(Hardcode issue) New Vanilla intro messes up timing for custom openings

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glaber

Emblem Radar Ready
I have no idea how this is happening, but the fact that no one has been able to tell me how to fix the timing of the intro cut scene to work properly tells me that this is a bug with how intro cut scenes work.

So here is how it's set up:
Code:
[LIST=1]
[*]CUTSCENE 1
NUMSCENES 21
SCENE 1
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT35
PIC1XCOORD = 0
PIC1YCOORD = 0
PIC1DURATION = 140
SCENETEXT =               
                     #
SCENE 2
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
MUSICSLOT = 1035
PIC1NAME = OLDCUT01
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 35
SCENETEXT =               
                     #
SCENE 3
NUMBEROFPICS = 1
TEXTXPOS = 84
TEXTYPOS = 144
PIC1NAME = OLDCUT02
PIC1XCOORD = 96
PIC1YCOORD = 0
SCENETEXT = The planet Mobius...
#
SCENE 4
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT03
PIC1XCOORD = 96
PIC1YCOORD = 0
SCENETEXT = 
#
SCENE 5
NUMBEROFPICS = 1
TEXTXPOS = 96
TEXTYPOS = 144
PIC1NAME = OLDCUT04
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 126
SCENETEXT = Over the past two
 months has been
       peaceful.#
SCENE 6
NUMBEROFPICS = 8
TEXTXPOS = 92
TEXTYPOS = 136
PIC1NAME = OLDCUT05
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 14
PIC2NAME = OLDCUT06
PIC2XCOORD = 96
PIC2YCOORD = 0
PIC2DURATION = 5
PIC3NAME = OLDCUT07
PIC3XCOORD = 96
PIC3YCOORD = 0
PIC3DURATION = 5
PIC4NAME = OLDCUT08
PIC4XCOORD = 96
PIC4YCOORD = 0
PIC4DURATION = 5
PIC5NAME = OLDCUT09
PIC5XCOORD = 96
PIC5YCOORD = 0
PIC5DURATION = 5
PIC6NAME = OLDCUT10
PIC6XCOORD = 96
PIC6YCOORD = 0
PIC6DURATION = 5
PIC7NAME = OLDCUT11
PIC7XCOORD = 96
PIC7YCOORD = 0
PIC7DURATION = 5
PIC8NAME = OLDCUT12
PIC8XCOORD = 96
PIC8YCOORD = 0
PIC8DURATION = 105
SCENETEXT =    Until the Black
     Asteroid was
heading for Mobius...#
SCENE 7
NUMBEROFPICS = 1
TEXTXPOS = 92
TEXTYPOS = 136
PIC1NAME = OLDCUT13
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 105
SCENETEXT =    ..but why is it
heading for Mobius?#
SCENE 8
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 136
PIC1NAME = OLDCUT14
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 1
SCENETEXT =                
                     #
SCENE 9
NUMBEROFPICS = 1
TEXTXPOS = 80
TEXTYPOS = 136
PIC1NAME = OLDCUT15
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 84
SCENETEXT = The answer is inside...
#
SCENE 10
NUMBEROFPICS = 1
TEXTXPOS = 112
TEXTYPOS = 136
PIC1NAME = OLDCUT16
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 210
SCENETEXT = The answer is
Dr. Robotnik!#
SCENE 11
NUMBEROFPICS = 1
TEXTXPOS = 94
TEXTYPOS = 136
PIC1NAME = OLDCUT17
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 175
SCENETEXT =    Only one person
on Mobius can save
    the world from
 being destroyed.#
SCENE 12
NUMBEROFPICS = 1
TEXTXPOS = 112
TEXTYPOS = 136
PIC1NAME = OLDCUT18
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 280
SCENETEXT = One hedgehog,
   namely...               
                     #
SCENE 13
NUMBEROFPICS = 1
TEXTXPOS = 112
TEXTYPOS = 136
PIC1NAME = OLDCUT36
PIC1XCOORD = 0
PIC1YCOORD = 0
PIC1DURATION = 210
SCENETEXT =                
                     #
SCENE 14
NUMBEROFPICS = 8
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT19
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 35
PIC2NAME = OLDCUT20
PIC2XCOORD = 96
PIC2YCOORD = 0
PIC2DURATION = 5
PIC3NAME = OLDCUT21
PIC3XCOORD = 96
PIC3YCOORD = 0
PIC3DURATION = 5
PIC4NAME = OLDCUT22
PIC4XCOORD = 96
PIC4YCOORD = 0
PIC4DURATION = 5
PIC5NAME = OLDCUT23
PIC5XCOORD = 96
PIC5YCOORD = 0
PIC5DURATION = 5
PIC6NAME = OLDCUT24
PIC6XCOORD = 96
PIC6YCOORD = 0
PIC6DURATION = 5
PIC7NAME = OLDCUT25
PIC7XCOORD = 96
PIC7YCOORD = 0
PIC7DURATION = 5
PIC8NAME = OLDCUT26
PIC8XCOORD = 96
PIC8YCOORD = 0
PIC8DURATION = 5
SCENETEXT =                
                     #
SCENE 15
NUMBEROFPICS = 6
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT27
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 70
PIC2NAME = OLDCUT28
PIC2XCOORD = 96
PIC2YCOORD = 0
PIC2DURATION = 7
PIC3NAME = OLDCUT27
PIC3XCOORD = 96
PIC3YCOORD = 0
PIC3DURATION = 7
PIC4NAME = OLDCUT28
PIC4XCOORD = 96
PIC4YCOORD = 0
PIC4DURATION = 7
PIC5NAME = OLDCUT27
PIC5XCOORD = 96
PIC5YCOORD = 0
PIC5DURATION = 7
PIC6NAME = OLDCUT29
PIC6XCOORD = 96
PIC6YCOORD = 0
PIC6DURATION = 35
SCENETEXT =                
                     #
SCENE 16
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT30
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 1
SCENETEXT =                
                     #
SCENE 17
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT31
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 70
SCENETEXT =                
                     #
SCENE 18
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT32
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 35
SCENETEXT =                
                     #
SCENE 19
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT33
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 14
SCENETEXT =                
                     #
SCENE 20
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT34
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 210
SCENETEXT =                
                     #
SCENE 21
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT33
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 70
SCENETEXT =                
                     #
[/LIST]
Here's how it works in 2.1.8: https://www.youtube.com/watch?v=2FoXbweYpIs
and how it's suppose to work (using 2.0.6): https://www.youtube.com/watch?v=VzEEno9P59k&feature=youtu.be

