a79c4c92e2
* Make save changes their own branch * Make SaveData tags char[] instead of u32[] * Make Game and Options data saving independent * removed unused functions * Potential fix for pull request finding Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> * mark save sections as valid only after they are actually written to SRAM * fix comparison between different integer types * Implement some suggestions from @ricfehr3 * Add extensive documentation on the structure of the savefile * fix doxygen doc generation * fix it again --------- Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com> Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
125 lines
2.9 KiB
C
125 lines
2.9 KiB
C
#include "affine_background.h"
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#include "blind.h"
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#include "card.h"
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#include "font.h"
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#include "game.h"
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#include "gbalatro_sys8.h"
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#include "graphic_utils.h"
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#include "joker.h"
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#include "save.h"
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#include "sprite.h"
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#include <maxmod.h>
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#include <string.h>
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#include <tonc.h>
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// Graphics
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#include "affine_background_gfx.h"
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#include "background_gfx.h"
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// Audio
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#include "audio_utils.h"
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#include "soundbank.h"
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#include "soundbank_bin.h"
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void init()
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{
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irq_init(NULL);
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irq_add(II_VBLANK, mmVBlank);
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irq_add(II_HBLANK, affine_background_hblank);
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// Initialize text engine
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tte_init_se(
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0,
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BG_CBB(TTE_CBB) | BG_SBB(TTE_SBB),
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0,
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CLR_WHITE,
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TTE_BIT_UNPACK_OFFSET,
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&gbalatro_sys8Font,
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// Explicitly use 8x8 tile text drawing function to improve performance
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// See https://gbadev.net/tonc/tte.html#ssec-map-reg
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se_drawg_w8h8
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);
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tte_erase_screen();
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tte_init_con();
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// TTE palette setup
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pal_bg_bank[TTE_YELLOW_PB][TTE_BIT_ON_CLR_IDX] = TEXT_CLR_YELLOW;
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pal_bg_bank[TTE_BLUE_PB][TTE_BIT_ON_CLR_IDX] = TEXT_CLR_BLUE;
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pal_bg_bank[TTE_RED_PB][TTE_BIT_ON_CLR_IDX] = TEXT_CLR_RED;
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pal_bg_bank[TTE_WHITE_PB][TTE_BIT_ON_CLR_IDX] = TEXT_CLR_WHITE;
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// Set up the video mode
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// BG0 is the TTE text layer
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REG_BG0CNT = BG_PRIO(0) | BG_CBB(TTE_CBB) | BG_SBB(TTE_SBB) | BG_4BPP;
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// BG1 is the main background layer
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REG_BG1CNT = BG_PRIO(1) | BG_CBB(MAIN_BG_CBB) | BG_SBB(MAIN_BG_SBB) | BG_8BPP;
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// BG2 is the affine background layer
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REG_BG2CNT = BG_PRIO(2) | BG_CBB(AFFINE_BG_CBB) | BG_SBB(AFFINE_BG_SBB) | BG_8BPP | BG_WRAP;
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int win1_left = 72;
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int win1_top = 44;
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int win1_right = 200;
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int win1_bottom = 128;
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int win2_left = 72;
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int win2_top = 0;
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int win2_right = 232;
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int win2_bottom = 44;
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REG_WIN0H = win1_left << 8 | win1_right;
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REG_WIN0V = win1_top << 8 | win1_bottom;
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REG_WIN0CNT = WIN_ALL | WIN_BLD;
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REG_WINOUTCNT = WIN_ALL;
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REG_WIN1H = win2_left << 8 | win2_right;
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REG_WIN1V = win2_top << 8 | win2_bottom;
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REG_WIN1CNT = WIN_ALL | WIN_BLD;
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REG_BLDCNT = BLD_BUILD(BLD_BG1, BLD_BG2, 1);
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REG_BLDALPHA = BLDA_BUILD(0, 13);
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REG_DISPCNT = DCNT_MODE1 | DCNT_OBJ_1D | DCNT_BG0 | DCNT_BG1 | DCNT_BG2 | DCNT_OBJ | DCNT_WIN0 |
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DCNT_WIN1;
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// Initialize subsystems
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mmInitDefault((mm_addr)soundbank_bin, GBAL_MM_NUM_CHANNELS);
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load_options();
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affine_background_init();
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sprite_init();
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card_init();
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blind_init();
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joker_init();
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game_init();
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game_change_state(GAME_STATE_SPLASH_SCREEN);
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}
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void update()
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{
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affine_background_update();
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game_update();
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}
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void draw()
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{
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sprite_draw();
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}
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int main()
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{
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init();
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while (true)
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{
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VBlankIntrWait();
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mmFrame();
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key_poll();
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update();
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draw();
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}
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return 0;
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}
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