Chris Danford
4561b36046
move stage sprite to top
2003-11-29 11:16:36 +00:00
Glenn Maynard
c38d156a5b
should fix back
2003-11-28 23:26:14 +00:00
Chris Danford
143dc3ae5e
tweak ScoreDisplayRave
2003-11-26 06:40:03 +00:00
Glenn Maynard
5015f3e730
fix m_textSongTitle tween
2003-11-26 00:17:54 +00:00
Glenn Maynard
09843153d4
simplify "Continue holding START to give up"
2003-11-24 02:03:09 +00:00
Glenn Maynard
01e7a4d2a0
fix warning
2003-11-24 00:54:27 +00:00
Chris Danford
ffc40fe994
add LightsDriver_ScreenMessage
2003-11-20 11:55:45 +00:00
Chris Danford
4e80f3057a
working on battle
2003-11-20 06:50:05 +00:00
Chris Danford
897cd94be5
show regular score display in battle
2003-11-19 12:33:52 +00:00
Glenn Maynard
ad5b9dfab4
s/BPM/BPMDisplay/
2003-11-17 03:34:13 +00:00
Chris Danford
b697979cc0
support pad lights
2003-11-16 06:27:52 +00:00
Chris Danford
48d5a78429
basic lights support
2003-11-16 04:45:12 +00:00
Glenn Maynard
b796957fd5
Fix crashes: m_pLifeMeter[p] and GetDancingCharacters() might be NULL.
2003-11-14 18:33:12 +00:00
Glenn Maynard
62b5a16d28
call m_BPMDisplay.Load()
2003-11-14 18:31:28 +00:00
Chris Danford
47def7d3dc
xbox updates
2003-11-13 00:39:36 +00:00
Andrew Livy
ad7c67b0ce
Added: 2D DancingCharacter System, Ability to Show (or not show) Evaluation Screen on Fail. Evaluation Screen Fail / Passed BGA Overlays.
2003-11-10 23:25:44 +00:00
Chris Danford
0b87d72d71
fix HoldNote scoring
2003-11-10 01:24:46 +00:00
Glenn Maynard
adc4af1a48
Never set StageStats::bFailed in FAIL_OFF. Fixes life bar not refilling
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after bottoming out the lifebar in PassMark mode.
2003-11-04 04:22:17 +00:00
Glenn Maynard
cdd1f885bf
mvoe logic to StageStats::AllFailed
2003-11-03 23:55:58 +00:00
Glenn Maynard
43ed677045
Fix PlayerOptions::GetString percentage rounding.
...
Merge ScreenGameplay::SM_NotesEnded code paths.
Replace FAIL_PASSMARK with PlayerOptions FailMark:
It's simpler: only one test (in SM_NotesEnded). It can be 1: changed easily:
say "80% FailMark" for BM; 2: set per-player, if some mode wants an easier
setting for easier difficulties; 3: changed during courses (if you really wanted to).
It coexists with fail types. In some BeatMania games, you have to be over 80%
at the end to pass, but you also fail immediately if the bar empties.
One thing to be careful of: since it coexists with fail types, setting FailOff doesn't
disable FailMark failing. If you want that, too, use "No FailMark".
The danger background works consistently. (If FailOff is set, the behavior is what
it was--no danger at all.)
2003-11-03 19:42:06 +00:00
Andrew Livy
93f2e21ce4
Added: 70% PassMark Fail Type
2003-11-03 03:30:39 +00:00
Glenn Maynard
2fe66ca812
fix m_textDebug tweening
2003-11-03 02:10:03 +00:00
Andrew Livy
767f10211c
Fixed: 'Key Press Bars' displaying if player pressed a key on Demo / Jukebox Screen
...
Fixed: In-game Max Combo counter
2003-11-03 00:16:18 +00:00
Glenn Maynard
84ed049b76
fix course iNumTimesPlayed
2003-11-01 07:28:55 +00:00
Chris Danford
04680abf76
Change FailEndOfSong to fail after the current song in courses.
