Display of the item is not conditional, so it should be visible whenever other menu items are...Szei wrote:...pressed 'esc' (on computer, I wanted to check if it worked before I put it on my psp). I didn't see a 'get tasks' option...
So it's faster to download Actually, I've posted my custom version, in which I was experimenting with removing various resources to try to find the reason of extremely long game starting under the GEN firmware (no luck yet); also, as Wololo pointed out, it was compiled with different optimization settings.Szei wrote: Also, why is the eboot you provided so much smaller than the 0.9.1 eboot?
I will have to look into this - the code should behave gracefully even under the extreme circumstances - and I'm likely to believe that increasing the number of decks did only reduce the probability of the crash, and did not eliminate it.flad_nag wrote:The bug i mentioned above is only true when AI deck has only 2 decks present. That is because i disable deck3 ai as I am hunting bugs using randomly generated deck1 and deck2.
There is a fixed list of task templates (which are hard-coded, but easy to add - each of them requires around 60 lines of code), with their parameters generated randomly and rewards calculated based upon them. I may post the parameters' ranges and rewards calculations if anyone is interested in examining them.flad_nag wrote:so are the tasks randomly generated by the program? or is there a specific list?
I will yet have to decide this - I want to keep the number of the tasks small at the beginning and increase it later, so the user is not spammed. But yes, it should be non-zero most of the time.flad_nag wrote:I think there should be at least 1 task available already.
So, did anyone manage to try the actual functionality yet?