[Feature] Implement seeded runs by adding a Seed selection menu (#482)
* initial commit * wip * WIP * WIP * clang format * Choose Seed navigation mostly done * seed input navigation done * seed input done * cleanup and clang format * Implement base 10 to 36 conversions * Enable seeded runs * clang format * show default deck sprite, name and description * Rename Deck enum to DeckType * Implement arbitrary 9-patch expand system * Make 9-patch example smaller in the docs * Improve NinePatchRect docs * fix Deck back side sprite palette * clang format * Add last deck description * clang format * Fix 'Z' in seed input keyboard * Fix rebase issue * fix deck sprite not updating * Documents static funcs in run_setup.c * more documentation * clang format * Move Play button to the left in its row * Tests WIP * removing tests for random.h * use the new StateMachine struct * First wave of fixes * Fix the 9-patch again * Changed the base 36 logic so it's in big endian * properly set end of base 36 string to '\0' * typos * fix cursor position after rolling a seed + fix random seed generation * Make keyboard more intuitive to use * static const var * Address more comment from @ricfehr3 * clang format * clang format * clang format * clang format * clang format * clang format * clang format * fix deck palette * create the `DEF_SEED_KEYBOARD_BUTTON_OBJECT` macro * Replace `expand_3x3` by a call to `expand_9-patch` * clang format * clang format * clang format * fix rebase iussue in state_machine.h --------- Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
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@@ -18,7 +18,7 @@
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#define JOKER_STARTING_LAYER 26
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// Tile ID for the starting index in the tile memory
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#define JOKER_TID (JOKER_STARTING_LAYER * JOKER_SPRITE_OFFSET)
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#define JOKER_BASE_PB 3 // The starting palette index for the jokers
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#define JOKER_BASE_PB 4 // The starting palette index for the jokers, after the boss blind tokens
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#define JOKER_LAST_PB (NUM_PALETTES - 1)
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// Currently allocating the rest of the palettes for the jokers.
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// This number needs to be decreased once we need to allocated palettes for other sprites
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