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Removed some tests.
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#include <c64.h>
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#include <print.h>
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byte* SCREEN = $0400;
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// joystick
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byte* JOY2 = $dc00;
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const byte JOY_UP = 1;
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const byte JOY_DOWN = 2;
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const byte JOY_LEFT = 4;
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const byte JOY_RIGHT = 8;
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const byte JOY_FIRE = 16;
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// game states
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const byte TITLE_FADE_IN = 1;
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const byte TITLE_MAIN = 2;
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const byte TITLE_FADE_OUT = 3;
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const byte GAME_FADE_IN = 10;
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const byte GAME_FADE_OUT = 11;
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const byte GAME_LIVE_WAIT = 20;
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const byte GAME_LIVE_WEAPON_PLUS = 21;
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const byte GAME_LIVE_WEAPON_MINUS = 22;
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const byte GAME_LIVE_PATH_PLUS = 23;
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const byte GAME_LIVE_PATH_MINUS = 24;
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const byte GAME_LIVE_READY = 25;
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const byte GAME_LIVE_AIM = 26;
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const byte GAME_LIVE_FIRE = 27;
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const byte GAME_DEAD_FALL = 100;
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const byte GAME_DEAD_WAIT = 101;
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// control speeds
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const byte WEAPON_SWITCH_FRAMES = 4;
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const byte PATH_SWITCH_FRAMES = 8;
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const byte READY_FRAMES = 4;
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const byte DEAD_FALL_FRAMES = 20;
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const byte DEAD_WAIT_FRAMES = 10;
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//
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byte main_state = TITLE_FADE_IN;
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byte action_count = 0;
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byte fade_in_title() {
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fillscreen(SCREEN, $20);
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print_str("lone archer -- title");
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print_ln();
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return 1;
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}
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byte fade_out_title() {
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fillscreen(SCREEN, $20);
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return 1;
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}
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void title_main() {
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state1 = 0;
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do {
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do {} while (*RASTER!=$fe);
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if (main_state == TITLE_FADE_IN) {
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if (fade_in_title())
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main_state = TITLE_MAIN;
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} else if (main_state == TITLE_MAIN) {
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if (*JOY2 & JOY_FIRE == 0)
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main_state = TITLE_FADE_OUT;
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} else if (main_state == TITLE_FADE_OUT) {
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if (fade_out_title())
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main_state = GAME_FADE_IN;
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}
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} while (main_state <= TITLE_FADE_OUT);
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}
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byte fade_in_game() {
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fillscreen(SCREEN, $20);
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print_str("lone archer -- game");
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print_ln();
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return 1;
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}
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byte fade_out_game() {
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fillscreen(SCREEN, $20);
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return 1;
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}
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byte game_weapon_plus() {
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if (action_count == 0)
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action_count = WEAPON_SWITCH_FRAMES;
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print_str("weapon plus");
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print_ln();
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action_count--;
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return (action_count==0);
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}
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byte game_weapon_minus() {
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if (action_count == 0)
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action_count = WEAPON_SWITCH_FRAMES;
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print_str("weapon minus");
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print_ln();
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action_count--;
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return (action_count==0);
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}
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byte game_path_plus() {
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if (action_count == 0)
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action_count = PATH_SWITCH_FRAMES;
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print_str("path plus");
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print_ln();
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action_count--;
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return (action_count==0);
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}
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byte game_path_minus() {
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if (action_count == 0)
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action_count = PATH_SWITCH_FRAMES;
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print_str("path minus");
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print_ln();
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action_count--;
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return (action_count==0);
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}
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byte game_ready() {
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if (action_count == 0)
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action_count = READY_FRAMES;
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print_str("ready");
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print_ln();
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action_count--;
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return (action_count==0);
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}
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byte game_aim() {
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byte joy = *JOY2;
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if (joy & JOY_FIRE == 1)
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main_state = GAME_LIVE_FIRE;
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else if (joy & JOY_LEFT == 0)
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print_str("<");
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else if (joy & JOY_RIGHT == 0)
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print_str(">");
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else if (joy & JOY_UP == 0)
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print_str("u");
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else if (joy & JOY_DOWN == 0)
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print_str("d");
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}
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byte game_fire() {
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print_str("fire!");
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print_ln();
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return 1;
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}
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byte game_dead_fall() {
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if (action_count == 0)
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action_count = DEAD_FALL_FRAMES;
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print_str("dead fall...");
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print_ln();
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action_count--;
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return (action_count==0);
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}
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byte game_dead_wait() {
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if (action_count == 0)
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action_count = DEAD_WAIT_FRAMES;
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print_str("dead wait...");
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print_ln();
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action_count--;
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return (action_count==0);
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}
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byte game_run_frame() {
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print_str("-");
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return 0;
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}
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void game_main() {
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do {
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if (main_state == GAME_FADE_IN) {
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if (fade_in_game())
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main_state = GAME_LIVE_WAIT;
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} else if (main_state == GAME_FADE_OUT) {
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if (fade_out_game())
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main_state = TITLE_FADE_IN;
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} else if (main_state == GAME_LIVE_WAIT) {
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byte joy = *JOY2;
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if (joy & JOY_FIRE == 0)
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main_state = GAME_LIVE_DRAW;
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else if (joy & JOY_LEFT == 0)
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main_state = GAME_LIVE_WEAPON_MINUS;
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else if (joy & JOY_RIGHT == 0)
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main_state = GAME_LIVE_WEAPON_PLUS;
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else if (joy & JOY_UP == 0)
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main_state = GAME_LIVE_PATH_PLUS;
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else if (joy & JOY_DOWN == 0)
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main_state = GAME_LIVE_PATH_MINUS;
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} else if (main_state == GAME_LIVE_WEAPON_PLUS) {
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if (game_weapon_plus())
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main_state = GAME_LIVE_WAIT;
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} else if (main_state == GAME_LIVE_WEAPON_MINUS) {
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if (game_weapon_minus())
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main_state = GAME_LIVE_WAIT;
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} else if (main_state == GAME_LIVE_PATH_PLUS) {
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if (game_path_plus())
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main_state = GAME_LIVE_WAIT;
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} else if (main_state == GAME_LIVE_PATH_MINUS) {
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if (game_path_minus())
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main_state = GAME_LIVE_WAIT;
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} else if (main_state == GAME_LIVE_READY) {
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if (game_ready())
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main_state = GAME_LIVE_AIM;
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} else if (main_state == GAME_LIVE_AIM) {
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if (game_aim())
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main_state = GAME_LIVE_FIRE;
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} else if (main_state == GAME_LIVE_FIRE) {
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if (game_fire())
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main_state = GAME_LIVE_WAIT;
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} else if (main_state == GAME_DEAD_FALL) {
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if (game_dead_fall())
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main_state = GAME_DEAD_WAIT;
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} else if (main_state == GAME_DEAD_WAIT) {
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if (game_dead_wait())
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main_state = GAME_FADE_OUT;
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}
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if (game_run_frame())
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main_state = GAME_DEAD_FALL;
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} while (main_state >= GAME_FADE_IN);
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}
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void main() {
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main_state = TITLE_FADE_IN;
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do {
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title_main();
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game_main();
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} while (true);
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}
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