Fixed some ugliness in Extra Stage

This commit is contained in:
Chris Danford
2002-10-08 23:39:18 +00:00
parent 36ef379d37
commit 3bcab1d53f
7 changed files with 30 additions and 18 deletions
+1
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@@ -11,6 +11,7 @@ CHANGE: Default setting for "Ignore Joy Axes" is now ON.
BUG FIX: Para demonstation no longer crashes. BUG FIX: Para demonstation no longer crashes.
BUG FIX: DWI reader now reads fractional BPM and FREEZE index values (e.g. BUG FIX: DWI reader now reads fractional BPM and FREEZE index values (e.g.
Alya Part 2). Alya Part 2).
BUG FIX: Fixed ez2 real style spacing
------------------------CVS after 3.00 beta 6---------------- ------------------------CVS after 3.00 beta 6----------------
CHANGE: Missing a jump with the Oni life meter now subtracts only 1 life. CHANGE: Missing a jump with the Oni life meter now subtracts only 1 life.
+17
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@@ -2,6 +2,23 @@
Fix Fix
///////////////////////// /////////////////////////
- After getting an "A" or less on Extra Stage 1, SM should display the total results screen for all 4 songs instead of cutting to credits. Clearing both extra stages should display all 5 stages on results screen. This could/should apply to if 5 arcade songs is selected in Machine Options.
- Also, this may be more cosmetic but worth the shot. The ordering on final results is backwards, is it possible if you could display the songs FINAL, 2nd, 1st Stage, but in the reverse order? Like... SM has them being tiled wrong. Here's an example of what I mean right HERE (Taken from AaronInJapan.com)
new sort orders: 1.) (Default) All songs layed out in respective groups
2.) Tabbed - All songs would be then "tabbed" under the folder name, as it currently is now.
3.) ABC - Alphabetical Order of Song Title
4.) Artist - Alphabetical Order of the Song Artist
5.) BPM - Beats Per Minute of Songs
6.) BEST - Best records
Is the grading harsher in couples mode? I did well on the 2nd player side while I let the 1 player side stay idle. But I somehow got a C when I only had perfects and greats. (player 1 got a D). IF the grading is shared, should we both get C's? Otherwise, why is it so strict?
scroll bar goofed in oni
ugly wrapping on select group
oni high scores oni high scores
download a bunch of DWIs to test for compatibility download a bunch of DWIs to test for compatibility
+4 -4
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@@ -603,14 +603,14 @@ BrightGhostThreshold=100
[GameState] [GameState]
StageColorDemo=0.3,1.0,0.3,1 // green StageColorDemo=0.3,1.0,0.3,1 // green
StageColor1=0.3,1.0,0.3,1 // green StageColor1=0.3,0.8,1.0,1 // light blue
StageColor2=0.4,0.4,0.9,1 // light blue StageColor2=0.2,1,0.2,1 // green
StageColor3=0.8,0.2,0.8,1 // light purple StageColor3=0.8,0.2,0.8,1 // light purple
StageColor4=0.3,1.0,0.3,1 // green StageColor4=0.3,1.0,0.3,1 // green
StageColor5=0.4,0.4,0.9,1 // light blue StageColor5=0.4,0.4,0.9,1 // light blue
StageColorFinal=1.0,0.1,0.1,1 // red StageColorFinal=1.0,0.1,0.1,1 // red
StageColorExtra1=1.0,1,0.3,1 // yellow StageColorExtra1=1.0,1.0,0.3,1 // yellow
StageColorExtra2=1.0,1,0.3,1 // yellow StageColorExtra2=1.0,1.0,0.3,1 // yellow
