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https://github.com/cellos51/balatro-gba.git
synced 2026-09-10 01:45:54 -05:00
made jokers dynamic and changed memcpy to us 32
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@@ -151,7 +151,7 @@ void card_object_update(CardObject *card_object)
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void card_object_set_sprite(CardObject *card_object, int layer)
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{
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int tile_index = CARD_TID + (layer * CARD_SPRITE_OFFSET);
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memcpy16(&tile_mem[4][tile_index], &deck_gfxTiles[card_sprite_lut[card_object->card->suit][card_object->card->rank] * TILE_SIZE], TILE_SIZE * CARD_SPRITE_OFFSET * 2);
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memcpy32(&tile_mem[4][tile_index], &deck_gfxTiles[card_sprite_lut[card_object->card->suit][card_object->card->rank] * TILE_SIZE], TILE_SIZE * CARD_SPRITE_OFFSET);
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sprite_destroy(&card_object->sprite); // Destroy the old sprite if it exists
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card_object->sprite = sprite_new(ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF, ATTR1_SIZE_32, tile_index, 0, layer + CARD_STARTING_LAYER);
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}
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@@ -27,7 +27,7 @@ static uint timer = 0; // This might already exist in libtonc but idk so i'm jus
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static int game_speed = 1;
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static int background = 0;
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static enum GameState game_state = GAME_BLIND_SELECT; // The current game state, this is used to determine what the game is doing at any given time
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static enum GameState game_state = GAME_SHOP; // The current game state, this is used to determine what the game is doing at any given time
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static enum HandState hand_state = HAND_DRAW;
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static enum PlayState play_state = PLAY_PLAYING;
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static int state = 0; // General state variable, used for switch statements in each game state related function
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@@ -51,7 +51,7 @@ static int discards = 0;
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static int round = 0;
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static int ante = 1;
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static int money = 4;
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static int money = 100;
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static int score = 0;
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static int temp_score = 0; // This is the score that shows in the same spot as the hand type.
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static FIXED lerped_score = 0;
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@@ -36,7 +36,7 @@ static bool used_layers[MAX_JOKER_OBJECTS] = {false}; // Track used layers for j
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void joker_init()
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{
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GRIT_CPY(&tile_mem[4][JOKER_TID], joker_gfxTiles);
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//GRIT_CPY(&tile_mem[4][JOKER_TID], joker_gfxTiles);
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memcpy16(&pal_obj_mem[PAL_ROW_LEN * JOKER_PB], joker_gfxPal, sizeof(joker_gfxPal) / 2);
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}
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@@ -100,14 +100,18 @@ JokerObject *joker_object_new(Joker *joker)
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}
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joker_object->joker = joker;
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int tile_index = JOKER_TID + (layer * JOKER_SPRITE_OFFSET);
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memcpy32(&tile_mem[4][tile_index], &joker_gfxTiles[joker->id * TILE_SIZE * JOKER_SPRITE_OFFSET], TILE_SIZE * JOKER_SPRITE_OFFSET);
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joker_object->sprite = sprite_new
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(
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ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF,
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ATTR1_SIZE_32,
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JOKER_TID + (JOKER_SPRITE_OFFSET * joker->id),
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tile_index,
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JOKER_PB,
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JOKER_STARTING_LAYER + layer
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);
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joker_object->tx = 0; // Target position
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joker_object->ty = 0;
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joker_object->x = 0;
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