Alchemy
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reel_tables.h

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1/// @file
2/// The reel game's tables, the same in both games. The includer defines
3/// REEL_TITLE_LETTERS, the letters of the title it spells.
4
5/// Where each spark cell (a square 2 to 20 pixels on a side) starts.
6const u16 gReelGame_SparkCellOffsets[] = {0, 4, 20, 56, 120,
7 220, 364, 560, 816, 1140};
8
9/// The prize of each reel symbol.
10const u8 gReelGame_SymbolPrizes[] = {0, 3, 1, 4, 2, 5};
11
12/// The tile of each title letter.
14#if LANGUAGE == LANGUAGE_JAPANESE
15 0, 1, 2, 3, 4,
16 2, 5, 6
17#elif LANGUAGE == LANGUAGE_SPANISH
18 7, 0, 1, 2, 3,
19 4, 5, 6, 7
20#else
21 0, 1, 2, 3, 4,
22 5, 6, 7
23#endif
24};
25
26/// The positions of the frame's sprites.
27const u8 gReelGame_FrameSpriteX[] = {2, 0, 232, 232, 32, 32, 200,
28 200, 28, 28, 208, 208, 219, 219};
29const u8 gReelGame_FrameSpriteY[] = {2, 152, 0, 152, 8, 104, 8,
30 104, 118, 140, 118, 140, 6, 108};
31
32/// The advance of each title letter.
34#if LANGUAGE == LANGUAGE_JAPANESE
35 32, 24, 22, 28,
36 28, 22, 18
37#elif LANGUAGE == LANGUAGE_SPANISH
38 16, 28, 28, 26, 26,
39 28, 28, 20, 24
40#else
41 28, 28, 26, 26, 28,
42 28, 20, 24
43#endif
44};
const u8 gReelGame_FrameSpriteX[]
The positions of the frame's sprites.
Definition reel_tables.h:27
const u8 gReelGame_TitleLetterTiles[REEL_TITLE_LETTERS]
The tile of each title letter.
Definition reel_tables.h:13
const u8 gReelGame_SymbolPrizes[]
The prize of each reel symbol.
Definition reel_tables.h:10
const u8 gReelGame_TitleLetterWidths[REEL_TITLE_LETTERS]
The advance of each title letter.
Definition reel_tables.h:33
const u8 gReelGame_FrameSpriteY[]
Definition reel_tables.h:29
const u16 gReelGame_SparkCellOffsets[]
Where each spark cell (a square 2 to 20 pixels on a side) starts.
Definition reel_tables.h:6
#define REEL_TITLE_LETTERS
unsigned short u16
Definition types.h:13
unsigned char u8
Definition types.h:11