* Updated all static variables to have the s_ prefix and constants to upper case
* Renamed missed sneaky functions in round.c (+ clang-format...)
* Renamed a few more missed constants
* Updated rng_update() documentation
* Apply suggestions from Copilot's code review
Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
* Added missed suggestion
* Updated rng_update() comment
---------
Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
* 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
---------
Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
* 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>
* 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>
Renamed some of the state functions to include the word 'on'. Also
replaced the switch statement in set_hand() with a lookup table
access. This lookup table contains the chips, mult and display name
for a given hand. Some may not like these changes, so we can easily
roll back if need be.
Added a state info map which keeps track of a particular state's on_init, on_update and on_exit functions.
A few of the on_update functions have sub-states, which create extremely long switch statements.
Not sure if perhaps the best route would be to keep the switch statements but break the cases into individual
functions or if we should keep track of substates. The latter sounds like it could get complicated and really
messy quick. Problem for another day.
- 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