We currently have a bunch of patches to cutscene scripts which are written as raw byte patches, which don't really explain what's going on. An example is the shortened Epona stealing cutscene that was just extended to apply to all 4 variants of the cutscene in #2212.
One possible way to achieve this is to implement a higher-level abstraction for cutscene scripts, similar to what we have for patches to the starting inventory.
We currently have a bunch of patches to cutscene scripts which are written as raw byte patches, which don't really explain what's going on. An example is the shortened Epona stealing cutscene that was just extended to apply to all 4 variants of the cutscene in #2212.
One possible way to achieve this is to implement a higher-level abstraction for cutscene scripts, similar to what we have for patches to the starting inventory.
There has been some related discussion starting at https://discord.com/channels/274180765816848384/512048482677424138/1236941806592196609 which could serve as a basis for this documentation.