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Option to Disable Continue Screen Music?


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#16 Magi_Hero

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Posted 09 June 2021 - 09:35 PM

This thread sucks and should be given back to Anthus.


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#17 Anthus

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Posted 09 June 2021 - 10:21 PM

I don't really have anything else to add or say, but thanks, Dimi, for trying/ considering it. :)

 

Besides personally finding the music grating, I would also like to reiterate the reason of stripping Zelda assets. So it will probably have to be done eventually anyway.


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#18 Mitchfork

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Posted 14 June 2021 - 11:18 AM

In the meantime, this  is a global active script implementation that should work for you.  This isn't the only place where you can put this but it works as well as any other.  Replace "X" with the number of an empty MIDI slot, or an alternate game over MIDI.

global script active {
	void run() {
		Game->GameOverScreen[GOS_MIDI] = X;
		while(true){
			Waitdraw();
			Waitframe();
		}
	}
}

Of course if you have other global active scripts, just throw the line "Game->GameOverScreen[GOS_MIDI] = X;" after "void run() {" but before "while(true){".

 

I'm not aware of an enhanced music implementation except to script a custom game over sequence via the Hero's onDeath script slot.


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