StageColorOni=0.3,1.0,0.3,1 // green StageColorOni=0.3,1.0,0.3,1 // green
StageTextDemo=Demo StageTextDemo=Demo
StageTextFinal=Final StageTextFinal=Final
+2 -2
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@@ -248,9 +248,9 @@ void Background::LoadFromSong( Song* pSong )
{ {
CStringArray arrayPossibleAnims; CStringArray arrayPossibleAnims;
GetDirListing( BG_ANIMS_DIR+"*.*", arrayPossibleAnims, true, true ); GetDirListing( BG_ANIMS_DIR+"*.*", arrayPossibleAnims, true, true );
// strip out "cvs" // strip out "cvs" and "danger
for( int i=arrayPossibleAnims.GetSize()-1; i>=0; i-- ) for( int i=arrayPossibleAnims.GetSize()-1; i>=0; i-- )
if( 0==stricmp(arrayPossibleAnims[i].Right(3),"cvs") ) if( 0==stricmp(arrayPossibleAnims[i].Right(3),"cvs") || 0==stricmp(arrayPossibleAnims[i].Right(3),"danger") )
arrayPossibleAnims.RemoveAt(i); arrayPossibleAnims.RemoveAt(i);
for( i=0; i<4 && arrayPossibleAnims.GetSize()>0; i++ ) for( i=0; i<4 && arrayPossibleAnims.GetSize()>0; i++ )
{ {
+1 -1
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@@ -435,7 +435,7 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
m_Grades[p].SetXY( GRADE_X(p), GRADE_Y ); m_Grades[p].SetXY( GRADE_X(p), GRADE_Y );
m_Grades[p].SetZ( -2 ); m_Grades[p].SetZ( -2 );
m_Grades[p].SetZoom( 1.0f ); m_Grades[p].SetZoom( 1.0f );
m_Grades[p].SetEffectGlowing( 1.0f, GRADES_GLOW_COLOR_1, GRADES_GLOW_COLOR_2 ); m_Grades[p].SetEffectGlowing( 8.0f, GRADES_GLOW_COLOR_1, GRADES_GLOW_COLOR_2 );
if( SPIN_GRADES ) if( SPIN_GRADES )
m_Grades[p].SpinAndSettleOn( grade[p] ); m_Grades[p].SpinAndSettleOn( grade[p] );
else else
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@@ -253,11 +253,6 @@ ScreenStage::ScreenStage()
for( i=0; i<4; i++ ) for( i=0; i<4; i++ )
{ {
// float fOffsetX = SCALE(i, 0, iNumChars-1, -(iNumChars-1)/2.0f*fFrameWidth, (iNumChars-1)/2.0f*fFrameWidth); // float fOffsetX = SCALE(i, 0, iNumChars-1, -(iNumChars-1)/2.0f*fFrameWidth, (iNumChars-1)/2.0f*fFrameWidth);
if( stage_mode == MODE_FINAL )
{
m_sprNumbers[i].Load( THEME->GetPathTo("Graphics","stage final parts") );
m_sprNumbers[i].StopAnimating();
}
m_sprNumbers[i].SetXY( CENTER_X - 170 + (90 * i), CENTER_Y ); m_sprNumbers[i].SetXY( CENTER_X - 170 + (90 * i), CENTER_Y );
m_sprNumbers[i].SetY( CENTER_Y ); m_sprNumbers[i].SetY( CENTER_Y );
+4 -5
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@@ -483,16 +483,15 @@ void SongManager::InitCoursesFromDisk()
for( g=0; g<saGroupNames.GetSize(); g++ ) // foreach Group for( g=0; g<saGroupNames.GetSize(); g++ ) // foreach Group
{ {
CString sGroupName = saGroupNames[g]; CString sGroupName = saGroupNames[g];
CStringArray saCourseFiles; CStringArray saCoursePaths;
GetDirListing( "Songs\\" + sGroupName + "\\*.crs", saCourseFiles ); GetDirListing( "Songs\\" + sGroupName + "\\*.crs", saCoursePaths, false, true );
for( int i=0; i<saCourseFiles.GetSize(); i++ ) for( int i=0; i<saCoursePaths.GetSize(); i++ )
{ {
Course course; Course course;
course.LoadFromCRSFile( "Songs\\" + sGroupName + "\\" + saCourseFiles[i], m_pSongs ); course.LoadFromCRSFile( saCoursePaths[i], m_pSongs );
if( course.m_iStages > 0 ) if( course.m_iStages > 0 )
m_aExtraCourses.Add( course ); m_aExtraCourses.Add( course );
} }
} }