pcb and initial code from https://github.com/das-labor/borgware-2d.git
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260 lines
3.9 KiB
260 lines
3.9 KiB
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#include <setjmp.h>
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#include <stdio.h>
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#include "config.h"
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#include "scrolltext/scrolltext.h"
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#include "animations/snake.h"
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#include "animations/programm.h"
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#include "animations/matrix.h"
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#include "animations/gameoflife.h"
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#include "animations/stonefly.h"
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#include "animations/flyingdots.h"
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#include "animations/breakout_demo.h"
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#include "animations/ltn_ant.h"
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#include "animations/amphibian.h"
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#include "animations/laborlogo.h"
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#include "animations/27c3.h"
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#include "animations/plasma.h"
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#include "animations/mherweg.h"
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#include "borg_hw/borg_hw.h"
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#include "can/borg_can.h"
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#include "random/prng.h"
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#include "random/persistentCounter.h"
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#include "mcuf/mcuf.h"
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#include "menu/menu.h"
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#include "pixel.h"
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#include "joystick/joystick.h"
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volatile unsigned char oldMode, oldOldmode, mode;
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jmp_buf newmode_jmpbuf;
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#ifndef MENU_SUPPORT
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void snake_game(void);
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void tetris(void);
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void tetris_bastet(void);
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void tetris_fp(void);
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void borg_invaders(void);
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void borg_breakout(unsigned char demomode);
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#endif
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void display_loop(){
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// mcuf_serial_mode();
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mode = setjmp(newmode_jmpbuf);
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oldOldmode = oldMode;
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#ifdef JOYSTICK_SUPPORT
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waitForFire = 1;
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#endif
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for(;;){
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#ifndef MENU_SUPPORT
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clear_screen(0);
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#endif
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oldMode = mode;
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switch(mode++) {
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#ifdef ANIMATION_SCROLLTEXT
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case 1:
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scrolltext(scrolltext_text);
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#ifdef RANDOM_SUPPORT
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{
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char a[28];
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sprintf(a,"</# counter == %lu ", (unsigned long) percnt_get());
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scrolltext(a);
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}
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#endif
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break;
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#endif
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#ifdef ANIMATION_SPIRALE
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case 2:
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spirale(5);
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break;
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#endif
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#ifdef ANIMATION_JOERN1
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case 3:
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joern1();
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break;
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#endif
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#ifdef ANIMATION_SNAKE
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case 4:
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snake_animation();
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break;
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#endif
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#ifdef ANIMATION_SCHACHBRETT
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case 5:
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schachbrett(20);
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break;
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#endif
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#ifdef ANIMATION_FEUER
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case 6:
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feuer();
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break;
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#endif
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#ifdef ANIMATION_MATRIX
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case 7:
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matrix();
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break;
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#endif
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#ifdef ANIMATION_RANDOM_BRIGHT
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case 8:
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random_bright(30);
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break;
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#endif
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#ifdef ANIMATION_STONEFLY
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case 9:
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stonefly();
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break;
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#endif
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#ifdef ANIMATION_GAMEOFLIFE
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case 10:
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gameoflife();
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break;
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#endif
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#ifdef ANIMATION_FLYINGDOTS
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case 11:
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flyingdots();
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break;
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#endif
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#ifdef ANIMATION_BREAKOUT
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case 12:
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breakout_demo();
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break;
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#endif
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#ifdef ANIMATION_MHERWEG
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case 13:
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lines1();
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dots1();
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movinglines();
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checkbox();
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rectangle1();
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rectangles();
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break;
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#endif
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#ifdef ANIMATION_LTN_ANT
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case 14:
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ltn_ant();
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break;
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#endif
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#ifdef ANIMATION_LABORLOGO
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case 15:
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laborlogo();
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break;
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#endif
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#ifdef ANIMATION_AMPHIBIAN
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case 16:
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amphibian();
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break;
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#endif
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#ifdef ANIMATION_LOGO_27C3
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case 17:
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logo_27c3();
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break;
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#endif
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#ifdef ANIMATION_PLASMA
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case 18:
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plasma();
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break;
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#endif
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#ifdef ANIMATION_TESTS
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case 31:
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test_level(1);
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break;
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case 32:
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test_level(2);
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break;
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case 33:
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test_level(3);
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break;
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case 35:
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test_palette();
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test_palette2();
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break;
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#endif
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#ifdef MENU_SUPPORT
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case 42:
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mode = 1;
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break;
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case 43:
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menu();
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mode = oldOldmode;
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#else
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case 42:
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if (JOYISFIRE)
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mode = 43;
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else
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mode = 1;
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break;
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case 43:
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waitForFire = 0; // avoid circular jumps
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while (JOYISFIRE); // wait until user released the fire button
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wait(25); // wait for button to settle
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#ifdef GAME_TETRIS
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tetris();
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#endif
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#ifdef GAME_BASTET
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tetris_bastet();
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#endif
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#ifdef GAME_TETRIS_FP
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tetris_fp();
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#endif
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#ifdef GAME_SPACE_INVADERS
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borg_invaders();
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#endif
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#ifdef GAME_SNAKE
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snake_game();
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#endif
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#ifdef GAME_BREAKOUT
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borg_breakout(0);
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#endif
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while (JOYISFIRE); // avoid an unwanted restart of the game loop
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wait(25); // wait for button to settle
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mode = oldOldmode; // restore old animation mode
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waitForFire = 1; // reenable joystick query of the wait() function
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break;
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#endif
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#ifdef ANIMATION_OFF
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case 0xFF:
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off();
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break;
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#endif
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}
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}
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}
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