remove references to specific games for things that are only specific to the controller type
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@@ -32,22 +32,21 @@
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only 4 notes are used. If so, shift the Up+Right column back to the Up
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column
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Hey, folks, BMSes are used for things BESIDES DDR steps,
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and so we're borking up BMSes that are for pnm/bm/etc.
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BMSes are used for games besides dance and so we're borking up BMSes that are for popn/beat/etc.
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pnm-nine: 11-15,22-25
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pnm-five: 13-15,21-22
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bm-single5: 11-16
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bm-double5: 11-16,21-26
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bm-single7: 11-16,18-19
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bm-double7: 11-16,18-19,21-26,28-29
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popn-nine: 11-15,22-25
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popn-five: 13-15,21-22
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beat-single5: 11-16
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beat-double5: 11-16,21-26
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beat-single7: 11-16,18-19
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beat-double7: 11-16,18-19,21-26,28-29
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So the magics for these are:
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pnm-nine: nothing >5, with 12, 14, 22 and/or 24
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pnm-five: nothing >5, with 14 and/or 22
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bm-*: can't tell difference between bm-single and dance-solo
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18/19 marks bm-single7, 28/29 marks bm-double7
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bm-double uses 21-26. */
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popn-nine: nothing >5, with 12, 14, 22 and/or 24
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popn-five: nothing >5, with 14 and/or 22
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beat-*: can't tell difference between beat-single and dance-solo
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18/19 marks beat-single7, 28/29 marks beat-double7
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beat-double uses 21-26. */
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enum BmsTrack
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{
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@@ -162,37 +161,37 @@ static StepsType DetermineStepsType( int iPlayer, const NoteData &nd )
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{
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case 1: // "1 player"
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/* Track counts:
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4 - DDR
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5 - PNM 5-key
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6 - DDR Solo, BM 5-key
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8 - BM 7-key
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9 - PNM 9-key */
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4 - dance 4-panel
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5 - pop 5-key
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6 - dance 6-panel, beat 5-key
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8 - beat 7-key
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9 - popn 9-key */
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switch( iNumNonEmptyTracks )
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{
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case 4: return STEPS_TYPE_DANCE_SINGLE;
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case 5: return STEPS_TYPE_PNM_FIVE;
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case 5: return STEPS_TYPE_POPN_FIVE;
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case 6:
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// FIXME: There's no way to distinguish between these types.
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// They use the same tracks. Assume it's a BM type since they
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// They use the same tracks. Assume it's a Beat type since they
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// are more common.
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//return STEPS_TYPE_DANCE_SOLO;
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return STEPS_TYPE_BM_SINGLE5;
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case 8: return STEPS_TYPE_BM_SINGLE7;
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case 9: return STEPS_TYPE_PNM_NINE;
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return STEPS_TYPE_BEAT_SINGLE5;
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case 8: return STEPS_TYPE_BEAT_SINGLE7;
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case 9: return STEPS_TYPE_POPN_NINE;
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default: return STEPS_TYPE_INVALID;
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}
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case 2: // couple/battle
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return STEPS_TYPE_DANCE_COUPLE;
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case 3: // double
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/* Track counts:
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8 - DDR Double
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12 - BM Double 5-key
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16 - BM Double 7-key */
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8 - dance Double
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12 - beat Double 5-key
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16 - beat Double 7-key */
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switch( iNumNonEmptyTracks )
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{
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case 8: return STEPS_TYPE_BM_SINGLE7;
