Commit Graph

124 Commits

Author SHA1 Message Date
Chris Danford 586f57c7c9 remove game-specific scoring code. Move TapNoteScore mappings into GameDef. 2004-06-27 01:16:00 +00:00
Geoff Benson b883ef7097 Added Techno Motion single and double 4- and 5- panel modes. All normal styles for TM are now represented. 2004-06-25 17:13:18 +00:00
Geoff Benson e0c7539a42 Updated sizing/positioning on Techno Motion to better match arcade 2004-06-23 12:12:22 +00:00
Geoff Benson a7fa38ebc1 Corrected minor typo in comments 2004-06-17 21:40:08 +00:00
Glenn Maynard 98ecd82db5 phasing out SDL_keysym.h 2004-06-16 20:26:45 +00:00
Glenn Maynard 733127d8ed license update 2004-06-08 01:24:17 +00:00
Geoff Benson e34c02fbe3 Initial Techno Motion support - SINGLE8 and VERSUS8 2004-06-07 20:54:21 +00:00
Chris Danford 99a02deffe name cleanup: "StepsType nt" -> "StepsType st" 2004-05-24 03:32:56 +00:00
Chris Danford 4eec17d42e HTML: Difficulty Table -> Percent Complete 2004-05-08 08:09:18 +00:00
Glenn Maynard 97aaf75dd9 fix missing metrics 2004-04-26 04:54:33 +00:00
Chris Danford dede9ec8cd add constants for NO_DEFAULT_KEY and joy mapping end marker 2004-04-20 08:27:40 +00:00
Chris Danford 9f386b10d6 fix bad track mapping in lights-cabinet Style, change default keys for lights Game 2004-04-20 08:14:33 +00:00
Chris Danford fc8d3ed363 add StepsType for cabinet lights 2004-04-20 02:35:30 +00:00
Chris Danford 1090dcd2a0 add themed StepsType name
add "TotalHighScoreDancePoints" calculation to ScreenEnding
2004-03-11 06:31:30 +00:00
Chris Danford c2c0970a40 combine all profile score data to one file
move user-editable data to a separate, unsigned file
2004-02-19 03:19:41 +00:00
Matt Denham 37a0ba1520 Separated BM and IIDX into separate modes, since IIDX 5-key isn't necessarily the same as the BM steps to the same song
Updated the cache version because SMs based off of a IIDX BMS will have the wrong steps type
2004-02-13 09:01:59 +00:00
Chris Danford 21738b9cbe don't map F2 for coin by default 2003-11-09 08:50:31 +00:00
Matt Denham 393c7f5e6e more Beatmania/IIDX support (bm-single7, bm-double, bm-double7 added) 2003-10-29 08:12:18 +00:00
Matt Denham 664524a4e9 fixes for BMS loader, along with commented-out items for other Beatmania modes 2003-10-28 06:36:11 +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
Andrew Livy 276a051904 Barebones Pop'n Music Theme / Noteskin 2003-10-07 17:57:52 +00:00
Andrew Livy 5af28f3fb1 Added: Pop'n Music Gametype. 2003-10-07 00:01:32 +00:00
Chris Danford ca7a13deaa add switch game code 2003-09-25 02:16:37 +00:00
Chris Danford 0cd5766ba2 add Dance Maniax and Technomotion support 2003-09-03 04:30:29 +00:00
Chris Danford 879fa6c37c NUM_NOTES_TYPES => NUM_STEPS_TYPES 2003-08-07 06:38:18 +00:00
Chris Danford 1a0d83cbc0 m_NotesType => m_StepsType
split NoteDataUtil to sep file
2003-08-07 06:36:34 +00:00
Chris Danford f5cd95b4f9 NotesType => StepsType 2003-08-07 06:16:17 +00:00
Chris Danford 278cb4c3f1 runs on Xbox 2003-07-22 07:47:27 +00:00
Andrew Livy 5641af692a Added Pumps 'half-double' style 2003-05-22 01:34:03 +00:00
Glenn Maynard fe33dec385 Partial s/GetString/c_str/.
(watch out for PlayerOptions::GetString and SongOptions::GetString)
2003-04-25 00:01:35 +00:00
Chris Danford 0adf3d8590 cleanup of ScreenSelect 2003-03-03 10:03:02 +00:00
Chris Danford 22ef6c358b moved PlayerNumber into a separate header to reduce dependences on GameConstantsAndTypes.h
default mappings for menu buttons
items in battle now have a duration
fix VC6 compile errors
2003-02-26 00:20:00 +00:00
Glenn Maynard 42cfd6f98c stdafx -> global 2003-02-16 04:01:45 +00:00
Glenn Maynard ff38961907 use slashes as a directory separator instead of backslashes 2003-02-14 08:15:15 +00:00
Glenn Maynard 29d4008d26 scroll lock, not left control, for reasons already explained
don't assign two operator menu buttons
2003-02-12 17:20:57 +00:00
Kevin Slaughter de2602ccba Operator & InsertCoin keys are now configurable like any other menu key, and are still global (effective on any screen). many other misc bug fies and changes. see TODO.miryokuteki 2003-02-12 11:43:08 +00:00
Chris Danford 4ff98e0442 added flexable NoteType coloring to NoteDisplay, optimized note texture usage 2003-02-06 07:32:57 +00:00
Chris Danford 3ddadbe82f New ScreenEditMenu 2003-01-30 07:18:33 +00:00
Glenn Maynard f92825aecb *.* -> * 2003-01-23 04:35:27 +00:00
Chris Danford ab9f558c6e Adding basic coin support 2003-01-19 04:44:22 +00:00
Chris Danford 21ab45ec96 fixed broken screen gameplay, started adding coin-op logic 2003-01-10 02:22:07 +00:00
Glenn Maynard 531b11e9e3 add StringToGameType 2003-01-06 01:18:37 +00:00
Glenn Maynard 55e92e771d s/CArray<x,y>/vector<x>/g 2003-01-03 05:56:28 +00:00
Glenn Maynard cc1ab17ea1 7-key in BM; make 5-key a subset (no need for separate game
types).  Name the keys by number; "center", etc. are confusing
with 7-key.  Add secondary scratch (both directions are registered,
so we can use them as menu inputs).  Change "back" to "select".

