Author Topic: Hidden dialogues in CC  (Read 6119 times)

prizvel

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Hidden dialogues in CC
« on: July 27, 2016, 05:34:17 pm »
The game has a lot of dialogues that you cannot see without a hack. (For example, if you get Mojo before go to the Cape Howl, you can see the dialogue Mojo with Poshul.) I'm looking for such dialogues, and edit fieldscripts so that dialogues can be seen in the game. For example in this scene https://youtu.be/IziW5Eue7kc I added Leena as  entity, that would have the opportunity to take Poshul Mojo and Leena at once. If you are aware of any such dialogues, please tell me about it.
« Last Edit: July 27, 2016, 07:05:47 pm by prizvel »

Vehek

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Re: Hidden dialogues in CC
« Reply #1 on: July 27, 2016, 08:46:14 pm »
From reading the decompiled scripts, I know that there are at least two Radius-related dialogues (talking to him after he's been recruited, some stuff in his hut when he's in your party) that can't be seen because they check for the wrong character. And there's a Harle scene that's supposed to play the first time you leave the Arni dock with her, but is flagged as seen when you leave the dock for the first time even though it didn't play.

utunnels

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Re: Hidden dialogues in CC
« Reply #2 on: July 27, 2016, 09:23:10 pm »
Well I'm pretty sure there must be scattered dialogue fragments used for those characters that are no supported to join you in normal gameplay or are just junks from ealier development. Though not all of them are significant.


https://www.chronocompendium.com/Forums/index.php?topic=7016.msg146557#msg146557

prizvel

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Re: Hidden dialogues in CC
« Reply #3 on: July 28, 2016, 04:08:47 am »
...
https://www.chronocompendium.com/Forums/index.php?topic=7016.msg146557#msg146557
I was surprised when I saw how many dialogues
 on the invincible deck , but it turns out they are all used :(
From reading the decompiled scripts, I know that there are at least two Radius-related dialogues (talking to him after he's been recruited, some stuff in his hut when he's in your party) that can't be seen because they check for the wrong character. And there's a Harle scene that's supposed to play the first time you leave the Arni dock with her, but is flagged as seen when you leave the dock for the first time even though it didn't play.
About Harly I didn't know, thank you. What room dialogue with a Radius?

-----------------------------------------------------------------------------------------
I Changed a bit of checking on this event. Previously I have had problems with the 13th bit in the other fieldscript. https://www.youtube.com/watch?v=UhyP1G-f6-o

« Last Edit: July 28, 2016, 08:14:54 am by prizvel »

prizvel

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Re: Hidden dialogues in CC
« Reply #4 on: August 23, 2016, 11:15:50 am »
Found one buggy dialogue. It will start If you spend the night on invincible with Nikki in the team. In the original game, a bug in fieldscript, because of what this dialogue can not continue.

utunnels

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Re: Hidden dialogues in CC
« Reply #5 on: August 23, 2016, 07:40:36 pm »
Any more information?

prizvel

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Re: Hidden dialogues in CC
« Reply #6 on: August 27, 2016, 05:47:31 am »
Any more information?
It is difficult for me to write in English, I recorded the video. This event is available after rebild Marbul.
https://youtu.be/_8bAiNUoZYM

utunnels

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Re: Hidden dialogues in CC
« Reply #7 on: August 27, 2016, 05:55:06 am »
Ah, I see. I hope that is not because you messed up the variables.

prizvel

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Re: Hidden dialogues in CC
« Reply #8 on: August 27, 2016, 03:22:47 pm »
Ah, I see. I hope that is not because you messed up the variables.

No, this video was shot at the original game. I changed the value 801034AB with 0x12 on 0xD1  to get out of the loop. If this is not done, Fargo will smoke forever  :D

utunnels

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Re: Hidden dialogues in CC
« Reply #9 on: August 27, 2016, 08:13:32 pm »
Interesting. Do you have the decompiled room script?

prizvel

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Re: Hidden dialogues in CC
« Reply #10 on: August 27, 2016, 09:22:06 pm »
original.

utunnels

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Re: Hidden dialogues in CC
« Reply #11 on: August 27, 2016, 09:59:35 pm »
I see. There's a similar line in that script. I wonder if the purpose is to wait for other script to complete. For example, Fargo and Nikki share the same script that runs parallel with each other, it seems.

Doesn't make much sense to me.

0x081F: IF_JUMP(var[0x0022] == 0, 0x082A)
0x0827: JUMP(0x081F)

utunnels

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Re: Hidden dialogues in CC
« Reply #12 on: August 27, 2016, 10:15:33 pm »
Or not.
It seems var[0x0022] is already set to 0 before Nikki says the line, or did I overlooked something?


0x0400: IF_JUMP(roomVar[0x00] == 9, 0x042C)
{02 00 04 09 00 40 <0x042C> }
0x0408: WAIT(120)
{2D 78 80 }
0x040B: var[0x0022] = 0
{12 22 00 }

0x040E: DIALOG(0x0006, 0x00)

   +-------------------------
   |Nikki:
   |......
   |Rockin'.
   +-------------------------
   |It'd be nice to
   |have more people
   |listen to my songs.<Close>
   +-------------------------

{E0 06 00 00 }
0x0412: IF_JUMP(var[0x0022] == 0, 0x041D)
(02 22 00 00 00 40 <0x041D> )
0x041A: JUMP(0x0412)
(01 <0x0412> )

0x041D: SET_ANIMATION(4)
{3C 04 80 }
0x0420: WAIT_DIALOG()
{E2 }
0x0421: SET_ANIMATION(1)
{3C 01 80 }
0x0424: DIALOG(0x0007, 0x00)

   +-------------------------
   |Nikki:
   |Including Marcy.<Close>
   +-------------------------

{E0 07 00 00 }
0x0428: WAIT_DIALOG()
{E2 }
0x0429: JUMP(0x0476)
{01 <0x0476> }

prizvel

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Re: Hidden dialogues in CC
« Reply #13 on: August 27, 2016, 10:25:42 pm »
These cycles are usually used to put the script to pause until the other script will not change the variable, but apparently the developers forgot to add it.

utunnels

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Re: Hidden dialogues in CC
« Reply #14 on: August 27, 2016, 10:53:33 pm »
But check the red parts, var[0x0022] is always 0, or it should.