Rename fixed point math routines again
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+23
-23
@@ -1052,10 +1052,10 @@ static void SaveResults(void)
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time = sGame->results.time;
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time = Q_24_8(time);
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time = divfx32(time, Q_24_8(60));
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time = Q_24_8_div(time, Q_24_8(60));
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presses = sGame->results.totalAPresses;
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presses = Q_24_8(presses);
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presses = divfx32(presses, time) & 0xFFFF;
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presses = Q_24_8_div(presses, time) & 0xFFFF;
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sGame->pressingSpeed = presses;
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switch (sGame->playerCount)
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@@ -1402,7 +1402,7 @@ static u32 Cmd_WaitForOthersToPickBerries(struct BerryCrushGame * game, u8 *args
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}
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game->cmdTimer = 0;
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ResetBlockReceivedFlags();
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game->targetDepth = divfx32(Q_24_8(game->targetAPresses), Q_24_8(32));
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game->targetDepth = Q_24_8_div(Q_24_8(game->targetAPresses), Q_24_8(32));
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break;
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case 5:
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ClearDialogWindowAndFrame(0, TRUE);
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@@ -1630,7 +1630,7 @@ static void HandlePartnerInput(struct BerryCrushGame * game)
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{
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temp = game->totalAPresses;
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temp = Q_24_8(temp);
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temp = divfx32(temp, game->targetDepth);
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temp = Q_24_8_div(temp, game->targetDepth);
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temp = Q_24_8_TO_INT(temp);
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game->newDepth = (u8)temp;
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return;
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@@ -2030,16 +2030,16 @@ static u32 Cmd_TabulateResults(struct BerryCrushGame * game, UNUSED u8 *args)
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// Silkiness is the percentage of times big sparkles were produced when possible,
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// which itself depends on the number of A presses every 30 frames
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// (numBigSparkles * 50 / numBigSparkleChecks) + 50
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temp1 = mulfx32(Q_24_8(game->numBigSparkles), Q_24_8(50));
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temp1 = divfx32(temp1, Q_24_8(game->numBigSparkleChecks)) + Q_24_8(50);
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temp1 = Q_24_8_mul(Q_24_8(game->numBigSparkles), Q_24_8(50));
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temp1 = Q_24_8_div(temp1, Q_24_8(game->numBigSparkleChecks)) + Q_24_8(50);
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temp1 = Q_24_8_TO_INT(temp1);
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game->results.silkiness = temp1 & 0x7F;
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// Calculate amount of powder
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temp1 = Q_24_8(temp1);
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temp1 = divfx32(temp1, Q_24_8(100));
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temp1 = Q_24_8_div(temp1, Q_24_8(100));
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temp2 = Q_24_8(game->powder * game->playerCount);
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temp2 = mulfx32(temp2, temp1);
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temp2 = Q_24_8_mul(temp2, temp1);
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game->results.powder = Q_24_8_TO_INT(temp2);
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// Choose random second results page
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@@ -2061,10 +2061,10 @@ static u32 Cmd_TabulateResults(struct BerryCrushGame * game, UNUSED u8 *args)
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// "Neat" inputs are those done at a regular interval
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temp1 = game->players[i].maxNeatInputStreak;
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temp1 = Q_24_8(temp1);
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temp1 = mulfx32(temp1, Q_24_8(100));
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temp1 = Q_24_8_mul(temp1, Q_24_8(100));
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temp2 = game->players[i].numAPresses;
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temp2 = Q_24_8(temp2);
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temp2 = divfx32(temp1, temp2);
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temp2 = Q_24_8_div(temp1, temp2);
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}
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else
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{
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@@ -2078,10 +2078,10 @@ static u32 Cmd_TabulateResults(struct BerryCrushGame * game, UNUSED u8 *args)
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// done at the same time as another player
