Mercurial > touhou
graph
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Add heuristics to extract character data from the demo .exe.Mon, 23 Jan 2012 00:03:06 +0100, by Thibaut Girka
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Implement bullet flags 1024 and 2048 (bouncing bullet).Sun, 22 Jan 2012 22:38:58 +0100, by Thibaut Girka
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Minor performance improvement.Sun, 22 Jan 2012 22:08:36 +0100, by Thibaut Girka
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Move bullet visibility check to Bullet to improve performance and prepare handling of flags 1024 and 2048.Sun, 22 Jan 2012 22:03:57 +0100, by Thibaut Girka
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Switch Bullet to Cython to improve performances.Sun, 22 Jan 2012 21:54:07 +0100, by Thibaut Girka
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Refactor pytouhou.game.bullet.Sun, 22 Jan 2012 21:41:18 +0100, by Thibaut Girka
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Fix bullet removal condition.Sun, 22 Jan 2012 19:47:40 +0100, by Thibaut Girka
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Preload textures to avoid slowdowns during gameplaySun, 22 Jan 2012 18:03:47 +0100, by Thibaut Girka
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Fix initial bullet speedSun, 22 Jan 2012 17:42:44 +0100, by Thibaut Girka
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Improve data reading perfsSun, 22 Jan 2012 15:54:51 +0100, by Thibaut Girka
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Change position/speed interpoletor handling to match the original game more closely.Sun, 22 Jan 2012 14:24:38 +0100, by Thibaut Girka
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Change ECL special function 0 in order to match the game more closely (again)Sun, 22 Jan 2012 11:39:29 +0100, by Thibaut Girka
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Change ECL special function 0 in order to match the game more closely.Sat, 21 Jan 2012 21:14:24 +0100, by Thibaut Girka
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Use the correct animation for player death.Sat, 21 Jan 2012 21:03:53 +0100, by Emmanuel Gil Peyrot
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Fix instruction 70 to always fire to the right.Sun, 15 Jan 2012 18:09:25 +0100, by Emmanuel Gil Peyrot
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Use the correct behaviour for flag 1 in bullet.Sun, 15 Jan 2012 15:22:26 +0100, by Emmanuel Gil Peyrot
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Implement ANM0 instruction 29 and fix 24Mon, 02 Jan 2012 18:46:55 +0100, by Thibaut Girka
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Drop the correct amount of power with 119.Sat, 31 Dec 2011 02:25:06 +0100, by Emmanuel Gil Peyrot
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Update sprite's property even while waitingMon, 02 Jan 2012 15:54:19 +0100, by Thibaut Girka
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Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.Mon, 02 Jan 2012 15:46:29 +0100, by Emmanuel Gil Peyrot
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Add support for multiple-file anms to anmviewer, add feature to force acceptance of translationsSun, 01 Jan 2012 23:52:53 +0100, by Thibaut Girka
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Fix ANM wait, translation/rotation order, and partially implement ANM0 instruction 24Sun, 01 Jan 2012 23:51:01 +0100, by Thibaut Girka
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Fix a few crashes in the anmrunner, disable fullscreen switch, change alt+Fx to shift+FxSun, 01 Jan 2012 21:12:50 +0100, by Thibaut Girka
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Fix ANM interruptsSun, 01 Jan 2012 20:23:00 +0100, by Thibaut Girka
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Add an anmviewer script.Sun, 01 Jan 2012 19:51:34 +0100, by Emmanuel Gil Peyrot
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Implement ANM0 interruptsSun, 01 Jan 2012 19:47:34 +0100, by Thibaut Girka
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Do a little cleanup, and fix PCB SHT usage.Sat, 31 Dec 2011 16:31:10 +0100, by Emmanuel Gil Peyrot
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Fix instructions 69 and 71.Sat, 31 Dec 2011 03:08:01 +0100, by Emmanuel Gil Peyrot
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Fix replay handling a bitSat, 31 Dec 2011 02:50:04 +0100, by Thibaut Girka
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Hopefully implement “accelerating” bulletsSat, 31 Dec 2011 02:15:51 +0100, by Thibaut Girka
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Search for 102h.exe in the game directory instead of the current directory.Fri, 30 Dec 2011 19:17:55 +0100, by Thibaut Girka
