[Feature Request] - Elevator - Option to Restore Pacing of Counting Totals
When you complete a floor and enter the elevator, the percentage counting doesn't stop per row. Instead, it zips through each line item; the total, informant, and enemies killed and stops after all of it is calculated, instead.
Can we restore the percentage counting where it stops at each row?
If calculating is skipped it means a key was pressed in the process. Otherwise it should calculate every row.
Hey, Boris! It isn't skipping, literally. It's instead, just not pausing at each row counted where in the DOS version it does.
Hey, Boris! It isn't skipping, literally. It's instead, just not pausing at each row counted where in the DOS version it does.
That is I'm talking about - if it's not pausing at each row it's interrupted by pressed key.
Here is a video for latest release (first time pressed no key, second and third time pressed SPACE and LEFT CTRL respectively): https://github.com/user-attachments/assets/4e3d0a44-a054-4a6f-b90e-fbe3ddb45a6f
I could add an option to control interruption by a key of such events (input floor number, intro movies, .etc). Will it resolve the issue?
Hey there, sorry for the giant delay.
To double check my memory, I loaded the DOS version of bstone. What's different about that versus your port is that it will count each row and the chime sound will fully play for each line item. The following row will begin counting once the chime sound has completed for the current row.
The issue isn't the counting or the calculation, it's the animation & sound of those rows that isn't faithful to the original DOS version.
Fixed in v1.3.2.