Effective for:
- Gamepad up/down
- Transition (without fade)
Does not affect buttons inside boxes. My reasoning here is
that these show arrows when highlighted anyway, so that
fulfills the extra feedback.
Instead of manually handling every single transition, only simple transitions are unique.
Helper functions are used for the complicated transitions - Color selection if there's more than 1 colour, Follower selection if you have any followers unlocked, and the choice of Alts versus Character when going back.
Fixes a whole class of issues where, for example, you'd skip over setting your skincolor if you went through the Alts submenu, but not if there's only one character on that statblock.
- Imply passage of time when returning from Tutorial to Outro by resetting all the background variables
- Add an additive layer to the Options cogs, so they show up over an extremely dark background
- Metal Sonic will not focus on Tails/Eggman until video is restored
- Don't draw the Miles Electric transparent unless it's completely in its upright position
- Checks for whether a Gamepad is connected
- If yes, says you can use "your Gamepad"
- If no, says you can use "Enter, ESC, and the Arrow Keys"
- Show ENTER and ESC on any Message prompt (instead of A/B/X) if no Gamepad is connected
- Add M_DrawMediocreKeyboardKey, a genericisation of the previous entry in the series' Time Attack HUD
- Play O_SSTAR3
- Special darkened background
- Imagery to replace the minimap, since Special Mode maps generally don't have them as a rule
- Sealed Stars:
- Star Within The Seal, from the standard Evaluation
- Versus:
- The DeviantArt SignatuRes
- Fix messed-up transitions between Time Attack main menu and Replay, Guests, and Ghosts submenus
- Special Mode specifically:
- Forced unexpected wipes
- All modes:
- Don't slide away the minimap (or replacement imagery) when going between these menus
- Fix music not being correctly attached
- Correctly center minimaps in Time Attack view
All backgrounds are now handled by a seperate routine.
This will allow more fine handling without a ton of special cases everywhere.
Creates an absolutely nasty diff because all menu_t have been updated in one blast 🥹
For the things that DO need to draw outside of GS_MENU (M_DrawOptionsCogs, the Wrongwarp), the behaviourflag MBF_DRAWBGWHILEPLAYING has also been added.
- Rename the Name fields to "Profile ID" and "Player Tag" respectively, for clarity
- Re-order and re-align, so the given area on the Profile Card is lined up for readability
- Use the smaller version of the gamemode font, to have the screen less crammed full
- More dialogue
- Restrict access to your choices based on your progress through the Goner Setup.
- Save progress through the setup to gamedata
- Resets to beginning when Challenges is cleared
- Passwords
- Only permit the password entry in like the first two seconds
- Preemptively disarms potentially annoying people in stream chats
- Make wrongwarp also quit the game on exit instead of returning to the title screen
- Add GDQ cheats
- `savetheanimals`
- `savetheframes`
- Both do practically the same thing, with slightly modified dialogue.
- Skips all of the normal dialogue.
- Performing a social experiment on anyone who might stream this game at a charity event. :)
- Controlled by M_CupSecondRowLocked
- Looks for any Cup with associated unlockable that's on the second row
- Cached on load for both relevant menus - Cupgrid and Challenges
- Custom cups will be stretched out onto more pages
- Side incentive of unlocking more material: Less annoying interactions with custom material
- Pages with nothing unlocked are completely skipped over
Also moves a bunch of minor things which previously used magic numbers to the CUPMENU_COLUMNS/CUPMENU_ROWS defines, for sanity
- When a nextmapoverride is in play, do not insert the just-played map into the GP Rank
- Put all the behaviour that determines which Round icon to show in exactly one places
Also, fix a bug where it would show the skin realname for a spectating player's tally instead of the ROUND text.
- You will only see one uncompleted course on the Tutorial level select at a time.
- All subsequent stages will not be visible.
- This actually doesn't apply if you've beaten all the basegame Tutorial courses, and then load custom ones, to avoid discouraging the creation of those.
- If you select the menu and any loaded Tutorial stage is not completed, that stage will be highlighted automatically.
- Uses the same icon as the Grand Prix backup tracker
- Partly because it's the same general concept, saving your progress between sessions and alerting you to incompletion
- Partly so I didn't have to bother any asset creators for something more specialised