Updated to joker sprite to use the new one by @GreenNinja2525 and changed the way switching backgrounds works to prevent flicker

This commit is contained in:
cellos51
2025-07-21 20:09:35 -04:00
parent 86cf8896e2
commit 1b53a1b077
2 changed files with 35 additions and 26 deletions
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Width:  |  Height:  |  Size: 862 B

After

Width:  |  Height:  |  Size: 731 B

+35 -26
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@@ -150,7 +150,7 @@ static const Rect POP_MENU_ANIM_RECT = {9, 7, 24, 31 };
static const Rect SINGLE_BLIND_SELECT_RECT = { 9, 7, 13, 32 }; static const Rect SINGLE_BLIND_SELECT_RECT = { 9, 7, 13, 32 };
static const Rect HAND_BG_RECT_SELECTING = {9, 11, 24, 15 }; static const Rect HAND_BG_RECT_SELECTING = {9, 11, 24, 18 };
// TODO: Currently unused, remove? // TODO: Currently unused, remove?
//static const Rect HAND_BG_RECT_PLAYING = {9, 14, 24, 18 }; //static const Rect HAND_BG_RECT_PLAYING = {9, 14, 24, 18 };
@@ -419,30 +419,42 @@ void change_background(int id)
} }
else if (id == BG_ID_CARD_SELECTING) else if (id == BG_ID_CARD_SELECTING)
{ {
REG_DISPCNT |= DCNT_WIN0; // Enable window 0 to make hand background transparent if (background == BG_ID_CARD_PLAYING)
// Load the tiles and palette
// Background
memcpy(pal_bg_mem, background_gfxPal, 64); // This '64" isn't a specific number, I'm just using it to prevent the text colors from being overridden
GRIT_CPY(&tile8_mem[MAIN_BG_CBB], background_gfxTiles); // Deadass i have no clue how any of these memory things work but I just messed with them until stuff worked
GRIT_CPY(&se_mem[MAIN_BG_SBB], background_gfxMap);
tte_erase_rect_wrapper(HAND_SIZE_RECT_PLAYING);
if (current_blind == BIG_BLIND) // Change text and palette depending on blind type
{ {
main_bg_se_copy_rect(BIG_BLIND_TITLE_SRC_RECT, TOP_LEFT_BLIND_TITLE_POINT); for (int i = 0; i <= 2; i++)
{
main_bg_se_move_rect_1_tile_vert(HAND_BG_RECT_SELECTING, SE_UP);
}
tte_erase_rect_wrapper(HAND_SIZE_RECT_PLAYING);
} }
else if (current_blind == BOSS_BLIND) else
{ {
main_bg_se_copy_rect(BOSS_BLIND_TITLE_SRC_RECT, TOP_LEFT_BLIND_TITLE_POINT); REG_DISPCNT |= DCNT_WIN0; // Enable window 0 to make hand background transparent
// Load the tiles and palette
// Background
memcpy(pal_bg_mem, background_gfxPal, 64); // This '64" isn't a specific number, I'm just using it to prevent the text colors from being overridden
GRIT_CPY(&tile8_mem[MAIN_BG_CBB], background_gfxTiles); // Deadass i have no clue how any of these memory things work but I just messed with them until stuff worked
GRIT_CPY(&se_mem[MAIN_BG_SBB], background_gfxMap);
tte_erase_rect_wrapper(HAND_SIZE_RECT_PLAYING);
if (current_blind == BIG_BLIND) // Change text and palette depending on blind type
{
main_bg_se_copy_rect(BIG_BLIND_TITLE_SRC_RECT, TOP_LEFT_BLIND_TITLE_POINT);
}
else if (current_blind == BOSS_BLIND)
{
main_bg_se_copy_rect(BOSS_BLIND_TITLE_SRC_RECT, TOP_LEFT_BLIND_TITLE_POINT);
}
bg_copy_current_item_to_top_left_panel();
// This would change the palette of the background to match the blind, but the backgroun doesn't use the blind token's exact colors so a different approach is required
memset16(&pal_bg_mem[17], blind_get_color(current_blind, BLIND_BACKGROUND_MAIN_COLOR_INDEX), 1);
memset16(&pal_bg_mem[16], blind_get_color(current_blind, BLIND_BACKGROUND_SECONDARY_COLOR_INDEX), 1);
memset16(&pal_bg_mem[5], blind_get_color(current_blind, BLIND_BACKGROUND_SHADOW_COLOR_INDEX), 1);
} }
bg_copy_current_item_to_top_left_panel();
// This would change the palette of the background to match the blind, but the backgroun doesn't use the blind token's exact colors so a different approach is required
memset16(&pal_bg_mem[17], blind_get_color(current_blind, BLIND_BACKGROUND_MAIN_COLOR_INDEX), 1);
memset16(&pal_bg_mem[16], blind_get_color(current_blind, BLIND_BACKGROUND_SECONDARY_COLOR_INDEX), 1);
memset16(&pal_bg_mem[5], blind_get_color(current_blind, BLIND_BACKGROUND_SHADOW_COLOR_INDEX), 1);
} }
else if (id == BG_ID_CARD_PLAYING) else if (id == BG_ID_CARD_PLAYING)
{ {
@@ -452,19 +464,16 @@ void change_background(int id)
background = BG_ID_CARD_PLAYING; background = BG_ID_CARD_PLAYING;
} }
Rect curr_hand_bg_rect = HAND_BG_RECT_SELECTING;
for (int i = 0; i <= 2; i++) for (int i = 0; i <= 2; i++)
{ {
main_bg_se_move_rect_1_tile_vert(curr_hand_bg_rect, SE_DOWN); main_bg_se_move_rect_1_tile_vert(HAND_BG_RECT_SELECTING, SE_DOWN);
curr_hand_bg_rect.top++;
curr_hand_bg_rect.bottom++;
} }
tte_erase_rect_wrapper(HAND_SIZE_RECT_SELECT); tte_erase_rect_wrapper(HAND_SIZE_RECT_SELECT);
} }
else if (id == BG_ID_ROUND_END) else if (id == BG_ID_ROUND_END)
{ {
if (background != BG_ID_CARD_SELECTING) if (background != BG_ID_CARD_SELECTING || background != BG_ID_CARD_PLAYING)
{ {
change_background(BG_ID_CARD_SELECTING); change_background(BG_ID_CARD_SELECTING);
background = BG_ID_ROUND_END; background = BG_ID_ROUND_END;