adjustments
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12187c0725
commit
424b3a201f
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@ -1,4 +1,4 @@
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#You cannoet get out of this.
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#You cannot get out of this.
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right
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small left
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10
src/main.c
10
src/main.c
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@ -60,7 +60,7 @@ int episode_count = 4;
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void load_level(game_t *game, level_t const *lv)
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{
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game->level = lv;
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game->time = -10.0;
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game->time = -11.0;
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game->rects = realloc(game->rects, lv->block_count * sizeof *game->rects);
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if(!game->rects)
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@ -92,12 +92,12 @@ void game_loop(int current_episode, int current_level)
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if(current_level == 0) {
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state = State_EpisodeTransition;
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game.time_episode_transition = 0;
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game.time = -13.0;
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game.time = -14.0;
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}
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/* Direction of time (with a factor regulating game speed) */
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float const time_direction_forward = 2.7;
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float const time_direction_rewind = -40;
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float const time_direction_rewind = -25;
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volatile int need_frame = 1;
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int timer = timer_configure(TIMER_ANY, 33000, GINT_CALL_SET(&need_frame));
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@ -117,7 +117,7 @@ void game_loop(int current_episode, int current_level)
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if(state == State_Dead) {
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game.time_dead += (1.0 / 30);
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if(game.time_dead >= 1.0) {
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if(game.time_dead >= 0.7) {
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game.time_dead = 0;
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game.forced_player_rota = game.player_rota / (game.time + 5.0);
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state = State_Rewind;
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@ -255,7 +255,7 @@ void game_loop(int current_episode, int current_level)
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dma_memcpy(gint_vram + 396*(40*j), gint_vram, 396*2*lines);
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}
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if(state == State_Playing && game.time < -5.0 && lv->message) {
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if(state == State_Playing && game.time < -4.0 && lv->message) {
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int x = DWIDTH/2 + 8 * (strcount(lv->message, '\n') + 1);
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/* Split at newlines */
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