Redid the entire textbox code to be really nice now.
This commit is contained in:
		@@ -1,27 +0,0 @@
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const GAME_STRINGS = {
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  'ERROR': 'An error\nhas occured',
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  'HELLO': 'Hello World!\nHow are you today?\nThank god!',
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  'POKER_GAME_START': 'Poker game started',
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  'POKER_GAME_TAKING_BLINDS': 'Blinds taken.',
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  'POKER_GAME_CARDS_DEALT': 'Cards dealt.',
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  'POKER_GAME_CARDS_FLOPPED': 'Cards flopped',
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  'POKER_GAME_CARDS_TURNED': 'Cards turned',
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  'POKER_GAME_CARDS_RIVERED': 'Cards river',
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  'DEBUG_WINNER_DECIDED': 'DEBUG WINNER',
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  'DEBUG_PLAYER': 'DEBUG PLAYER',
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  'POKER_GAME_AI_FOLD': 'AI Folding',
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  'POKER_GAME_AI_RAISE': 'AI Raise',
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  'POKER_GAME_AI_RAISE_BLUFF': 'AI Raise\nBut Bluffing',
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  'POKER_GAME_AI_CALL': 'AI Calling',
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  'POKER_GAME_AI_CALL_BLUFF': 'AI Calling\nBut Bluffing',
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  'POKER_GAME_AI_ALL_IN': 'AI All In',
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  'POKER_GAME_AI_ALL_IN_BLUFF': 'AI All In\nBut Bluffing',
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  'POKER_GAME_AI_CHECK': 'AI Checking',
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  'POKER_GAME_AI_CHECK_BLUFF': 'AI Checking\nBut Bluffing',
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};
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module.exports = { GAME_STRINGS };
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@@ -4,7 +4,6 @@ const process = require('process');
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const { spawnSync, execSync } = require('child_process');
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const { png2gb } = require('./png2gb');
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const { string2gb } = require('./string2gb');
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const { GAME_STRINGS } = require('./../assets/strings');
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const DIR_BUILD = path.resolve('build');
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const DIR_GENERATED = path.resolve(DIR_BUILD, 'generated');
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@@ -82,16 +81,16 @@ const compileC = (cFile) => {
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}
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// Generate strings
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let dataStringH = '#pragma once\n#include "libs.h"\n';
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let dataStringC = '#include "STRINGS.h"\n';
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Object.entries(GAME_STRINGS).forEach(entry => {
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  const [ name, str ] = entry;
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  const { dataH, dataC } = string2gb(str, name);
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  dataStringH += dataH+'\n', dataStringC += dataC+'\n';
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});
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fs.writeFileSync(path.join(DIR_GENERATED, 'STRINGS.h'), dataStringH);
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fs.writeFileSync(path.join(DIR_GENERATED, 'STRINGS.c'), dataStringC);
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compileC(path.join(DIR_GENERATED, 'STRINGS.c'));
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// let dataStringH = '#pragma once\n#include "libs.h"\n';
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// let dataStringC = '#include "STRINGS.h"\n';
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// Object.entries(GAME_STRINGS).forEach(entry => {
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//   const [ name, str ] = entry;
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//   const { dataH, dataC } = string2gb(str, name);
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//   dataStringH += dataH+'\n', dataStringC += dataC+'\n';
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// });
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// fs.writeFileSync(path.join(DIR_GENERATED, 'STRINGS.h'), dataStringH);
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// fs.writeFileSync(path.join(DIR_GENERATED, 'STRINGS.c'), dataStringC);
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// compileC(path.join(DIR_GENERATED, 'STRINGS.c'));
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// Gen imagery
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fs.readdirSync(DIR_IMAGES).forEach(img => {
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@@ -42,6 +42,7 @@ void conversationFadeUpdate() {
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  // shade.
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  if(diff == FADE_STEP) {
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    // First step
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    wait_vbl_done();
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    BGP_REG = (
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      TIME_FUTURE_TYPE == TIME_FUTURE_TYPE_FADE_TO_BLACK ? COMMON_SHADE_DARK :
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      TIME_FUTURE_TYPE == TIME_FUTURE_TYPE_FADE_TO_WHITE ? COMMON_SHADE_BRIGHT :
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@@ -50,6 +51,7 @@ void conversationFadeUpdate() {
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    );
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  } else if(diff == FADE_STEP * 2) {
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    // Second step
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    wait_vbl_done();
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    BGP_REG = (
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      TIME_FUTURE_TYPE == TIME_FUTURE_TYPE_FADE_TO_BLACK ? COMMON_SHADE_DARKER :
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      TIME_FUTURE_TYPE == TIME_FUTURE_TYPE_FADE_TO_WHITE ? COMMON_SHADE_BRIGHTER :
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@@ -58,6 +60,7 @@ void conversationFadeUpdate() {
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    );
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  } else if(diff == FADE_STEP * 3) {
