Alchemy

slots

games/tbs/src/graphics/slots on GitHub

reel_tables.h

games/tbs/src/graphics/slots/reel_tables.h

The reel game's tables, the same in both games. The includer defines REEL_TITLE_LETTERS, the letters of the title it spells.

Globals

gReelGame_SparkCellOffsets

const u16 gReelGame_SparkCellOffsets[]

Where each spark cell (a square 2 to 20 pixels on a side) starts: size s (1 to 10) is a square 2s pixels a side, after the smaller squares' pixels. A spark is drawn at size variant / 12 + 1, so it shrinks as its variant counts down.

Used by ReelGame_Run.

Line 9

gReelGame_SymbolPrizes

const u8 gReelGame_SymbolPrizes[]

The prize of each reel symbol, kept in gGameState.wonPrizes for each winning line. Symbol 5 matches any other on a line, so a line is won by the symbol it shows besides 5. A line of five 5s leaves the symbol at -1 and reads the byte before this table; every reel holds three 5s (object/colorfx.c), so such a line can happen.

Used by ReelGame_RunFrame.

Line 17

gReelGame_TitleLetterTiles

const u8 gReelGame_TitleLetterTiles[REEL_TITLE_LETTERS]

The tile of each title letter, the letter's place in its sheet: jackpot.png holds Jackpot! and jackpot_ja.png γ‚Έγƒ£γƒƒγ‚―γƒγƒˆ!. Japanese uses its ッ twice for γ‚Έγƒ£γƒƒγ‚―γƒγƒƒγƒˆ!, and Spanish opens with the ! drawn flipped both ways for Β‘Jackpot! (object/colorfx.c).

Used by ReelGame_RunFrame.

Line 23

gReelGame_FrameSpriteX

const u8 gReelGame_FrameSpriteX[]

The positions of the frame's fourteen sprites, in screen pixels. The slot machine gives the first four tile 0x4e0 and the rest 0x4e8 (object/colorfx.c).

Used by ReelGame_RunFrame.

Line 39

gReelGame_TitleLetterWidths

const u8 gReelGame_TitleLetterWidths[REEL_TITLE_LETTERS]

The advance of each title letter, in pixels, from REEL_TITLE_X. The last letter's advance is never used; Japanese leaves it out (0).

Used by ReelGame_InitTitle.

Line 46

Also, globals without a comment: gReelGame_FrameSpriteY.

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