Go to the source code of this file.
Functions | |
| s32 | ReelGame_Start (void) |
| Plays the slot machine: blanks the screen, seeds the random numbers with the play time and runs the game. | |
| s32 | Graphics_ScaleRgb555 (u16 *src, u16 *dst, s32 scale, s32 count) |
| Writes count RGB555 colours from src to dst scaled by scale (16.16, 0x10000 keeps them). | |
| void | ReelGame_TransferCanvas (void) |
| A scheduler callback: on a frame whose canvas is ready (transferPending), sends the canvas to its tiles in VRAM (REEL_CANVAS_TILES), then clears it or fades it into trails as transferMode says. | |
| void | Palette_DarkenSceneStep (void) |
| Darkens the screen one step: lowers each channel of the 16 colours of BG palette 10 and of OBJ colours 1 to 239 by 1. | |
| void | Palette_StepTowardResource (s32 resource) |
| Moves the first 64 BG colours one step toward the palette of resource; the backdrop colour is not written back. | |
| void | ReelGame_DrawCanvasLine (s32 x0, s32 y0, s32 x1, s32 y1, s32 color) |
| Draws a line from (x0, y0) to (x1, y1) on the 256 x 128 8bpp canvas (32 tiles across), writing only over lower colour numbers. | |
| void | ReelGame_RunFrame (void) |
| The slot machine's frame callback: reads the keys, runs the game's state (betting, spinning and stopping the reels, scoring the paylines, choosing reels to hold, showing a win) and builds all 128 sprites: the cursor, the title letters of a win, the frame, the hold lamps, the spin counter, the paylines, the reel symbols, the lever and the bottom bar. | |
| void | ReelGame_InitTitle (void) |
| Sets up the bouncing title letters of a win, the brightness wave of the screen's lines and the betting window, and starts at betting. | |
| void | ReelGame_Run (void) |
| The slot machine: loads its backgrounds, sprites and palettes, fills each of the five reels with 21 random symbols (with eight placed symbols of rank 0 to 5), then runs until the player leaves: fading in, drawing the paylines on the canvas while betting or winning, and the jackpot's sparks and colour cycle while showing a win. | |
| void | LzPack_ResetSlotBuckets (void) |
| The LZ packer below: empties its 256 hash chains (one per byte value) and numbers its 1024 window nodes. | |
| void | LzPack_InsertSlotNode (s32 index) |
| Adds window position index to the chain of the byte it holds. | |
| void | LzPack_RemoveSlotNode (s32 slot) |
| Removes window position slot from its chain. | |
| void | LzPack_ConsumeSlotBytes (s32 start, s32 count, const u8 *input) |
| Reads count more input bytes into the window from position start, dropping the bytes they replace from their chains; past the end of the input the positions are marked empty (-1). | |
| void | LzPack_CopyBufferedBytes (u8 *destination) |
| Appends the finished group (a flag byte and up to eight items) to the output. | |
| s32 | LzPack_PackStream (const u8 *input, u8 *dst, s32 size) |
| Packs size bytes of input into dst with a small LZ scheme and returns the packed size. | |
Variables | |
| const u16 | gReelGame_SparkCellOffsets [] |
| Where each spark cell (a square 2 to 20 pixels on a side) starts. | |
| const u8 | gReelGame_SymbolPrizes [] |
| The prize of each reel symbol. | |
| const u8 | gReelGame_FrameSpriteX [] |
| The positions of the frame's sprites. | |
| const u8 | gReelGame_FrameSpriteY [] |
| s32 ReelGame_Start | ( | void | ) |
Plays the slot machine: blanks the screen, seeds the random numbers with the play time and runs the game.
Returns 0.
Definition at line 58 of file colorfx.c.
Referenced by ReelGame_Start().
Writes count RGB555 colours from src to dst scaled by scale (16.16, 0x10000 keeps them).
Returns 0.
Definition at line 68 of file colorfx.c.
Referenced by Graphics_ScaleRgb555(), and ReelGame_Run().
| void ReelGame_TransferCanvas | ( | void | ) |
A scheduler callback: on a frame whose canvas is ready (transferPending), sends the canvas to its tiles in VRAM (REEL_CANVAS_TILES), then clears it or fades it into trails as transferMode says.
Definition at line 106 of file colorfx.c.
