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.
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.
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 γΈγ£γγ―γγ!. Japanese uses its γ
twice for γΈγ£γγ―γγγ!, and Spanish opens with the ! drawn flipped
both ways for Β‘Jackpot! (object/colorfx.c).
Used by ReelGame_RunFrame.
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.
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.
Also, globals without a comment: gReelGame_FrameSpriteY.