remove references to specific games for things that are only specific to the controller type

This commit is contained in:
Chris Danford
2005-10-07 05:00:52 +00:00
parent 9525bc094d
commit 1333bfd2d8
14 changed files with 380 additions and 384 deletions
+2 -2
View File
@@ -207,8 +207,8 @@ bool BeginnerHelper::Initialize( int iDancePadType )
m_pDancer[pl]->SetX(HELPER_X+PLAYER_X(pl));
m_pDancer[pl]->SetY(HELPER_Y+10);
m_pDancer[pl]->SetZoom(20);
m_pDancer[pl]->SetCullMode(CULL_NONE); // many of the DDR PC character models have the vertex order flipped
m_pDancer[pl]->m_bRevertToDefaultAnimation = true; // Stay bouncing after a step has finished animating->
m_pDancer[pl]->SetCullMode(CULL_NONE); // many of the models floating around have the vertex order flipped
m_pDancer[pl]->m_bRevertToDefaultAnimation = true; // Stay bouncing after a step has finished animating
}
m_bInitialized = true;
+1 -1
View File
@@ -130,7 +130,7 @@ DancingCharacters::DancingCharacters()
m_pCharacter[p]->LoadMilkshapeAsciiBones( "rest", pChar->GetRestAnimationPath() );
m_pCharacter[p]->LoadMilkshapeAsciiBones( "warmup", pChar->GetWarmUpAnimationPath() );
m_pCharacter[p]->LoadMilkshapeAsciiBones( "dance", pChar->GetDanceAnimationPath() );
m_pCharacter[p]->SetCullMode( CULL_NONE ); // many of the DDR PC character models have the vertex order flipped
m_pCharacter[p]->SetCullMode( CULL_NONE ); // many of the models floating around have the vertex order flipped
}
}
+2 -2
View File
@@ -21,12 +21,12 @@ const int MAX_STYLES_PER_GAME = 10;
// corresponding MenuInput IF AND ONLY IF the GameButton corresponding to the pimary input
// is not mapped.
//
// Example 1: A user is using a an arcade DDR machine as their controllre. This machine has
// Example 1: A user is using an arcade machine as their controller. Most machines have
// MenuLeft, MenuStart, and MenuRight buttons on the cabinet, so they should be used to navigate menus.
// The user will map these DeviceInputs to the GameButtons "MenuLeft (optional)", "MenuStart", and
// "MenuRight (optional)".
//
// Example 2: A user is using PlayStation DDR soft pads to play. His controller doesn't have dedicated
// Example 2: A user is using PlayStation dance pads to play. These controllers don't have dedicated
// DeviceInputs for MenuLeft and MenuRight. The user maps Up, Down, Left, and Right as normal.
// Since the Left and Right GameButtons have the flag FLAG_SECONDARY_MENU_*, they will function as
// MenuLeft and MenuRight as long as "MenuLeft (optional)" and "MenuRight (optional)" are not mapped.
+10 -10
View File
@@ -52,10 +52,10 @@ enum StepsType
STEPS_TYPE_PARA_SINGLE,
STEPS_TYPE_PARA_VERSUS,
STEPS_TYPE_DS3DDX_SINGLE,
STEPS_TYPE_BM_SINGLE5,
STEPS_TYPE_BM_DOUBLE5,
STEPS_TYPE_BM_SINGLE7,
STEPS_TYPE_BM_DOUBLE7,
STEPS_TYPE_BEAT_SINGLE5,
STEPS_TYPE_BEAT_DOUBLE5,
STEPS_TYPE_BEAT_SINGLE7,
STEPS_TYPE_BEAT_DOUBLE7,
STEPS_TYPE_MANIAX_SINGLE,
STEPS_TYPE_MANIAX_DOUBLE,
STEPS_TYPE_TECHNO_SINGLE4,
@@ -63,8 +63,8 @@ enum StepsType
STEPS_TYPE_TECHNO_SINGLE8,
STEPS_TYPE_TECHNO_DOUBLE4,
STEPS_TYPE_TECHNO_DOUBLE5,
STEPS_TYPE_PNM_FIVE,
STEPS_TYPE_PNM_NINE,
STEPS_TYPE_POPN_FIVE,
STEPS_TYPE_POPN_NINE,
STEPS_TYPE_LIGHTS_CABINET,
NUM_STEPS_TYPES, // leave this at the end
STEPS_TYPE_INVALID,
@@ -77,11 +77,11 @@ enum StepsType
enum PlayMode
{
PLAY_MODE_REGULAR,
PLAY_MODE_NONSTOP, // DDR EX Nonstop
PLAY_MODE_ONI, // DDR EX Challenge
PLAY_MODE_ENDLESS, // DDR PlayStation Endless
PLAY_MODE_NONSTOP,
PLAY_MODE_ONI,
PLAY_MODE_ENDLESS,
PLAY_MODE_BATTLE, // manually launched attacks
PLAY_MODE_RAVE, // automatically launched attacks - DDR Disney Rave "Dance Magic"
PLAY_MODE_RAVE, // automatically launched attacks
NUM_PLAY_MODES,
PLAY_MODE_INVALID
};
+40 -40
View File
@@ -125,29 +125,29 @@ enum // 3DDX Buttons
NUM_DS3DDX_BUTTONS, // leave this at the end.
};
enum // BM Buttons
enum // BEAT Buttons
{
BM_BUTTON_KEY1,
BM_BUTTON_KEY2,
BM_BUTTON_KEY3,
BM_BUTTON_KEY4,
BM_BUTTON_KEY5,
BM_BUTTON_KEY6,
BM_BUTTON_KEY7,
BM_BUTTON_SCRATCHUP,
/* XXX special case: this button is an alias of BM_BUTTON_SCRATCHUP for track
BEAT_BUTTON_KEY1,
BEAT_BUTTON_KEY2,
BEAT_BUTTON_KEY3,
BEAT_BUTTON_KEY4,
BEAT_BUTTON_KEY5,
BEAT_BUTTON_KEY6,
BEAT_BUTTON_KEY7,
BEAT_BUTTON_SCRATCHUP,
/* XXX special case: this button is an alias of BEAT_BUTTON_SCRATCHUP for track
* matching. */
BM_BUTTON_SCRATCHDOWN,
BM_BUTTON_START,
BM_BUTTON_SELECT,
BM_BUTTON_BACK,
BM_BUTTON_MENULEFT,
BM_BUTTON_MENURIGHT,
BM_BUTTON_MENUUP,
BM_BUTTON_MENUDOWN,
BM_BUTTON_COIN,
BM_BUTTON_OPERATOR,
NUM_BM_BUTTONS, // leave this at the end.
BEAT_BUTTON_SCRATCHDOWN,
BEAT_BUTTON_START,
BEAT_BUTTON_SELECT,
BEAT_BUTTON_BACK,
BEAT_BUTTON_MENULEFT,
BEAT_BUTTON_MENURIGHT,
BEAT_BUTTON_MENUUP,
BEAT_BUTTON_MENUDOWN,
BEAT_BUTTON_COIN,
BEAT_BUTTON_OPERATOR,
NUM_BEAT_BUTTONS, // leave this at the end.
};
enum // ManiaxButtons
@@ -193,25 +193,25 @@ enum // TechnoButtons
enum // PnM Buttons
{
PNM_BUTTON_LEFT_WHITE,
PNM_BUTTON_LEFT_YELLOW,
PNM_BUTTON_LEFT_GREEN,
PNM_BUTTON_LEFT_BLUE,
PNM_BUTTON_RED,
PNM_BUTTON_RIGHT_BLUE,
PNM_BUTTON_RIGHT_GREEN,
PNM_BUTTON_RIGHT_YELLOW,
PNM_BUTTON_RIGHT_WHITE,
PNM_BUTTON_START,
PNM_BUTTON_SELECT,
PNM_BUTTON_BACK,
PNM_BUTTON_MENULEFT,
PNM_BUTTON_MENURIGHT,
PNM_BUTTON_MENUUP,
PNM_BUTTON_MENUDOWN,
PNM_BUTTON_COIN,
PNM_BUTTON_OPERATOR,
NUM_PNM_BUTTONS, // leave this at the end
POPN_BUTTON_LEFT_WHITE,
POPN_BUTTON_LEFT_YELLOW,
POPN_BUTTON_LEFT_GREEN,
POPN_BUTTON_LEFT_BLUE,
POPN_BUTTON_RED,
POPN_BUTTON_RIGHT_BLUE,
POPN_BUTTON_RIGHT_GREEN,
POPN_BUTTON_RIGHT_YELLOW,
POPN_BUTTON_RIGHT_WHITE,
POPN_BUTTON_START,
POPN_BUTTON_SELECT,
POPN_BUTTON_BACK,
POPN_BUTTON_MENULEFT,
POPN_BUTTON_MENURIGHT,
POPN_BUTTON_MENUUP,
POPN_BUTTON_MENUDOWN,
POPN_BUTTON_COIN,
POPN_BUTTON_OPERATOR,
NUM_POPN_BUTTONS, // leave this at the end
};
enum // LightsButtons
+276 -276
View File
@@ -33,20 +33,20 @@ enum
TRACK_14,
TRACK_15,
TRACK_16,
// BMS reader needs 16 tracks for bm-double7
// BMS reader needs 16 tracks for beat-double7
};
enum
{
GAME_DANCE, // Dance Dance Revolution
GAME_PUMP, // Pump It Up
GAME_EZ2, // Ez2dancer
GAME_PARA, // ParaPAraParadise
GAME_DS3DDX, // Dance Station 3DDX.
