e7f550ce22
* 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>
227 lines
6.2 KiB
C
227 lines
6.2 KiB
C
#include "game/main_menu.h"
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#include "affine_background.h"
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#include "audio_utils.h"
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#include "background_main_menu_gfx.h"
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#include "button.h"
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#include "card.h"
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#include "game.h"
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#include "game/common_ui.h"
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#include "game_variables.h"
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#include "graphic_utils.h"
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#include "selection_grid.h"
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#include "soundbank.h"
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#include "sprite.h"
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#include "version.h"
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#include <stdint.h>
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#include <tonc.h>
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#include <tonc_math.h>
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#include <tonc_memdef.h>
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#define PLAY_BUTTON_MAIN_COLOR_PID 5
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#define PLAY_BUTTON_OUTLINE_PID 6
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#define OPTIONS_BUTTON_MAIN_COLOR_PID 7
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#define OPTIONS_BUTTON_OUTLINE_PID 1
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enum MainButtons
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{
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PLAY_BTN_IDX,
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OPTIONS_BTN_IDX,
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MAIN_MENU_NB_BTN
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};
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// Pixel sizes
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#define MAIN_MENU_ACE_T_X 88
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#define MAIN_MENU_ACE_T_Y 26
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// clang-format off
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static const BG_POINT GBALATRO_VERSION_TEXT_POS = {0, 152};
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static const Rect GBALATRO_VERSION_TEXT_RECT = {0, 152, 240, 160};
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// clang-format on
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// Define SelectionGrid for the main menu buttons
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static int main_menu_return_row_size(void);
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static bool main_menu_on_selection_changed(
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SelectionGrid* selection_grid,
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int row_idx,
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const Selection* prev_selection,
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const Selection* new_selection
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);
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static void main_menu_on_key_transit(SelectionGrid* selection_grid, Selection* selection);
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static void play_on_pressed(void);
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static void options_on_pressed(void);
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// clang-format off
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static SelectionGridRow main_menu_selection_rows[] = {
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{
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0,
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main_menu_return_row_size,
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main_menu_on_selection_changed,
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main_menu_on_key_transit,
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{.wrap = false}
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},
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};
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static Button main_menu_buttons[] = {
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{PLAY_BUTTON_OUTLINE_PID, PLAY_BUTTON_MAIN_COLOR_PID, play_on_pressed, NULL},
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{OPTIONS_BUTTON_OUTLINE_PID, OPTIONS_BUTTON_MAIN_COLOR_PID, options_on_pressed, NULL},
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};
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static SelectionGrid main_menu_selection_grid = {
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main_menu_selection_rows,
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1,
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{0, 0}
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};
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// clang-format on
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// Main menu sprite - the ace of spades
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static CardObject* main_menu_ace = NULL;
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// Keep track of last highlighted button
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static enum MainButtons last_highlighted_button = PLAY_BTN_IDX;
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void game_main_menu_change_background(void)
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{
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toggle_windows(false, false);
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tte_erase_screen();
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GRIT_CPY(pal_bg_mem, background_main_menu_gfxPal);
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GRIT_CPY(&tile_mem[MAIN_BG_CBB], background_main_menu_gfxTiles);
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GRIT_CPY(&se_mem[MAIN_BG_SBB], background_main_menu_gfxMap);
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// Disable all button highlight colors
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for (int i = 0; i < MAIN_MENU_NB_BTN; i++)
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{
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button_set_highlight(&main_menu_buttons[i], false);
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}
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}
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void game_main_menu_on_init(void)
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{
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affine_background_change_background(AFFINE_BG_MAIN_MENU);
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change_background(BG_MAIN_MENU);
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main_menu_ace = card_object_new(card_new(SPADES, ACE));
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card_object_set_sprite(main_menu_ace, 0);
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main_menu_ace->sprite_object->sprite->obj->attr0 |= ATTR0_AFF_DBL;
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main_menu_ace->sprite_object->tx = int2fx(MAIN_MENU_ACE_T_X);
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main_menu_ace->sprite_object->x = main_menu_ace->sprite_object->tx;
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main_menu_ace->sprite_object->ty = int2fx(MAIN_MENU_ACE_T_Y);
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main_menu_ace->sprite_object->y = main_menu_ace->sprite_object->ty;
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main_menu_ace->sprite_object->tscale = float2fx(0.8f);
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card_object_update(main_menu_ace);
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// Select last highlighted button, Play button by default.
