Files
balatro-gba-chinese-jocker-…/source/main.c
T

127 lines
3.3 KiB
C

#include <tonc.h>
#include <maxmod.h>
#include <string.h>
#include "sprite.h"
#include "card.h"
#include "game.h"
#include "blind.h"
#include "joker.h"
#include "affine_background.h"
#include "graphic_utils.h"
// Graphics
#include "background_gfx.h"
#include "affine_background_gfx.h"
// Audio
#include "soundbank.h"
#include "soundbank_bin.h"
#define FPS (60)
#define SPLASH_DURATION (FPS * 10) // FPS * SECONDS
void init()
{
irq_init(NULL);
irq_add(II_VBLANK, mmVBlank);
// Initialize text engine
tte_init_se(0, BG_CBB(TTE_CBB) | BG_SBB(TTE_SBB), 0, CLR_WHITE, 14, NULL, NULL);
tte_erase_screen();
tte_init_con();
// TTE palette setup
pal_bg_bank[12][15] = 0x029F; // Yellow. honestly fuck libtonc because i cannot figure out how you're supposed to select a color from the palette index so i'm doing it like this
pal_bg_bank[13][15] = 0x7E40; // Blue
pal_bg_bank[14][15] = 0x213F; // Red
pal_bg_bank[15][15] = CLR_WHITE;
// Set up the video mode
// BG0 is the TTE text layer
REG_BG0CNT = BG_PRIO(0) | BG_CBB(TTE_CBB) | BG_SBB(TTE_SBB) | BG_4BPP;
// BG1 is the main background layer
REG_BG1CNT = BG_PRIO(1) | BG_CBB(MAIN_BG_CBB) | BG_SBB(MAIN_BG_SBB) | BG_8BPP;
// BG2 is the affine background layer
REG_BG2CNT = BG_PRIO(2) | BG_CBB(AFFINE_BG_CBB) | BG_SBB(AFFINE_BG_CBB) | BG_8BPP | BG_WRAP | BG_AFF_16x16;
int win1_left = 72;
int win1_top = 44;
int win1_right = 200;
int win1_bottom = 128;
int win2_left = 72;
int win2_top = 0;
int win2_right = 232;
int win2_bottom = 44;
REG_WIN0H = win1_left<<8 | win1_right;
REG_WIN0V = win1_top<<8 | win1_bottom;
REG_WIN0CNT = WIN_ALL | WIN_BLD;
REG_WINOUTCNT = WIN_ALL;
REG_WIN1H = win2_left<<8 | win2_right;
REG_WIN1V = win2_top<<8 | win2_bottom;
REG_WIN1CNT = WIN_ALL | WIN_BLD;
REG_BLDCNT = BLD_BUILD(BLD_BG1, BLD_BG2, 1);
REG_BLDALPHA = BLDA_BUILD(0, 13);
REG_DISPCNT = DCNT_MODE1 | DCNT_OBJ_1D | DCNT_BG0 | DCNT_BG1 | DCNT_BG2 | DCNT_OBJ | DCNT_WIN0 | DCNT_WIN1;
// Splash screen
tte_printf("#{P:72,8; cx:0xF000}DISCLAIMER");
tte_printf("#{P:8,24; cx:0xF000}This project is NOT endorsed \n by or affiliated with \n Playstack or LocalThunk.\n\n If you have paid for this, \n you have been scammed \n and should request a refund \n IMMEDIATELY. \n\n The only official place \n to obtain this is from: \n\n 'github.com/\n cellos51/balatro-gba'");
tte_printf("#{P:8,144; cx:0xF000}(Press any key to skip)");
for (int i = 0; i < SPLASH_DURATION; i++)
{
VBlankIntrWait();
key_poll();
if (key_hit(KEY_A | KEY_B | KEY_START | KEY_SELECT)) // Skip intro
{
break;
}
tte_erase_rect_wrapper((Rect){208, 144, 240, 152});
tte_printf("#{P:208,144; cx:0xF000}%d", 1 + (SPLASH_DURATION - i) / FPS);
}
tte_erase_screen();
// Initialize subsystems
mmInitDefault((mm_addr)soundbank_bin, 12);
mmStart(MOD_MAIN_THEME, MM_PLAY_LOOP);
affine_background_init();
sprite_init();
card_init();
blind_init();
joker_init();
game_init();
}
void update()
{
affine_background_update();
game_update();
}
void draw()
{
sprite_draw();
}
int main()
{
init();
while(true)
{
VBlankIntrWait();
mmFrame();
key_poll();
update();
draw();
}
return 0;
}