lucky_dice
games/tbs/src/graphics/lucky_dice on GitHub
tables.h
games/tbs/src/graphics/lucky_dice/tables.h
The Lucky Dice minigame's tables, after LuckyDice_Run in both games.
Globals
gLuckyDice_LabelCounts
const u8 gLuckyDice_LabelCounts[]
How many sprites each kind of result's lettering takes: 32 pixels each, for the kinds of lucky_dice.c's resultKind, 0 all four numbers alike, 1 three alike, 2 two pairs and 3 one pair.
Used by LuckyDice_Run.
gLuckyDice_LabelTiles
const u8 gLuckyDice_LabelTiles[]
The first tile of each kind of result's lettering. A sprite's tile is the value * 8 + 152, then 32 more for each sprite across, so the four letterings lie one after another. Outside Japanese four more bytes follow, none of which ☀️ reads, resultKind being 0 to 3.
Used by LuckyDice_Run.
gLuckyDice_FaceTiles
const u8 gLuckyDice_FaceTiles[]
The die face tile at each step of its roll: one for each 0x400 of the roll angle (variant), three to a face. A face's first step shows the face itself (tile n for face n), the next two pictures between faces.
Used by LuckyDice_Run.
gLuckyDice_FaceHeights
const s16 gLuckyDice_FaceHeights[]
The board's rows by depth: a die at rest is in the first row whose value its z (16.16 pixels) exceeds, -32767 taking the rest. The row, not the face, is what they decide: the die's second number (numbers[2] and [3] in lucky_dice.c).
Used by LuckyDice_Run.
Also, globals without a comment: gLuckyDice_UnusedSigns.