Both videos have the intro soced the exact same way, [strikeout]and I suspect one of Inuyasha's tweaks may have cause this problem.[/strikeout]

Edit: bug report may be invalid due to how the new cutscene system was experienced.
 
Last edited by a moderator:
What do you mean "tweaks"? The code was entirely rewritten.

The text speed is also slower by default.
 
Well I recall you saying something about making tweaks to the intro. it was during that time that I was noticing that I was having timing issues with the old SRB2 cuts scene.

when I messed with PIC1DURATION it failed to make any change in how the scene worked. Even adding extra spaces to make the scene last longer didn't work.

I think I should also mention that the info for custom scenes hasn't been updated on the wiki yet either so I had no way of knowing if there was some new scene block or header I had to use.
 
Last edited:
So if the syntax hasn't changed. Would the new slower text speed be causing the problem?

Something is making Pic1duration not work right
 
There's no proper way to set a real "end the scene at this time" time yet. If the pic duration ends and there's no next pic to go to, it auto advances, but if the text ends it starts a 5 second timer. Also, this means don't use picduration 1.

Don't use spaces to pad. Use \A0 through \AF to set the text speed (A0 is fastest speed, A7 is default, and AF is slowest), and \B0 through \D2 to insert a delay (B0 is one game tic; D2 is one second, 35 game tics).
 
Last edited:
I don't understand what you're saying.

Use \A0 where?

If at Pic1duration, why did that have to change from tic numbers to these more confusing setting things?

Why is that 5 second timer even here now? I don't think it even works properly as it may cut the scene off before the text is done. See Scene 6.
 
Last edited:
Glaaaaber, sigh... did you read?

The \A0 through \D2 flags go in the scene text. They affect the way the text is displayed in the ways I said previously.

The five second timer that starts when the text ends has always been there. If the pic duration is set and it runs out without a new pic to advance to, it advances automatically without waiting for that timer or even for the text to complete, though.
 
I did read, but the way you presented the information wasn't as helpful as the post I'm responding to was with it.

Look, you're on the dev team, I'm on the outside. I need more information explained then you do. And when information isn't spelled out right, it's that much harder to understand.

anyway, I'm trying those flags now and they are not working. I'm not seeing anything noticeable.

I don't even have an example of where to place the flags. I'm flying blind here.

and to make matters more confusing, the pic*duration stuff is actually working better than the flags.
 
Last edited:
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