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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+18
-15
@@ -5,12 +5,13 @@
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#include "sprite.h"
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#include "card.h"
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#include "game.h"
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#include "blind.h"
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// Graphics
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#include "deck_gfx.h"
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#include "background_gfx.h"
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#include "background_play_gfx.h"
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#include "nums.h"
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#include "affine_background_gfx.h"
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// Audio
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#include "soundbank.h"
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@@ -25,16 +26,16 @@ void init_map() // Temp function ripped 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 no manually change each tile's palette bank
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unsigned int correctedTiles[numsTilesLen / 4];
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for (int i = 0; i < numsTilesLen / 4; i++)
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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] = numsTiles[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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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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memcpy(&tile8_mem[2], correctedTiles, numsTilesLen);
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GRIT_CPY(&se_mem[2], numsMap);
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memcpy16(&pal_bg_mem[16 * 15], numsPal, 5);
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memcpy(&tile8_mem[2], correctedTiles, affine_background_gfxTilesLen);
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GRIT_CPY(&se_mem[2], 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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@@ -62,12 +63,12 @@ void init()
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// Load the tiles and palette
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// Background
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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
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memcpy(&tile8_mem[1], background_gfxTiles, background_gfxTilesLen); // Deadass i have no clue how any of these memory things work but I just messed with them until stuff worked
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memcpy(&se_mem[31], background_gfxMap, background_gfxMapLen);
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GRIT_CPY(&tile8_mem[1], background_gfxTiles); // Deadass i have no clue how any of these memory things work but I just messed with them until stuff worked
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GRIT_CPY(&se_mem[31], background_gfxMap);
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// Deck graphics
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memcpy(&tile_mem[4], deck_gfxTiles, deck_gfxTilesLen);
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memcpy(pal_obj_mem, deck_gfxPal, deck_gfxPalLen);
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GRIT_CPY(&tile_mem[4], deck_gfxTiles);
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GRIT_CPY(pal_obj_mem, deck_gfxPal);
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// Set up the video mode
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REG_BG0CNT = BG_PRIO(0) | BG_CBB(0) | BG_SBB(30) | BG_4BPP;
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@@ -103,6 +104,7 @@ void init()
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// Initialize subsystems
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sprite_init();
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blinds_init();
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game_init();
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}
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@@ -110,12 +112,13 @@ void background_update() // This needs to be called before update() and draw() b
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{
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static uint timer = 0;
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timer++;
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asx.alpha += 30;
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asx.tex_x += 78;
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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) * 4 ) >> 8; // Scale the sine value to fit in a s16
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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) * 4 ) >> 8; // Scale the sine value to fit in a s16
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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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