[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>
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@@ -2,6 +2,7 @@
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#include "audio_utils.h"
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#include "game.h"
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#include "game_variables.h"
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#include "pool.h"
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#include "soundbank.h"
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#include "util.h"
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@@ -209,8 +210,8 @@ void sprite_object_reset_transform(SpriteObject* sprite_object)
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void sprite_object_update(SpriteObject* sprite_object)
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{
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sprite_object->vx += ((sprite_object->tx - sprite_object->x) * get_game_speed()) / 8;
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sprite_object->vy += ((sprite_object->ty - sprite_object->y) * get_game_speed()) / 8;
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sprite_object->vx += ((sprite_object->tx - sprite_object->x) * g_game_vars.game_speed) / 8;
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sprite_object->vy += ((sprite_object->ty - sprite_object->y) * g_game_vars.game_speed) / 8;
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// Scale up the card when it's played
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sprite_object->vscale += (sprite_object->tscale - sprite_object->scale) / 8;
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@@ -310,7 +311,7 @@ void sprite_object_set_focus(SpriteObject* sprite_object, bool focus)
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play_sfx(
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SFX_CARD_FOCUS,
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MM_BASE_PITCH_RATE + rand() % CARD_FOCUS_SFX_PITCH_OFFSET_RANGE,
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MM_BASE_PITCH_RATE + get_rand() % CARD_FOCUS_SFX_PITCH_OFFSET_RANGE,
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SFX_DEFAULT_VOLUME
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);
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sprite_object->ty = sprite_object->ty + int2fx((focus ? -1 : 1) * SPRITE_FOCUS_RAISE_PX);
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