Add affine background color functionality and integrate into game loop
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#ifndef AFFINE_BACKGROUND_H
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#define AFFINE_BACKGROUND_H
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#include <tonc.h>
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#include "graphic_utils.h"
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#define AFFINE_BG_PAL_LEN 5
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#define AFFINE_BG_PB (PAL_ROW_LEN * 15) // This isn't really a palette bank, just the starting index of the palette
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#define AFFINE_BG_DEFAULT_COLOR 0x3E4B
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void affine_background_init();
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void affine_background_update();
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void affine_background_set_color(COLOR color);
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#endif // AFFINE_BACKGROUND_H
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@@ -0,0 +1,63 @@
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#include "affine_background.h"
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#include "affine_background_gfx.h"
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#include "graphic_utils.h"
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BG_AFFINE bgaff;
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AFF_SRC_EX asx = {32<<8, 64<<8, 120, 80, 0x0100, 0x0100, 0};
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void affine_background_init()
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{
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unsigned int correctedTiles[affine_background_gfxTilesLen / 4];
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for (int i = 0; i < affine_background_gfxTilesLen / 4; i++)
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{
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correctedTiles[i] = affine_background_gfxTiles[i] | 0xF0F0F0F0;
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}
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memcpy16(&tile8_mem[AFFINE_BG_CBB], correctedTiles, affine_background_gfxTilesLen/2);
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GRIT_CPY(&se_mem[AFFINE_BG_SBB], affine_background_gfxMap);
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memcpy16(&pal_bg_mem[AFFINE_BG_PB], affine_background_gfxPal, AFFINE_BG_PAL_LEN);
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bgaff = bg_aff_default;
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affine_background_set_color(AFFINE_BG_DEFAULT_COLOR);
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}
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void affine_background_update()
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{
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static uint timer = 0;
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timer++;
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// These values are not permament, just the current configuration for the affine background
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asx.tex_x += 5;
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asx.tex_y += 12;
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asx.sx = (lu_sin(timer * 100)) >> 8; // Scale the sine value to fit in a s16
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asx.sx += 256; // Add 256 to the sine value to make it positive
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asx.sy = (lu_sin(timer * 100 + 0x4000)) >> 8; // Scale the sine value to fit in a s16
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asx.sy += 256; // Add 256 to the sine value to make it positive
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bg_rotscale_ex(&bgaff, &asx);
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REG_BG_AFFINE[2] = bgaff;
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}
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void affine_background_set_color(COLOR color)
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{
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memcpy16(&pal_bg_mem[AFFINE_BG_PB], affine_background_gfxPal, AFFINE_BG_PAL_LEN);
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for (int i = 0; i < AFFINE_BG_PAL_LEN; i++)
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{
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COLOR old_color;
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memcpy16(&old_color, &pal_bg_mem[AFFINE_BG_PB] + i, 1); // Copy the color from the background palette
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int r, g, b;
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r = (old_color >> 10) & 0b11111; // Extract red component
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g = (old_color >> 5) & 0b11111; // Extract green component
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b = old_color & 0b11111; // Extract blue component
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int brightness = (r + g + b) / 3; // Calculate brightness
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const float brightness_divergence = 0.03f; // The difference in brightness between each color in the palette
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const float brightness_modifier = -0.4f; // The overall brightness modifier for the palette
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clr_adj_brightness(&pal_bg_mem[AFFINE_BG_PB] + i, &color, 1, float2fx(brightness_modifier + (brightness * brightness_divergence))); // Adjust brightness for the palette colors
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}
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}
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+3
-16
@@ -11,6 +11,7 @@
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#include "hand_analysis.h"
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#include "blind.h"
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#include "joker.h"
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#include "affine_background.h"
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#include "graphic_utils.h"
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#include "tonc_video.h"
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#include "audio_utils.h"
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@@ -430,22 +431,7 @@ void change_background(int id)
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{
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main_bg_se_copy_rect(BOSS_BLIND_TITLE_SRC_RECT, TOP_LEFT_BLIND_TITLE_POINT);
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const int palette_length = 5;
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memcpy16(&pal_bg_mem[16 * 15], affine_background_gfxPal, palette_length);
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for (int i = 0; i < palette_length; i++)
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{
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COLOR old_color = 0;
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memcpy16(&old_color, &pal_bg_mem[16 * 15] + i, 1); // Copy the color from the background palette
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int r, g, b;
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r = (old_color >> 10) & 0b11111; // Extract red component
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g = (old_color >> 5) & 0b11111; // Extract green component
