Skip to content
Snippets Groups Projects
  1. Aug 28, 2021
  2. May 07, 2021
  3. Mar 30, 2021
  4. Mar 22, 2021
    • Monster Iestyn's avatar
      RETURN OF THE PORTS CHOPPING BLOCK: Destroy DOS! · ee8acccd
      Monster Iestyn authored
      Remove all remaining traces of the following macros for the obsolete DOS port, which were missed previously:
      * `DJGPP`
      * `__DJGPP__`
      * `DJGPPDOS`
      * `PC_DOS`
      * `WATTCP`
      
      May get rid of `MSDOS` later once I get word on whether I should kill it or not
      ee8acccd
  5. Feb 28, 2021
  6. Dec 12, 2020
  7. Oct 19, 2020
  8. Oct 12, 2020
    • Lactozilla's avatar
      Changes to sprite rendering: · cc97e22e
      Lactozilla authored
      - Added render flags (see r_defs.h)
      - Implemented floor splats
      - Drop shadow sprite rendering through render flags
      cc97e22e
  9. Sep 25, 2020
  10. Sep 01, 2020
  11. Aug 31, 2020
    • James R.'s avatar
      Kill NOHS · 6c2370f8
      James R. authored
      (cherry picked from commit 3437b0690a3f4278e3ecc657102a126a3e2f3d13)
      6c2370f8
  12. Aug 30, 2020
  13. Aug 08, 2020
  14. Jul 25, 2020
  15. Jul 11, 2020
  16. Jul 10, 2020
  17. Jul 07, 2020
  18. Jun 27, 2020
  19. Jun 20, 2020
  20. May 28, 2020
  21. May 24, 2020
  22. May 14, 2020
    • toaster's avatar
      Introducing Marathon Run. (I was going to call it Marathon Mode, but NiGHTS... · d593e2e1
      toaster authored
      Introducing Marathon Run. (I was going to call it Marathon Mode, but NiGHTS Mode being right next to it on the menu looked terrible.)
      
      Basically a dedicated Record Attack-like experience for speedrunning the game as a continuous chunk rather than ILs. Has several quality of life features.
      
      Benefits include:
      * An unambiguous real-time bar across the bottom of the screen, always displaying the current time, ticking up until you reach the ending.
      * Disable the console (pausing is still allowed, but the timer will still increment).
      * Automatically skip intermissions as if you're holding down the spin button.
      * Show centiseconds on HUD automatically, like record attack.
      * "Live Event Backups" - a category of run fit for major events like GDQ, where recovery from crashes or chokes makes for better entertainment. Essentially a modified SP savefile, down to using the same basic functions, but has its own filename and tweaked internal layout.
      * "spmarathon_start" MainCfg block parameter and "marathonnext" mapheader parameter, allowing for a customised flow (makes this fit for purpose for an eventual SUGOI port).
      * Disabling inter-level custom cutscenes by default with a menu option to toggle this (won't show up if the mod doesn't *have* any custom cutscenes), although either way ending cutscenes (vanilla or custom) remain intact since is time is called before them.
      * Won't show up if you have a mod that consists of only one level (determined by spmarathon_start's nextlevel; this won't trip if you manually set its marathonnext).
      * Unconditional gratitude on the evaluation screen, instead of a negging "Try again..." if you didn't get all the emeralds (which you may not have been aiming for).
      * Gorgeous new menu (no new assets required, unless you wanna give it a header later).
      
      Changes which were required for the above but affect other areas of the game include:
      * "useBlackRock" MainCFG block parameter, which can be used to disable the presence of the Black Rock or Egg Rock in both the Evaluation screen and the Marathon Run menu (for total conversions with different stories).
      * Disabling Continues in NiGHTS mode, to match the most common singleplayer experience post 2.2.4's release (is reverted if useContinues is set to true).
      * Hiding the exitmove "powerup" outside of multiplayer. (Okay, this isn't really related, I just saw this bug in action a lot while doing test runs and got annoyed enough to fix it here.)
      * The ability to use V_DrawPromptBack (in hardcode only at the moment, but) to draw in terms of pixels rather than rows of text, by providing negative instead of positive inputs).
      * A refactoring of redundant game saves smattered across the ending, credits, and evaluation - in addition to saving the game slightly earlier.
      * Minor m_menu.c touchups and refactorings here and there.
      
      Built using feedback from the official server's #speedruns channel, among other places.
      d593e2e1
  23. May 12, 2020
  24. May 11, 2020
  25. May 10, 2020
  26. May 02, 2020
  27. Mar 22, 2020
  28. Mar 21, 2020
  29. Mar 20, 2020
  30. Feb 22, 2020
  31. Feb 19, 2020
Loading