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1 /* GBA frontend for LOCKJAW, an implementation of the Soviet Mind Game
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2
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3 Copyright (C) 2006-2007 Damian Yerrick <tepples+lj@spamcop.net>
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4
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5 This work is free software; you can redistribute it and/or modify
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6 it under the terms of the GNU General Public License as published by
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7 the Free Software Foundation; either version 2 of the License, or
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8 (at your option) any later version.
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9
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10 This program is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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13 GNU General Public License for more details.
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14
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15 You should have received a copy of the GNU General Public License
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16 along with this program; if not, write to the Free Software
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17 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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18
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19 Original game concept and design by Alexey Pajitnov.
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20 The Software is not sponsored or endorsed by Alexey Pajitnov, Elorg,
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21 or The Tetris Company LLC.
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22
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23 */
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24
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25 #include <stdio.h>
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26 #include <string.h>
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27 #include "ljgba.h"
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28 #include "ljplay.h"
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29 #include "options.h"
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30
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31 #if 1
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32 #define LJ_VERSION "0.46 ("__DATE__")"
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33 #else
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34 #define LJ_VERSION "WIP ("__DATE__")"
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35 #endif
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36
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37 #define SCREEN_W 30
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38 #define SCREEN_H 20
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39 #define DS_PFTOP 0
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40 #define DS_PFLEFT 9
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41 #include "ljgbads.inc"
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42
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43 static unsigned int nSprites;
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44
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45 LJBits readHWKeys(void) {
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46 return (~REG_KEYINPUT) & 0x03FF;
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47 }
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48
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49 void finishSprites() {
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50 for (int i = nSprites - 1; i >= 0; --i) {
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51 OAM[i].attr0 = 512;
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52 }
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53 nSprites = 128;
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54 }
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55
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56 void vsync(void) {
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57 VBlankIntrWait();
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58 }
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59
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60 void openWindow(void) {
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61 REG_DISPCNT = MODE_0 | BG0_ON | OBJ_ON;
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62 BGCTRL[0] = BG_TILE_BASE(0) | BG_MAP_BASE(31);
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63 BG_PALETTE[0] = RGB5(31, 31, 31);
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64 BG_PALETTE[1] = RGB5(0, 0, 0);
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65 SPRITE_PALETTE[0] = RGB5(31, 0, 31);
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66 SPRITE_PALETTE[1] = RGB5(0, 0, 0);
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67 setupPalette(srsColors);
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68 }
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69
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70 void playSoundEffects(LJView *v, LJBits sounds, int countdown) {
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71 if (sounds & LJSND_IRS) {
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72 gba_play_sound(v->plat, 6);
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73 } else if (sounds & LJSND_ROTATE) {
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74 gba_play_sound(v->plat, 1);
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75 }
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76 if (sounds & LJSND_SHIFT) {
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77 gba_play_sound(v->plat, 0);
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78 }
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79 if (sounds & LJSND_LAND) {
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80 gba_play_sound(v->plat, 2);
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81 }
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82 if (sounds & LJSND_LOCK) {
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83 gba_play_sound(v->plat, 3);
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84 }
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85 if (sounds & LJSND_B2B) {
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86 gba_play_sound(v->plat, 8);
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87 } else if (sounds & LJSND_SETB2B) {
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88 gba_play_sound(v->plat, 7);
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89 } else if (sounds & LJSND_LINE) {
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90 gba_play_sound(v->plat, 4);
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91 }
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92 if (sounds & LJSND_HOLD) {
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93 gba_play_sound(v->plat, 5);
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94 }
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95 if (sounds & LJSND_SECTIONUP) {
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96 gba_play_sound(v->plat, 9);
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97 }
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98 gba_poll_sound(v->plat);
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99 }
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100
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101 /**
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102 * Draws a tetromino whose lower left corner of the bounding box is at (x, y)
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103 * @param b the bitmap to draw to
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104 * @param piece the piece to be drawn
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105 * @param x distance from to left side of 4x4 box
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106 * @param y distance from top of bitmap to bottom of 4x4 box
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107 * @param the rotation state (0: U; 1: R; 2: D; 3: L; 4: Initial position)
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108 * @param w width of each block
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109 * @param h height of each block
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110 * @param color Drawing style
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111 * color == 0: draw shadow
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112 * color == 0x10 through 0x70: draw in that color
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113 * color == 0x80: draw as garbage