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b = old_color & 0b11111; // Extract blue component
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COLOR new_color = blind_get_color(BOSS_BLIND, BLIND_MAIN_COLOR_INDEX);
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int brightness = (r + g + b) / 3; // Calculate brightness
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clr_adj_brightness(&pal_bg_mem[16 * 15] + i, &new_color, 1, float2fx(-0.6f + (brightness * 0.05f))); // Adjust brightness for the palette colors
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}
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affine_background_set_color(blind_get_color(BOSS_BLIND, BLIND_SHADOW_COLOR_INDEX));
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}
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bg_copy_current_item_to_top_left_panel();
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@@ -2004,6 +1990,7 @@ void game_round_end()
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tte_erase_rect_wrapper(BLIND_REWARD_RECT);
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tte_erase_rect_wrapper(BLIND_REQ_TEXT_RECT);
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obj_hide(playing_blind_token->obj);
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affine_background_set_color(AFFINE_BG_DEFAULT_COLOR);
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state = 5;
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timer = 0;
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}
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+3
-42
@@ -7,6 +7,7 @@
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#include "game.h"
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#include "blind.h"
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#include "joker.h"
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#include "affine_background.h"
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#include "graphic_utils.h"
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// Graphics
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@@ -17,29 +18,6 @@
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#include "soundbank.h"
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#include "soundbank_bin.h"
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#define MAP_AFF_SIZE 0x0100
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BG_AFFINE bgaff;
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AFF_SRC_EX asx = {32<<8, 64<<8, 120, 80, 0x0100, 0x0100, 0};
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void init_map() // Temp function derived from libtonc example
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{
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// Grit is fucking garbage and doesn't allow you to have a palette offset, they all get loaded at 0x0000. I have to manually change each tile's palette bank
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unsigned int correctedTiles[affine_background_gfxTilesLen / 4];
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for (int i = 0; i < affine_background_gfxTilesLen / 4; i++)
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{
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correctedTiles[i] = affine_background_gfxTiles[i] | 0xF0F0F0F0; // I brute forced this. I have no idea how this would and does work, but it does. We'll just leave this here for now.
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// Actually for future reference, each number seems to equate to an XY on the palette, so 0xF0F0F0F0 would just push everything down 15 colors, since the second number isn't set.
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}
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memcpy16(&tile8_mem[AFFINE_BG_CBB], correctedTiles, affine_background_gfxTilesLen);
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GRIT_CPY(&se_mem[AFFINE_BG_SBB], affine_background_gfxMap);
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memcpy16(&pal_bg_mem[16 * 15], affine_background_gfxPal, 5);
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bgaff = bg_aff_default;
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}
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void init()
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{
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irq_init(NULL);
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@@ -93,9 +71,8 @@ void init()
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REG_DISPCNT = DCNT_MODE1 | DCNT_OBJ_1D | DCNT_BG0 | DCNT_BG1 | DCNT_BG2 | DCNT_OBJ | DCNT_WIN0 | DCNT_WIN1;
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init_map(); // Initialize the map for the background
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// Initialize subsystems
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affine_background_init();
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sprite_init();
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card_init();
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blind_init();
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@@ -103,24 +80,9 @@ void init()
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game_init();
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}
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void background_update() // This needs to be called before update() and draw() because setting REG_BG_AFFINE during an HBlank can cause issues
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{
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static uint timer = 0;
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timer++;
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// These values are not permament, just the current configuration for the affine background
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asx.tex_x += 5;
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asx.tex_y += 12;
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asx.sx = (lu_sin(timer * 100)) >> 8; // Scale the sine value to fit in a s16
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asx.sx += 256; // Add 256 to the sine value to make it positive
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asx.sy = (lu_sin(timer * 100 + 0x4000)) >> 8; // Scale the sine value to fit in a s16
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asx.sy += 256; // Add 256 to the sine value to make it positive
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bg_rotscale_ex(&bgaff, &asx);
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REG_BG_AFFINE[2]= bgaff;
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}
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void update()
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{
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affine_background_update();
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game_update();
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}
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@@ -138,7 +100,6 @@ int main()
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VBlankIntrWait();
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mmFrame();
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key_poll();
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background_update();
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update();
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draw();
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}
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