Files
balatro-gba-chinese-jocker-…/include/def_blind_gfx_table.h
T
Geralt db27962623 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>
2026-04-16 11:52:39 +03:00

18 lines
313 B
C

DEF_BLIND_GFX(0)
DEF_BLIND_GFX(1)
DEF_BLIND_GFX(2)
DEF_BLIND_GFX(3)
DEF_BLIND_GFX(4)
DEF_BLIND_GFX(5)
DEF_BLIND_GFX(6)
DEF_BLIND_GFX(7)
DEF_BLIND_GFX(8)
DEF_BLIND_GFX(9)
DEF_BLIND_GFX(10)
DEF_BLIND_GFX(11)
DEF_BLIND_GFX(12)
DEF_BLIND_GFX(13)
DEF_BLIND_GFX(14)
DEF_BLIND_GFX(15)
DEF_BLIND_GFX(16)
DEF_BLIND_GFX(17)