mirror of
https://github.com/cave-story-randomizer/cave-story-randomizer
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afd6e3405b
* 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 |
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Npc | ||
ScriptSource | ||
Stage | ||
Arms.bmp | ||
ArmsImage.bmp | ||
ArmsItem.tsc | ||
bk0.bmp | ||
bkBlack.bmp | ||
bkBlue.bmp | ||
bkFall.bmp | ||
bkFog.bmp | ||
bkGard.bmp | ||
bkGray.bmp | ||
bkGreen.bmp | ||
bkMaze.bmp | ||
bkMoon.bmp | ||
bkRed.bmp | ||
bkWater.bmp | ||
Bullet.bmp | ||
Caret.bmp | ||
casts.bmp | ||
Credit.tsc | ||
Face.bmp | ||
Fade.bmp | ||
Head.tsc | ||
ItemImage.bmp | ||
Loading.bmp | ||
MyChar.bmp | ||
npc.tbl | ||
StageImage.bmp | ||
StageSelect.tsc | ||
TextBox.bmp | ||
Title.bmp | ||
tsc_def.txt |