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    // Third step
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    wait_vbl_done();
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    BGP_REG = (
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      TIME_FUTURE_TYPE == TIME_FUTURE_TYPE_FADE_TO_BLACK ? COMMON_SHADE_BLACK :
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      TIME_FUTURE_TYPE == TIME_FUTURE_TYPE_FADE_TO_WHITE ? COMMON_SHADE_WHITE :
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@@ -14,22 +14,22 @@
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uint16_t QUEUE_ITEM;
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void conversationQueueDebug() {
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  conversationTextboxString(ERROR);
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  conversationTextboxSetText(STR_ERROR);
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}
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void conversationQueueBegin() {
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  QUEUE_ITEM = QUEUE_TAKE_BLINDS;
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  conversationTextboxString(POKER_GAME_START);
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  conversationTextboxSetText(STR_POKER_GAME_START);
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}
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void conversationQueueTakeBlinds() {
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  QUEUE_ITEM = QUEUE_DEAL_CARDS;
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  conversationTextboxString(POKER_GAME_TAKING_BLINDS);
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  conversationTextboxSetText(STR_POKER_GAME_TAKING_BLINDS);
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}
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void conversationQueueDealCards() {
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  QUEUE_ITEM = QUEUE_BEGIN_BETTING;
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  conversationTextboxString(POKER_GAME_CARDS_DEALT);
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  conversationTextboxSetText(STR_POKER_GAME_CARDS_DEALT);
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}
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void conversationQueueBeginBetting() {
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@@ -42,7 +42,7 @@ void conversationQueueBeginBetting() {
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  if(POKER_PLAYER_BETTER == POKER_HUMAN_INDEX) {
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    // This is the human player.
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    BGB_MESSAGE("Player folding.");
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    conversationTextboxString(DEBUG_PLAYER);
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    conversationTextboxSetText(STR_DEBUG_PLAYER);
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    POKER_PLAYERS[POKER_PLAYER_BETTER].state |= POKER_PLAYER_STATE_FOLDED;
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  } else {
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    // This is an AI player, get their turn.
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@@ -53,37 +53,37 @@ void conversationQueueBeginBetting() {
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    switch(turn.type) {
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      case POKER_TURN_TYPE_FOLD:
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        POKER_PLAYERS[POKER_PLAYER_BETTER].state |= POKER_PLAYER_STATE_FOLDED;
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        conversationTextboxString(POKER_GAME_AI_FOLD);
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        conversationTextboxSetText(STR_POKER_GAME_AI_FOLD);
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        break;
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      case POKER_TURN_TYPE_BET:
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        if(turn.bluff) {
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          conversationTextboxString(POKER_GAME_AI_RAISE_BLUFF);
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          conversationTextboxSetText(STR_POKER_GAME_AI_RAISE_BLUFF);
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        } else {
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          conversationTextboxString(POKER_GAME_AI_RAISE);
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          conversationTextboxSetText(STR_POKER_GAME_AI_RAISE);
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        }
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        break;
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      case POKER_TURN_TYPE_CALL:
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        if(turn.bluff) {
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          conversationTextboxString(POKER_GAME_AI_CALL_BLUFF);
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          conversationTextboxSetText(STR_POKER_GAME_AI_CALL_BLUFF);
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        } else {
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          conversationTextboxString(POKER_GAME_AI_CALL);
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          conversationTextboxSetText(STR_POKER_GAME_AI_CALL);
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        }
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        break;
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      case POKER_TURN_TYPE_ALL_IN:
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        if(turn.bluff) {
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          conversationTextboxString(POKER_GAME_AI_ALL_IN_BLUFF);
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          conversationTextboxSetText(STR_POKER_GAME_AI_ALL_IN_BLUFF);
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        } else {
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          conversationTextboxString(POKER_GAME_AI_ALL_IN);
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          conversationTextboxSetText(STR_POKER_GAME_AI_ALL_IN);
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        }
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      case POKER_TURN_TYPE_CHECK:
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        if(turn.bluff) {
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          conversationTextboxString(POKER_GAME_AI_CHECK_BLUFF);
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          conversationTextboxSetText(STR_POKER_GAME_AI_CHECK_BLUFF);
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        } else {
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          conversationTextboxString(POKER_GAME_AI_CHECK);
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          conversationTextboxSetText(STR_POKER_GAME_AI_CHECK);
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        }
