone Polish spot and no other accessible block-breaker weapon
that you can use to get to it.
(It's still technically possible to reach that item location in such a
scenario, but it requires grinding the missiles up to Level 3, as well as
some luck and a couple of precise jumps. In other words, it sucks.)
The alternative is starting with 10 Super Missiles instead of 5 if you get
the Super Missile chest first, but that would give you an extra 5 missiles,
letting you have 59 at the end instead of 54, which feels wrong.
This probably doesn't make any difference at the moment because
Mr. Little's Cemetery location item is fixed, but if the Mr. Little
item ever gets thrown into the mix, then it could matter.
When pressing down to pick up Curly (in the Waterway and in Hell),
the natural instinct is to immediately press jump and shoot (in
some order) in order to mash through the message box that normally
pops up in vanilla. Since those message boxex were removed for rando,
this results in the player jumping after picking up Curly (which, if
speedrunning Hell, would lose precious time on the clock).
Putting in a small delay is intended to eat the jump input,
allowing the player to continue onwards as normal.
I also put in a tiny delay at the start of Hell after the message
box, because I found myself often doing an unintentional extra boost
at the start. This doesn't completely solve the issue for me, but
it's slightly better than nothing, so I'll leave this in for now and
come back to it later if I ever find a better solution.
Ensure that after collecting all missile chests, in any order,
the player will have 54 missiles in the end.
Previously, this number could be 49 (if the +24 chest was collected
first) or 59 (if the Super Missile chest was collected first).
Also fixes the bug where collecting the Super Missile Launcher
as the first missile chest causes the hidden missile drops in
e.g. Egg Corridor and Waterway to never spawn.
The area floods if and only if the Core has been defeated,
AND the player has Curly's Air Tank.
Additionally, the music in Dark Place is set to Geothermal
if the Core has been defeated.