Create and Fuck your AI Cum Slut –70% OFF
x

beebooboobop

Newbie
Jan 28, 2021
52
21
92
Am I crazy or is chapter 1 bugged? tried replaying these and the chapter 1 intro imps can't be beat, they simply never dropped the items you need to restore hp or mp and thus wear you down. Farthest I got was 9/14 before having no hp and no mp with no way to restore any. Maybe just impossibly bad luck but I retried several times
EDIT: Worth mentioning here that I have tried both swf versions here and from the discord (though they seem to be identical) and am playing through Ruffle
EDIT2: Playing through Ruffle seemed to be the issue, able to get drops just fine now on a different flash player
 
Last edited:

wazoskim

New Member
May 23, 2023
1
0
20
immortality cheat
if you find the MainTimeline script (by editing the SWF file (i use JPEXS Flash Editor)) and go to line 6000 something theres a method (function) called refreshHP (in JPEXS you can also just search for it under the tools tab) . in that function, change

if(this.playerHP < 0)
{
this.playerHP = 0;
}

to

if(this.playerHP < 0)
{
this.playerHP = 1;
}

and it makes you immortal
 

numboss

New Member
Sep 16, 2017
5
0
124
High Resolution Images Ch 1 to 4
DOWNLOAD
: - - -

High Resolution GIFs Ch 1 to 4
DOWNLOAD
: - - -
how do we get the high resolution images and gifs in game?
 

TGafy

Well-Known Member
May 14, 2020
1,052
1,268
328
immortality cheat
if you find the MainTimeline script (by editing the SWF file (i use JPEXS Flash Editor)) and go to line 6000 something theres a method (function) called refreshHP (in JPEXS you can also just search for it under the tools tab) . in that function, change

if(this.playerHP < 0)
{
this.playerHP = 0;
}

to

if(this.playerHP < 0)
{
this.playerHP = 1;
}

and it makes you immortal
1764488121192.gif
 

Kisama33

Well-Known Member
May 13, 2018
1,154
1,468
306
Am I crazy or is chapter 1 bugged? tried replaying these and the chapter 1 intro imps can't be beat, they simply never dropped the items you need to restore hp or mp and thus wear you down. Farthest I got was 9/14 before having no hp and no mp with no way to restore any. Maybe just impossibly bad luck but I retried several times
EDIT: Worth mentioning here that I have tried both swf versions here and from the discord (though they seem to be identical) and am playing through Ruffle
EDIT2: Playing through Ruffle seemed to be the issue, able to get drops just fine now on a different flash player
Yeah, just use the official Flash Player provided in the OP if you want to avoid issues, it's a common report made by many players when they use unofficial software.
 
May 25, 2022
31
48
133
Yeah, just use the official Flash Player provided in the OP if you want to avoid issues, it's a common report made by many players when they use unofficial software.
The kicker is, I got curious one time and actually had a look at the game's code and was like "...but why". The loot generation function, while it has what I'd call coding no-nos, is still relatively straightforward. Prepare a loot array, determine the enemy, determine whether the enemy is tempted, roll for each item the enemy can drop using Math.random(), append to the loot array, and finally append some nones to the loot array, because the code elsewhere assumes there's at least 4 item slots so gotta make sure that there's always something for it to look at to decide if it should show anything in that slot or not. There's just not much here, meaning there's not much that can break, and most of the sussiest things appear elsewhere in the code in bits that do work (like you can start fights and the enemies are selected properly, and the randomness works for damage).

The only thing that comes to mind is that maybe the built in push function which in flash used to put things at the end of an array puts them in front now in the emulator, so instead of say ending the fight with ['Pink Liquid', 'Pink Liquid', 'none', 'none', 'none', 'none'] the generated loot ends up being ['none', 'none', 'none', 'none', 'Pink Liquid', 'Pink Liquid']. Then the game checks that oops the first 4 things are nones, clearly no loot has been obtained in the fight, and nothing is awarded.

This is the sort of basic assumption reversal that I'd expect many more games to break because in the emulator which worked perfectly fine in actual flash. Maybe they do, and maybe it's why? EDIT: Nope, not it! In fact when using items instead of nones it's still borked, so the problem is elsewhere. EDIT2: It's deeper still, because whatever happens between the end of combat and the loot screen also eats the "no item" text. Ah well, there goes that chance of a quick fix for android. Too bad.
 