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        break;
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    }
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@@ -149,17 +149,17 @@ void conversationQueueFlopTurnRiver() {
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  switch(POKER_COMMUNITY_SIZE) {
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    case 0:
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      count = POKER_COUNT_FLOP;
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      conversationTextboxString(POKER_GAME_CARDS_FLOPPED);
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      conversationTextboxSetText(STR_POKER_GAME_CARDS_FLOPPED);
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      break;
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    case POKER_COUNT_FLOP:
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      count = POKER_COUNT_TURN;
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      conversationTextboxString(POKER_GAME_CARDS_TURNED);
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      conversationTextboxSetText(STR_POKER_GAME_CARDS_TURNED);
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      break;
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    default:
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      count = POKER_COUNT_RIVER;
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      conversationTextboxString(POKER_GAME_CARDS_RIVERED);
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      conversationTextboxSetText(STR_POKER_GAME_CARDS_RIVERED);
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      break;
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  }
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@@ -229,7 +229,7 @@ void conversationQueueWinnerDecide() {
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  }
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  // TODO: Decide on a winner for real.
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  conversationTextboxString(DEBUG_WINNER_DECIDED);
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  conversationTextboxSetText(STR_DEBUG_WINNER_DECIDED);
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  // New Round
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  pokerNewRound();
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@@ -7,7 +7,7 @@
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#pragma once
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#include "../libs.h"
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#include "STRINGS.h"
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#include "../strings.h"
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typedef void queuecallback_t();
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@@ -21,6 +21,7 @@ inline void conversationTextboxInit() {
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  TEXTBOX_STATE = 0;
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  // Setup window data
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  wait_vbl_done();
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  move_win(7, SCREENHEIGHT - (TEXTBOX_HEIGHT_IN_TILES * 8));
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  set_win_data(FONT_DATA_POSITION, FONT_IMAGE_TILES, FONT_IMAGE);
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  set_win_data(BORDER_DATA_POSITION, BORDER_IMAGE_TILES, BORDER_IMAGE);
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@@ -122,7 +123,8 @@ inline void textboxFillBlank() {
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      TEXTBOX_TILES[i + (j * TEXTBOX_CHARS_PER_ROW)] = TEXTBOX_TILE_BLANK;
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    }
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  }
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  wait_vbl_done();
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  set_win_tiles(
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    0x01, 0x01,
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    TEXTBOX_WIDTH_IN_TILES - 0x02, TEXTBOX_HEIGHT_IN_TILES - 0x02,
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@@ -145,7 +147,9 @@ inline void conversationTextboxUpdate() {
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      // First, lets figure out if there's any more text to reveal or not.
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      if((TEXTBOX_ROW_COUNT - TEXTBOX_ROW_CURRENT) < TEXTBOX_TILES_ROWS) {
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        TEXTBOX_STATE &= ~TEXTBOX_STATE_VISIBLE;
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        wait_vbl_done();
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        HIDE_WIN;
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        conversationQueueNext();
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        return;
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      }
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@@ -165,6 +169,9 @@ inline void conversationTextboxUpdate() {
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    TEXTBOX_STATE |= TEXTBOX_STATE_SCROLLED;
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  } else {
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    tiles[0] = c - 33 + FONT_DATA_POSITION;
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    // tiles[0] = c + FONT_DATA_POSITION;
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    wait_vbl_done();
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    set_win_tiles(
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      0x01 + (TEXTBOX_SCROLL % TEXTBOX_CHARS_PER_ROW),
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      0x01 + (TEXTBOX_SCROLL / TEXTBOX_CHARS_PER_ROW),
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@@ -173,5 +180,4 @@ inline void conversationTextboxUpdate() {
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    );
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    TEXTBOX_SCROLL++;
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  }
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}
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@@ -43,11 +43,6 @@
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#define TEXTBOX_SCROLL_ROWS_MAX 14
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// STR_ ## name ## _DATA, STR_ ## name ## _LENGTH
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#define conversationTextboxString(name) conversationTextboxSetText(\
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  STR_ ## name ## _DATA\
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)
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extern char TEXTBOX_TEXTS[TEXTBOX_SCROLL_ROWS_MAX * TEXTBOX_CHARS_PER_ROW];
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extern uint8_t TEXTBOX_ROW_COUNT;
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extern uint8_t TEXTBOX_ROW_CURRENT;
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 | 
			
