Implement boss blind graphics (#352)
* Created sprite bank for all blinds * progress city, it's a beatiful city that progress city! * Sprite appears in blind selection screen * Added all blind colors * fix magic numbers + disable boss reroll * Fix boss blind token not moving after a reroll * fix always rolling the Needle due to choosing too early for the rng seed to be set * No need for affine sprite for blind tokens, regular is enough * address Copilot's review 1/2 * address Copilot's review 2/2 * correct Blind Tokens/Types * Index palette colors into the files instead of code * Fix blind sprites (flip bug not solved) * Fix magic number, tile index and Mark colors * load boss blind palette only when changing spritesheet * Adressing clang format and ease of modification of the blinds' list * Removed some magic numbers --------- Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
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@@ -1,45 +1,86 @@
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#ifndef BLIND_H
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#define BLIND_H
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#include "game.h"
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#include "sprite.h"
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// The GBA's max uint value is around 4 billion, so we're going to not add endless mode for
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// simplicity's sake
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#define MAX_ANTE 8
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#define SMALL_BLIND_PB 1
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#define BIG_BLIND_PB 2
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#define BOSS_BLIND_PB 3
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#define NORMAL_BLIND_PB 1
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#define BOSS_BLIND_PB 2
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#define BLIND_BASE_LAYER (MAX_HAND_SIZE + MAX_SELECTION_SIZE)
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#define PLAYING_BLIND_TOKEN_LAYER 0
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#define ROUND_END_BLIND_TOKEN_LAYER 1
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#define SMALL_BLIND_TOKEN_LAYER 2
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#define BIG_BLIND_TOKEN_LAYER 3
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#define BOSS_BLIND_TOKEN_LAYER 4
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#define BLIND_SPRITE_OFFSET 16
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#define BLIND_SPRITE_COPY_SIZE BLIND_SPRITE_OFFSET * 8 // 8 ints per tile
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#define SMALL_BLIND_TID 960
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#define BIG_BLIND_TID (BLIND_SPRITE_OFFSET + SMALL_BLIND_TID)
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#define BOSS_BLIND_TID (BLIND_SPRITE_OFFSET + BIG_BLIND_TID)
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#define BLIND_SPRITE_COPY_SIZE (BLIND_SPRITE_OFFSET * TILE_SIZE)
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#define BLIND_TOKENS_PER_SPRITESHEET 2
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#define BLIND_TOKEN_PALETTE_SIZE 8
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// Order of the Blind sprites' colors as encoded in the files' palettes with Aseprite
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enum BlindColorIndex
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{
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BLIND_TEXT_COLOR_INDEX = 1,
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BLIND_SHADOW_COLOR_INDEX = 2,
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BLIND_HIGHLIGHT_COLOR_INDEX = 3,
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BLIND_MAIN_COLOR_INDEX = 4,
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BLIND_BACKGROUND_MAIN_COLOR_INDEX = 5,
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BLIND_BACKGROUND_SECONDARY_COLOR_INDEX = 6,
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BLIND_BACKGROUND_SHADOW_COLOR_INDEX = 7,
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BLIND_SHADOW_COLOR_INDEX,
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BLIND_HIGHLIGHT_COLOR_INDEX,
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BLIND_MAIN_COLOR_INDEX,
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BLIND_BACKGROUND_MAIN_COLOR_INDEX,
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BLIND_BACKGROUND_SECONDARY_COLOR_INDEX,
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BLIND_BACKGROUND_SHADOW_COLOR_INDEX,
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};
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#define BLIND_TYPE_INFO_TABLE \
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BLIND_INFO(SMALL, small, FIX_ONE, 3) \
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BLIND_INFO(BIG, big, (FIX_ONE * 3) / 2, 4) \
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BLIND_INFO(BOSS, boss, FIX_ONE * 2, 5)
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// clang-format off
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enum BlindType
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{
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#define BLIND_INFO(NAME, name, multi, reward) \
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BLIND_TYPE_##NAME,
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BLIND_TYPE_INFO_TABLE
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#undef BLIND_INFO
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BLIND_TYPE_MAX,
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// Normal Blinds
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BLIND_TYPE_SMALL,
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BLIND_TYPE_BIG,
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// Boss Blinds
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BLIND_TYPE_BOSS,
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BLIND_TYPE_HOOK = BLIND_TYPE_BOSS,
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BLIND_TYPE_OX,
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BLIND_TYPE_HOUSE,
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BLIND_TYPE_WALL,
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BLIND_TYPE_WHEEL,
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BLIND_TYPE_ARM,
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BLIND_TYPE_CLUB,
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BLIND_TYPE_FISH,
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BLIND_TYPE_PSYCHIC,
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BLIND_TYPE_GOAD,
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BLIND_TYPE_WATER,
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BLIND_TYPE_WINDOW,
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BLIND_TYPE_MANACLE,
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BLIND_TYPE_EYE,
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BLIND_TYPE_MOUTH,
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BLIND_TYPE_PLANT,
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BLIND_TYPE_SERPENT,
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BLIND_TYPE_PILLAR,
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BLIND_TYPE_NEEDLE,
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BLIND_TYPE_HEAD,
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BLIND_TYPE_TOOTH,
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BLIND_TYPE_FLINT,
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BLIND_TYPE_MARK,
