remove some old stuff
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@@ -219,11 +219,6 @@ box, so they can be easily copied.
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I'll probably do this once I figure out a good place to display warnings.
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*********
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* use / as a filename separator, not \
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Change this in song data at load time, too.
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*********
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An override file. Some people put their data on CD; it'd be nice to
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@@ -245,16 +240,6 @@ or color showing songs that currently have overrides ...
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********
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A single options menu; toggle "graphics", "game options", "key
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config", etc. as a separate option at the top to toggle which option
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set is visible. Too much stuff on the main menu.
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Don't put the game toggle here; it's used too much.
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(Soon, but probably not for b6.)
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********
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Debug options. Options that most users don't need, but I don't want
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to edit .INIs manually. Show FPS can go here.
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@@ -308,14 +293,6 @@ be discouraged.
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********
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Find a replacement for the CRC code. It doesn't explicitly give
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permission to distribute or modify; only "use", which means we
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really can't even distribute it, much less link it against a GPL
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program. (No doubt it was probably *intended* to allow modification
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and distribution, of course, but it doesn't say that.)
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********
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Make autogen go through combinations of arrows.
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That is, right now we just walk through consecutive arrows. DDR
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@@ -323,23 +300,6 @@ to Pump results in DL, DR, C and UR being used or UL, C, UR, DR.
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Instead, walk through all combinations of 4; 11110, 11101, 11011,
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10111, 01111, so more patterns are possible.
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Fix the hold note strangeness first, though.
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********
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Texture cache. Decompressing, resizing and occasionally dithering
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images takes a good amount of time (most of the load time). Do all
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this and write the postprocessed data to disk; read it and load it
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in a simple block load later on.
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This is tricky; it's possible that reading uncompressed textures
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will be slower than reading compressed ones and porcessing them.
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I was hoping to use hardware compressed textures for this, but they're
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way too low quality.
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Also, some mechanism to cache song images during the song scan,
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so we don't spend time doing it in the music wheel or gameplay.
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********
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Note that a 16bpp framebuffer bit depth can give extremely high quality
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