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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@@ -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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