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6 commits

Author SHA1 Message Date
Misa
adca6a122a Turn tower vectors into plain arrays
Also, the arrays are statically allocated. I forgot to do this when we
were statically allocating things earlier, but better late than never.
2020-07-06 11:19:24 -04:00
Misa
86516bb284 Remove now-unused fillbackground/fillcontents/fillminitower from Tower
They are now unused because we no longer have to parse 120, 100, or 700
strings in order to load these tilemaps.
2020-05-17 22:03:29 -04:00
Misa
aae07336eb Refactor Tower.cpp to no longer use strings for tilemaps
Instead, they are all now held in constant int arrays. Including the
menu background.
2020-05-17 22:03:29 -04:00
Info Teddy
9642921a64 Initialize level data with 0s in M&P
Following discussion on TerryCavanagh/VVVVVV#153, I suggested that
instead of reverting my M&P guards from TerryCavanagh/VVVVVV#124 (which
would only revert it for The Final Level, The Lab, Overworld, and The
Tower, leaving Space Station 1 & 2 and The Warp Zone alone which could
potentially cause the same problem that motivated
TerryCavanagh/VVVVVV#153), we should initialize the map data with 0s
instead.
2020-02-08 23:54:20 -05:00
Info Teddy
7f3d16801c Remove from M&P the room data of Final Level/Lab/Overworld/Tower
This is to make sure that the room data of those areas are not
distributed with the M&P binary, even if they are already inaccessible
because of other M&P ifdefs (I tested).
2020-01-26 12:29:20 -05:00
Ethan Lee
f7c0321b71 Hello WWWWWWorld! 2020-01-08 10:37:50 -05:00