GAME_BM, // Beatmania IIDX
GAME_MANIAX, // DanceManiax
GAME_TECHNO, // TechnoMotion
GAME_PNM, // pop n music
GAME_DANCE,
GAME_PUMP,
GAME_EZ2,
GAME_PARA,
GAME_DS3DDX,
GAME_BEAT,
GAME_MANIAX,
GAME_TECHNO,
GAME_POPN,
GAME_LIGHTS, // cabinet lights (not really a game)
NUM_GAMES, // leave this at the end
GAME_INVALID,
@@ -59,12 +59,12 @@ const int EZ2_COL_SPACING = 46;
const int EZ2_REAL_COL_SPACING = 40;
const int PARA_COL_SPACING = 54;
const int DS3DDX_COL_SPACING = 46;
const int BM_COL_SPACING = 34;
const int BEAT_COL_SPACING = 34;
const int MANIAX_COL_SPACING = 36;
const int TECHNO_COL_SPACING = 56;
const int TECHNO_VERSUS_COL_SPACING = 33;
const int PNM5_COL_SPACING = 32;
const int PNM9_COL_SPACING = 32;
const int POPN5_COL_SPACING = 32;
const int POPN9_COL_SPACING = 32;
struct {
char *name;
@@ -84,10 +84,10 @@ struct {
{ "para-single", 5 },
{ "para-versus", 10 },
{ "ds3ddx-single", 8 },
{ "bm-single5", 6 },
{ "bm-double5", 12 },
{ "bm-single7", 8 },
{ "bm-double7", 16 },
{ "bm-single5", 6 }, // called "bm" for backward compat
{ "bm-double5", 12 }, // called "bm" for backward compat
{ "bm-single7", 8 }, // called "bm" for backward compat
{ "bm-double7", 16 }, // called "bm" for backward compat
{ "maniax-single", 4 },
{ "maniax-double", 8 },
{ "techno-single4", 4 },
@@ -95,8 +95,8 @@ struct {
{ "techno-single8", 8 },
{ "techno-double4", 8 },
{ "techno-double5", 10 },
{ "pnm-five", 5 },
{ "pnm-nine", 9 },
{ "pnm-five", 5 }, // called "pnm" for backward compat
{ "pnm-nine", 9 }, // called "pnm" for backward compat
{ "lights-cabinet", NUM_CABINET_LIGHTS },
};
@@ -107,7 +107,7 @@ Game g_Games[NUM_GAMES] =
{
{ // GAME_DANCE
"dance", // m_szName
"Dance Dance Revolution", // m_szDescription
"4 foot panels or 6 foot panels", // m_szDescription
2, // m_iNumControllers
false, // m_bCountNotesSeparately
NUM_DANCE_BUTTONS, // m_iButtonsPerController
@@ -194,7 +194,7 @@ Game g_Games[NUM_GAMES] =
},
{ // GAME_PUMP
"pump", // m_szName
"Pump It Up", // m_szDescription
"5 foot panels", // m_szDescription
2, // m_iNumControllers
false, // m_bCountNotesSeparately
NUM_PUMP_BUTTONS, // m_iButtonsPerController
@@ -278,7 +278,7 @@ Game g_Games[NUM_GAMES] =
},
{
"ez2", // m_szName
"Ez2Dancer", // m_szDescription
"4 hand sensors + 3 foot panels", // m_szDescription
2, // m_iNumControllers
false, // m_bCountNotesSeparately
NUM_EZ2_BUTTONS, // m_iButtonsPerController
@@ -368,10 +368,10 @@ Game g_Games[NUM_GAMES] =
},
{ // GAME_PARA
"para", // m_szName
"Para Para Paradise", // m_szDescription
"5 hand sensors", // m_szDescription
2, // m_iNumControllers
false, // m_bCountNotesSeparately
NUM_DANCE_BUTTONS, // m_iButtonsPerController
NUM_PARA_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
"Left",
"UpLeft",
@@ -452,7 +452,7 @@ Game g_Games[NUM_GAMES] =
},
{ // GAME_DS3DDX
"ds3ddx", // m_szName
"Dance Station 3DDX", // m_szDescription
"4 hand sensors + 4 foot panels", // m_szDescription
2, // m_iNumControllers
false, // m_bCountNotesSeparately
NUM_DS3DDX_BUTTONS, // m_iButtonsPerController
@@ -543,12 +543,12 @@ Game g_Games[NUM_GAMES] =
TNS_GOOD, // m_mapGoodTo
TNS_BOO, // m_mapBooTo
},
{ // GAME_BM
"bm", // m_szName
"BeatMania IIDX", // m_szDescription
{ // GAME_BEAT
"beat", // m_szName
"5 hand buttons or 7 hand buttons, + 1 scratch pad", // m_szDescription
2, // m_iNumControllers
true, // m_bCountNotesSeparately
NUM_BM_BUTTONS, // m_iButtonsPerController
NUM_BEAT_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
"Key1",
"Key2",
@@ -570,67 +570,67 @@ Game g_Games[NUM_GAMES] =
"Operator",
},
{ // m_DedicatedMenuButton
BM_BUTTON_MENULEFT, // MENU_BUTTON_LEFT
BM_BUTTON_MENURIGHT, // MENU_BUTTON_RIGHT
BM_BUTTON_MENUUP, // MENU_BUTTON_UP
BM_BUTTON_MENUDOWN, // MENU_BUTTON_DOWN
BM_BUTTON_START, // MENU_BUTTON_START
BM_BUTTON_SELECT, // MENU_BUTTON_SELECT
BM_BUTTON_BACK, // MENU_BUTTON_BACK
BM_BUTTON_COIN, // MENU_BUTTON_COIN
BM_BUTTON_OPERATOR, // MENU_BUTTON_OPERATOR
BEAT_BUTTON_MENULEFT, // MENU_BUTTON_LEFT
BEAT_BUTTON_MENURIGHT, // MENU_BUTTON_RIGHT
BEAT_BUTTON_MENUUP, // MENU_BUTTON_UP
BEAT_BUTTON_MENUDOWN, // MENU_BUTTON_DOWN
BEAT_BUTTON_START, // MENU_BUTTON_START
BEAT_BUTTON_SELECT, // MENU_BUTTON_SELECT
BEAT_BUTTON_BACK, // MENU_BUTTON_BACK
BEAT_BUTTON_COIN, // MENU_BUTTON_COIN
BEAT_BUTTON_OPERATOR, // MENU_BUTTON_OPERATOR
},
{ // m_SecondaryMenuButton
BM_BUTTON_KEY1, // MENU_BUTTON_LEFT
BM_BUTTON_KEY3, // MENU_BUTTON_RIGHT
BM_BUTTON_SCRATCHUP, // MENU_BUTTON_UP
BM_BUTTON_SCRATCHDOWN,// MENU_BUTTON_DOWN
BM_BUTTON_START, // MENU_BUTTON_START
BM_BUTTON_SELECT, // MENU_BUTTON_SELECT
BM_BUTTON_BACK, // MENU_BUTTON_BACK
BM_BUTTON_COIN, // MENU_BUTTON_COIN
BM_BUTTON_OPERATOR, // MENU_BUTTON_OPERATOR
BEAT_BUTTON_KEY1, // MENU_BUTTON_LEFT
BEAT_BUTTON_KEY3, // MENU_BUTTON_RIGHT
