Changes to PIU/EZ2 screenselect. Banners loaded in different way, now shows marathon/longver balloons. Scrolls faster after 5/10 seconds of continued scrolling.
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@@ -18,17 +18,33 @@
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#include "SongManager.h"
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#include "NoteFieldPositioning.h"
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#define BPMSPEED THEME->GetMetricI("ScreenHowToPlay","ScrollBPM")
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ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
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{
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GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE;
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int iNumOfTracks = 0;
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switch(GAMESTATE->m_CurGame) // which style should we use to demonstrate?
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{
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case GAME_DANCE: GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE; iNumOfTracks = 4; break;
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case GAME_PUMP: GAMESTATE->m_CurStyle = STYLE_PUMP_SINGLE; iNumOfTracks = 5; break;
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case GAME_EZ2: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE; iNumOfTracks = 5; break;
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case GAME_PARA: GAMESTATE->m_CurStyle = STYLE_PARA_SINGLE; iNumOfTracks = 5; break;
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case GAME_DS3DDX: GAMESTATE->m_CurStyle = STYLE_DS3DDX_SINGLE; iNumOfTracks = 8; break;
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case GAME_BM: GAMESTATE->m_CurStyle = STYLE_BM_SINGLE; iNumOfTracks = 6; break;
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default: ASSERT(0); break; // we should cover all gametypes....
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}
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if(iNumOfTracks < 1)
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{
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ASSERT(0); // crazy to have less than 1 track....
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}
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m_LifeMeter.Load( PLAYER_1 );
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m_LifeMeter.SetXY( 480, 40 );
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this->AddChild( &m_LifeMeter );
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NoteData* pND = new NoteData;
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pND->SetNumTracks( 4 );
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pND->SetNumTracks( iNumOfTracks );
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pND->SetTapNote( 0, ROWS_PER_BEAT*12, TAP_TAP );
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pND->SetTapNote( 1, ROWS_PER_BEAT*16, TAP_TAP );
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pND->SetTapNote( 2, ROWS_PER_BEAT*20, TAP_TAP );
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@@ -47,7 +63,7 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
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pND->SetTapNote( 2, ROWS_PER_BEAT*46, TAP_TAP );
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m_pSong = new Song;
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m_pSong->AddBPMSegment( BPMSegment(0,60) );
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m_pSong->AddBPMSegment( BPMSegment(0,BPMSPEED) );
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m_pSong->AddStopSegment( StopSegment(12,2) );
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m_pSong->AddStopSegment( StopSegment(16,2) );
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m_pSong->AddStopSegment( StopSegment(20,2) );
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