Cleaning up stuff
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44 changed files with 7329 additions and 7432 deletions
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3dslink.exe
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3dslink.exe
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3dstool.exe
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3dstool.exe
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bannertool.exe
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bannertool.exe
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@ -2,9 +2,9 @@
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echo Building 3DSX/ELF/SMDH...
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make
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echo Creating banner...
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bannertool.exe makebanner -i icons-banners/banner.png -a icons-banners/audio.wav -o icons-banners/banner.bnr
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bannertool makebanner -i icons-banners/banner.png -a icons-banners/audio.wav -o icons-banners/banner.bnr
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echo Creating icon...
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bannertool.exe makesmdh -s "Minicraft3DS" -l "3DS Homebrew port of Notch's ludum dare game 'Minicraft', updated." -p "Davideesk/Andre111/ElijahZAwesome" -i icons-banners/icon.png -o icons-banners/icon.icn
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bannertool makesmdh -s "Minicraft3DS" -l "3DS Homebrew port of Notch's ludum dare game 'Minicraft', updated." -p "Davideesk/Andre111/ElijahZAwesome" -i icons-banners/icon.png -o icons-banners/icon.icn
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echo Creating ROMFS...
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3dstool -cvtf romfs icons-banners/romfs.bin --romfs-dir romfs/
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echo Creating CIA...
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ctrtool.exe
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ctrtool.exe
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data/icons.png
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data/icons.png
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data/icons2.png
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data/icons2.png
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@ -1,78 +0,0 @@
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# Minicraft3DS
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3DS Homebrew port of Notch's ludum dare game "Minicraft"
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Current Version: Version 1.6.1
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----------
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**Download:**
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If you just want to download the game prebuilt check the releases tab in Github:
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https://github.com/ElijahZAwesome/Minicraft3DS/releases
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For building the game yourself look below.
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----------
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**Dependencies:**
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For building and installing the dependencies look below.
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ctrulib by smea: https://github.com/smealum/ctrulib
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citro3d by fincs: https://github.com/fincs/citro3d
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sf2dlib by xerpi: https://github.com/xerpi/sf2dlib
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sfillib by xerpi: https://github.com/xerpi/sfillib
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zlib: http://www.zlib.net/
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----------
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**Building:**
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**1. Install devkitARM by devkitPro**
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- On Windows download https://sourceforge.net/projects/devkitpro/files/Automated%20Installer/
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- And install atleast Minimal System and devkitARM
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- This includes make, ctrulib and citro3d
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**2. Install zlib, libjpeg-turbo and libpng**
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- Download 3DS-Portlibs: https://github.com/devkitPro/3ds_portlibs
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- Run these commands:
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```
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make zlib
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make install-zlib
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make libjpeg-turbo
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make libpng
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make install
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```
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**3. Install sf2dlib**
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- Download https://github.com/xerpi/sf2dlib
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- In the libsf2d directory run these commands:
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```
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make
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make install
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```
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**4. Install sfillib**
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- Download https://github.com/xerpi/sfillib
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- In the libsfil directory run these commands:
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```
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make
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make install
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```
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**5. You can now build Minicraft3DS 3dsx, elf, cia, and 3ds files by running the build.bat file.**
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----------
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You can do anything with the source code (besides sell it) as long as you give proper credit to the right people.
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If you are going to make a mod of this version, be sure to give credit to Markus "Notch" Perrson because he did create the original game after all.
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# Misc
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This source code is subject to a lot of change for better optimization/cleanliness.
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Forum thread: https://gbatemp.net/threads/release-new-minicraft3ds-fork-v1-4.494947/
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@ -1,4 +0,0 @@
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theme: jekyll-theme-cayman
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title: Minicraft3DS
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description: A 2D Homebrew for 3DS
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show_downloads: true
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makerom.exe
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makerom.exe
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@echo off
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echo Building 3DSX/ELF/SMDH...
