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path: root/apps/plugins/boomshine.lua
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--[[
             __________               __   ___.
   Open      \______   \ ____   ____ |  | _\_ |__   _______  ___
   Source     |       _//  _ \_/ ___\|  |/ /| __ \ /  _ \  \/  /
   Jukebox    |    |   (  <_> )  \___|    < | \_\ (  <_> > <  <
   Firmware   |____|_  /\____/ \___  >__|_ \|___  /\____/__/\_ \
                     \/            \/     \/    \/            \/
 $Id$

 Port of Chain Reaction (which is based on Boomshine) to Rockbox in Lua.
 See http://www.yvoschaap.com/chainrxn/ and http://www.k2xl.com/games/boomshine/

 Copyright (C) 2009 by Maurus Cuelenaere

 This program is free software; you can redistribute it and/or
 modify it under the terms of the GNU General Public License
 as published by the Free Software Foundation; either version 2
 of the License, or (at your option) any later version.

 This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
 KIND, either express or implied.

]]--

require "actions"

local CYCLETIME = rb.HZ / 50
local HAS_TOUCHSCREEN = rb.action_get_touchscreen_press ~= nil
local DEFAULT_BALL_SIZE = rb.LCD_HEIGHT > rb.LCD_WIDTH and rb.LCD_WIDTH  / 30
                                                       or  rb.LCD_HEIGHT / 30
local MAX_BALL_SPEED = DEFAULT_BALL_SIZE / 2
local DEFAULT_FOREGROUND_COLOR = rb.lcd_get_foreground ~= nil
                                                     and rb.lcd_get_foreground()
                                                     or  0

local levels = {
            --  {GOAL, TOTAL_BALLS},
                {1,   5},
                {2,  10},
                {4,  15},
                {6,  20},
                {10, 25},
                {15, 30},
                {18, 35},
                {22, 40},
                {30, 45},
                {37, 50},
                {48, 55},
                {55, 60}
           }

local Ball = {
                size = DEFAULT_BALL_SIZE,
                exploded = false,
                implosion = false
             }

function Ball:new(o)
    if o == nil then
        o = {
                x = math.random(0, rb.LCD_WIDTH - self.size),
                y = math.random(0, rb.LCD_HEIGHT - self.size),
                color = random_color(),
                up_speed = Ball:generateSpeed(),
                right_speed = Ball:generateSpeed(),
                explosion_size = math.random(2*self.size, 4*self.size),
                life_duration = math.random(rb.HZ, rb.HZ*5)
            }
    end

    setmetatable(o, self)
    self.__index = self
    return o
end

function Ball:generateSpeed()
    local speed = math.random(-MAX_BALL_SPEED, MAX_BALL_SPEED)
    if speed == 0 then
        speed = 1       -- Make sure all balls move
    end

    return speed
end

function Ball:draw()
    --[[
         I know these aren't circles, but as there's no current circle
         implementation in Rockbox, rectangles will just do fine (drawing
         circles from within Lua is far too slow).
    ]]--
    set_foreground(self.color)
    rb.lcd_fillrect(self.x, self.y, self.size, self.size)
end

function Ball:step()
    if self.exploded then
        if self.implosion and self.size > 0 then
            self.size = self.size - 2
            self.x = self.x + 1 -- We do this because we want to stay centered
            self.y = self.y + 1
        elseif self.size < self.explosion_size then
            self.size = self.size + 2
            self.x = self.x - 1 -- We do this for the same reasons as above
            self.y = self.y - 1
        end
        return
    end

    self.x = self.x + self.right_speed
    self.y = self.y + self.up_speed
    if (self.right_speed > 0 and self.x + self.size >= rb.LCD_WIDTH) or
       (self.right_speed < 0 and self.x <= 0) then
        self.right_speed = -self.right_speed
    end
    if (self.up_speed > 0 and self.y + self.size >= rb.LCD_HEIGHT) or
       (self.up_speed < 0 and self.y <= 0) then
        self.up_speed = -self.up_speed
    end
end

function Ball:checkHit(other)
    if (other.x + other.size >= self.x) and (self.x + self.size >= other.x) and
       (other.y + other.size >= self.y) and (self.y + self.size >= other.y) then
        assert(not self.exploded)
        self.exploded = true
        self.death_time = rb.current_tick() + self.life_duration
        if not other.exploded then
            other.exploded = true
            other.death_time = rb.current_tick() + other.life_duration
        end
        return true
    end

    return false
end

local Cursor = {
                size = DEFAULT_BALL_SIZE*2,
                x = rb.LCD_WIDTH/2,
                y = rb.LCD_HEIGHT/2
             }

