Adds one of the more complex UI systems - the radar. With the radar mostly there, the only two interior UI components left are the speedo/tacho which are quite simple, followed by the alternative interior view.
I've gone through the effort of getting the radar pretty much fully functional. There will be some slight differences to the original game which will need to be tweaked (mentioned below), but the logic should be all there.
Radar sweeping (timing appears to match original game)
Cars show up on the radar!
Short and long range logic - the ranges appears to be closely matching the original game, however I wasn't able to find the exact unit values, so this is matched from visual comparison.
Range indicator (green light thingy in top-right)
Contact indicator (red LED)
Audio for sweeps and new radar contacts.
Keyboard bindings:
E - Cycle targets.
R - Toggle between short and long radar range.
T - Target nearest enemy.
Y - Clear target.
The radar contacts will 'fade out' in colour until they are "sweeped" again. The original game does this too, however the original appears to use a range of palette colours that don't appear to be consistent every time so it'll need to be investigated in the future. Hopefully this is the only non-matching issue.
Note 1: This branch is built on top of the Internal-UI branch as it uses a fair chunk of code from that. Once that branch is merged, this pull request diff should shrink a fair bit.
Note 2: Audio will not sound very nice until the other open audio pull request has been merged (and subsequently some merge conflicts are resolved with this branch)
Adds one of the more complex UI systems - the radar. With the radar mostly there, the only two interior UI components left are the speedo/tacho which are quite simple, followed by the alternative interior view.
I've gone through the effort of getting the radar pretty much fully functional. There will be some slight differences to the original game which will need to be tweaked (mentioned below), but the logic should be all there.
The radar contacts will 'fade out' in colour until they are "sweeped" again. The original game does this too, however the original appears to use a range of palette colours that don't appear to be consistent every time so it'll need to be investigated in the future. Hopefully this is the only non-matching issue.
Note 1: This branch is built on top of the Internal-UI branch as it uses a fair chunk of code from that. Once that branch is merged, this pull request diff should shrink a fair bit.
Note 2: Audio will not sound very nice until the other open audio pull request has been merged (and subsequently some merge conflicts are resolved with this branch)