BEAT_BUTTON_SCRATCHUP, // MENU_BUTTON_UP
BEAT_BUTTON_SCRATCHDOWN,// MENU_BUTTON_DOWN
BEAT_BUTTON_START, // MENU_BUTTON_START
BEAT_BUTTON_SELECT, // MENU_BUTTON_SELECT
BEAT_BUTTON_BACK, // MENU_BUTTON_BACK
BEAT_BUTTON_COIN, // MENU_BUTTON_COIN
BEAT_BUTTON_OPERATOR, // MENU_BUTTON_OPERATOR
},
{ // m_iDefaultKeyboardKey
{ // PLAYER_1
KEY_Cm, // BM_BUTTON_KEY1,
KEY_Ck, // BM_BUTTON_KEY2,
KEY_COMMA, // BM_BUTTON_KEY3,
KEY_Cl, // BM_BUTTON_KEY4,
KEY_PERIOD, // BM_BUTTON_KEY5,
KEY_SEMICOLON, // BM_BUTTON_KEY6,
KEY_SLASH, // BM_BUTTON_KEY7,
KEY_LSHIFT, // BM_BUTTON_SCRATCHUP,
NO_DEFAULT_KEY, // BM_BUTTON_SCRATCHDOWN,
KEY_ENTER, // BM_BUTTON_START,
KEY_BACKSLASH, // BM_BUTTON_SELECT,
KEY_ESC, // BM_BUTTON_BACK,
KEY_LEFT, // BM_BUTTON_MENULEFT
KEY_RIGHT, // BM_BUTTON_MENURIGHT
KEY_UP, // BM_BUTTON_MENUUP
KEY_DOWN, // BM_BUTTON_MENUDOWN
KEY_F1, // BM_BUTTON_COIN
KEY_SCRLLOCK // BM_BUTTON_OPERATOR
KEY_Cm, // BEAT_BUTTON_KEY1,
KEY_Ck, // BEAT_BUTTON_KEY2,
KEY_COMMA, // BEAT_BUTTON_KEY3,
KEY_Cl, // BEAT_BUTTON_KEY4,
KEY_PERIOD, // BEAT_BUTTON_KEY5,
KEY_SEMICOLON, // BEAT_BUTTON_KEY6,
KEY_SLASH, // BEAT_BUTTON_KEY7,
KEY_LSHIFT, // BEAT_BUTTON_SCRATCHUP,
NO_DEFAULT_KEY, // BEAT_BUTTON_SCRATCHDOWN,
KEY_ENTER, // BEAT_BUTTON_START,
KEY_BACKSLASH, // BEAT_BUTTON_SELECT,
KEY_ESC, // BEAT_BUTTON_BACK,
KEY_LEFT, // BEAT_BUTTON_MENULEFT
KEY_RIGHT, // BEAT_BUTTON_MENURIGHT
KEY_UP, // BEAT_BUTTON_MENUUP
KEY_DOWN, // BEAT_BUTTON_MENUDOWN
KEY_F1, // BEAT_BUTTON_COIN
KEY_SCRLLOCK // BEAT_BUTTON_OPERATOR
},
{ // PLAYER_2
NO_DEFAULT_KEY, // BM_BUTTON_KEY1,
NO_DEFAULT_KEY, // BM_BUTTON_KEY2,
NO_DEFAULT_KEY, // BM_BUTTON_KEY3,
NO_DEFAULT_KEY, // BM_BUTTON_KEY4,
NO_DEFAULT_KEY, // BM_BUTTON_KEY5,
NO_DEFAULT_KEY, // BM_BUTTON_KEY6,
NO_DEFAULT_KEY, // BM_BUTTON_KEY7,
NO_DEFAULT_KEY, // BM_BUTTON_SCRATCHUP,
NO_DEFAULT_KEY, // BM_BUTTON_SCRATCHDOWN,
NO_DEFAULT_KEY, // BM_BUTTON_START,
NO_DEFAULT_KEY, // BM_BUTTON_SELECT,
NO_DEFAULT_KEY, // BM_BUTTON_BACK,
NO_DEFAULT_KEY, // BM_BUTTON_MENULEFT
NO_DEFAULT_KEY, // BM_BUTTON_MENURIGHT
NO_DEFAULT_KEY, // BM_BUTTON_MENUUP
NO_DEFAULT_KEY, // BM_BUTTON_MENUDOWN
NO_DEFAULT_KEY, // BM_BUTTON_COIN
NO_DEFAULT_KEY // BM_BUTTON_OPERATOR
NO_DEFAULT_KEY, // BEAT_BUTTON_KEY1,
NO_DEFAULT_KEY, // BEAT_BUTTON_KEY2,
NO_DEFAULT_KEY, // BEAT_BUTTON_KEY3,
NO_DEFAULT_KEY, // BEAT_BUTTON_KEY4,
NO_DEFAULT_KEY, // BEAT_BUTTON_KEY5,
NO_DEFAULT_KEY, // BEAT_BUTTON_KEY6,
NO_DEFAULT_KEY, // BEAT_BUTTON_KEY7,
NO_DEFAULT_KEY, // BEAT_BUTTON_SCRATCHUP,
NO_DEFAULT_KEY, // BEAT_BUTTON_SCRATCHDOWN,
NO_DEFAULT_KEY, // BEAT_BUTTON_START,
NO_DEFAULT_KEY, // BEAT_BUTTON_SELECT,
NO_DEFAULT_KEY, // BEAT_BUTTON_BACK,
NO_DEFAULT_KEY, // BEAT_BUTTON_MENULEFT
NO_DEFAULT_KEY, // BEAT_BUTTON_MENURIGHT
NO_DEFAULT_KEY, // BEAT_BUTTON_MENUUP
NO_DEFAULT_KEY, // BEAT_BUTTON_MENUDOWN
NO_DEFAULT_KEY, // BEAT_BUTTON_COIN
NO_DEFAULT_KEY // BEAT_BUTTON_OPERATOR
},
},
TNS_MARVELOUS, // m_mapMarvelousTo
@@ -641,7 +641,7 @@ Game g_Games[NUM_GAMES] =
},
{ // GAME_MANIAX
"maniax", // m_szName
"Dance Maniax", // m_szDescription
"4 hand sensors", // m_szDescription
2, // m_iNumControllers
false, // m_bCountNotesSeparately
NUM_MANIAX_BUTTONS, // m_iButtonsPerController
@@ -722,7 +722,7 @@ Game g_Games[NUM_GAMES] =
},
{ // GAME_TECHNO
"techno", // m_szName
"TechnoMotion", // m_szDescription
"4, 5, or 9 foot panels", // m_szDescription
2, // m_iNumControllers
false, // m_bCountNotesSeparately
NUM_TECHNO_BUTTONS, // m_iButtonsPerController
@@ -816,12 +816,12 @@ Game g_Games[NUM_GAMES] =
TNS_GOOD, // m_mapGoodTo
TNS_BOO, // m_mapBooTo
},
{ // GAME_PNM
"pnm", // m_szName
"Pop'n Music", // m_szDescription
{ // GAME_POPN
"popn", // m_szName
"5 or 9 hand buttons", // m_szDescription
1, // m_iNumControllers
true, // m_bCountNotesSeparately
NUM_PNM_BUTTONS, // m_iButtonsPerController
NUM_POPN_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
"Left White",
"Left Yellow",
@@ -843,67 +843,67 @@ Game g_Games[NUM_GAMES] =
"Operator",
},
{ // m_DedicatedMenuButton
PNM_BUTTON_MENULEFT, // MENU_BUTTON_LEFT
PNM_BUTTON_MENURIGHT, // MENU_BUTTON_RIGHT
PNM_BUTTON_MENUUP, // MENU_BUTTON_UP
PNM_BUTTON_MENUDOWN, // MENU_BUTTON_DOWN
PNM_BUTTON_START, // MENU_BUTTON_START
PNM_BUTTON_SELECT, // MENU_BUTTON_SELECT
PNM_BUTTON_BACK, // MENU_BUTTON_BACK
PNM_BUTTON_COIN, // MENU_BUTTON_COIN
PNM_BUTTON_OPERATOR // MENU_BUTTON_OPERATOR
POPN_BUTTON_MENULEFT, // MENU_BUTTON_LEFT
POPN_BUTTON_MENURIGHT, // MENU_BUTTON_RIGHT
POPN_BUTTON_MENUUP, // MENU_BUTTON_UP
POPN_BUTTON_MENUDOWN, // MENU_BUTTON_DOWN
POPN_BUTTON_START, // MENU_BUTTON_START
POPN_BUTTON_SELECT, // MENU_BUTTON_SELECT
POPN_BUTTON_BACK, // MENU_BUTTON_BACK
POPN_BUTTON_COIN, // MENU_BUTTON_COIN
POPN_BUTTON_OPERATOR // MENU_BUTTON_OPERATOR
},
{ // m_SecondaryMenuButton
