There was confusion in testing so I took it as a challenge to improve the menu further.
- Put `Toggle All` on `<c>` instead of an Item slot
- Put `Frantic Mode` on `<r>` since it's in the changelog but not surfaced in any menus right now
- No gaps (RIP free real estate)
- Support partial names (but only with quotes around spaces, to accomodate for the multiple course support)
- Also permit `snapshotmap` as a command alias, with this one given in the help message
- MT_EXPLODE is spawned by MT_RANDOMITEM on certain types of pop-in
- MT_DUELBOMB and MT_MINERADIUS are both Duel hazard visuals that were missing
- MT_FOLLOWER is added to match MT_PLAYER
- Add comments to make clear why/how we're dividing this stuff
- Extracted functions so some state can be set up at spawn
- Fake Puyo chamber load for snapshotmaps
- Mobj starts off at shadowscale 0, but gets full-size when leaving the ground for the first time
- Editing the current profile for a player will update their Driver so map command and Challenge Driver have proper comparison available
- Re-order M_CharacterSelectInit so driver/follower info is available/valid when M_SetupProfileGridPos is called
- Since we're only using 50% of rollangle steps at 35fps, we can smooth it out under interp conditions like the flipping tile
- Don't grey out the text/stop the button animation for the input prompt, since pressing it again will stop the music, whereas grey text on Drivers/Followers/Colors means no function
- Keep the tile flipping even when not hovered over
If playing a given altmusic unlock...
- If selected, spin the disc
- If not selected, constantly flip the relevant tile on the board
- Either way, flash the relevant pixel in the scroll bar
- Only works in parties of 1
- Currently intentionally disabled for other types of Match Race, as they tend to have too many options and I don't want to risk infinite menu loops
- Dedicated function for cleaning up Challenges Menu memory
- Adjust the required function slate to open Challenges menu without malformed data
- Permits it to be used with restoreMenu, where it would silently infinitely loop before
- The Chao Medal in the top right corner will be completely filled if you've unlocked everything, even if that was via skips
- You basically never saw the silver Chao Medal. Major challenges *are* designed to be skipped if you don't want to, only 101% should be gruelling (complementary)
- The Scroll Bar at the top will darken pixels of complete columns ever so slightly even if minor challenges aren't yet achieved, to make it easier to find conditions to go back and fulfil if you're truly hunting for everything