This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Pages: [1]
1
Characters, Plot, and Themes / Omen Sidequest/Step-Siblings [Finalized]
« on: March 15, 2004, 11:48:55 pm »
The only reason I can see for keeping the theory is that some newcomer might come up with the same idea. If it were my choice, I might keep it for the sake of completeness. Brevity might be more important in this case, though, so as annoying as this response may be, it's really your choice. And thanks! It was great (and amazing) to discover all this information collected into one place! Now more than ever I feel the need to play Chrono Cross, and to finish Radical Dreamers.
2
Characters, Plot, and Themes / Argument against the Programming Error theory
« on: March 14, 2004, 11:49:58 pm »
This is a small detail, but I don't think anyone's pointed it out yet. While talking with Gaspar at the End of Time, he lists all of the side quests separately. Before and after telling you about any of them, the textbox closes and reopens. So, his dialog goes like this:
"....However, you will not be alone. I have had vague glimpses of events that will empower you..."
<textbox closes, reopens>
"In the Middle Ages, a woman's sheer determination brings a forest back to life..."
<textbox closes, reopens>
"There's a task to be done in the future, where machinery originated."
<textbox closes, reopens>
"One of you is close to someone who needs help..."
If you've completed all the sidequests (other than going through the Black Omen, if you want to call that a sidequest), his dialog goes like this:
"....However, you will not be alone. I have had vague glimpses of events that will empower you..."
<textbox closes, reopens>
"One of you is close to someone who needs help..."
The way I interpreted this is that the code for telling you about a sidequest looks something like this:
<close, reopen textbox>
<info about the sidequest>
<close, reopen textbox>
As you complete the sidequests, the flags are switched on so that the game knows you've completed them, and so that Gaspar knows not to tell you about them. The fact that the text box does not close and reopen after the "One of you is close to..." line says to me that there is no way this is something that can be taken out of the speech. It's been established that there's nothing you can do to make it go away while still on "The Fated Hour," but the fact (at least, from the looks of it) that the line mentioned above is part of the last section of speech means that it was never meant to be removed. If that's true, then the fact that it can't be removed is not simply due to a programming error. It's in there no matter which flags are on or off.
Feel free to correct me if I'm wrong on something here. This is just something that kept jumping out at me while reading the above arguments.
"....However, you will not be alone. I have had vague glimpses of events that will empower you..."
<textbox closes, reopens>
"In the Middle Ages, a woman's sheer determination brings a forest back to life..."
<textbox closes, reopens>
"There's a task to be done in the future, where machinery originated."
<textbox closes, reopens>
"One of you is close to someone who needs help..."
If you've completed all the sidequests (other than going through the Black Omen, if you want to call that a sidequest), his dialog goes like this:
"....However, you will not be alone. I have had vague glimpses of events that will empower you..."
<textbox closes, reopens>
"One of you is close to someone who needs help..."
The way I interpreted this is that the code for telling you about a sidequest looks something like this:
<close, reopen textbox>
<info about the sidequest>
<close, reopen textbox>
As you complete the sidequests, the flags are switched on so that the game knows you've completed them, and so that Gaspar knows not to tell you about them. The fact that the text box does not close and reopen after the "One of you is close to..." line says to me that there is no way this is something that can be taken out of the speech. It's been established that there's nothing you can do to make it go away while still on "The Fated Hour," but the fact (at least, from the looks of it) that the line mentioned above is part of the last section of speech means that it was never meant to be removed. If that's true, then the fact that it can't be removed is not simply due to a programming error. It's in there no matter which flags are on or off.
Feel free to correct me if I'm wrong on something here. This is just something that kept jumping out at me while reading the above arguments.
Pages: [1]