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114 * color == -255 through -1: draw with 255 through 1 percent lighting
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115 */
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116 LJBits drawPiece(LJView *const v, void *const b,
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117 int piece, int x, int y, int theta,
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118 int color, int w, int h) {
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119 // Don't try to draw the -1 that's the sentinel for no hold piece
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120 if (piece < 0)
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121 return 0;
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122
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123 LJBits rows = 0;
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124 LJBlkSpec blocks[4];
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125
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126 expandPieceToBlocks(blocks, v->field, piece, 0, 0, theta);
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127
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128 for (int blk = 0; blk < 4; ++blk) {
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129 int blkValue = blocks[blk].conn;
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130 if (blkValue) {
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131 int blkX = blocks[blk].x;
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132 int blkY = blocks[blk].y;
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133 const int dstX = x + w * blkX;
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134 const int dstY = y + h * (-1 - blkY);
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135
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136 if (color == 0x80) {
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137 blkValue = 0x8001; // garbage hold
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138 } else if (color != 0) {
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139 blkValue = ((blkValue & 0xF0) << 8) | 1;
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140 } else if (color == 0) {
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141 if (v->hideShadow == LJSHADOW_COLORED) {
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142 blkValue = ((blkValue & 0xF0) << 8) | 2;
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143 } else {
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144 blkValue = 0x0002;
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145 }
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146 }
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147
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148 if (dstY > -8 && dstY < 160) {
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149 --nSprites;
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150 OAM[nSprites].attr0 = dstY & 0x00FF;
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151 OAM[nSprites].attr1 = dstX & 0x01FF;
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152 OAM[nSprites].attr2 = blkValue;
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153 }
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154
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155 rows |= 1 << blkY;
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156 }
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157 }
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158
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159 return rows;
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160 }
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161
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162 extern unsigned char prefs[OPTIONS_MENU_LEN];
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163
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164 #include "gbamenus.h"
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165
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166 int main(void) {
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167 LJField p = {
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168 .leftWall = 1,
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169 .rightWall = 11,
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170 .ceiling = 20
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171 };
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172 LJControl control = {
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173 .dasSpeed = 1,
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174 .dasDelay = 10,
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175 .initialDAS = 1,
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176 .allowDiagonals = 0,
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177 .softDropSpeed = 0,
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178 .softDropLock = 0,
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179 .hardDropLock = 1
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180 };
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181 struct LJPCView platView;
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182 LJView mainView = {
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183 .field = &p,
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184 .control = &control,
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185 .smoothGravity = 1,
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186 .plat = &platView,
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187 .backDirty = ~0
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188 };
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189
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190 videoSetMode(MODE_0_2D);
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191 BG_PALETTE[0] = RGB5(31, 0, 0);
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192 install_timer();
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193 openWindow();
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194 install_sound(&platView);
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195 initOptions(customPrefs);
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196 coprNotice();
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197
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198 while (1) {
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199 LJView *const players[1] = {&mainView};
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200 REG_DISPCNT = MODE_0 | BG0_ON;
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201 BG_PALETTE[0] = RGB5(31, 31, 31);
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202 setupPalette(srsColors);
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203 options(&mainView, customPrefs);
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204 unpackCommonOptions(&mainView, customPrefs);
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205
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206 p.seed = curTime ^ (curTime << 16);
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207 play(players, 1);
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208 BG_PALETTE[0] = (control.countdown > 0)
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209 ? RGB5(31, 15, 15)
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210 : RGB5(15, 31, 15);
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211 if (control.countdown > 0) {
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212 gba_play_sound(&platView, 10);
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213 gba_play_sound(&platView, 11);
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214 } else {
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215 gba_play_sound(&platView, 12);
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216 gba_play_sound(&platView, 13);
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217 }
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218 for (int i = 0; i < 60; ++i) {
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219 vsync();
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220 gba_poll_sound(&platView);
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221 }
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222 #if 1
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223 debrief(&mainView);
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224 #else
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225 textout(" Press ", (SCREEN_W - 8) / 2, DS_PFTOP + 8, 0);
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226 textout(" Start ", (SCREEN_W - 8) / 2, DS_PFTOP + 9, 0);
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227 waitForStart();
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228 #endif
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229 }
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230 }
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