2003-11-01 06:23:59 +00:00
Glenn Maynard
db4c8e9424
fix players' best
2003-10-31 23:15:45 +00:00
Glenn Maynard
d0884df07d
fix course mod tweening
2003-10-31 20:58:15 +00:00
Matt Denham
bbc957dee6
cleaned up test for whether to play "gameplay oni failed halfway" to match arcade
2003-10-28 06:38:36 +00:00
Glenn Maynard
18c9d38f50
course timed attack support
...
fix HowToPlay crash
2003-10-26 03:02:30 +00:00
Glenn Maynard
e550d16195
move Attack out of GameState
2003-10-25 22:00:58 +00:00
Glenn Maynard
cefc7f6685
simpler/more consistent attack/mod handling
2003-10-25 07:58:10 +00:00
Glenn Maynard
b04d4f5f21
fix course song options
2003-10-24 22:43:17 +00:00
Glenn Maynard
9066982878
Handle course modifiers like attacks.
2003-10-24 09:39:00 +00:00
Glenn Maynard
03c687861d
ScoreKeeper5th is merged with ScoreKeeperMAX2
2003-10-24 04:46:22 +00:00
Chris Danford
f57aa6c785
arcade machine changes
2003-10-17 08:03:46 +00:00
Chris Danford
668d1974f3
add top5 high score saving of Courses and Steps for memory cards/ranking screen
2003-10-14 17:06:30 +00:00
Glenn Maynard
70d4e23d2c
Lock the life meter after failing.
...
If m_bTwoPlayerRecovery (normal): only lock and fail in FAIL_END_OF_SONG
if both players were failing at the same point. (Before, FAIL_ARCADE
would pass as long as one player was passing at any given point,
but FAIL_END_OF_SONG would fail at the end if all players were failing
at any point, which made FAIL_END_OF_SONG harder than FAIL_ARCADE
in some cases.)
Don't show the danger animation in FAIL_OFF.
2003-10-13 03:24:28 +00:00
Glenn Maynard
e065b9ec4a
Fix warning; cleanup.
2003-10-09 06:43:51 +00:00
Andrew Livy
403e1c9f35
PnM Theme Update -- ScreenGameplay.
...
Can now have a static background overlay on screengameplay
2003-10-08 23:32:08 +00:00
Glenn Maynard
cc1ee0d314
use ScoreDisplayPercentage
2003-10-05 05:24:50 +00:00
Glenn Maynard
440899867c
Fix transition glitch. (beginning of song could appear briefly while tweening out)
2003-10-03 06:05:10 +00:00
Glenn Maynard
c15e0cec49
Allow screen aliasing.
2003-09-27 22:30:51 +00:00
Glenn Maynard
400793d5a4
Simplify. Fix eval time display.
2003-09-27 03:54:31 +00:00
Glenn Maynard
3034bb5a4c
Fix pump center
2003-09-19 20:45:27 +00:00
Andrew Wong
54e490fd20
oops, forgot to commit:
...
replace GAMESTATE->m_pUnlockingSys with UNLOCKSYS
2003-09-19 07:02:53 +00:00
Glenn Maynard
f19f7674fc
Merge LIFE_BAR and LIFE_BATTERY code paths.
2003-09-16 01:25:34 +00:00
Glenn Maynard
e658c36944
Bring LIFE_BAR and LIFE_BATTERY code paths closer together.
2003-09-16 01:13:49 +00:00
Glenn Maynard
751ca831c2
Add StageStats::bFailedEarlier, to simplify gameplay logic. This should
...
fix course weirdness.
2003-09-15 22:48:37 +00:00
Glenn Maynard
e164953d02
Move fail check into a function
2003-09-15 21:00:59 +00:00
Glenn Maynard
e1aec1449f
SetAccurateSync. Not strictly needed since we never seek beyond 0
...
in music samples in gameplay, but a good idea anyway.
2003-09-14 22:34:37 +00:00