TODO: Only one scratch direction is currently recognized for the actual
track.  The input config screen can't handle this many keys (goes off
the screen).

I won't get to fixing the above soon.  I wasn't ready to actually add BM
support yet, and I don't want to spend too much time on it before I
add keyed support (which is coming after the sound code is stable) ...
2003-01-01 22:08:05 +00:00
Andrew Livy 9941c7c3bb BM Gametype (no keysounds yet, its just DDR with BM keys :D) + Metricable default scrolling direction support 2003-01-01 17:20:36 +00:00
Andrew Livy 54a79d2c2d Fixes to DS3DDX, Assert Put Back :) 2002-12-29 02:02:24 +00:00
Andrew Livy 387905a785 Added Dancing Stage 3DDX (SINGLE MODE ONLY)
NOTE: I commented out an ASSERT in NoteData.cpp
at Line 429
//	ASSERT( iOriginalTrack < pOriginal->m_iNumTracks );
I don't understand how the AutoGen code works, but all I do know is
that the game works without this assert, but possibly in a way people
didn't want defined. Please can somebody (preferably Chris as he
says he's the only one who understands notedata :D) look at this
and figure out what i'm doing wrong.
I feel a bit uneasy taking out an assert to make things work....
2002-12-28 16:07:19 +00:00
Glenn Maynard 49f05c9ab8 s/throw RageException/RageException::Throw/ 2002-12-21 19:34:02 +00:00
Glenn Maynard a3c6b12981 s/throw RageException/RageException::Throw/ 2002-12-21 19:32:38 +00:00
Chris Danford 4a588230e1 DirectInput replaced with SDL's input routines. Keyboard works, but joystick and pump are untested. 2002-11-29 20:37:12 +00:00