[Feature] Implement options menu and reading/writing values from/to the SRAM (#449)
* background * Implement Options button * Update main menu artwork * add options menu tiles * prepare options menu handling * incorporate main menu refactor * toto * add all menu interactions * do not reset selection_x in main_menu * options struct * fix rebase from ricfehr3's repo * Implement high contrast cards * Save/Load options values to SRAM * load options on game_init and validate data within the load_options function * Get changes from ricfehr3's PR * recover fix for glitched ace * clang format * clang format * clang format * Save 500B of image data by using only minimal set of tiles instead of keeping final window in source file * clang format * clang format * Implement Options button * Update main menu artwork * progress, leaving it alone for now until discussion * make game_vars an extern * Move options vars into their own struct * rollback previous commit * Implement save validation. Version check to come * implement data validity + version check for game saves * clang format * Save position in rng sequence for consistent run after load * fix rebase issues * fix rebase issue * remove unused/duplicate define * Oops, made a mistake when testing PR #424 * encode high contrast palette into an image, and load it at game_start * document save.c/h and correct typos * correct alignment * game speed and high contrast buttons working * small cleanup * sliders also work again now * clang format * Moved balatro_version extern declaration to version.h file * removed unsused variable * make showing ROM version a toggle * move ante, round and money to the GameVariables struct * Rename SaveCheckInfo struct to SaveHeader for clarity * Add SaveHeader struct explanation * clang format * Revert unnecessary tileset optimization * SFX now follows the sound volume slider * clang format * Music now follows volume slider * Changed volume slider increment from 5 to 20 to avoid having the music sound too rough under 20% volume * refactor main_menu.c to use SelectionGrid and Button structs * clang format * make a "new" save button so we don't save during the state transition * clang format * Reduced state transition flicker by only changing affine background to a different one * Fix loading game too late in game init sequence * First batch of suggestions from @MeirGavish * Remove unnecessary intermediary buffers for high contrast palette swapping * comment row warp hack for button input * Add some of Copilot's suggestions * rename balatro_version into gbalatro_version for rebranding reasons + version display erase screen fix * remove unnecessary NULL check on `on_selection_changed` method * implement small game speed arrow buttons animation * factorize some code * remove unnecessary data validation in load_game(), since we already checked the header * Implement @MeirGavish 's suggestion regarding splitting the huge `on_update` function * clang format * implement @ricfehr3 's suggestion about keeping last selected button instead of using an obscure `on_boot` boolean * Apply @ricfehr3's suggestions * fix clang-format flags --------- Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
This commit is contained in:
@@ -33,6 +33,13 @@
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*/
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enum AffineBackgroundID
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{
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/**
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* @brief Display background for the initial splash screen.
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*
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* Signifies that no background is currently in use.
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*/
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AFFINE_BG_NONE,
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/**
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* @brief Display background for main menu.
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*
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@@ -9,10 +9,16 @@
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#include <mm_types.h>
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/**
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* @def MM_FULL_VOLUME
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* @def MM_MODULE_FULL_VOLUME
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* @brief The maximum volume for maxmod module volume (main theme)
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*/
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#define MM_MODULE_FULL_VOLUME 1024
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/**
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* @def MM_SFX_FULL_VOLUME
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* @brief The maximum volume for maxmod mm_sound_effect.volume
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*/
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#define MM_FULL_VOLUME 255
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#define MM_SFX_FULL_VOLUME 255
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/**
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* @def MM_PAN_CENTER
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@@ -32,7 +38,7 @@