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make
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echo Running in citra
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%localappdata%/Citra/canary-mingw/citra-qt.exe result/Minicraft3DS.3dsx
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@ -246,6 +246,3 @@ Entity newGlowwormEntity(int x, int y, int level);
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Entity newNPCEntity(int type, int x, int y, int level);
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void addEntityToList(Entity e, EntityManager* em);
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void removeEntityFromList(Entity * e,int level,EntityManager* em);
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@ -133,7 +133,7 @@ void hurtEntity(Entity *e, int damage, int dir, u32 hurtColor, Entity *damager){
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int i;
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// In hindsight I should've made a generic Mob struct, but whatever. ¯\_(-.-)_/¯
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// In hindsight I should've made a generic Mob struct, but whatever. <20>\_(-.-)_/<2F>
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switch(e->type){
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case ENTITY_PLAYER:
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e->p.health -= damage;
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@ -7,7 +7,7 @@
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#include "MapGen.h"
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#include "Quests.h"
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#include "icons2_png.h"
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#include "icons_png.h"
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#include "player_png.h"
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#include "Font_png.h"
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#include "bottombg_png.h"
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@ -875,4 +875,3 @@ void createDungeonRoom(int w, int h, bool dragon, int level, u8 * map, u8 * data
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break;
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}
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}
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@ -367,14 +367,14 @@ void tickMenu(int menu){
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keyProp[1] = KEY_DDOWN | KEY_CPAD_DOWN | KEY_CSTICK_DOWN;
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keyProp[2] = KEY_DLEFT | KEY_CPAD_LEFT | KEY_CSTICK_LEFT;
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keyProp[3] = KEY_DRIGHT | KEY_CPAD_RIGHT | KEY_CSTICK_RIGHT;
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keyProp[4] = KEY_A | KEY_B | KEY_L | KEY_ZR;
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keyProp[5] = KEY_X | KEY_Y | KEY_R | KEY_ZL;
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keyProp[4] = KEY_A | KEY_B;
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keyProp[5] = KEY_X | KEY_Y;
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keyProp[6] = KEY_START;
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keyProp[7] = KEY_A;
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keyProp[8] = KEY_B;
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keyProp[9] = KEY_X;
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keyProp[10] = KEY_R;
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keyProp[11] = KEY_L;
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keyProp[10] = KEY_R | KEY_ZR;
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keyProp[11] = KEY_L | KEY_ZL;
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bindOpt = false;
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errorBut = -1;
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break;
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if(currentSelection > 0){
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isLoadingTP = 4;
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} else {
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icons = sfil_load_PNG_buffer(icons2_png, SF2D_PLACE_RAM);
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icons = sfil_load_PNG_buffer(icons_png, SF2D_PLACE_RAM);
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reloadColors();
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font = sfil_load_PNG_buffer(Font_png, SF2D_PLACE_RAM);
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bottombg = sfil_load_PNG_buffer(bottombg_png, SF2D_PLACE_RAM);
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@ -5,9 +5,6 @@
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FILE *recvFile;
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size_t recvFileSize;
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void * writeBool(void *buffer, size_t *size, bool value) {
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*((bool*) buffer) = value;
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*(size) += sizeof(bool);
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return buffer + sizeof(size_t);
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}
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void * readBool(void *buffer, size_t *size, bool *value) {
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*value = *((bool*) buffer);
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*(size) -= sizeof(bool);
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return buffer + sizeof(size_t);
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}
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void processPacket(void *packet, size_t size) {
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//Differenciate the packets and process them
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switch(packetGetID(packet)) {
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return size-sizeof(u8)-sizeof(u8)-sizeof(u32);
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}
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size_t writeStartPacket(void *buffer, u32 seed) {
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size_t size = 0;
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buffer = writeU8(buffer, &size, PACKET_START);
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@ -1118,7 +1118,7 @@ void renderFurniture(int itemID, int x, int y) {
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render16(x, y, 240, 128, 0);
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break;