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Improve find_character_defs, clean up a bit, and disable attack types 2 and 3 for nowFri, 30 Dec 2011 19:10:49 +0100, by Thibaut Girka
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Add “SHT” support to EoSD, and do a little cleanup.Fri, 30 Dec 2011 18:37:06 +0100, by Emmanuel Gil Peyrot
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Add basic cx_Freeze support in order to freeze to a windows executable.Tue, 20 Dec 2011 21:17:34 +0100, by Thibaut Girka
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Actually use offset of Sprite in spellcard’s effect, and place it correctly.Tue, 20 Dec 2011 21:36:14 +0100, by Emmanuel Gil Peyrot
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Fix setup.py...Mon, 19 Dec 2011 22:18:11 +0100, by Thibaut Girka
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Move game size in the game's definition, and don't keep changing the window's size.Mon, 19 Dec 2011 21:35:40 +0100, by Thibaut Girka
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Remove useless and occasionally problematic (think about non-utf8 terminals) print calls.Mon, 19 Dec 2011 20:29:30 +0100, by Thibaut Girka
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Make pytouhou.ui.{background,texture} Cython modules as they are only used by Cython modules.Sun, 18 Dec 2011 21:23:51 +0100, by Thibaut Girka
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Refactor rendering code a bit.Sun, 18 Dec 2011 20:47:48 +0100, by Thibaut Girka
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Don’t try to render effect if there is no game.Sun, 18 Dec 2011 19:51:29 +0100, by Emmanuel Gil Peyrot
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Fix SHT handling; change a few things to be closer to ZUN’s mind; and first stub of PCB support.Sun, 18 Dec 2011 14:14:32 +0100, by Emmanuel Gil Peyrot
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Move “eclviewer.py” to “eosd” and get rid of run-time depency on Cython.Thu, 15 Dec 2011 19:24:11 +0100, by Thibaut Girka
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Minor changes to the setup scriptMon, 05 Dec 2011 23:57:58 +0100, by Thibaut Girka
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Change background during spellcards.Sat, 17 Dec 2011 21:18:39 +0100, by Emmanuel Gil Peyrot
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Pass the real speed to Player. Thanks to elghinn for discovering the bug.Wed, 07 Dec 2011 14:03:16 +0100, by Emmanuel Gil Peyrot
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Don’t scale texture instead of shifting it, fix ANM’s 28th opcode.Wed, 07 Dec 2011 13:23:02 +0100, by Emmanuel Gil Peyrot
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Add support for PCB’s SHT format.Tue, 29 Nov 2011 23:18:07 +0100, by Emmanuel Gil Peyrot
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Add a distutils setup and don’t hardcode DAT list.Sun, 27 Nov 2011 15:13:31 +0100, by Emmanuel Gil Peyrot
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Hopefully fix enemy-player collisionSat, 26 Nov 2011 20:39:04 +0100, by Thibaut Girka
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Make death animation closer to the originalFri, 25 Nov 2011 23:41:24 +0100, by Thibaut Girka
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Implement collidable boolean of enemy.Tue, 22 Nov 2011 20:51:35 +0100, by Emmanuel Gil Peyrot
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Create enemy with negative life as it should be.Tue, 08 Nov 2011 23:01:18 -0800, by Emmanuel Gil Peyrot
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Implement autocollection of items.Tue, 08 Nov 2011 22:10:44 -0800, by Emmanuel Gil Peyrot
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Minor refactoringSat, 05 Nov 2011 20:19:15 +0100, by Thibaut Girka
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Fix ReimuA, and refactor Player a bit.Sat, 05 Nov 2011 19:43:11 +0100, by Thibaut Girka
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Rename pytouhou.opengl to pytouhou.ui, makes much more sense that way.Tue, 01 Nov 2011 13:50:33 +0100, by Thibaut Girka
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Add some documentation (argh, so much left to document!)Tue, 01 Nov 2011 13:46:03 +0100, by Thibaut Girka
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Make pylint slightly happier (and code analysis easier)Mon, 31 Oct 2011 19:29:47 +0100, by Thibaut Girka
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Handle enemy collisions and damages in a way closer to the original game.Mon, 31 Oct 2011 19:01:09 +0100, by Thibaut Girka