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highscore.c
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highscore.c
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#include <gb/gb.h>
#include "defines.h"
#include "gamestate.h"
#include "fade.h"
#include "cos.h"
#include "highscore.h"
#include "ram.h"
#include "sound.h"
#include "characters.h"
#include "arrow.h"
#include "data/sprite/empty.h"
#include "data/bg/highscore.h"
#include "circles.h"
#include "selection1.h"
#include "selection2.h"
#include "selection3.h"
#include "selection4.h"
#include "selection_locked.h"
extern UBYTE highscore_song_data;
extern UBYTE dream_score_song_data;
void initHighscore() {
disable_interrupts();
DISPLAY_OFF;
move_bkg(0U, 0U);
set_bkg_data(0U, 38U, characters_data);
set_bkg_data(38U, circles_data_length, circles_data);
set_bkg_data(highscore_tiles_offset, highscore_data_length, highscore_data);
set_bkg_tiles(0U, 0U, highscore_tiles_width, highscore_tiles_height, highscore_tiles);
set_sprite_data(0U, arrow_data_length, arrow_data);
set_sprite_data(arrow_data_length, 1U, empty_data);
ticks = 0U;
circle_index = 0U;
sub_selection = level;
OBP0_REG = 0xD0U; // 11010000
BGP_REG = 0xE4U; // 11100100
clearSprites();
_highscoreUpdateScreen();
SPRITES_8x8;
SHOW_SPRITES;
HIDE_WIN;
SHOW_BKG;
DISPLAY_ON;
enable_interrupts();
}
void highscoreUpdateScreen() {
clearRemainingSprites();
fadeToWhite(4U);
DISPLAY_OFF;
_highscoreUpdateScreen();
DISPLAY_ON;
fadeFromWhite(4U);
}
void _highscoreUpdateScreen() {
UBYTE i, j, tile;
UBYTE *data;
// Select level images
tile = sub_selection;
if(tile > levels_completed+1U) {
tile = 0U;
}
switch(tile) {
case 1U:
set_bkg_data(selection1_tiles_offset, selection1_data_length, selection1_data);
data = selection1_tiles;
break;
case 2U:
set_bkg_data(selection2_tiles_offset, selection2_data_length, selection2_data);
data = selection2_tiles;
break;
case 3U:
set_bkg_data(selection3_tiles_offset, selection3_data_length, selection3_data);
data = selection3_tiles;
break;
case 4U:
set_bkg_data(selection4_tiles_offset, selection4_data_length, selection4_data);
data = selection4_tiles;
break;
case 0U:
set_bkg_data(selection_locked_tiles_offset, selection_locked_data_length, selection_locked_data);
data = selection_locked_tiles;
break;
}
set_bkg_tiles(0U, 4U, 20U, 6U, data);
set_bkg_tiles(5U, 8U, 10U, 1U, highscore_tiles+165U);
set_bkg_tiles(5U, 9U, 10U, 1U, highscore_tiles+185U);
// Set level name
data = level_names[tile];
set_bkg_tiles(7U, 9U, 6U, 1U, data);
ENABLE_RAM_MBC1;
SWITCH_RAM_MBC1(0);
// Set scores
data = &ram_data[(sub_selection-1U) << 4];
for(i = 0U; i != 5U; ++i) {
tile = 10U;
for(j = 3U; j != 8U; ++j) {
set_bkg_tiles(j, i+11U, 1U, 1U, &tile);