		||||
							
								
								
									
										26
									
								
								src/main.c
									
									
									
									
									
								
							
							
						
						
									
										26
									
								
								src/main.c
									
									
									
									
									
								
							@@ -151,8 +151,8 @@ void main() {
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  timeInit();
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  commonTilesInit();
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  conversationTextboxInit();
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  // conversationQueueInit();
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  // pokerInit();
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  conversationQueueInit();
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  pokerInit();
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  // Fill screen white
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  for(j = 0; j < GB_BACKGROUND_COLUMNS * GB_BACKGROUND_ROWS; j++) filled[j] = COMMON_TILE_3;
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@@ -161,9 +161,7 @@ void main() {
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  SCY_REG = 0x00;
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  // Alright begin the game logic here.
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  // conversationQueueNext();
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  char DEBUG_TEXT[] = "Hello World\nThe quick brown fox jumps over the lazy dog. How now brown cow? The fitness gram pacer test";
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  conversationTextboxSetText(DEBUG_TEXT);
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  conversationQueueNext();
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  // Now turn the screen on
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  DISPLAY_ON;
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@@ -172,19 +170,23 @@ void main() {
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  // Begin the loop
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  while(1) {
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    // Wait for VSYNC
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    wait_vbl_done();
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    // Perform non-graphical code updates
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    // Tick time.
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    timeUpdate();
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    // Update the input state
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    INPUT_STATE = joypad();
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    // Update conversation pause effect
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    conversationPauseUpdate();
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    // Update conversation textbox
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    conversationTextboxUpdate();
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    // conversationPauseUpdate();
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    // conversationFadeUpdate();
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    // Update conversation fade effect
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    conversationFadeUpdate();
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    // mainDebugDraw():
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    // Tick time.
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    timeUpdate();
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  }
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}
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		||||
							
								
								
									
										33
									
								
								src/strings.c
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										33
									
								
								src/strings.c
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,33 @@
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		||||
/**
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		||||
 * Copyright (c) 2022 Dominic Masters
 | 
			
		||||
 * 
 | 
			
		||||
 * This software is released under the MIT License.
 | 
			
		||||
 * https://opensource.org/licenses/MIT
 | 
			
		||||
 */
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		||||
#include "strings.h"
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const char STR_ERROR[] = "An error\nhas occured";
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const char STR_HELLO[] = "Hello World, How are you today?\nGood thanks. Thank god!";
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const char STR_POKER_GAME_START[] = "Poker game started";
 | 
			