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// Showdown Blinds
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BLIND_TYPE_SHOWDOWN,
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BLIND_TYPE_ACORN = BLIND_TYPE_SHOWDOWN,
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BLIND_TYPE_LEAF,
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BLIND_TYPE_VESSEL,
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BLIND_TYPE_HEART,
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BLIND_TYPE_BELL,
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// End of Blinds' list
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BLIND_TYPE_MAX
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};
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// clang-format on
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@@ -52,19 +93,9 @@ enum BlindState
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BLIND_STATE_MAX,
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};
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// TODO: Move this to a common interface for other palettes
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typedef struct
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{
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const unsigned int* tiles;
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const u16* palette;
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u32 tid;
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u32 pb;
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} BlindGfxInfo;
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typedef struct
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{
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enum BlindType type;
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BlindGfxInfo gfx_info;
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FIXED score_req_multipler;
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s32 reward;
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} Blind;
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@@ -77,6 +108,12 @@ u32 blind_get_requirement(enum BlindType type, int ante);
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int blind_get_reward(enum BlindType type);
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u16 blind_get_color(enum BlindType type, enum BlindColorIndex index);
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void init_unbeaten_blinds_list(bool showdown);
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enum BlindType roll_blind_type(bool showdown);
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void set_blind_beaten(enum BlindType type);
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void apply_blind_colors(enum BlindType type);
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void apply_blind_tiles(enum BlindType type, int layer);
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Sprite* blind_token_new(enum BlindType type, int x, int y, int sprite_index);
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#endif // BLIND_H
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@@ -0,0 +1,25 @@
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// clang-format off
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#ifndef BLIND_GFX_H
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#define BLIND_GFX_H
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#include "blind_gfx0.h"
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#include "blind_gfx1.h"
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#include "blind_gfx2.h"
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#include "blind_gfx3.h"
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#include "blind_gfx4.h"
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#include "blind_gfx5.h"
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#include "blind_gfx6.h"
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#include "blind_gfx7.h"
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#include "blind_gfx8.h"
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#include "blind_gfx9.h"
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#include "blind_gfx10.h"
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#include "blind_gfx11.h"
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#include "blind_gfx12.h"
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#include "blind_gfx13.h"
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#include "blind_gfx14.h"
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#include "blind_gfx15.h"
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#include "blind_gfx16.h"
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#include "blind_gfx17.h"
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#endif
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// clang-format on
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@@ -0,0 +1,18 @@
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DEF_BLIND_GFX(0)
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DEF_BLIND_GFX(1)
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DEF_BLIND_GFX(2)
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DEF_BLIND_GFX(3)
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DEF_BLIND_GFX(4)
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DEF_BLIND_GFX(5)
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DEF_BLIND_GFX(6)
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DEF_BLIND_GFX(7)
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DEF_BLIND_GFX(8)
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DEF_BLIND_GFX(9)
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DEF_BLIND_GFX(10)
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DEF_BLIND_GFX(11)
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DEF_BLIND_GFX(12)
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DEF_BLIND_GFX(13)
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DEF_BLIND_GFX(14)
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DEF_BLIND_GFX(15)
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DEF_BLIND_GFX(16)
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DEF_BLIND_GFX(17)
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+5
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@@ -14,17 +14,16 @@
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#define MAX_DEFINABLE_JOKERS 150
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#define JOKER_SPRITE_OFFSET 16 // Offset for the joker sprites
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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 (MAX_HAND_SIZE + MAX_SELECTION_SIZE) * JOKER_SPRITE_OFFSET
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#define JOKER_SPRITE_OFFSET 16 // Offset for the joker sprites
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#define JOKER_BASE_PB 4 // The starting palette index for the jokers
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#define JOKER_LAST_PB (NUM_PALETTES - 1)
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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_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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// such as planet cards etc.
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#define JOKER_STARTING_LAYER 27
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#define BASE_EDITION 0
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#define FOIL_EDITION 1
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#define HOLO_EDITION 2
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