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.
Some of the text was too long to fit within the box it's supposed to, so
I made a modification to the translations (removing プラズマ from
プラズマコンデンサー etc) to make it fit. I also removed maruhiro-san's
attempt to align the numbers because it doesn't actually work in-game
(due to the font and/or method of handling whitespace).
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.