Talk:Side Stories/@comment-5638713-20130323123920/@comment-5299683-20130403042353

Yeah, the musical notes are kind of a touchy thing to add to any dialog. If ya don't add 'em the right way or put 'em in just the right spot, they don't work. I swear, whether they work or not is almost a total crapshoot. Even the main game struggles with 'em if ya watch closely.

But even though there were more than a few screwy musical notes in Cupid's dialog, the real culprit (at least based on what I saw) were some misplaced @ signs. Normally, the game only shows one line of dialog at a time. But if ya add @ signs in the script, you can display 2, 3 or even 4 lines of dialog at a time if they're short enough. But there were a few spots where there was one @ too many, and it overloaded the poor dialog box.