PROGMEMed invader sprite, optimized some shifting foo - saving 106 bytes
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3708a3accc
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@ -1,6 +1,7 @@
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#include <stdlib.h>
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#include <inttypes.h>
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#include "../config.h"
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#include "../compat/pgmspace.h"
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#include "../random/prng.h"
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#include "../pixel.h"
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#include "../games/tetris/piece.h"
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@ -19,7 +20,7 @@
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010000010 0x0082
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*/
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uint16_t invader[] = {0x0044, 0x017D, 0x01BB, 0x00FE, 0x0082};
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static uint16_t const invader[] PROGMEM = {0x0044, 0x017D, 0x01BB, 0x00FE, 0x0082};
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#define INV_HEIGHT (sizeof(invader) / sizeof(uint16_t))
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@ -33,12 +34,12 @@ typedef struct
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} stone_t;
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//forward decls (not drunk yet!)
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void create_stone(stone_t *stone);
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void draw_stone(stone_t *stone);
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//void create_stone(stone_t *stone);
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//void draw_stone(stone_t *stone);
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//create a stone at a random x pos
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void create_stone(stone_t *stone)
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static void create_stone(stone_t *stone)
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{
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//create stone at top position
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stone->y = 0;
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@ -64,42 +65,42 @@ void draw_stone(stone_t *stone)
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{
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uint8_t y, x, ydraw;
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uint16_t nPieceMap = tetris_piece_getBitmap(&stone->piece);
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uint16_t pieceLala;
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for(y = 0; y < 4; y++)
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{
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// clear all bits of the piece we are not interested in and
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// align the remaining row to LSB
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// -> translates to: get the correct row out of the bitmap and right-align
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pieceLala = (nPieceMap & (0x000F << (y << 2)) ) >> (y << 2);
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// shift bitmap line to current x pos (this can be done faster... BUT I WANT IT SO!)
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pieceLala <<= stone->x;
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uint16_t pieceLala = (nPieceMap & 0x000F) << stone->x;
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nPieceMap >>= 4;
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//DRUUUUUUUUUUUWWWWWWWWWWWWWWW!!!!!!!!!!! eerrr /U/A/s
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ydraw = (stone->y / YSCALE) + y;
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if((ydraw < (NUM_ROWS + 4)) && (ydraw > 3)) //drawing begins @ 3, to make piece of height 4 scroll in
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{
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uint16_t mask = 0x0001;
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for (x = 0; x < 16; ++x)
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{
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if(pieceLala & (1 << x))
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if(pieceLala & mask)
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{
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setpixel((pixel){ x, ydraw - 4 }, stone->color);
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}
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mask <<= 1;
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}
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}
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}
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}
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void draw_invader(uint8_t ypos, uint8_t xpos)
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static void draw_invader(uint8_t ypos, uint8_t xpos)
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{
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uint8_t y, x, ydraw;
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uint16_t pieceLala;
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for(y = 0; y < INV_HEIGHT; y++)
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{
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pieceLala = invader[y];
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pieceLala = pgm_read_word(&invader[y]);
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// shift bitmap line to current x pos (this is nonsense overhead... BUT I LIKE IT!)
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pieceLala <<= xpos;
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@ -108,12 +109,14 @@ void draw_invader(uint8_t ypos, uint8_t xpos)
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ydraw = (ypos / 2) + y;
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if((ydraw < (NUM_ROWS + INV_HEIGHT)) && (ydraw > (INV_HEIGHT - 1))) //drawing begins @ 5, to make invader of height 6 scroll in
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{
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uint16_t mask = 0x0001;
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for (x = 0; x < 16; ++x)
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{
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if(pieceLala & (1 << x))
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if(pieceLala & mask)
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{
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setpixel((pixel){ x, ydraw - INV_HEIGHT }, 1);
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}
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mask <<= 1;
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}
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}
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}
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