Glenn Maynard
8eb381968a
add GAME_BUTTON_EFFECT_UP, GAME_BUTTON_EFFECT_DOWN
2007-01-16 00:58:24 +00:00
Glenn Maynard
9ff86822b4
remove unused
2007-01-13 03:50:21 +00:00
Glenn Maynard
077f7a7f35
move MenuButton alias into GameButton.h
2007-01-13 03:34:32 +00:00
Glenn Maynard
a4cf344876
make GameButton an enum
2007-01-13 03:13:22 +00:00
Glenn Maynard
c129a5f6dd
merge code for common GameButtons (buttons in every game)
2007-01-11 06:10:18 +00:00
Glenn Maynard
3d424ae5ef
move common buttons to the front
2007-01-11 05:48:25 +00:00
Steve Checkoway
ba2778bbeb
Invalid buttons make invalid inputs.
2007-01-03 05:06:28 +00:00
Chris Danford
5216992b26
change InputScheme for easier maintenance of game definitions
2006-10-23 06:47:54 +00:00
Glenn Maynard
617e8b5335
FOREACH_ENUM2 -> FOREACH_ENUM
2006-10-07 08:56:58 +00:00
Glenn Maynard
16d6a4de1b
update comment
2006-09-30 22:41:27 +00:00
Glenn Maynard
3f315b0464
InputScheme
2006-09-30 08:24:05 +00:00
Glenn Maynard
2eca7b670c
use FOREACH_ENUM2
2006-09-27 05:18:47 +00:00
Glenn Maynard
7d2a424626
GameButton_Invalid
2006-09-27 04:44:15 +00:00
Glenn Maynard
6e6ea7971d
NUM_GameButton
2006-09-27 04:39:51 +00:00
Glenn Maynard
cf5dba03a4
GameController_Invalid
2006-09-26 20:59:40 +00:00
Glenn Maynard
d19fdc9caf
NUM_GameController
2006-09-26 20:57:31 +00:00
Steve Checkoway
abe6090775
Simplify.
2006-09-14 05:53:13 +00:00
Steve Checkoway
74ad63769f
fromString -> FromString
...
toString -> ToString const
2006-09-02 20:24:39 +00:00
Steve Checkoway
cff13747a6
Cleanup.
2006-09-02 20:17:17 +00:00
Steve Checkoway
aa2c86ce35
Cleanup.
2006-06-24 00:06:57 +00:00
Chris Danford
7f821e8cfc
CString -> RString
2006-01-22 01:00:06 +00:00
Chris Danford
9122e2f935
localize more strings
2006-01-08 19:38:33 +00:00
Chris Danford
1333bfd2d8
remove references to specific games for things that are only specific to the controller type
2005-10-07 05:00:52 +00:00
Chris Danford
23d7d3564b
only cycle through controller lights that are actually used
2005-06-08 04:46:31 +00:00
Glenn Maynard
e700aae4e1
Add "Select". Nothing currently uses this directly, but it can be mapped
...
to codes.
2005-04-24 04:35:59 +00:00
Chris Danford
f46f9d70d7
human readable Keymaps.ini
2005-04-24 02:15:41 +00:00
Chris Danford
190b7c1493
merge bm with iidx
...
eliminate duplicate styles and unnecesary edit styles
2004-09-25 17:41:31 +00:00
Chris Danford
83d1a6a504
clean up bm/iidx default key mappings
2004-09-25 17:03:34 +00:00
Glenn Maynard
2cab5c4689
license updates
2004-05-31 22:42:12 +00:00
Chris Danford
fc8d3ed363
add StepsType for cabinet lights
2004-04-20 02:35:30 +00:00
Chris Danford
936f2066e1
clean up ScreenTestLights
2004-03-29 09:44:00 +00:00
Chris Danford
0ca0f86d7e
clean up lights
2004-03-23 06:11:10 +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
Andrew Livy
5af28f3fb1
Added: Pop'n Music Gametype.
2003-10-07 00:01:32 +00:00
Chris Danford
0cd5766ba2
add Dance Maniax and Technomotion support
2003-09-03 04:30:29 +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
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
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
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
24cc7a3c04
Get rid of all other #pragma once's, except the one in StdAfx.h.
...
(three cheers for perl)
2002-11-16 08:07:38 +00:00
Andrew Livy
a0cba0afa4
ParaParaParadise GameType Addition.
2002-09-07 02:50:23 +00:00
Glenn Maynard
657614d11a
Use initializer lists; faster.
2002-08-26 06:39:51 +00:00
Chris Danford
4ec08edf2d
Mini-rewrite of input mapping, theme support, and added KSF reader.
2002-07-31 19:40:40 +00:00
Chris Danford
936fabbe85
more fixes to Oni and courses
2002-07-27 19:29:51 +00:00
Chris Danford
2f80235590
no message
2002-05-19 01:59:48 +00:00
Chris Danford
dad622f11c
no message
2002-04-28 20:42:32 +00:00
Chris Danford
78f3e80118
2.50 checkin
2002-04-16 17:31:00 +00:00