This is meant to help connect RE to something. I figured that by
using a similar kind of music for both it and the game over screen,
it would create a bit of a connection there and musically communicate
that it's game over, except for Kline instead of you.
We can't distribute the original music, but adding support for it in
as a compile-time option will enable modding the game to look and
feel like the original without having to edit the source code.
There was a period of time just after the defeat of Kline that the
game wasn't responding to input, causing the OS to panic. Corrected
this, and also made it so that resizing the window adjusts the
positioning of the credits appropriately.
Modern Starfighter starts you in the center, but originally you started
at (200, 200). This matters particularly for boss fights, since since
the off-center start position meant you didn't start in the same vertical
position as the bosses.
Should be harmless since empty strings are ignored in
radio_getRandomMessage, but it's still supposed to be in a form
that uses \n only as necessary; the trailing newline was a mistake.
Fixes#7
Designed to use the game controller API if possible, or fall back
to the regular joystick API otherwise.
This also makes it so that all connected controllers can be used,
rather than just the first one.
Since the original actually constantly had you drain Kline's health
to zero and then re-adjusted it, there were effectively stop points
limiting the amount of damage you could do to the amount designated
for the current stage. This has been simulated by setting the shield
to the proper amount of shield for the respective stage if the
difficulty is DIFFICULTY_ORIGINAL.
That's the right character to pick. It's actually still broken; will
look into more later. Will also need to make it so that it ignores
leading whitespace.
This ensures that series of radio messages are stiched together
properly. An exception was given for the first Kline encounter;
timing stays the same for that one simply to make sure the music
cue isn't ruined.
This is a pretty big one! Someone I know suggested that I should
make the textboxes able to stay on the screen for longer, so I've
added an option for that! In the process I also changed Fire and
Altfire to advance to the next box immediately (rather than skipping
outright), so that if you select a slower speed you can still make
the text go to the next one after you're finished reading one.