PNM_BUTTON_LEFT_BLUE,
PNM_BUTTON_RIGHT_BLUE,
PNM_BUTTON_LEFT_YELLOW,
PNM_BUTTON_RIGHT_YELLOW,
PNM_BUTTON_RED,
PNM_BUTTON_SELECT, // MENU_BUTTON_SELECT
PNM_BUTTON_BACK,
PNM_BUTTON_COIN, // MENU_BUTTON_COIN
PNM_BUTTON_OPERATOR, // MENU_BUTTON_OPERATOR
POPN_BUTTON_LEFT_BLUE,
POPN_BUTTON_RIGHT_BLUE,
POPN_BUTTON_LEFT_YELLOW,
POPN_BUTTON_RIGHT_YELLOW,
POPN_BUTTON_RED,
POPN_BUTTON_SELECT, // MENU_BUTTON_SELECT
POPN_BUTTON_BACK,
POPN_BUTTON_COIN, // MENU_BUTTON_COIN
POPN_BUTTON_OPERATOR, // MENU_BUTTON_OPERATOR
},
{ // m_iDefaultKeyboardKey
{ // PLAYER_1
KEY_Cz, // PNM_BUTTON_LEFT_WHITE,
KEY_Cs, // PNM_BUTTON_LEFT_YELLOW,
KEY_Cx, // PNM_BUTTON_LEFT_GREEN,
KEY_Cd, // PNM_BUTTON_LEFT_BLUE,
KEY_Cc, // PNM_BUTTON_RED,
KEY_Cf, // PNM_BUTTON_RIGHT_BLUE,
KEY_Cv, // PNM_BUTTON_RIGHT_GREEN,
KEY_Cg, // PNM_BUTTON_RIGHT_YELLOW,
KEY_Cb, // PNM_BUTTON_RIGHT_WHITE,
KEY_ENTER, // PNM_BUTTON_MENUSTART
KEY_BACKSLASH, // PNM_BUTTON_SELECT,
KEY_ESC, // PNM_BUTTON_MENUBACK
KEY_LEFT, // PNM_BUTTON_MENULEFT,
KEY_RIGHT, // PNM_BUTTON_MENURIGHT,
KEY_UP, // PNM_BUTTON_MENUUP
KEY_DOWN, // PNM_BUTTON_MENUDOWN
KEY_F1, // PNM_BUTTON_COIN
KEY_SCRLLOCK // PNM_BUTTON_OPERATOR
KEY_Cz, // POPN_BUTTON_LEFT_WHITE,
KEY_Cs, // POPN_BUTTON_LEFT_YELLOW,
KEY_Cx, // POPN_BUTTON_LEFT_GREEN,
KEY_Cd, // POPN_BUTTON_LEFT_BLUE,
KEY_Cc, // POPN_BUTTON_RED,
KEY_Cf, // POPN_BUTTON_RIGHT_BLUE,
KEY_Cv, // POPN_BUTTON_RIGHT_GREEN,
KEY_Cg, // POPN_BUTTON_RIGHT_YELLOW,
KEY_Cb, // POPN_BUTTON_RIGHT_WHITE,
KEY_ENTER, // POPN_BUTTON_MENUSTART
KEY_BACKSLASH, // POPN_BUTTON_SELECT,
KEY_ESC, // POPN_BUTTON_MENUBACK
KEY_LEFT, // POPN_BUTTON_MENULEFT,
KEY_RIGHT, // POPN_BUTTON_MENURIGHT,
KEY_UP, // POPN_BUTTON_MENUUP
KEY_DOWN, // POPN_BUTTON_MENUDOWN
KEY_F1, // POPN_BUTTON_COIN
KEY_SCRLLOCK // POPN_BUTTON_OPERATOR
},
{ // PLAYER_2
NO_DEFAULT_KEY, // BM_BUTTON_KEY1,
NO_DEFAULT_KEY, // BM_BUTTON_KEY2,
NO_DEFAULT_KEY, // BM_BUTTON_KEY3,
NO_DEFAULT_KEY, // BM_BUTTON_KEY4,
NO_DEFAULT_KEY, // BM_BUTTON_KEY5,
NO_DEFAULT_KEY, // BM_BUTTON_KEY6,
NO_DEFAULT_KEY, // BM_BUTTON_KEY7,
NO_DEFAULT_KEY, // BM_BUTTON_SCRATCHUP,
NO_DEFAULT_KEY, // BM_BUTTON_SCRATCHDOWN,
NO_DEFAULT_KEY, // BM_BUTTON_START,
NO_DEFAULT_KEY, // PNM_BUTTON_SELECT,
NO_DEFAULT_KEY, // BM_BUTTON_BACK,
NO_DEFAULT_KEY, // BM_BUTTON_MENULEFT
NO_DEFAULT_KEY, // BM_BUTTON_MENURIGHT
NO_DEFAULT_KEY, // BM_BUTTON_MENUUP
NO_DEFAULT_KEY, // BM_BUTTON_MENUDOWN
NO_DEFAULT_KEY, // BM_BUTTON_COIN
NO_DEFAULT_KEY // BM_BUTTON_OPERATOR
NO_DEFAULT_KEY, // BEAT_BUTTON_KEY1,
NO_DEFAULT_KEY, // BEAT_BUTTON_KEY2,
NO_DEFAULT_KEY, // BEAT_BUTTON_KEY3,
NO_DEFAULT_KEY, // BEAT_BUTTON_KEY4,
NO_DEFAULT_KEY, // BEAT_BUTTON_KEY5,
NO_DEFAULT_KEY, // BEAT_BUTTON_KEY6,
NO_DEFAULT_KEY, // BEAT_BUTTON_KEY7,
NO_DEFAULT_KEY, // BEAT_BUTTON_SCRATCHUP,
NO_DEFAULT_KEY, // BEAT_BUTTON_SCRATCHDOWN,
NO_DEFAULT_KEY, // BEAT_BUTTON_START,
NO_DEFAULT_KEY, // POPN_BUTTON_SELECT,
NO_DEFAULT_KEY, // BEAT_BUTTON_BACK,
NO_DEFAULT_KEY, // BEAT_BUTTON_MENULEFT
NO_DEFAULT_KEY, // BEAT_BUTTON_MENURIGHT
NO_DEFAULT_KEY, // BEAT_BUTTON_MENUUP
NO_DEFAULT_KEY, // BEAT_BUTTON_MENUDOWN
NO_DEFAULT_KEY, // BEAT_BUTTON_COIN
NO_DEFAULT_KEY // BEAT_BUTTON_OPERATOR
},
},
TNS_PERFECT, // m_mapMarvelousTo
@@ -914,7 +914,7 @@ Game g_Games[NUM_GAMES] =
},
{ // GAME_LIGHTS
"lights", // m_szName
"Lights", // m_szDescription
"8 lights", // m_szDescription
1, // m_iNumControllers
false, // m_bCountNotesSeparately
NUM_LIGHTS_BUTTONS, // m_iButtonsPerController
@@ -1832,32 +1832,32 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
false, // m_bLockDifficulties
},
{ // STYLE_BM_SINGLE5
&g_Games[GAME_BM], // m_Game
{ // STYLE_BEAT_SINGLE5
&g_Games[GAME_BEAT], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
true, // m_bUsedForDemonstration
true, // m_bUsedForHowToPlay
"single5", // m_szName
STEPS_TYPE_BM_SINGLE5, // m_StepsType
STEPS_TYPE_BEAT_SINGLE5, // m_StepsType
ONE_PLAYER_ONE_SIDE, // m_StyleType
6, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, -BM_COL_SPACING*2.5f, NULL },
{ TRACK_2, -BM_COL_SPACING*1.5f, NULL },
{ TRACK_3, -BM_COL_SPACING*0.5f, NULL },
{ TRACK_4, +BM_COL_SPACING*0.5f, NULL },
{ TRACK_5, +BM_COL_SPACING*1.5f, NULL },
{ TRACK_6, +BM_COL_SPACING*3.0f, "scratch" },
{ TRACK_1, -BEAT_COL_SPACING*2.5f, NULL },
{ TRACK_2, -BEAT_COL_SPACING*1.5f, NULL },
{ TRACK_3, -BEAT_COL_SPACING*0.5f, NULL },
{ TRACK_4, +BEAT_COL_SPACING*0.5f, NULL },
{ TRACK_5, +BEAT_COL_SPACING*1.5f, NULL },
{ TRACK_6, +BEAT_COL_SPACING*3.0f, "scratch" },
},
{ // PLAYER_2
{ TRACK_1, -BM_COL_SPACING*2.5f, NULL },
{ TRACK_2, -BM_COL_SPACING*1.5f, NULL },
{ TRACK_3, -BM_COL_SPACING*0.5f, NULL },
{ TRACK_4, +BM_COL_SPACING*0.5f, NULL },
{ TRACK_5, +BM_COL_SPACING*1.5f, NULL },
{ TRACK_6, +BM_COL_SPACING*3.0f, "scratch" },
