Completed functionality of the small blind
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+27
-8
@@ -16,6 +16,9 @@ static int discard = 4;
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static int score = 0;
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static int temp_score = 0; // This is the score that shows in the same spot as the hand type.
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static FIXED lerped_score = 0;
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static FIXED lerped_temp_score = 0;
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static int chips = 0;
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static int mult = 0;
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@@ -156,7 +159,10 @@ void game_init()
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tte_printf("#{P:128,128; cx:0}%d/%d", hand_get_size(), hand_get_max_size()); // Hand size/max size
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tte_printf("#{P:200,152}%d/%d", deck_get_size(), deck_get_max_size()); // Deck size/max size
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tte_printf("#{P:32,48;}*%d", 0); // Score
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tte_printf("#{P:40,24; cx:0x3000}%d", 300); // Blind requirement
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tte_printf("#{P:40,32; cx:0x1000}$3"); // Blind reward
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tte_printf("#{P:32,48; cx:0}%d", 0); // Score
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tte_printf("#{P:24,80;}%d", 0); // Chips
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tte_printf("#{P:40,80;}%d", 0); // Mult
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@@ -230,6 +236,8 @@ void game_update()
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if (mult > 0)
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{
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temp_score = chips * mult;
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lerped_temp_score = int2fx(temp_score);
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lerped_score = int2fx(score);
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tte_erase_rect(8, 64, 64, 72);
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tte_printf("#{P:8,64;}%d", temp_score); // Score
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@@ -242,22 +250,33 @@ void game_update()
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}
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else if (play_get_state() == PLAY_ENDED)
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{
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if (temp_score > 0)
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{
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score += temp_score;
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temp_score = 0;
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lerped_temp_score -= int2fx(temp_score) / 40;
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lerped_score += int2fx(temp_score) / 40;
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if (lerped_temp_score > 0)
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{
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tte_erase_rect(8, 64, 64, 72);
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tte_printf("#{P:8,64;}%d", temp_score); // Score
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tte_printf("#{P:8,64;}%d", fx2int(lerped_temp_score)); // Temp Score
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tte_erase_rect(32, 48, 64, 56);
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tte_printf("#{P:32,48;}%d", score); // Score
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// We actually don't need to erase this because the score only increases
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tte_printf("#{P:32,48;}%d", fx2int(lerped_score)); // Score
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if (temp_score <= 0)
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{
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tte_erase_rect(8, 64, 64, 72);
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}
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}
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else
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{
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score += temp_score;
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temp_score = 0;
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lerped_temp_score = 0;
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lerped_score = 0;
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tte_erase_rect(8, 64, 64, 72); // Just erase the temp score
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tte_printf("#{P:32,48;}%d", score); // Score
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}
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}
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static int last_hand_size = 0;
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+4
-4
@@ -37,13 +37,13 @@ void init()
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memcpy(pal_obj_mem, deck_gfxPal, deck_gfxPalLen);
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// Initialize text engine
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tte_init_se(1, BG_CBB(1) | BG_SBB(31), 0, CLR_WHITE, 11, NULL, NULL);
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tte_init_se(1, BG_CBB(1) | BG_SBB(31), 0, CLR_WHITE, 14, NULL, NULL);
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tte_erase_screen();
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tte_init_con();
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pal_bg_bank[1][12] = 0x029F; // honestly fuck libtonc because i cannot figure out how you're supposed to select a color from the palette index so i'm doing it like this
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pal_bg_bank[2][12] = pal_bg_bank[0][11];
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pal_bg_bank[3][12] = pal_bg_bank[0][2];
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pal_bg_bank[1][15] = 0x029F; // Yellow. honestly fuck libtonc because i cannot figure out how you're supposed to select a color from the palette index so i'm doing it like this
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pal_bg_bank[2][15] = 0x7E40; // Blue
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pal_bg_bank[3][15] = 0x213F; // Red
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// Initialize subsystems
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sprite_init();
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