Age | Commit message (Collapse) | Author |
|
|
|
|
|
And a few more (not all yet) methods that had 1, 0 instead of true, false
|
|
This is a possible bugfix, hopefully it will be enough
The bug occurs when skipping fast through the dialogue of Clovis with Sadik at BB11 rooftop. But it does not happen always. I've managed to capture the case when this happens a few times (_animationState == 0 switch clause), but I'm unsure if there are other unhandled _animationState values that would cause this.
|
|
Part one of using named constants for model animations
|
|
Still pending cleaning up Ambient_Sounds_Add_Sound and Ambient_Sounds_Add_Looping_Sound calls
|
|
LABBUZZ sound for the maze and Animoid sounds
Moved lab buzz in next scene's (PS10) init, and increased size of track buffer to compensate for frequently dropping sounds in places with mayne sound effects (eg Animoid Row, Izo's door and trapdoor)
|
|
Removed bell on enemy reveal, brought back original special targets
Also reverted to original fast targets even though they are probably unfair. And commented out the score subtitle.
|
|
Max achievable score is verified 80 as it should be if all targets were normal
Since there are special targets (to be restored in the next commit) the max score with be above 80 and it's not a fixed value known in advance.
|
|
Special targets not yet restored. Fixed a target overlap on PS13, and bad orientation of a target in PS11 and one in PS13.
Special ding sound will be removed in the final pass of the maze code, when special targets will be restored too, and also fast targets will be restore to being fast or faster than they are now.
|
|
First pass of all rooms is complete. A second pass is pending where the special targets will be restored
|
|
Mainly PS12. Also added some early info on how maze score works
The special target cases are marked as bugs and will be restored on a second pass. For now we need to verify that the highest score of 80 points is achievable if all targets are normal ones.
|
|
Only fixes for rooms PS10, PS11. A few cases may need revising.
There are a few cases that a target may reset after being shot and they seem buggy but they could also be intended. So, that's for a second pass to decide.
|
|
|
|
|
|
|
|
Added Region_Check functionality
Code cleanup
|
|
|
|
|
|
|
|
Code unification
Removed few memory leaks
|
|
Code formatting
|
|
Game script are more readable now
Fixed name of Officer Leary
|
|
|