{ TRACK_1, -BEAT_COL_SPACING*2.5f, NULL },
{ TRACK_2, -BEAT_COL_SPACING*1.5f, NULL },
{ TRACK_3, -BEAT_COL_SPACING*0.5f, NULL },
{ TRACK_4, +BEAT_COL_SPACING*0.5f, NULL },
{ TRACK_5, +BEAT_COL_SPACING*1.5f, NULL },
{ TRACK_6, +BEAT_COL_SPACING*3.0f, "scratch" },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
@@ -1871,44 +1871,44 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
false, // m_bLockDifficulties
},
{ // STYLE_BM_DOUBLE
&g_Games[GAME_BM], // m_Game
{ // STYLE_BEAT_DOUBLE
&g_Games[GAME_BEAT], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
false, // m_bUsedForHowToPlay
"double5", // m_szName
STEPS_TYPE_BM_DOUBLE5, // m_StepsType
STEPS_TYPE_BEAT_DOUBLE5, // m_StepsType
ONE_PLAYER_TWO_SIDES, // m_StyleType
12, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, -BM_COL_SPACING*6.0f, NULL },
{ TRACK_2, -BM_COL_SPACING*5.0f, NULL },
{ TRACK_3, -BM_COL_SPACING*4.0f, NULL },
{ TRACK_4, -BM_COL_SPACING*3.0f, NULL },
{ TRACK_5, -BM_COL_SPACING*2.0f, NULL },
{ TRACK_6, -BM_COL_SPACING*1.5f, "scratch" },
{ TRACK_7, +BM_COL_SPACING*0.5f, NULL },
{ TRACK_8, +BM_COL_SPACING*1.5f, NULL },
{ TRACK_9, +BM_COL_SPACING*2.5f, NULL },
{ TRACK_10, +BM_COL_SPACING*3.5f, NULL },
{ TRACK_11, +BM_COL_SPACING*4.5f, NULL },
{ TRACK_12, +BM_COL_SPACING*6.0f, "scratch" },
{ TRACK_1, -BEAT_COL_SPACING*6.0f, NULL },
{ TRACK_2, -BEAT_COL_SPACING*5.0f, NULL },
{ TRACK_3, -BEAT_COL_SPACING*4.0f, NULL },
{ TRACK_4, -BEAT_COL_SPACING*3.0f, NULL },
{ TRACK_5, -BEAT_COL_SPACING*2.0f, NULL },
{ TRACK_6, -BEAT_COL_SPACING*1.5f, "scratch" },
{ TRACK_7, +BEAT_COL_SPACING*0.5f, NULL },
{ TRACK_8, +BEAT_COL_SPACING*1.5f, NULL },
{ TRACK_9, +BEAT_COL_SPACING*2.5f, NULL },
{ TRACK_10, +BEAT_COL_SPACING*3.5f, NULL },
{ TRACK_11, +BEAT_COL_SPACING*4.5f, NULL },
{ TRACK_12, +BEAT_COL_SPACING*6.0f, "scratch" },
},
{ // PLAYER_2
{ TRACK_1, -BM_COL_SPACING*6.0f, NULL },
{ TRACK_2, -BM_COL_SPACING*5.0f, NULL },
{ TRACK_3, -BM_COL_SPACING*4.0f, NULL },
{ TRACK_4, -BM_COL_SPACING*3.0f, NULL },
{ TRACK_5, -BM_COL_SPACING*2.0f, NULL },
{ TRACK_6, -BM_COL_SPACING*1.5f, "scratch" },
{ TRACK_7, +BM_COL_SPACING*0.5f, NULL },
{ TRACK_8, +BM_COL_SPACING*1.5f, NULL },
{ TRACK_9, +BM_COL_SPACING*2.5f, NULL },
{ TRACK_10, +BM_COL_SPACING*3.5f, NULL },
{ TRACK_11, +BM_COL_SPACING*4.5f, NULL },
{ TRACK_12, +BM_COL_SPACING*6.0f, "scratch" },
{ TRACK_1, -BEAT_COL_SPACING*6.0f, NULL },
{ TRACK_2, -BEAT_COL_SPACING*5.0f, NULL },
{ TRACK_3, -BEAT_COL_SPACING*4.0f, NULL },
{ TRACK_4, -BEAT_COL_SPACING*3.0f, NULL },
{ TRACK_5, -BEAT_COL_SPACING*2.0f, NULL },
{ TRACK_6, -BEAT_COL_SPACING*1.5f, "scratch" },
{ TRACK_7, +BEAT_COL_SPACING*0.5f, NULL },
{ TRACK_8, +BEAT_COL_SPACING*1.5f, NULL },
{ TRACK_9, +BEAT_COL_SPACING*2.5f, NULL },
{ TRACK_10, +BEAT_COL_SPACING*3.5f, NULL },
{ TRACK_11, +BEAT_COL_SPACING*4.5f, NULL },
{ TRACK_12, +BEAT_COL_SPACING*6.0f, "scratch" },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
@@ -1922,36 +1922,36 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
false, // m_bLockDifficulties
},
{ // STYLE_BM_SINGLE7
&g_Games[GAME_BM], // m_Game
{ // STYLE_BEAT_SINGLE7
&g_Games[GAME_BEAT], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
false, // m_bUsedForHowToPlay
"single7", // m_szName
STEPS_TYPE_BM_SINGLE7, // m_StepsType
STEPS_TYPE_BEAT_SINGLE7, // m_StepsType
ONE_PLAYER_ONE_SIDE, // m_StyleType
8, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_8, -BM_COL_SPACING*3.5f, "scratch" },
{ TRACK_1, -BM_COL_SPACING*2.0f, NULL },
{ TRACK_2, -BM_COL_SPACING*1.0f, NULL },
{ TRACK_3, -BM_COL_SPACING*0.0f, NULL },
{ TRACK_4, +BM_COL_SPACING*1.0f, NULL },
{ TRACK_5, +BM_COL_SPACING*2.0f, NULL },
{ TRACK_6, +BM_COL_SPACING*3.0f, NULL },
{ TRACK_7, +BM_COL_SPACING*4.0f, NULL },
{ TRACK_8, -BEAT_COL_SPACING*3.5f, "scratch" },
{ TRACK_1, -BEAT_COL_SPACING*2.0f, NULL },
{ TRACK_2, -BEAT_COL_SPACING*1.0f, NULL },
{ TRACK_3, -BEAT_COL_SPACING*0.0f, NULL },
{ TRACK_4, +BEAT_COL_SPACING*1.0f, NULL },
{ TRACK_5, +BEAT_COL_SPACING*2.0f, NULL },
{ TRACK_6, +BEAT_COL_SPACING*3.0f, NULL },
{ TRACK_7, +BEAT_COL_SPACING*4.0f, NULL },
},
{ // PLAYER_2
{ TRACK_1, -BM_COL_SPACING*3.5f, NULL },
{ TRACK_2, -BM_COL_SPACING*2.5f, NULL },
{ TRACK_3, -BM_COL_SPACING*1.5f, NULL },
{ TRACK_4, -BM_COL_SPACING*0.5f, NULL },
{ TRACK_5, +BM_COL_SPACING*0.5f, NULL },
{ TRACK_6, +BM_COL_SPACING*1.5f, NULL },
{ TRACK_7, +BM_COL_SPACING*2.5f, NULL },
{ TRACK_8, +BM_COL_SPACING*4.0f, "scratch" },
{ TRACK_1, -BEAT_COL_SPACING*3.5f, NULL },
{ TRACK_2, -BEAT_COL_SPACING*2.5f, NULL },
{ TRACK_3, -BEAT_COL_SPACING*1.5f, NULL },
{ TRACK_4, -BEAT_COL_SPACING*0.5f, NULL },
{ TRACK_5, +BEAT_COL_SPACING*0.5f, NULL },
{ TRACK_6, +BEAT_COL_SPACING*1.5f, NULL },
{ TRACK_7, +BEAT_COL_SPACING*2.5f, NULL },
