- New Rank icons
- Use Minimap-sized Emerald instead of Battle HUD
- Shows associated character you last updated (or matched) the position with
- Also removes the temporary printout display on G_LoadGameData.
Preperatory work for the next feature on my agenda.
- No longer independently allocated.
- This was a byproduct of the previous NUMMAPS-based implementation. It's just cleaner to have it live directly on the mapheader_t, no caveats about it.
- Now contains mapvisited bitflag array.
- Now all to-gamedata properties on a mapheader's struct are grouped together.
- I was of two minds about it, but decided that this would have cleaner guarantees for compartmentalisation, saving, and loading.
- They can still be wiped independently (G_ClearRecords for time/lap and M_ClearSecrets for mapvisited).
- Show a textbox (with highlighted border) so the console font is more likely to be legible.
- Increases the width of the virtual keys to match this.
- Show menu entry name and tooltip on faded view (if they exist), for additional context for what you're writing
- Make the text entry and the virtual keys slide seperately
In addition, don't show the pause menu PAUSED in modeattacking/netgames
This text is now snapto-affected, since we can't (or at least shouldn't) summon the widescreen border in regular pause instances.
- Variable width key support
- Rearrangement of keys to take advantage of this
- Uses thin strings
- Or arrow sigils for backspace/shift
- Shift and caps lock have been visually combined to match other virtual keyboards
- Press shift once to enable shift, press again to disable shift and enable caps lock
- Indicator light on shift to show capslock state
- k_hud.c: Add K_DrawSticker function (was previously named M_DrawSticker)
- Seperated the confirm handling into the menu ticker (fixes the confirm delay being framerate dependent)
- Updated to use the button graphics
Also includes secret support for widescreen.
I was planning to put this on tab rankings, which doesn't have borders.
Pause menu does, but it would be a waste to strip it back out again.
Each map now just has a countdown for when they'll reappear (stored in mapheader), which gets decremented each time a new map is played. This means it's now compatible across gametype switches, is a lot less complex, and is easy to retrieve the value for a specific map without needing to iterate constantly.
Lots of the old unused code surrounding this function was also removed. Lastly, added a PARANOIA check for callAgainSoon being mishandled.
- Introduce comments to make flow understandable.
- Abstract the number of seconds in the fade out (previously handled across multiple places) into SOUNDTEST_FADEOUTSECONDS.
- Make all next/conclude song cases for autosequence and non-looping track handled in one place.
- Fixes the case where a non-looping track could stop the Sound Test even in autosequence mode.
- Shown on the menu
- soundtest.autosequence
- Plays all songs in sequence, skipping over the soundtest entry.
- Plays each looping song twice (and fades out if it's the last one in the musicdef's tracks)
- Plays non-looping songs once with no fade ever
- Disabled when S_SoundTestStop called
- Songs that end outside of autosequence will now stop the visible Playing.
- Use LSTitleHighString at the top of the menu for the music's title/Sound Test
- Only show Track for relevant entries
- Show cv_soundtest.value in hex for that Classic Sonic soundtest flavour
Access to soundvolume and musicvolume through the Stereo Mode menu
- Draws a knob and volume bar (with loudness warning)
- Changes which cvar is associated with it depending on selected song/lack of
- If on any regular song, use digital music volume
- If on soundtest, use sound volume
- unless on entry 0 aka N/A, where no volume is visible at all
- Buttons have been implemented.
- They push down when you press an input.
- FUTURE WORK: Back doesn't get the opportunity to do so. Delay the exit of this menu?
- Certain ones have special properties.
- PLAY locks down when playing and not paused
- PAUSE locks down when playing and paused
- TRACK is a wheel/slidery thing
- BACK should get pressed when you're exiting (see previous FUTURE WORK)
- FUTURE WORK: The detection of these currently uses magic numbers.
- The Stereo itself is now drawn.
- FUTURE WORK: The screen's contents are still the testing visuals.
- Minimum viable implementation
- New horizontal menu
- FUTURE WORK: visuals are extremely basic
- Accessible from both Extras and in-game Pause if SECRET_SOUNDTEST is unlocked
- Rather than the Shadow-the-Hedgehog style free select of SRB2's Sound Test, it's a Best Of The Hacks And Fan Music Sega CD player.
- Back
- Exit menu
- Stop
- Stops Stereo music entirely
- Pause
- Pauses Stereo music without losing place in sequence
- FUTURE WORK: This should probably just pause the actual player ala minimised viewport
- Play
- Begins Stereo music on non-NULL musicdef entry
- Track
- For NULL soundtest entry:
- Switches between sfx
- For musicdefs with multiple tracks:
- Switches between them
- Prev and Next
- Changes musicdef entry
- FUTURE WORK: This is extremely naive and doesn't respect the following
- Cup order
- Unlocks
- Overrides all game-requested music changes when in Play or Pause mode
- This makes it an actual fun in-game feature as a menuification of the `tunes` command, not just a pure novelty.
Record number of music files which we were able to add, so Addons menu shows the correct number of addons loaded.
Also marks main music files in `listwad` command.
- Chao Keys are now UINT16 instead of UINT8
- The maximum number of Chao Keys is now 9999, which is the largest number of 9s that can fit in a UINT16
- Used keys no longer count towards your total
Will mildly corrupt gamedatas made with previous conditions-cascading builds, but only in a way that gives you extra keys than you've earned.
- Adds headers to the list
- Adds indentation
- Doesn't show extra medals if there are none available
- Cleans up some of the undesired duplication in the drawer