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case ITEM_POTION_MAKER:
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render16(x, y, 240, 96, 0);
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render16(x, y, 192, 168, 0);
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break;
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}
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}
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render(x, y, 0, 152, 0);
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break;
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case ITEM_WOOD:
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render(x, y, 8, 152, 0);
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render(x, y, 160, 168, 0);
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break;
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case ITEM_STONE:
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renderb(x, y, 16, 152, 0, rockColor[1]);
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render(x, y, 80, 152, 0);
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break;
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case ITEM_GOLD_APPLE:
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render(x, y, 177, 160, 0);
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render(x, y, 144, 168, 0);
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break;
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case ITEM_STRENGTH_POTION:
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render(x, y, 184, 160, 0);
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render(x, y, 176, 160, 0);
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break;
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case ITEM_SPEED_POTION:
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render(x, y, 191, 160, 0);
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render(x, y, 184, 160, 0);
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break;
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case ITEM_REGEN_POTION:
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render(x, y, 198, 160, 0);
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render(x, y, 192, 160, 0);
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break;
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case ITEM_SWIM_BREATH_POTION:
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render(x, y, 219, 160, 0);
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render(x, y, 200, 160, 0);
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break;
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case ITEM_SLIME:
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renderb(x, y, 88, 152, 0, 0xFF4DC04D);
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render(x, y, 144, 160, 0);
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break;
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case ITEM_POTION_MAKER:
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render(x, y, 216, 152, 0);
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render(x, y, 192, 168, 0);
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break;
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case ITEM_WALL_WOOD:
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renderb(x, y, 224, 144, 0, woodColor);
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@ -135,7 +135,7 @@ int main() {
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quitGame = false;
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initBGMap = 1;
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icons = sfil_load_PNG_buffer(icons2_png, SF2D_PLACE_RAM);
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icons = sfil_load_PNG_buffer(icons_png, SF2D_PLACE_RAM);
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playerSprites = sfil_load_PNG_buffer(player_png, SF2D_PLACE_RAM);
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font = sfil_load_PNG_buffer(Font_png, SF2D_PLACE_RAM);
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bottombg = sfil_load_PNG_buffer(bottombg_png, SF2D_PLACE_RAM);
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localInputs.k_down.input = KEY_DDOWN | KEY_CPAD_DOWN | KEY_CSTICK_DOWN;
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localInputs.k_left.input = KEY_DLEFT | KEY_CPAD_LEFT | KEY_CSTICK_LEFT;
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localInputs.k_right.input = KEY_DRIGHT | KEY_CPAD_RIGHT | KEY_CSTICK_RIGHT;
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localInputs.k_attack.input = KEY_A | KEY_B | KEY_L | KEY_ZR;
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localInputs.k_menu.input = KEY_X | KEY_Y | KEY_R | KEY_ZL;
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localInputs.k_attack.input = KEY_A | KEY_B;
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localInputs.k_menu.input = KEY_X | KEY_Y;
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localInputs.k_pause.input = KEY_START;
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localInputs.k_accept.input = KEY_A;
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localInputs.k_decline.input = KEY_B;
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localInputs.k_delete.input = KEY_X;
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localInputs.k_menuNext.input = KEY_R;
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localInputs.k_menuPrev.input = KEY_L;
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localInputs.k_menuNext.input = KEY_R | KEY_ZR;
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localInputs.k_menuPrev.input = KEY_L | KEY_ZL;
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/* If btnSave exists, then use that. */
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if ((file = fopen("btnSave.bin", "rb"))) {
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@ -89,7 +89,7 @@ int loadTexturePack(char * filename) {
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}
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if(texturepackUseDefaultIcons){
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icons = sfil_load_PNG_buffer(icons2_png, SF2D_PLACE_RAM);
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icons = sfil_load_PNG_buffer(icons_png, SF2D_PLACE_RAM);
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reloadColors();
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}
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if(texturepackUseDefaultPlayer) playerSprites = sfil_load_PNG_buffer(player_png, SF2D_PLACE_RAM);
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