{ TRACK_8, +BEAT_COL_SPACING*4.0f, "scratch" },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
@@ -1965,52 +1965,52 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
false, // m_bLockDifficulties
},
{ // STYLE_BM_DOUBLE7
&g_Games[GAME_BM], // m_Game
{ // STYLE_BEAT_DOUBLE7
&g_Games[GAME_BEAT], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
false, // m_bUsedForHowToPlay
"double7", // m_szName
STEPS_TYPE_BM_DOUBLE7, // m_StepsType
STEPS_TYPE_BEAT_DOUBLE7, // m_StepsType
ONE_PLAYER_TWO_SIDES, // m_StyleType
16, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_8, -BM_COL_SPACING*8.0f, "scratch" },
{ TRACK_1, -BM_COL_SPACING*6.5f, NULL },
{ TRACK_2, -BM_COL_SPACING*5.5f, NULL },
{ TRACK_3, -BM_COL_SPACING*4.5f, NULL },
{ TRACK_4, -BM_COL_SPACING*3.5f, NULL },
{ TRACK_5, -BM_COL_SPACING*2.5f, NULL },
{ TRACK_6, -BM_COL_SPACING*1.5f, NULL },
{ TRACK_7, -BM_COL_SPACING*0.5f, NULL },
{ TRACK_9, +BM_COL_SPACING*0.5f, NULL },
{ TRACK_10, +BM_COL_SPACING*1.5f, NULL },
{ TRACK_11, +BM_COL_SPACING*2.5f, NULL },
{ TRACK_12, +BM_COL_SPACING*3.5f, NULL },
{ TRACK_13, +BM_COL_SPACING*4.5f, NULL },
{ TRACK_14, +BM_COL_SPACING*5.5f, NULL },
{ TRACK_15, +BM_COL_SPACING*6.5f, NULL },
{ TRACK_16, +BM_COL_SPACING*8.0f, "scratch" },
{ TRACK_8, -BEAT_COL_SPACING*8.0f, "scratch" },
{ TRACK_1, -BEAT_COL_SPACING*6.5f, NULL },
{ TRACK_2, -BEAT_COL_SPACING*5.5f, NULL },
{ TRACK_3, -BEAT_COL_SPACING*4.5f, NULL },
{ TRACK_4, -BEAT_COL_SPACING*3.5f, NULL },
{ TRACK_5, -BEAT_COL_SPACING*2.5f, NULL },
{ TRACK_6, -BEAT_COL_SPACING*1.5f, NULL },
{ TRACK_7, -BEAT_COL_SPACING*0.5f, NULL },
{ TRACK_9, +BEAT_COL_SPACING*0.5f, NULL },
{ TRACK_10, +BEAT_COL_SPACING*1.5f, NULL },
{ TRACK_11, +BEAT_COL_SPACING*2.5f, NULL },
{ TRACK_12, +BEAT_COL_SPACING*3.5f, NULL },
{ TRACK_13, +BEAT_COL_SPACING*4.5f, NULL },
{ TRACK_14, +BEAT_COL_SPACING*5.5f, NULL },
{ TRACK_15, +BEAT_COL_SPACING*6.5f, NULL },
{ TRACK_16, +BEAT_COL_SPACING*8.0f, "scratch" },
},
{ // PLAYER_2
{ TRACK_8, -BM_COL_SPACING*8.0f, "scratch" },
{ TRACK_1, -BM_COL_SPACING*6.5f, NULL },
{ TRACK_2, -BM_COL_SPACING*5.5f, NULL },
{ TRACK_3, -BM_COL_SPACING*4.5f, NULL },
{ TRACK_4, -BM_COL_SPACING*3.5f, NULL },
{ TRACK_5, -BM_COL_SPACING*2.5f, NULL },
{ TRACK_6, -BM_COL_SPACING*1.5f, NULL },
{ TRACK_7, -BM_COL_SPACING*0.5f, NULL },
{ TRACK_9, +BM_COL_SPACING*0.5f, NULL },
{ TRACK_10, +BM_COL_SPACING*1.5f, NULL },
{ TRACK_11, +BM_COL_SPACING*2.5f, NULL },
{ TRACK_12, +BM_COL_SPACING*3.5f, NULL },
{ TRACK_13, +BM_COL_SPACING*4.5f, NULL },
{ TRACK_14, +BM_COL_SPACING*5.5f, NULL },
{ TRACK_15, +BM_COL_SPACING*6.5f, NULL },
{ TRACK_16, +BM_COL_SPACING*8.0f, "scratch" },
{ TRACK_8, -BEAT_COL_SPACING*8.0f, "scratch" },
{ TRACK_1, -BEAT_COL_SPACING*6.5f, NULL },
{ TRACK_2, -BEAT_COL_SPACING*5.5f, NULL },
{ TRACK_3, -BEAT_COL_SPACING*4.5f, NULL },
{ TRACK_4, -BEAT_COL_SPACING*3.5f, NULL },
{ TRACK_5, -BEAT_COL_SPACING*2.5f, NULL },
{ TRACK_6, -BEAT_COL_SPACING*1.5f, NULL },
{ TRACK_7, -BEAT_COL_SPACING*0.5f, NULL },
{ TRACK_9, +BEAT_COL_SPACING*0.5f, NULL },
{ TRACK_10, +BEAT_COL_SPACING*1.5f, NULL },
{ TRACK_11, +BEAT_COL_SPACING*2.5f, NULL },
{ TRACK_12, +BEAT_COL_SPACING*3.5f, NULL },
{ TRACK_13, +BEAT_COL_SPACING*4.5f, NULL },
{ TRACK_14, +BEAT_COL_SPACING*5.5f, NULL },
{ TRACK_15, +BEAT_COL_SPACING*6.5f, NULL },
{ TRACK_16, +BEAT_COL_SPACING*8.0f, "scratch" },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
@@ -2465,30 +2465,30 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
false, // m_bLockDifficulties
},
{ // STYLE_PNM_FIVE
&g_Games[GAME_PNM], // m_Game
{ // STYLE_POPN_FIVE
&g_Games[GAME_POPN], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
false, // m_bUsedForHowToPlay
"pnm-five", // m_szName
STEPS_TYPE_PNM_FIVE, // m_StepsType
"popn-five", // m_szName
STEPS_TYPE_POPN_FIVE, // m_StepsType
ONE_PLAYER_ONE_SIDE, // m_StyleType
5, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, -PNM5_COL_SPACING*2.0f, NULL },
{ TRACK_2, -PNM5_COL_SPACING*1.0f, NULL },
{ TRACK_3, +PNM5_COL_SPACING*0.0f, NULL },
{ TRACK_4, +PNM5_COL_SPACING*1.0f, NULL },
{ TRACK_5, +PNM5_COL_SPACING*2.0f, NULL },
{ TRACK_1, -POPN5_COL_SPACING*2.0f, NULL },
{ TRACK_2, -POPN5_COL_SPACING*1.0f, NULL },
{ TRACK_3, +POPN5_COL_SPACING*0.0f, NULL },
{ TRACK_4, +POPN5_COL_SPACING*1.0f, NULL },
{ TRACK_5, +POPN5_COL_SPACING*2.0f, NULL },
},
{ // PLAYER_2
{ TRACK_1, -PNM5_COL_SPACING*2.0f, NULL },
{ TRACK_2, -PNM5_COL_SPACING*1.0f, NULL },
{ TRACK_3, +PNM5_COL_SPACING*0.0f, NULL },
{ TRACK_4, +PNM5_COL_SPACING*1.0f, NULL },
{ TRACK_5, +PNM5_COL_SPACING*2.0f, NULL },
{ TRACK_1, -POPN5_COL_SPACING*2.0f, NULL },
{ TRACK_2, -POPN5_COL_SPACING*1.0f, NULL },
{ TRACK_3, +POPN5_COL_SPACING*0.0f, NULL },
{ TRACK_4, +POPN5_COL_SPACING*1.0f, NULL },
