NEW FEATURE: Added 0.25x scroll speed
CHANGE: Reorganized options on Player Options screen NEW FEATURE: New modifier: Acceleration-Land NEW FEATURE: New modifier: Acceleration-Expand NEW FEATURE: New modifier: Acceleration-Boomerang CHANGE: Tweaked Acceleration-Wave for more of a challenge CHANGE: Changed format NoteSkin tap graphic format. Existing NoteSkins will need to update the tap graphic.
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@@ -33,7 +33,7 @@ enum Code {
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CODE_LITTLE,
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CODE_NEXT_SCROLL_SPEED,
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CODE_PREVIOUS_SCROLL_SPEED,
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CODE_BOOST,
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CODE_NEXT_ACCEL,
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CODE_NEXT_EFFECT,
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CODE_NEXT_APPEARANCE,
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CODE_NEXT_TURN,
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@@ -60,7 +60,7 @@ const CString g_sCodeNames[NUM_CODES] = {
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"Little",
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"NextScrollSpeed",
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"PreviousScrollSpeed",
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"Boost",
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"NextAccel",
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"NextEffect",
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"NextAppearance",
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"NextTurn",
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@@ -174,14 +174,14 @@ bool CodeDetector::DetectAndAdjustOptions( GameController controller )
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case CODE_SHUFFLE: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_TurnType, PlayerOptions::TURN_SHUFFLE, PlayerOptions::TURN_NONE ); break;
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case CODE_SUPER_SHUFFLE: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_TurnType, PlayerOptions::TURN_SUPER_SHUFFLE, PlayerOptions::TURN_NONE ); break;
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case CODE_LITTLE: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_bLittle, true, false ); break;
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case CODE_NEXT_SCROLL_SPEED:INCREMENT_SCROLL_SPEED( GAMESTATE->m_PlayerOptions[pn].m_fArrowScrollSpeed ); break;
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case CODE_PREVIOUS_SCROLL_SPEED:DECREMENT_SCROLL_SPEED( GAMESTATE->m_PlayerOptions[pn].m_fArrowScrollSpeed ); break;
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case CODE_BOOST: GAMESTATE->m_PlayerOptions[pn].m_bBoost ^= true; break;
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case CODE_NEXT_SCROLL_SPEED:INCREMENT_SCROLL_SPEED( GAMESTATE->m_PlayerOptions[pn].m_fScrollSpeed ); break;
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case CODE_PREVIOUS_SCROLL_SPEED:DECREMENT_SCROLL_SPEED( GAMESTATE->m_PlayerOptions[pn].m_fScrollSpeed ); break;
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case CODE_NEXT_ACCEL: GAMESTATE->m_PlayerOptions[pn].NextAccel(); break;
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case CODE_NEXT_EFFECT: GAMESTATE->m_PlayerOptions[pn].NextEffect(); break;
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case CODE_NEXT_APPEARANCE: GAMESTATE->m_PlayerOptions[pn].m_AppearanceType = PlayerOptions::AppearanceType((GAMESTATE->m_PlayerOptions[pn].m_AppearanceType+1) %PlayerOptions::NUM_APPEARANCE_TYPES ); break;
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case CODE_NEXT_TURN: GAMESTATE->m_PlayerOptions[pn].m_TurnType = PlayerOptions::TurnType( (GAMESTATE->m_PlayerOptions[pn].m_TurnType+1) %PlayerOptions::NUM_TURN_TYPES ); break;
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case CODE_NEXT_APPEARANCE: GAMESTATE->m_PlayerOptions[pn].NextAppearance();; break;
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case CODE_NEXT_TURN: GAMESTATE->m_PlayerOptions[pn].NextTurn(); break;
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case CODE_REVERSE: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_bReverseScroll, true, false ); break;
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case CODE_NEXT_COLOR: GAMESTATE->m_PlayerOptions[pn].m_ColorType = PlayerOptions::ColorType( (GAMESTATE->m_PlayerOptions[pn].m_ColorType+1) %PlayerOptions::NUM_COLOR_TYPES ); break;
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case CODE_NEXT_COLOR: GAMESTATE->m_PlayerOptions[pn].NextColor(); break;
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case CODE_HOLDS: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_bHoldNotes, true, false ); break;
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case CODE_DARK: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_bDark, true, false ); break;
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case CODE_CANCEL_ALL: GAMESTATE->m_PlayerOptions[pn] = PlayerOptions(); break;
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