* WIP
* WIP
* WIP
* WIP
* Tags are bugged but it's looking good
* Centering is bugged, almost there
* WIP
* Fixed centeriiiing, yaaaay
* good progress
* add proper '\n' support
* WIP descriptions
* All descriptions are there ^^
* missing 9-patch for pretty display
* WIP
* fix rebase issues
* Fix minor Run Setup screen issues
* Almost done, only one fix to go
* Aaaalmooost doooneeeee
* make desc frame size adaptative
* add rarity color and text
* final cleanup
* clang format
* clang format
* clang format
* clang format
* clang format
* Fix Joker update loop index
* Fix const and Bull description
* Fix unwanted button SFX
* fix tte colors
* Add misprint description
* Fix justified line length computation
* Add safeguards to tag parsing loop
* clang format
* Fix Ante bugged display at boss blind end
* Tweak suit colors
* Final fixes
* Simplified the way we print descriptions
* simplify further
* get rid of weird macro
* Fix Onwed joker price when holding A after showing its description
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Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
* initial commit
* wip
* WIP
* WIP
* clang format
* Choose Seed navigation mostly done
* seed input navigation done
* seed input done
* cleanup and clang format
* Implement base 10 to 36 conversions
* Enable seeded runs
* clang format
* show default deck sprite, name and description
* Rename Deck enum to DeckType
* Implement arbitrary 9-patch expand system
* Make 9-patch example smaller in the docs
* Improve NinePatchRect docs
* fix Deck back side sprite palette
* clang format
* Add last deck description
* clang format
* Fix 'Z' in seed input keyboard
* Fix rebase issue
* fix deck sprite not updating
* Documents static funcs in run_setup.c
* more documentation
* clang format
* Move Play button to the left in its row
* Tests WIP
* removing tests for random.h
* use the new StateMachine struct
* First wave of fixes
* Fix the 9-patch again
* Changed the base 36 logic so it's in big endian
* properly set end of base 36 string to '\0'
* typos
* fix cursor position after rolling a seed + fix random seed generation
* Make keyboard more intuitive to use
* static const var
* Address more comment from @ricfehr3
* clang format
* clang format
* clang format
* clang format
* clang format
* clang format
* clang format
* fix deck palette
* create the `DEF_SEED_KEYBOARD_BUTTON_OBJECT` macro
* Replace `expand_3x3` by a call to `expand_9-patch`
* clang format
* clang format
* clang format
* fix rebase iussue in state_machine.h
---------
Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
* Options menu revamp
* Implement readable card sprites
* redraw characters to fix the original style
* clang format
* remove usage of UNDEFINED (-1) for unsigned values
* typo
* change save fix for something cleaner
* remove dependency to game_variables.h from card.c
* Make the palette look less silly ^^'
* Address @ricfehr3's comments
* clang format
* quick rename
* clang format
---------
Co-authored-by: Geralt <84459734+MathisMartin31@users.noreply.github.com>
Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
Co-authored-by: Turro75 <valerio.turrini@gmail.com>
* Options menu revamp
* Implement readable card sprites
* redraw characters to fix the original style
* clang format
* remove usage of UNDEFINED (-1) for unsigned values
* typo
* change save fix for something cleaner
* remove dependency to game_variables.h from card.c
* Make the palette look less silly ^^'
* Address @ricfehr3's comments
* clang format
* quick rename
* clang format
---------
Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
* Extract rng manipulation to its own file
* clang format
* Get CPU cycles since game start to use for RNG
* change a few things
* clang format
* Implement suggestions from @ricfehr3
* clang format
* Fix rebase issue
* clang format
* Create RngInfo struct to hold seed and step
* clang format
* Make a note about rng_restore system not having been tested properly yet
* Apply suggestions from @ricfehr3
Co-authored-by: Rickey <ric@rf3.xyz>
* clang format
---------
Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
Co-authored-by: Rickey <ric@rf3.xyz>
* 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>
* Fixed to truncate as "1.234M" instead of "1234K"
* Optimized by switching to strings to avoid divisions
* Changed FP constants to strings
---------
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
* Introduce decimal point font
* Add png of font
* Add getting a decimal point str from int
* Move font out of utils
* Clang format
* set Readme.md as main page in docs
* Add font generator
* kind of fix font
* Fix image oddities
* Added pip install pillow to build_ci_workflow
* Added ensurepip
* Update Docker/CI for font generation
* Fix CI
* Fix CI forreal
* Another CI fix
* Fix directory name for rom
* Adjust directory
* Dummy commit for test
* Revert "Dummy commit for test"
This reverts commit b607085c13.
* dos2unix and update .gitignore
* Delete the generated font file
* Delete the generated font file
* remove dot from font
* Update include/font.h
Co-authored-by: MeirGavish <meir.gavish@gmail.com>
---------
Co-authored-by: MeirGavish <meir.gavish@gmail.com>
* Clang format joker files and def files
* Fix blind usage of GBLA_UNUSED macro
* Add final files for clang-format (main.c and selection_grid.h)
---------
Co-authored-by: MeirGavish <meir.gavish@gmail.com>
The function that handles this is the on_exit of the game lost state. This function is not meant to
be permanent, but is just a placeholder while we decide what we actually want to do when game over is
reached.
- Introduced GAME_SPLASH_SCREEN state in game.h
- Implemented splash_screen_init and splash_screen_update functions in splash_screen.c
- Updated game.c to initialize with GAME_SPLASH_SCREEN and handle splash screen updates
- Removed old splash screen code from main.c