[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:
Geralt
2026-05-02 14:28:52 -07:00
committed by GitHub
co-authored by MathisMartin31
parent da988ba7f5
commit e7f550ce22
38 changed files with 1231 additions and 185 deletions
+7 -7
View File
@@ -562,7 +562,7 @@ static u32 misprint_joker_effect(
*joker_effect = &shared_joker_effect;
(*joker_effect)->mult = random() % (MISPRINT_MAX_MULT + 1);
(*joker_effect)->mult = get_rand() % (MISPRINT_MAX_MULT + 1);
return JOKER_EFFECT_FLAG_MULT;
}
@@ -775,7 +775,7 @@ static u32 reserved_parking_joker_effect(
u32 effect_flags_ret = JOKER_EFFECT_FLAG_NONE;
if ((random() % 2 == 0) && card_is_face(scored_card))
if ((get_rand() % 2 == 0) && card_is_face(scored_card))
{
*joker_effect = &shared_joker_effect;
@@ -797,7 +797,7 @@ static u32 business_card_joker_effect(
u32 effect_flags_ret = JOKER_EFFECT_FLAG_NONE;
if ((random() % 2 == 0) && card_is_face(scored_card))
if ((get_rand() % 2 == 0) && card_is_face(scored_card))
{
*joker_effect = &shared_joker_effect;
@@ -885,11 +885,11 @@ static u32 bull_joker_effect(
// The wiki says it does nothing if money is 0 or below
// This allows us to avoid scoring negative Chips
if (get_money() > 0)
if (g_game_vars.money > 0)
{
*joker_effect = &shared_joker_effect;
(*joker_effect)->chips = get_money() * 2;
(*joker_effect)->chips = g_game_vars.money * 2;
effect_flags_ret = JOKER_EFFECT_FLAG_CHIPS;
}
@@ -1154,11 +1154,11 @@ static u32 bootstraps_joker_effect(
u32 effect_flags_ret = JOKER_EFFECT_FLAG_NONE;
// Same protection as the Bull Joker
if (get_money() > 0)
if (g_game_vars.money > 0)
{
*joker_effect = &shared_joker_effect;
(*joker_effect)->mult = (get_money() / 5) * 2;
(*joker_effect)->mult = (g_game_vars.money / 5) * 2;
effect_flags_ret = JOKER_EFFECT_FLAG_MULT;
}