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case 12: return STEPS_TYPE_BM_DOUBLE5;
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case 16: return STEPS_TYPE_BM_DOUBLE7;
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case 8: return STEPS_TYPE_BEAT_SINGLE7;
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case 12: return STEPS_TYPE_BEAT_DOUBLE5;
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case 16: return STEPS_TYPE_BEAT_DOUBLE7;
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default: return STEPS_TYPE_INVALID;
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}
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default:
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@@ -427,7 +426,7 @@ bool BMSLoader::LoadFromBMSFile( const CString &sPath, const NameToData_t &mapNa
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iTransformNewToOld[7] = BMS_P2_TURN;
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break;
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case STEPS_TYPE_DANCE_SOLO:
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case STEPS_TYPE_BM_SINGLE5:
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case STEPS_TYPE_BEAT_SINGLE5:
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// Hey! Why are these exactly the same? :-)
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iTransformNewToOld[0] = BMS_P1_KEY1;
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iTransformNewToOld[1] = BMS_P1_KEY2;
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@@ -436,7 +435,7 @@ bool BMSLoader::LoadFromBMSFile( const CString &sPath, const NameToData_t &mapNa
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iTransformNewToOld[4] = BMS_P1_KEY5;
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iTransformNewToOld[5] = BMS_P1_TURN;
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break;
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case STEPS_TYPE_PNM_FIVE:
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case STEPS_TYPE_POPN_FIVE:
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iTransformNewToOld[0] = BMS_P1_KEY3;
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iTransformNewToOld[1] = BMS_P1_KEY4;
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iTransformNewToOld[2] = BMS_P1_KEY5;
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@@ -444,7 +443,7 @@ bool BMSLoader::LoadFromBMSFile( const CString &sPath, const NameToData_t &mapNa
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iTransformNewToOld[3] = BMS_P2_KEY2;
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iTransformNewToOld[4] = BMS_P2_KEY3;
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break;
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case STEPS_TYPE_PNM_NINE:
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case STEPS_TYPE_POPN_NINE:
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iTransformNewToOld[0] = BMS_P1_KEY1; // lwhite
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iTransformNewToOld[1] = BMS_P1_KEY2; // lyellow
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iTransformNewToOld[2] = BMS_P1_KEY3; // lgreen
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@@ -456,7 +455,7 @@ bool BMSLoader::LoadFromBMSFile( const CString &sPath, const NameToData_t &mapNa
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iTransformNewToOld[7] = BMS_P2_KEY4; // ryellow
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iTransformNewToOld[8] = BMS_P2_KEY5; // rwhite
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break;
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case STEPS_TYPE_BM_DOUBLE5:
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case STEPS_TYPE_BEAT_DOUBLE5:
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iTransformNewToOld[0] = BMS_P1_KEY1;
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iTransformNewToOld[1] = BMS_P1_KEY2;
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iTransformNewToOld[2] = BMS_P1_KEY3;
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@@ -470,7 +469,7 @@ bool BMSLoader::LoadFromBMSFile( const CString &sPath, const NameToData_t &mapNa
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iTransformNewToOld[10] = BMS_P2_KEY5;
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iTransformNewToOld[11] = BMS_P2_TURN;
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break;
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case STEPS_TYPE_BM_SINGLE7:
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case STEPS_TYPE_BEAT_SINGLE7:
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iTransformNewToOld[0] = BMS_P1_KEY1;
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iTransformNewToOld[1] = BMS_P1_KEY2;
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iTransformNewToOld[2] = BMS_P1_KEY3;
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@@ -480,7 +479,7 @@ bool BMSLoader::LoadFromBMSFile( const CString &sPath, const NameToData_t &mapNa
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iTransformNewToOld[6] = BMS_P1_KEY7;
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iTransformNewToOld[7] = BMS_P1_TURN;
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break;
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case STEPS_TYPE_BM_DOUBLE7:
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case STEPS_TYPE_BEAT_DOUBLE7:
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iTransformNewToOld[0] = BMS_P1_KEY1;
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iTransformNewToOld[1] = BMS_P1_KEY2;
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iTransformNewToOld[2] = BMS_P1_KEY3;
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@@ -895,8 +894,6 @@ bool BMSLoader::LoadFromDir( CString sDir, Song &out )
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sTag = sTag.substr( commonSubstring.size(), sTag.size() - commonSubstring.size() );
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sTag.ToLower();
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// XXX: Someone find me some DDR BMS examples!
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// XXX: We should do this with filenames too, I have plenty of examples.
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// however, filenames will be trickier, as stuffs at the beginning AND
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// end change per-file, so we'll need a fancier FindLargestInitialSubstring()
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