{ TRACK_5, +POPN5_COL_SPACING*2.0f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
@@ -2502,38 +2502,38 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
false, // m_bLockDifficulties
},
{ // STYLE_PNM_NINE
&g_Games[GAME_PNM], // m_Game
{ // STYLE_POPN_NINE
&g_Games[GAME_POPN], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
true, // m_bUsedForDemonstration
true, // m_bUsedForHowToPlay
"pnm-nine", // m_szName
STEPS_TYPE_PNM_NINE, // m_StepsType
"popn-nine", // m_szName
STEPS_TYPE_POPN_NINE, // m_StepsType
ONE_PLAYER_ONE_SIDE, // m_StyleType
9, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, -PNM9_COL_SPACING*4.0f, NULL },
{ TRACK_2, -PNM9_COL_SPACING*3.0f, NULL },
{ TRACK_3, -PNM9_COL_SPACING*2.0f, NULL },
{ TRACK_4, -PNM9_COL_SPACING*1.0f, NULL },
{ TRACK_5, +PNM9_COL_SPACING*0.0f, NULL },
{ TRACK_6, +PNM9_COL_SPACING*1.0f, NULL },
{ TRACK_7, +PNM9_COL_SPACING*2.0f, NULL },
{ TRACK_8, +PNM9_COL_SPACING*3.0f, NULL },
{ TRACK_9, +PNM9_COL_SPACING*4.0f, NULL },
{ TRACK_1, -POPN9_COL_SPACING*4.0f, NULL },
{ TRACK_2, -POPN9_COL_SPACING*3.0f, NULL },
{ TRACK_3, -POPN9_COL_SPACING*2.0f, NULL },
{ TRACK_4, -POPN9_COL_SPACING*1.0f, NULL },
{ TRACK_5, +POPN9_COL_SPACING*0.0f, NULL },
{ TRACK_6, +POPN9_COL_SPACING*1.0f, NULL },
{ TRACK_7, +POPN9_COL_SPACING*2.0f, NULL },
{ TRACK_8, +POPN9_COL_SPACING*3.0f, NULL },
{ TRACK_9, +POPN9_COL_SPACING*4.0f, NULL },
},
{ // PLAYER_2
{ TRACK_1, -PNM9_COL_SPACING*4.0f, NULL },
{ TRACK_2, -PNM9_COL_SPACING*3.0f, NULL },
{ TRACK_3, -PNM9_COL_SPACING*2.0f, NULL },
{ TRACK_4, -PNM9_COL_SPACING*1.0f, NULL },
{ TRACK_5, +PNM9_COL_SPACING*0.0f, NULL },
{ TRACK_6, +PNM9_COL_SPACING*1.0f, NULL },
{ TRACK_7, +PNM9_COL_SPACING*2.0f, NULL },
{ TRACK_8, +PNM9_COL_SPACING*3.0f, NULL },
{ TRACK_9, +PNM9_COL_SPACING*4.0f, NULL },
{ TRACK_1, -POPN9_COL_SPACING*4.0f, NULL },
{ TRACK_2, -POPN9_COL_SPACING*3.0f, NULL },
{ TRACK_3, -POPN9_COL_SPACING*2.0f, NULL },
{ TRACK_4, -POPN9_COL_SPACING*1.0f, NULL },
{ TRACK_5, +POPN9_COL_SPACING*0.0f, NULL },
{ TRACK_6, +POPN9_COL_SPACING*1.0f, NULL },
{ TRACK_7, +POPN9_COL_SPACING*2.0f, NULL },
{ TRACK_8, +POPN9_COL_SPACING*3.0f, NULL },
{ TRACK_9, +POPN9_COL_SPACING*4.0f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
+2 -2
View File
@@ -74,9 +74,9 @@ struct TapNote
addition, // additional note added by a transform
removed, // Removed taps, e.g. in Little - play keysounds here as if
// judged Perfect, but don't bother rendering or judging this
// step. Also used for when we implement auto-scratch in BM,
// step. Also used for when we implement auto-scratch,
// and for if/when we do a "reduce" modifier that cancels out
// all but N keys on a line [useful for BM->DDR autogen, too].
// all but N keys on a line [useful for beat->dance autogen, too].
// Removed hold body (...why?) - acts as follows:
// 1 - if we're using a sustained-sound gametype [Keyboardmania], and
// we've already hit the start of the sound (?? we put Holds Off on?)
+34 -37
View File
@@ -32,22 +32,21 @@
only 4 notes are used. If so, shift the Up+Right column back to the Up
column
Hey, folks, BMSes are used for things BESIDES DDR steps,
and so we're borking up BMSes that are for pnm/bm/etc.
BMSes are used for games besides dance and so we're borking up BMSes that are for popn/beat/etc.
pnm-nine: 11-15,22-25
pnm-five: 13-15,21-22
bm-single5: 11-16
bm-double5: 11-16,21-26
bm-single7: 11-16,18-19
bm-double7: 11-16,18-19,21-26,28-29
popn-nine: 11-15,22-25
popn-five: 13-15,21-22
beat-single5: 11-16
beat-double5: 11-16,21-26
beat-single7: 11-16,18-19
beat-double7: 11-16,18-19,21-26,28-29
So the magics for these are:
pnm-nine: nothing >5, with 12, 14, 22 and/or 24
pnm-five: nothing >5, with 14 and/or 22
bm-*: can't tell difference between bm-single and dance-solo
18/19 marks bm-single7, 28/29 marks bm-double7
bm-double uses 21-26. */
popn-nine: nothing >5, with 12, 14, 22 and/or 24
popn-five: nothing >5, with 14 and/or 22
beat-*: can't tell difference between beat-single and dance-solo
18/19 marks beat-single7, 28/29 marks beat-double7
beat-double uses 21-26. */
enum BmsTrack
{
@@ -162,37 +161,37 @@ static StepsType DetermineStepsType( int iPlayer, const NoteData &nd )
{
case 1: // "1 player"
/* Track counts:
4 - DDR
5 - PNM 5-key
6 - DDR Solo, BM 5-key
8 - BM 7-key
9 - PNM 9-key */
4 - dance 4-panel
5 - pop 5-key
6 - dance 6-panel, beat 5-key
8 - beat 7-key
9 - popn 9-key */
switch( iNumNonEmptyTracks )
{
case 4: return STEPS_TYPE_DANCE_SINGLE;
case 5: return STEPS_TYPE_PNM_FIVE;
case 5: return STEPS_TYPE_POPN_FIVE;
case 6:
// FIXME: There's no way to distinguish between these types.
// They use the same tracks. Assume it's a BM type since they
// They use the same tracks. Assume it's a Beat type since they
// are more common.