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temp1 = game->players[i].numSyncedAPresses;
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temp1 = Q_24_8(temp1);
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temp1 = mulfx32(temp1, Q_24_8(100));
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temp1 = Q_24_8_mul(temp1, Q_24_8(100));
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temp2 = game->players[i].numAPresses;
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temp2 = Q_24_8(temp2);
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temp2 = divfx32(temp1, temp2);
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temp2 = Q_24_8_div(temp1, temp2);
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}
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else
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{
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@@ -2104,10 +2104,10 @@ static u32 Cmd_TabulateResults(struct BerryCrushGame * game, UNUSED u8 *args)
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// player spent pressing A
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temp1 = game->players[i].timePressingA;
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temp1 = Q_24_8(temp1);
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temp1 = mulfx32(temp1, Q_24_8(100));
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temp1 = Q_24_8_mul(temp1, Q_24_8(100));
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temp2 = game->timer;
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temp2 = Q_24_8(temp2);
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temp2 = divfx32(temp1, temp2);
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temp2 = Q_24_8_div(temp1, temp2);
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}
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break;
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}
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@@ -2716,12 +2716,12 @@ static void CreateBerrySprites(struct BerryCrushGame * game, struct BerryCrushGa
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distance = Q_N_S(7, distance);
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var2 = speed + Q_8_8(0.125);
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var2 = var2 / 2; // go from Q8.8 to Q9.7
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var1 = divfxn16(7, Q_N_S(7, 127), var2);
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var1 = Q_N_S_div(7, Q_N_S(7, 127), var2);
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sX = Q_N_S(7, (u16)spritesManager->berrySprites[i]->pos1.x);
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sXSpeed = divfxn16(7, distance, var1);
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var1 = mulfxn16(7, var1, Q_N_S(7, 0.666666667));
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sXSpeed = Q_N_S_div(7, distance, var1);
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var1 = Q_N_S_mul(7, var1, Q_N_S(7, 0.666666667));
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sSinIdx = 0;
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sSinSpeed = divfxn16(7, Q_N_S(7, 127), var1);
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sSinSpeed = Q_N_S_div(7, Q_N_S(7, 127), var1);
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sBitfield |= F_MOVE_HORIZ;
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if (spritesManager->playerCoords[i]->berryXOffset < 0)
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StartSpriteAffineAnim(spritesManager->berrySprites[i], 1);
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@@ -2883,7 +2883,7 @@ static void FramesToMinSec(struct BerryCrushGame_Gfx * gfx, u16 frames)
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gfx->minutes = frames / 3600;
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gfx->secondsInt = (frames % 3600) / 60;
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frac_secs = mulfx16(Q_8_8(frames % 60), Q_8_8(0.016666667));
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frac_secs = Q_8_8_mul(Q_8_8(frames % 60), Q_8_8(0.016666667));
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for (i = 0; i < 8; i++)
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{
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@@ -3461,12 +3461,12 @@ static void SpriteCB_Sparkle_Init(struct Sprite * sprite)
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targetY = 168;
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sBitfield = targetY;
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xMult = Q_N_S(7, sprite->pos2.x);
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var = divfxn16(7, Q_N_S(7, targetY - (u16)sprite->pos1.y), (speed + Q_8_8(0.125)) >> 1);
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var = Q_N_S_div(7, Q_N_S(7, targetY - (u16) sprite->pos1.y), (speed + Q_8_8(0.125)) >> 1);
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sprite->sX = Q_N_S(7, (u16)sprite->pos1.x);
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sXSpeed = divfxn16(7, xMult, var);
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speed = mulfxn16(7, var, Q_N_S(7, 0.666666667));
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sXSpeed = Q_N_S_div(7, xMult, var);
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speed = Q_N_S_mul(7, var, Q_N_S(7, 0.666666667));
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sSinIdx = zero;
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sSinSpeed = divfxn16(7, Q_N_S(7, 127), speed);
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sSinSpeed = Q_N_S_div(7, Q_N_S(7, 127), speed);
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sAmplitude = sprite->pos2.x / 4;
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sBitfield |= F_MOVE_HORIZ;
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sprite->pos2.y = zero;
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