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    A good and bad ending cutscene now exist. · 063e350c
    toaster authored
    Also:
    * SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
    * Minor oversights in SPR2 support corrected.
    * Better evaluation, featuring ending assets.
    * Intro has warping-in blackrock, reusing ending assets.
    * Cutscene text now supports lowercase (intro and custom).
    * Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
    * Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
    
    Bugs:
    * OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
    063e350c