Referenced by ReelGame_Run(), and ReelGame_TransferCanvas().
| void Palette_DarkenSceneStep | ( | void | ) |
Darkens the screen one step: lowers each channel of the 16 colours of BG palette 10 and of OBJ colours 1 to 239 by 1.
Definition at line 139 of file colorfx.c.
Referenced by Palette_DarkenSceneStep(), and ReelGame_Run().
| void Palette_StepTowardResource | ( | s32 | resource | ) |
Moves the first 64 BG colours one step toward the palette of resource; the backdrop colour is not written back.
Definition at line 183 of file colorfx.c.
Referenced by Palette_StepTowardResource(), and ReelGame_Run().
Draws a line from (x0, y0) to (x1, y1) on the 256 x 128 8bpp canvas (32 tiles across), writing only over lower colour numbers.
Definition at line 217 of file colorfx.c.
Referenced by ReelGame_DrawCanvasLine(), and ReelGame_Run().
| void ReelGame_RunFrame | ( | void | ) |
The slot machine's frame callback: reads the keys, runs the game's state (betting, spinning and stopping the reels, scoring the paylines, choosing reels to hold, showing a win) and builds all 128 sprites: the cursor, the title letters of a win, the frame, the hold lamps, the spin counter, the paylines, the reel symbols, the lever and the bottom bar.
Definition at line 351 of file colorfx.c.
Referenced by ReelGame_Run(), and ReelGame_RunFrame().
| void ReelGame_InitTitle | ( | void | ) |
Sets up the bouncing title letters of a win, the brightness wave of the screen's lines and the betting window, and starts at betting.
Definition at line 897 of file colorfx.c.
Referenced by ReelGame_InitTitle(), and ReelGame_Run().
| void ReelGame_Run | ( | void | ) |
The slot machine: loads its backgrounds, sprites and palettes, fills each of the five reels with 21 random symbols (with eight placed symbols of rank 0 to 5), then runs until the player leaves: fading in, drawing the paylines on the canvas while betting or winning, and the jackpot's sparks and colour cycle while showing a win.
Then fades out and frees its memory.
Definition at line 958 of file colorfx.c.
Referenced by ReelGame_Run(), and ReelGame_Start().
| void LzPack_ResetSlotBuckets | ( | void | ) |
The LZ packer below: empties its 256 hash chains (one per byte value) and numbers its 1024 window nodes.
Definition at line 1293 of file colorfx.c.
Referenced by LzPack_PackStream(), and LzPack_ResetSlotBuckets().
| void LzPack_InsertSlotNode | ( | s32 | index | ) |
Adds window position index to the chain of the byte it holds.
Definition at line 1308 of file colorfx.c.
Referenced by LzPack_ConsumeSlotBytes(), and LzPack_InsertSlotNode().
| void LzPack_RemoveSlotNode | ( | s32 | slot | ) |
Removes window position slot from its chain.
Definition at line 1320 of file colorfx.c.
Referenced by LzPack_ConsumeSlotBytes(), and LzPack_RemoveSlotNode().
Reads count more input bytes into the window from position start, dropping the bytes they replace from their chains; past the end of the input the positions are marked empty (-1).
Definition at line 1332 of file colorfx.c.
Referenced by LzPack_ConsumeSlotBytes(), and LzPack_PackStream().
| void LzPack_CopyBufferedBytes | ( | u8 * | destination | ) |
Appends the finished group (a flag byte and up to eight items) to the output.
Definition at line 1386 of file colorfx.c.
Referenced by LzPack_CopyBufferedBytes(), and LzPack_PackStream().
Packs size bytes of input into dst with a small LZ scheme and returns the packed size.
Each group starts with a flag byte, a set bit marking a match: two bytes of distance and length (lengths 2 to 16), or three for lengths up to 272; a match is put off by one byte when the next position matches further. A zero match ends the stream. Nothing in this game calls it.
Definition at line 1460 of file colorfx.c.
Referenced by LzPack_PackStream().
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Where each spark cell (a square 2 to 20 pixels on a side) starts.
Definition at line 6 of file reel_tables.h.
Referenced by ReelGame_Run().
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The prize of each reel symbol.
Definition at line 10 of file reel_tables.h.
Referenced by ReelGame_RunFrame().
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The positions of the frame's sprites.
Definition at line 27 of file reel_tables.h.
Referenced by ReelGame_RunFrame().
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Definition at line 29 of file reel_tables.h.
Referenced by ReelGame_RunFrame().