Added more stuff to the end round, made the blind token a sprite and toned dow n the background animation a bit.
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@@ -0,0 +1,39 @@
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#include <tonc.h>
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#include "blind.h"
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#include "blinds_gfx.h"
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void blinds_init()
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{
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// Blind graphics
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// Small Blind (fighting grit every step of the way as usual)
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//memcpy(&tile_mem[4][832], blinds_gfxTiles, blinds_gfxTilesLen);
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GRIT_CPY(&tile_mem[4][832], blinds_gfxTiles);
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const u16 small_blind_token_palette[4] = {0x7FFF, 0x34A1, 0x5DCB, 0x5104};
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memcpy16(&pal_obj_mem[17], &small_blind_token_palette, sizeof(small_blind_token_palette) / 2);
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}
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Sprite *blind_token_new(enum BlindType type, int x, int y, int sprite_index)
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{
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Sprite *sprite = NULL;
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switch (type)
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{
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case SMALL_BLIND:
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sprite = sprite_new(ATTR0_SQUARE | ATTR0_4BPP, ATTR1_SIZE_32x32, 832, 1, sprite_index);
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break;
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case BIG_BLIND:
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// Use the big blind sprite
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break;
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case BOSS_BLIND:
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// Use the boss blind sprite
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break;
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default:
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return NULL;
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}
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sprite_position(sprite, x, y);
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return sprite;
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}
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