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#define BULLETS_COUNT   8
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#define BULLETS_COUNT   8
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#define GAME_SHOOT_PERIOD   3
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#define GAME_SHOOT_PERIOD   3
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#define FIELD_WIDTH     12
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#define FIELD_WIDTH     10
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#define FIELD_HEIGHT    9
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#define FIELD_HEIGHT    8
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#define FIELD_LENGTH    (FIELD_WIDTH * FIELD_HEIGHT)
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#define FIELD_LENGTH    (FIELD_WIDTH * FIELD_HEIGHT)
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#define CRYSTAL_SIZE    32
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#define CRYSTAL_SIZE    40
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#define FIELD_X0     64
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#define FIELD_X0     56
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#define FIELD_Y0     128
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#define FIELD_Y0     128
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#define FIELD_ITEM(x,y)     (game.field[(y)*FIELD_WIDTH+(x)])
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#define FIELD_ITEM(x,y)     (game.field[(y)*FIELD_WIDTH+(x)])
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#define CRYSTAL_INDEX_MASK      0x0F
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#define CRYSTAL_INDEX_MASK      0x0F
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#define CRYSTAL_VISIBLE_BIT     0x10
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#define CRYSTAL_VISIBLE_BIT     0x10
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#define CRYSTAL_EXPLODED_BIT    0x20
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#define CRYSTAL_EXPLODED_BIT    0x20
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#define CRYSTAL_MOVING_BIT      0x40
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#define CRYSTAL_MOVING_BIT      0x40
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    unsigned char *scaled_framebuffer; // 24-bit BGRBGRBGR... for direct drawing
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    unsigned char *scaled_framebuffer; // 24-bit BGRBGRBGR... for direct drawing
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    int loader_counter;
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    int loader_counter;
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    rs_texture_t tex_bg;
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    rs_texture_t tex_bg_gameplay;
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    rs_texture_t tex_bg;
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    rs_texture_t tex_field;
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    unsigned char selected_y;
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    unsigned char selected_y;
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    unsigned int explosions_count;
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    unsigned int explosions_count;
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    unsigned int explosions[EXPLOSIONS_MAX_COUNT]; //0x00TTYYXX, TT = frame, YY = fieldY, XX = fieldX
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    unsigned int explosions[EXPLOSIONS_MAX_COUNT]; //0x00TTYYXX, TT = frame, YY = fieldY, XX = fieldX
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    int need_redraw;
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    int score;
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    int score;