Jump to content

Photo

Option to Disable Continue Screen Music?


  • Please log in to reply
17 replies to this topic

#16 Magi_Hero

Magi_Hero

    oboe

  • Members
  • Real Name:Tim
  • Gender:Male
  • Location:NJ

Posted 09 June 2021 - 09:35 PM

This thread sucks and should be given back to Anthus.


  • Hergiswi, Anthus, Mani Kanina and 3 others like this

#17 Anthus

Anthus

    the wild-eyed boy from freecloud

  • Members
  • Gender:Male
  • Location:Ohio

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.


  • Shane and Matthew like this

#18 Mitchfork

Mitchfork

    no fun. not ever.

  • Members
  • Real Name:Mitch
  • Gender:Male
  • Location:Alabama

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.


  • Anthus likes this


1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users