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* @def SFX_DEFAULT_VOLUME
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* @brief Default volume for sound effects
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*/
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#define SFX_DEFAULT_VOLUME MM_FULL_VOLUME
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#define SFX_DEFAULT_VOLUME MM_SFX_FULL_VOLUME
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/**
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* @def SFX_DEFAULT_PAN
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+1
-1
@@ -11,7 +11,7 @@
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#define BTN_HIGHLIGHT_COLOR 0xFFFF
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#define BUTTON_SFX_VOLUME 154 // 60% of MM_FULL_VOLUME
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#define BUTTON_SFX_VOLUME 154 // 60% of MM_SFX_FULL_VOLUME
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/**
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* @brief The function to be called when the button is pressed
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@@ -56,6 +56,7 @@ typedef struct CardObject
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// Card functions
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void card_init();
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void toggle_high_contrast_cards(bool enable);
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// Card methods
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Card* card_new(u8 suit, u8 rank);
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@@ -1,12 +1,13 @@
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// clang-format off
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// (stateEnum, on_init, on_update, on_exit)
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DEF_STATE_INFO(GAME_STATE_SPLASH_SCREEN, splash_screen_on_init, splash_screen_on_update, splash_screen_on_exit)
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DEF_STATE_INFO(GAME_STATE_MAIN_MENU, game_main_menu_on_init, game_main_menu_on_update, game_main_menu_on_exit)
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DEF_STATE_INFO(GAME_STATE_GAME_START, noop, game_start, noop)
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DEF_STATE_INFO(GAME_STATE_PLAYING, game_round_on_init, game_playing_on_update, noop)
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DEF_STATE_INFO(GAME_STATE_ROUND_END, noop, game_round_end_on_update, game_round_end_on_exit)
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DEF_STATE_INFO(GAME_STATE_SHOP, noop, game_shop_on_update, game_shop_on_exit)
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DEF_STATE_INFO(GAME_STATE_BLIND_SELECT, game_blind_select_on_init, game_blind_select_on_update, game_blind_select_on_exit)
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DEF_STATE_INFO(GAME_STATE_LOSE, game_lose_on_init, game_lose_on_update, game_over_on_exit)
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DEF_STATE_INFO(GAME_STATE_WIN, game_win_on_init, game_win_on_update, game_over_on_exit)
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DEF_STATE_INFO(GAME_STATE_SPLASH_SCREEN, splash_screen_on_init, splash_screen_on_update, splash_screen_on_exit )
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DEF_STATE_INFO(GAME_STATE_MAIN_MENU, game_main_menu_on_init, game_main_menu_on_update, game_main_menu_on_exit )
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DEF_STATE_INFO(GAME_STATE_OPTIONS_MENU, game_options_menu_on_init, game_options_menu_on_update, game_options_menu_on_exit)
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DEF_STATE_INFO(GAME_STATE_GAME_START, noop, game_start, noop )
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DEF_STATE_INFO(GAME_STATE_PLAYING, game_round_on_init, game_playing_on_update, noop )
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DEF_STATE_INFO(GAME_STATE_ROUND_END, noop, game_round_end_on_update, game_round_end_on_exit )
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DEF_STATE_INFO(GAME_STATE_SHOP, noop, game_shop_on_update, game_shop_on_exit )
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DEF_STATE_INFO(GAME_STATE_BLIND_SELECT, game_blind_select_on_init, game_blind_select_on_update, game_blind_select_on_exit)
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DEF_STATE_INFO(GAME_STATE_LOSE, game_lose_on_init, game_lose_on_update, game_over_on_exit )
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DEF_STATE_INFO(GAME_STATE_WIN, game_win_on_init, game_win_on_update, game_over_on_exit )
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// clang-format on
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+9
-9
@@ -1,6 +1,7 @@
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#ifndef GAME_H
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#define GAME_H
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#include "blind.h"
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#include "game/common_ui.h"
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#include "game_variables.h"
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@@ -13,7 +14,7 @@ extern GameVariables g_game_vars;
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#define MAX_JOKERS_HELD_SIZE 5 // This doesn't account for negatives right now.
