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Fix pokitto sound
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597242b353
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2
game.h
2
game.h
@ -581,8 +581,6 @@ void SFG_gameLoad()
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if (result == 0)
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SFG_game.saved = SFG_CANT_SAVE;
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SFG_game.settings = SFG_game.save[1];
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}
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/**
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@ -82,22 +82,6 @@ void SFG_getMouseOffset(int16_t *x, int16_t *y)
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{
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}
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void SFG_save(uint8_t data[SFG_SAVE_SIZE])
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{
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for (uint8_t i = 0; i < SFG_SAVE_SIZE; ++i)
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save.data[i] = data[i];
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save.saveCookie();
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}
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uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE])
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{
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for (uint8_t i = 0; i < SFG_SAVE_SIZE; ++i)
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data[i] = save.data[i];
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return 1;
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}
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uint8_t audioBuff[SFG_SFX_SAMPLE_COUNT];
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uint16_t audioPos = 0;
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@ -148,6 +132,27 @@ void timerInit(uint32_t samplingRate)
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#undef weirdNumber
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}
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void SFG_save(uint8_t data[SFG_SAVE_SIZE])
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{
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for (uint8_t i = 0; i < SFG_SAVE_SIZE; ++i)
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save.data[i] = data[i];
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save.saveCookie();
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/* ^ This causes sound to stop as it writes something to timer32, we need to
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reinit the audio: */
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timerInit(8000);
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}
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uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE])
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{
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for (uint8_t i = 0; i < SFG_SAVE_SIZE; ++i)
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data[i] = save.data[i];
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return 1;
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}
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void SFG_playSound(uint8_t soundIndex, uint8_t volume)
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{
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uint8_t volumeShift = 7 - volume / 32;
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