}
for(j = 10U; j != 14U; ++j) {
set_bkg_tiles(j, i+11U, 1U, 1U, &tile);
}
set_bkg_tiles(16U, i+11U, 1U, 1U, &tile);
if(data[0] != 0U) {
// Draw time
tile = data[0] / 60U;
set_bkg_tiles(10U, i+11U, 1U, 1U, &tile);
tile = 37U;
set_bkg_tiles(11U, i+11U, 1U, 1U, &tile);
tile = (data[0] % 60U) / 10U;
set_bkg_tiles(12U, i+11U, 1U, 1U, &tile);
tile = (data[0] % 60U) % 10U;
set_bkg_tiles(13U, i+11U, 1U, 1U, &tile);
// Draw score
if(data[1] >= 100U) {
tile = data[1] / 100U;
set_bkg_tiles(3U, i+11U, 1U, 1U, &tile);
}
if(data[1] >= 10U) {
tile = (data[1] / 10U) % 10U;
set_bkg_tiles(4U, i+11U, 1U, 1U, &tile);
}
tile = data[1] % 10U;
set_bkg_tiles(5U, i+11U, 1U, 1U, &tile);
tile = 0U;
set_bkg_tiles(6U, i+11U, 1U, 1U, &tile);
set_bkg_tiles(7U, i+11U, 1U, 1U, &tile);
// Draw rank
tile = rank_letters[getRank(data[1], sub_selection)];
set_bkg_tiles(16U, i+11U, 1U, 1U, &tile);
}
data += 2U;
}
DISABLE_RAM_MBC1;
}
void enterHighscore() {
UBYTE offset, j;
initHighscore();
fadeFromWhite(6U);
disable_interrupts();
if(ending_flags & ENDING_FLAG_FROM_DREAM) {
setMusicBank(6U);
playMusic(&dream_score_song_data);
} else {
setMusicBank(4U);
playMusic(&highscore_song_data);
}
ending_flags = 0U;
enable_interrupts();
while(1) {
updateJoystate();
ticks++;
if((ticks & 3U) == 3U) {
circle_index = (circle_index+1U) & 7U;
set_bkg_data(47U, 1U, &circles_data[(circle_index << 4)]);
}
if(ISDOWN(J_LEFT)) {
sub_selection--;
if(sub_selection == 0U) sub_selection = 4U;
playSound(SFX_HIGHSCORE_SWITCH);
highscoreUpdateScreen();
}
if(ISDOWN(J_RIGHT)) {
sub_selection++;
if(sub_selection == 5U) sub_selection = 1U;
playSound(SFX_HIGHSCORE_SWITCH);
highscoreUpdateScreen();
}
if(CLICKED(J_START) || CLICKED(J_B)) {
gamestate = GAMESTATE_SELECT;
playSound(SFX_MENU_CANCEL);
break;
}
offset = cos32_64[(ticks & 63U)] >> 3;
// Draw arrows
setSprite(20U-offset, 64U, 0U, OBJ_PAL0);
setSprite(28U-offset, 64U, 2U, OBJ_PAL0);
setSprite(20U-offset, 72U, 1U, OBJ_PAL0);
setSprite(28U-offset, 72U, 3U, OBJ_PAL0);
setSprite(140U+offset, 64U, 2U, OBJ_PAL0 | FLIP_X);
setSprite(148U+offset, 64U, 0U, OBJ_PAL0 | FLIP_X);
setSprite(140U+offset, 72U, 3U, OBJ_PAL0 | FLIP_X);
setSprite(148U+offset, 72U, 1U, OBJ_PAL0 | FLIP_X);
if((ticks & 63U) < 16U
&& last_highscore_level == sub_selection
&& last_highscore_slot < 5U) {
offset = 104U + (last_highscore_slot << 3);
for(j = 4U; j != 9U; ++j) {
setSprite(j<<3, offset, 4U, OBJ_PAL0);
}
for(j = 11U; j != 15U; ++j) {
setSprite(j<<3, offset, 4U, OBJ_PAL0);
}
setSprite(136U, offset, 4U, OBJ_PAL0);
}
clearRemainingSprites();
snd_update();
wait_vbl_done();
}
// Clear blinking after exit
last_highscore_slot = 5U;
stopMusic();
clearRemainingSprites();
fadeToWhite(6U);
wait_sound_done();
}