Last edited:
  • Thinking Face
Reactions: F1forhalp

F1forhalp

MRP: RtCW
Donor
Oct 28, 2019
2,475
2,175
447
The kicker is, I got curious one time and actually had a look at the game's code and was like "...but why". The loot generation function, while it has what I'd call coding no-nos, is still relatively straightforward. Prepare a loot array, determine the enemy, determine whether the enemy is tempted, roll for each item the enemy can drop using Math.random(), append to the loot array, and finally append some nones to the loot array, because the code elsewhere assumes there's at least 4 item slots so gotta make sure that there's always something for it to look at to decide if it should show anything in that slot or not. There's just not much here, meaning there's not much that can break, and most of the sussiest things appear elsewhere in the code in bits that do work (like you can start fights and the enemies are selected properly, and the randomness works for damage).

The only thing that comes to mind is that maybe the built in push function which in flash used to put things at the end of an array puts them in front now in the emulator, so instead of say ending the fight with ['Pink Liquid', 'Pink Liquid', 'none', 'none', 'none', 'none'] the generated loot ends up being ['none', 'none', 'none', 'none', 'Pink Liquid', 'Pink Liquid']. Then the game checks that oops the first 4 things are nones, clearly no loot has been obtained in the fight, and nothing is awarded.

This is the sort of basic assumption reversal that I'd expect many more games to break because in the emulator which worked perfectly fine in actual flash. Maybe they do, and maybe it's why? EDIT: Nope, not it! In fact when using items instead of nones it's still borked, so the problem is elsewhere. EDIT2: It's deeper still, because whatever happens between the end of combat and the loot screen also eats the "no item" text. Ah well, there goes that chance of a quick fix for android. Too bad.
afraid if you waant to quick fix a Flash thing to make it work in a given stupidmartphone, you may have to dig really deep into Flash.. as in learning etc. and that's a kind of downslope, what with it officially deemed 'obsolete' and not only support, but several sources, too, have been dropped. add to it guurgle's omnipresent 'knowing it better', likely they do shortcuts of any sort while having their OS interact with the Flash file itself, no matter native or emulated. then there used to be actual time related things back in the Flash days, too, and looking back, them ole' 'puters did run slow. no idea if Intro made ever use of such functions from the early Flash days, i don't think he did. maybe. :whistle:
 
May 25, 2022
31
48
133
afraid if you waant to quick fix a Flash thing to make it work in a given stupidmartphone, you may have to dig really deep into Flash..
The thing is with an emulator the phone doesn't interact with Flash directly, or at least it ideally shouldn't. The person who first brought up running it on a phone mentioned FlashArch, which ideally should just make a nice padded playpen for running whatever flash thing regardless of what goes on in the hardware - and we do know it works fine on some hardware so hey, if you're making a thing that maximizes compatibility it should work on all. So I had a look. The report was just that drops don't work good and everything else seemed fine. If it was just something like "oh the Math.random function isn't simulated right in the emulator and it always rolls badly" then a workaround could be bodged around quick. But naw, it's something deeper. The emulator simply simulates something incorrectly - not enough to crash, but enough to wreck specifically the "loot layer", drops and text and all. Maybe in a future version it will just work, but for now it's just >effort.
 
  • Like
Reactions: F1forhalp

F1forhalp

MRP: RtCW
Donor
Oct 28, 2019
2,475
2,175
447
The thing is with an emulator the phone doesn't interact with Flash directly, or at least it ideally shouldn't. The person who first brought up running it on a phone mentioned FlashArch, which ideally should just make a nice padded playpen for running whatever flash thing regardless of what goes on in the hardware - and we do know it works fine on some hardware so hey, if you're making a thing that maximizes compatibility it should work on all. So I had a look. The report was just that drops don't work good and everything else seemed fine. If it was just something like "oh the Math.random function isn't simulated right in the emulator and it always rolls badly" then a workaround could be bodged around quick. But naw, it's something deeper. The emulator simply simulates something incorrectly - not enough to crash, but enough to wreck specifically the "loot layer", drops and text and all. Maybe in a future version it will just work, but for now it's just >effort.
ah i see. but, makes me wonder, if you had looked at the code, and that's not it, what is it then? maybe a general issue with the random itself, idk, or the emulator does some fixing out of some incinsistency with Flash versions (tbh i don't believe in the latter).
ehh nvm that's just a splurt out of curiosity, don't take it as a 'bughunt' request. :whistle:
we'll see soon enough if it's still there in the Unity version.
 

Kisama33

Well-Known Member
May 13, 2018
1,154
1,468
306
i lost my Chapter 1 save. does anyone have their Save i can use?
Chapter 1 doesn't have a save, the "Saved" message you see in screen it's only a momentary autosave to avoid having to backtrack too much if somehow you lose, when you close the game it's gone.

So you need to finish it in one go, should take around half hour to finish. Other chapters will have some sort of saving system (ch. 2 allows you to generate save codes you can load later, ch. 3 adds save slots).
 
  • Like
Reactions: A_Kenki3
4.60 star(s) 37 Votes