		||||
const char STR_POKER_GAME_TAKING_BLINDS[] = "Blinds taken.";
 | 
			
		||||
const char STR_POKER_GAME_CARDS_DEALT[] = "Cards dealt.";
 | 
			
		||||
 | 
			
		||||
const char STR_POKER_GAME_CARDS_FLOPPED[] = "Cards flopped";
 | 
			
		||||
const char STR_POKER_GAME_CARDS_TURNED[] = "Cards turned";
 | 
			
		||||
const char STR_POKER_GAME_CARDS_RIVERED[] = "Cards river";
 | 
			
		||||
 | 
			
		||||
const char STR_DEBUG_WINNER_DECIDED[] = "DEBUG WINNER";
 | 
			
		||||
const char STR_DEBUG_PLAYER[] = "DEBUG PLAYER";
 | 
			
		||||
 | 
			
		||||
const char STR_POKER_GAME_AI_FOLD[] = "AI Folding";
 | 
			
		||||
const char STR_POKER_GAME_AI_RAISE[] = "AI Raise";
 | 
			
		||||
const char STR_POKER_GAME_AI_RAISE_BLUFF[] = "AI Raise\nBut Bluffing";
 | 
			
		||||
const char STR_POKER_GAME_AI_CALL[] = "AI Calling";
 | 
			
		||||
const char STR_POKER_GAME_AI_CALL_BLUFF[] = "AI Calling\nBut Bluffing";
 | 
			
		||||
const char STR_POKER_GAME_AI_ALL_IN[] = "AI All In";
 | 
			
		||||
const char STR_POKER_GAME_AI_ALL_IN_BLUFF[] = "AI All In\nBut Bluffing";
 | 
			
		||||
const char STR_POKER_GAME_AI_CHECK[] = "AI Checking";
 | 
			
		||||
const char STR_POKER_GAME_AI_CHECK_BLUFF[] = "AI Checking\nBut Bluffing";
 | 
			
		||||
const char STR_FOX[] = "The quick brown fox jumps over the lazy dog.";
 | 
			
		||||
							
								
								
									
										34
									
								
								src/strings.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										34
									
								
								src/strings.h
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,34 @@
 | 
			
		||||
/**
 | 
			
		||||
 * Copyright (c) 2022 Dominic Masters
 | 
			
		||||
 * 
 | 
			
		||||
 * This software is released under the MIT License.
 | 
			
		||||
 * https://opensource.org/licenses/MIT
 | 
			
		||||
 */
 | 
			
		||||
 | 
			
		||||
#pragma once
 | 
			
		||||
#include "libs.h"
 | 
			
		||||
 | 
			
		||||
extern const char STR_ERROR[];
 | 
			
		||||
extern const char STR_HELLO[];
 | 
			
		||||
 | 
			
		||||
extern const char STR_POKER_GAME_START[];
 | 
			
		||||
extern const char STR_POKER_GAME_TAKING_BLINDS[];
 | 
			
		||||
extern const char STR_POKER_GAME_CARDS_DEALT[];
 | 
			
		||||
 | 
			
		||||
extern const char STR_POKER_GAME_CARDS_FLOPPED[];
 | 
			
		||||
extern const char STR_POKER_GAME_CARDS_TURNED[];
 | 
			
		||||
extern const char STR_POKER_GAME_CARDS_RIVERED[];
 | 
			
		||||
 | 
			
		||||
extern const char STR_DEBUG_WINNER_DECIDED[];
 | 
			
		||||
extern const char STR_DEBUG_PLAYER[];
 | 
			
		||||
 | 
			
		||||
extern const char STR_POKER_GAME_AI_FOLD[];
 | 
			
		||||
extern const char STR_POKER_GAME_AI_RAISE[];
 | 
			
		||||
extern const char STR_POKER_GAME_AI_RAISE_BLUFF[];
 | 
			
		||||
extern const char STR_POKER_GAME_AI_CALL[];
 | 
			
		||||
extern const char STR_POKER_GAME_AI_CALL_BLUFF[];
 | 
			
		||||
extern const char STR_POKER_GAME_AI_ALL_IN[];
 | 
			
		||||
extern const char STR_POKER_GAME_AI_ALL_IN_BLUFF[];
 | 
			
		||||
extern const char STR_POKER_GAME_AI_CHECK[];
 | 
			
		||||
extern const char STR_POKER_GAME_AI_CHECK_BLUFF[];
 | 
			
		||||
extern const char STR_FOX[];
 | 
			
		||||
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