//return STEPS_TYPE_DANCE_SOLO;
return STEPS_TYPE_BM_SINGLE5;
case 8: return STEPS_TYPE_BM_SINGLE7;
case 9: return STEPS_TYPE_PNM_NINE;
return STEPS_TYPE_BEAT_SINGLE5;
case 8: return STEPS_TYPE_BEAT_SINGLE7;
case 9: return STEPS_TYPE_POPN_NINE;
default: return STEPS_TYPE_INVALID;
}
case 2: // couple/battle
return STEPS_TYPE_DANCE_COUPLE;
case 3: // double
/* Track counts:
8 - DDR Double
12 - BM Double 5-key
16 - BM Double 7-key */
8 - dance Double
12 - beat Double 5-key
16 - beat Double 7-key */
switch( iNumNonEmptyTracks )
{
case 8: return STEPS_TYPE_BM_SINGLE7;
case 12: return STEPS_TYPE_BM_DOUBLE5;
case 16: return STEPS_TYPE_BM_DOUBLE7;
case 8: return STEPS_TYPE_BEAT_SINGLE7;
case 12: return STEPS_TYPE_BEAT_DOUBLE5;
case 16: return STEPS_TYPE_BEAT_DOUBLE7;
default: return STEPS_TYPE_INVALID;
}
default:
@@ -427,7 +426,7 @@ bool BMSLoader::LoadFromBMSFile( const CString &sPath, const NameToData_t &mapNa
iTransformNewToOld[7] = BMS_P2_TURN;
break;
case STEPS_TYPE_DANCE_SOLO:
case STEPS_TYPE_BM_SINGLE5:
case STEPS_TYPE_BEAT_SINGLE5:
// Hey! Why are these exactly the same? :-)
iTransformNewToOld[0] = BMS_P1_KEY1;
iTransformNewToOld[1] = BMS_P1_KEY2;
@@ -436,7 +435,7 @@ bool BMSLoader::LoadFromBMSFile( const CString &sPath, const NameToData_t &mapNa
iTransformNewToOld[4] = BMS_P1_KEY5;
iTransformNewToOld[5] = BMS_P1_TURN;
break;
case STEPS_TYPE_PNM_FIVE:
case STEPS_TYPE_POPN_FIVE:
iTransformNewToOld[0] = BMS_P1_KEY3;
iTransformNewToOld[1] = BMS_P1_KEY4;
iTransformNewToOld[2] = BMS_P1_KEY5;
@@ -444,7 +443,7 @@ bool BMSLoader::LoadFromBMSFile( const CString &sPath, const NameToData_t &mapNa
iTransformNewToOld[3] = BMS_P2_KEY2;
iTransformNewToOld[4] = BMS_P2_KEY3;
break;
case STEPS_TYPE_PNM_NINE:
case STEPS_TYPE_POPN_NINE:
iTransformNewToOld[0] = BMS_P1_KEY1; // lwhite
iTransformNewToOld[1] = BMS_P1_KEY2; // lyellow
iTransformNewToOld[2] = BMS_P1_KEY3; // lgreen
@@ -456,7 +455,7 @@ bool BMSLoader::LoadFromBMSFile( const CString &sPath, const NameToData_t &mapNa
iTransformNewToOld[7] = BMS_P2_KEY4; // ryellow
iTransformNewToOld[8] = BMS_P2_KEY5; // rwhite
break;
case STEPS_TYPE_BM_DOUBLE5:
case STEPS_TYPE_BEAT_DOUBLE5:
iTransformNewToOld[0] = BMS_P1_KEY1;
iTransformNewToOld[1] = BMS_P1_KEY2;
iTransformNewToOld[2] = BMS_P1_KEY3;
@@ -470,7 +469,7 @@ bool BMSLoader::LoadFromBMSFile( const CString &sPath, const NameToData_t &mapNa
iTransformNewToOld[10] = BMS_P2_KEY5;
iTransformNewToOld[11] = BMS_P2_TURN;
break;
case STEPS_TYPE_BM_SINGLE7:
case STEPS_TYPE_BEAT_SINGLE7:
iTransformNewToOld[0] = BMS_P1_KEY1;
iTransformNewToOld[1] = BMS_P1_KEY2;
iTransformNewToOld[2] = BMS_P1_KEY3;
@@ -480,7 +479,7 @@ bool BMSLoader::LoadFromBMSFile( const CString &sPath, const NameToData_t &mapNa
iTransformNewToOld[6] = BMS_P1_KEY7;
iTransformNewToOld[7] = BMS_P1_TURN;
break;
case STEPS_TYPE_BM_DOUBLE7:
case STEPS_TYPE_BEAT_DOUBLE7:
iTransformNewToOld[0] = BMS_P1_KEY1;
iTransformNewToOld[1] = BMS_P1_KEY2;
iTransformNewToOld[2] = BMS_P1_KEY3;
@@ -895,8 +894,6 @@ bool BMSLoader::LoadFromDir( CString sDir, Song &out )
sTag = sTag.substr( commonSubstring.size(), sTag.size() - commonSubstring.size() );
sTag.ToLower();
// XXX: Someone find me some DDR BMS examples!
// XXX: We should do this with filenames too, I have plenty of examples.
// however, filenames will be trickier, as stuffs at the beginning AND
// end change per-file, so we'll need a fancier FindLargestInitialSubstring()
+2 -3
View File
@@ -1425,11 +1425,10 @@ void Player::OnRowCompletelyJudged( int iIndexThatWasSteppedOn )
/* Find the minimum score of the row. This will never be TNS_NONE, since this
* function is only called when a row is completed. */
/* Instead, use the last tap score (ala DDR). Using the minimum results in
* slightly more harsh scoring than DDR */
/* Instead, use the last tap score.
/* I'm not sure this is right, either. Can you really jump a boo and a perfect
* and get scored for a perfect? (That's so loose, you can gallop jumps.) -glenn */
/* Instead of grading individual columns, DDR sets a "was pressed recently"
/* Instead of grading individual columns, maybe set a "was pressed recently"
* countdown every time you step on a column. When you step on the first note of
* the jump, it sets the first "was pressed recently" timer. Then, when you do
* the 2nd step of the jump, it sets another column's timer then AND's the jump
+2 -2
View File
@@ -173,14 +173,14 @@ public:
Preference<Premium> m_Premium;
Preference<bool> m_bDelayedCreditsReconcile;
Preference<bool> m_bPickExtraStage; // DDR Extreme-style extra stage support.
Preference<bool> m_bPickExtraStage;
Preference<bool> m_bComboContinuesBetweenSongs;
Preference<float> m_fLongVerSongSeconds;
Preference<float> m_fMarathonVerSongSeconds;
enum Maybe { ASK = -1, NO = 0, YES = 1 };
Preference<Maybe> m_ShowSongOptions;
Preference<bool> m_bSoloSingle;
Preference<bool> m_bDancePointsForOni; //DDR-Extreme style dance points instead of max2 percent
Preference<bool> m_bDancePointsForOni;
Preference<bool> m_bPercentageScoring;
Preference<float> m_fMinPercentageForMachineSongHighScore;
Preference<float> m_fMinPercentageForMachineCourseHighScore;
+3 -3
View File
@@ -43,8 +43,8 @@ enum Animation
static const CString anims[NUM_ANIMATIONS] =
{
"DancePad-DDR.txt",
"DancePads-DDR.txt",
"DancePad.txt",
"DancePads.txt",
"BeginnerHelper_step-up.bones.txt",
"BeginnerHelper_step-down.bones.txt",
"BeginnerHelper_step-left.bones.txt",
@@ -116,7 +116,7 @@ void ScreenHowToPlay::Init()
m_pmCharacter->m_bRevertToDefaultAnimation = true; // Stay bouncing after a step has finished animating.
m_pmCharacter->SetRotationX( 40 );
m_pmCharacter->SetCullMode( CULL_NONE ); // many of the DDR PC character models have the vertex order flipped
m_pmCharacter->SetCullMode( CULL_NONE ); // many of the models floating around have the vertex order flipped
SET_XY_AND_ON_COMMAND( m_pmCharacter );
}
}
+2 -2
View File
@@ -570,9 +570,9 @@ bool ScreenSelectMaster::ChangePage( int iNewChoice )
if( newPage == PAGE_2 )
{
// XXX: only play this once (I thought we already did that?)
// DDR plays it on every change to page 2. -Chris
// Play it on every change to page 2. -Chris
/* That sounds ugly if you go back and forth quickly. -g */
// DDR locks input while it's scrolling. Should we do the same? -Chris
// Should we lock input while it's scrolling? -Chris
m_soundDifficult.Stop();
m_soundDifficult.PlayRandom();
}
+1 -1
View File
@@ -113,7 +113,7 @@ void SongManager::SanityCheckGroupDir( CString sDir ) const
RageException::Throw(
"The folder '%s' contains music files.\n\n"
"This means that you have a music outside of a song folder.\n"
"All song folders must reside in a group folder. For example, 'Songs/DDR 4th Mix/B4U'.\n"
"All song folders must reside in a group folder. For example, 'Songs/Originals/MySong'.\n"
"See the StepMania readme for more info.",
sDir.c_str()
);
+3 -3
View File
@@ -349,14 +349,14 @@ bool CSmlobbyDlg::OnIrc_RPL_ENDOFMOTD(const CIrcMessage *pmsg)
bool CSmlobbyDlg::OnIrc_DDR_GAME_START(const CIrcMessage *pmsg)
{
//incoming::
// PRIVMSG <recipient> :<0x01>DDR START
// PRIVMSG <recipient> :<0x01>SM START
//Make sure we have a parameter
if ( pmsg->parameters.size() < 1 )
return false;
//Make sure it's a DDR start
if ( std::string::npos == pmsg->parameters[1].find("\001DDR START") )
//Make sure it's a SM start
if ( std::string::npos == pmsg->parameters[1].find("\001SM START") )
return false;
//Get the info for this chat room