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#define MAX_SHOP_JOKERS 2 // TODO: Make this dynamic and allow for other items besides jokers
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#define MAX_SELECTION_SIZE 5
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#define FRAMES(x) (((x) + game_speed - 1) / game_speed)
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#define FRAMES(x) (((x) + (g_game_vars.game_speed) - 1) / (g_game_vars.game_speed))
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// TODO: Can make these dynamic to support interest-related jokers and vouchers
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#define MAX_INTEREST 5
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@@ -123,7 +124,7 @@ typedef struct ContainedHandTypes
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} ContainedHandTypes;
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// clang-format on
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typedef void (*GameStateCallback)();
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typedef void (*GameStateCallback)(void);
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typedef struct
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{
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@@ -158,17 +159,16 @@ int get_num_hands_remaining(void);
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u32 get_chips(void);
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void set_chips(u32 new_chips);
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void display_chips();
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void display_chips(void);
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u32 get_mult(void);
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void set_mult(u32 new_mult);
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void display_mult();
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int get_money(void);
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void set_money(int new_money);
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void display_money();
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void display_mult(void);
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void display_money(void);
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void set_retrigger(bool new_retrigger);
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enum BlindType get_current_blind(void);
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enum BlindType get_next_boss_blind(void);
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int get_game_speed(void);
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void set_game_speed(int new_game_speed);
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u32 get_rand(void);
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// joker specific functions
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bool is_shortcut_joker_active(void);
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@@ -17,6 +17,7 @@ enum BackgroundId
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BG_ROUND_END,
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BG_SHOP,
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BG_BLIND_SELECT,
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BG_OPTIONS_MENU,
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BG_MAIN_MENU
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};
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@@ -15,23 +15,17 @@ void game_main_menu_change_background(void);
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/**
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* @brief Main menu state initialization
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*
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* @param vars passed @ref GameVariables struct
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*/
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void game_main_menu_on_init(void);
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/**
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* @brief Main menu state update
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*
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* @param vars passed @ref GameVariables struct
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*/
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void game_main_menu_on_update(void);
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/**
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* @brief Main menu cleanup (called when transitioning to game start)
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*
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* @param vars passed @ref GameVariables struct
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*/
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void game_main_menu_on_exit(void);
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#endif // GAME_MAIN_MENU_H
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#endif // GAME_MAIN_MENU_H
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@@ -0,0 +1,31 @@
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/**
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* @file options_menu.h
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*
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* @brief Options menu state functions.
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*/
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#ifndef GAME_OPTIONS_MENU_H
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#define GAME_OPTIONS_MENU_H
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#include "game_variables.h"
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/**
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* @brief Change the options menu background
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*/
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void game_options_menu_change_background(void);
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/**
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* @brief Options menu state initialization
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*/
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void game_options_menu_on_init(void);
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/**
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* @brief Options menu state update
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*/
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void game_options_menu_on_update(void);
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/**
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* @brief Options menu cleanup (called when going back to main menu)
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*/
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void game_options_menu_on_exit(void);
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#endif // GAME_OPTIONS_MENU_H
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@@ -8,6 +8,19 @@
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#include <tonc.h>
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#define GAME_SPEED_MIN 1
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#define GAME_SPEED_MAX 4
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// Volume is stored from 0 to 5 but is an increment of 20 so 0 to 100 will be displayed
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#define VOLUME_OPTION_MIN 0
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#define VOLUME_OPTION_MAX 5
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#define VOLUME_OPTION_INCREMENT 20
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#define DEFAULT_GAME_SPEED 1
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#define DEFAULT_HIGH_CONTRAST false
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#define DEFAULT_MUSIC_VOLUME VOLUME_OPTION_MAX
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#define DEFAULT_SOUND_VOLUME VOLUME_OPTION_MAX
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/**
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* @brief A central location for all game variables.
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*
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@@ -16,8 +29,26 @@
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*/
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typedef struct
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{
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s32 timer;
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// Internal variables
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s32 timer; // This might already exist in libtonc but idk so i'm just making my own
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u32 rng_seed;
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u32 rng_step; // Position in the rng sequence.
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// Variables visible by the player
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int round;
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int ante;
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int money;
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// Options variables
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// BY DEFAULT IS SET TO 1, but if changed to 2 or more, should speed up all (or most) of the
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// game aspects that should be sped up by speed, as in the original game.
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u8 game_speed;
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bool high_contrast;
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u8 music_volume;
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u8 sound_volume;
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} GameVariables;
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extern GameVariables g_game_vars;
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@@ -0,0 +1,25 @@
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/**
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* @file save.h
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*
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* @brief Utils functions to save/load data structures from/to the SRAM.
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*/
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#ifndef SAVE_H
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#define SAVE_H
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#include "game_variables.h"
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#include <tonc.h>
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/**
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* @brief Save game data to SRAM.
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*/
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void save_game();
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/**
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* @brief Load game data from SRAM.
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*
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* @sa save_game
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*/
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void load_game();
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#endif // SAVE_H
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+1
-1
@@ -9,4 +9,4 @@
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#define TM_ZERO 0
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#endif // TIMER_H
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#endif // TIMER_H
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@@ -0,0 +1,11 @@
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/**
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* @file version.h
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*
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* @brief Game ROM version global var declaration.
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*/
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#ifndef VERSION_H
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#define VERSION_H
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extern const char gbalatro_version[];
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#endif // VERSION_H
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