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// e.g. if we return from the options menu, we want the Options button to be highlighted.
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Selection sel_init = {last_highlighted_button, 0};
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main_menu_selection_grid.selection = sel_init;
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// Highlight current button
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button_set_highlight(&main_menu_buttons[main_menu_selection_grid.selection.x], true);
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}
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void game_main_menu_on_update(void)
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{
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card_object_update(main_menu_ace);
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main_menu_ace->sprite_object->trotation = lu_sin((g_game_vars.timer << 8) / 2) / 3;
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main_menu_ace->sprite_object->rotation = main_menu_ace->sprite_object->trotation;
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// Seed randomization
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g_game_vars.rng_seed++;
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// If the keys have changed, make it more pseudo-random
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if (key_curr_state() != key_prev_state())
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{
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g_game_vars.rng_seed *= 2;
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}
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selection_grid_process_input(&main_menu_selection_grid);
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}
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void game_main_menu_on_exit(void)
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{
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// Save selected button
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last_highlighted_button = main_menu_selection_grid.selection.x;
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// Normally I would just cache these and hide/unhide but I didn't feel like dealing with
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// defining a layer for it
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card_destroy(&main_menu_ace->card);
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card_object_destroy(&main_menu_ace);
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}
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// Implement SelectionGrid handler functions
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static int main_menu_return_row_size(void)
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{
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return MAIN_MENU_NB_BTN;
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}
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static bool main_menu_on_selection_changed(
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SelectionGrid* selection_grid,
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int row_idx,
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const Selection* prev_selection,
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const Selection* new_selection
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)
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{
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if (prev_selection->x >= 0 && prev_selection->x < MAIN_MENU_NB_BTN)
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{
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button_set_highlight(&main_menu_buttons[prev_selection->x], false);
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}
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play_sfx(SFX_BUTTON, MM_BASE_PITCH_RATE, BUTTON_SFX_VOLUME);
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button_set_highlight(&main_menu_buttons[new_selection->x], true);
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return true;
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}
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static void main_menu_on_key_transit(SelectionGrid* selection_grid, Selection* selection)
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{
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// DEBUG: toggle git hash display by pressing L+R+START+SELECT
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static bool combo_pressed = false;
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static bool show_version = false;
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if (key_is_down(KEY_START) && key_is_down(KEY_SELECT) && key_is_down(KEY_L) &&
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key_is_down(KEY_R))
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{
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if (!combo_pressed)
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{
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show_version = !show_version;
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if (show_version)
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{
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tte_printf(
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"#{P:%d,%d; cx:0x%X000}%s",
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GBALATRO_VERSION_TEXT_POS.x,
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GBALATRO_VERSION_TEXT_POS.y,
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TTE_WHITE_PB,
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gbalatro_version
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);
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}
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else
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{
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tte_erase_rect_wrapper(GBALATRO_VERSION_TEXT_RECT);
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}
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}
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combo_pressed = true;
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}
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else
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{
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combo_pressed = false;
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}
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if (key_hit(SELECT_CARD))
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{
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button_press(&main_menu_buttons[selection->x]);
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}
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}
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static void play_on_pressed(void)
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{
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game_change_state(GAME_STATE_GAME_START);
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}
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static void options_on_pressed(void)
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{
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game_change_state(GAME_STATE_OPTIONS_MENU);
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}
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