Made blind tokens visible in GAME_BLIND_SELECT state

This commit is contained in:
cellos51
2025-07-12 19:47:49 -04:00
parent f80bfefad5
commit 191c1a7264
3 changed files with 70 additions and 12 deletions
+18 -9
View File
@@ -6,12 +6,21 @@
void blinds_init()
{
// Blind graphics
// Small Blind (fighting grit every step of the way as usual)
//memcpy(&tile_mem[4][832], blinds_gfxTiles, blinds_gfxTilesLen);
GRIT_CPY(&tile_mem[4][832], blinds_gfxTiles);
const u16 small_blind_token_palette[4] = {0x7FFF, 0x34A1, 0x5DCB, 0x5104};
memcpy16(&pal_obj_mem[17], &small_blind_token_palette, sizeof(small_blind_token_palette) / 2);
// Blind graphics (fighting grit every step of the way as usual)
GRIT_CPY(&tile_mem[4][SMALL_BLIND_TID], blinds_gfxTiles);
// Palettes for the blinds (Transparency, Text Color, Shadow, Highlight, Main Color) Use this: http://www.budmelvin.com/dev/15bitconverter.html
// Small Blind
const u16 small_blind_token_palette[5] = {0x0000, 0x7FFF, 0x34A1, 0x5DCB, 0x5104};
memcpy16(&pal_obj_mem[16 * SMALL_BLIND_PB], &small_blind_token_palette, sizeof(small_blind_token_palette) / 2);
// Big Blind
const u16 big_blind_token_palette[5] = {0x0000, 0x2527, 0x15F5, 0x36FC, 0x1E9C};
memcpy16(&pal_obj_mem[16 * BIG_BLIND_PB], &big_blind_token_palette, sizeof(big_blind_token_palette) / 2);
// Boss Blind (This is temporary. Each boss blind is unique and will have to have its own graphics and palette which will probably be stored in some huge array)
const u16 boss_blind_token_palette[5] = {0x0000, 0x2CC9, 0x3D0D, 0x5E14, 0x5171};
memcpy16(&pal_obj_mem[16 * BOSS_BLIND_PB], &boss_blind_token_palette, sizeof(boss_blind_token_palette) / 2);
}
int blind_get_requirement(int type, int ante)
@@ -56,13 +65,13 @@ Sprite *blind_token_new(int type, int x, int y, int sprite_index)
switch (type)
{
case SMALL_BLIND:
sprite = sprite_new(ATTR0_SQUARE | ATTR0_4BPP, ATTR1_SIZE_32x32, 832, 1, sprite_index);
sprite = sprite_new(ATTR0_SQUARE | ATTR0_4BPP, ATTR1_SIZE_32x32, SMALL_BLIND_TID, SMALL_BLIND_PB, sprite_index);
break;
case BIG_BLIND:
// Use the big blind sprite
sprite = sprite_new(ATTR0_SQUARE | ATTR0_4BPP, ATTR1_SIZE_32x32, BIG_BLIND_TID, BIG_BLIND_PB, sprite_index);
break;
case BOSS_BLIND:
// Use the boss blind sprite
sprite = sprite_new(ATTR0_SQUARE | ATTR0_4BPP, ATTR1_SIZE_32x32, BOSS_BLIND_TID, BOSS_BLIND_PB, sprite_index);
break;
default:
return NULL;