function Cursor:new()
    return self
end

function Cursor:do_action(action)
    if action == rb.actions.ACTION_TOUCHSCREEN and HAS_TOUCHSCREEN then
        _, self.x, self.y = rb.action_get_touchscreen_press()
        return true
    elseif action == rb.actions.PLA_SELECT then
        return true
    elseif (action == rb.actions.PLA_RIGHT) then
        self.x = self.x + self.size
    elseif (action == rb.actions.PLA_LEFT) then
        self.x = self.x - self.size
    elseif (action == rb.actions.PLA_UP) then
        self.y = self.y - self.size
    elseif (action == rb.actions.PLA_DOWN) then
        self.y = self.y + self.size
    end

    if self.x > rb.LCD_WIDTH then
        self.x = 0
    elseif self.x < 0 then
        self.x = rb.LCD_WIDTH
    end

    if self.y > rb.LCD_HEIGHT then
        self.y = 0
    elseif self.y < 0 then
        self.y = rb.LCD_HEIGHT
    end

    return false
end

function Cursor:draw()
    set_foreground(DEFAULT_FOREGROUND_COLOR)

    rb.lcd_hline(self.x - self.size/2, self.x - self.size/4, self.y - self.size/2)
    rb.lcd_hline(self.x + self.size/4, self.x + self.size/2, self.y - self.size/2)
    rb.lcd_hline(self.x - self.size/2, self.x - self.size/4, self.y + self.size/2)
    rb.lcd_hline(self.x + self.size/4, self.x + self.size/2, self.y + self.size/2)
    rb.lcd_vline(self.x - self.size/2, self.y - self.size/2, self.y - self.size/4)
    rb.lcd_vline(self.x - self.size/2, self.y + self.size/4, self.y + self.size/2)
    rb.lcd_vline(self.x + self.size/2, self.y - self.size/2, self.y - self.size/4)
    rb.lcd_vline(self.x + self.size/2, self.y + self.size/4, self.y + self.size/2)

    rb.lcd_hline(self.x - self.size/4, self.x + self.size/4, self.y)
    rb.lcd_vline(self.x, self.y - self.size/4, self.y + self.size/4)
end

function draw_positioned_string(bottom, right, str)
    local _, w, h = rb.font_getstringsize(str, rb.FONT_UI)

    rb.lcd_putsxy((rb.LCD_WIDTH-w)*right, (rb.LCD_HEIGHT-h)*bottom, str)
end

function set_foreground(color)
    if rb.lcd_set_foreground ~= nil then
        rb.lcd_set_foreground(color)
    end
end

function random_color()
    if rb.lcd_rgbpack ~= nil then --color target
        return rb.lcd_rgbpack(math.random(1,255), math.random(1,255), math.random(1,255))
    end

    return math.random(1, rb.LCD_DEPTH)
end

function start_round(level, goal, nrBalls, total)
    local player_added, score, exit, nrExpandedBalls = false, 0, false, 0
    local balls, explodedBalls = {}, {}
    local cursor = Cursor:new()

    -- Initialize the balls
    for _=1,nrBalls do
        table.insert(balls, Ball:new())
    end

    -- Make sure there are no unwanted touchscreen presses
    rb.button_clear_queue()

    while true do
        local endtick = rb.current_tick() + CYCLETIME

        -- Check if the round is over
        if #explodedBalls == 0 and player_added then
            break
        end

        -- Check for actions
        local action = rb.get_plugin_action(0)
        if action == rb.actions.PLA_EXIT or action == rb.actions.PLA_CANCEL then
            exit = true
            break
        end
        if not player_added and cursor:do_action(action) then
            local player = Ball:new({
                                x = cursor.x,
                                y = cursor.y,
                                color = DEFAULT_FOREGROUND_COLOR,
                                size = 10,
                                explosion_size = 3*DEFAULT_BALL_SIZE,
                                exploded = true,
                                death_time = rb.current_tick() + rb.HZ * 3
                            })
            table.insert(explodedBalls, player)
            player_added = true
        end

        -- Check for hits
        for i, ball in ipairs(balls) do
            for _, explodedBall in ipairs(explodedBalls) do
                if ball:checkHit(explodedBall) then
                    score = score + 100*level
                    nrExpandedBalls = nrExpandedBalls + 1
                    table.insert(explodedBalls, ball)
                    table.remove(balls, i)
                    break
                end
            end
        end

        -- Check if we're dead yet
        for i, explodedBall in ipairs(explodedBalls) do
            if rb.current_tick() >= explodedBall.death_time then
                if explodedBall.size > 0 then
                    explodedBall.implosion = true -- We should be dying
                else
                    table.remove(explodedBalls, i) -- We're imploded!
                end
            end
        end

        -- Drawing phase
        rb.lcd_clear_display()

        set_foreground(DEFAULT_FOREGROUND_COLOR)
        draw_positioned_string(0, 0, string.format("%d balls expanded", nrExpandedBalls))
        draw_positioned_string(0, 1, string.format("Level %d", level))
        draw_positioned_string(1, 1, string.format("%d level points", score))
        draw_positioned_string(1, 0, string.format("%d total points", total+score))

        for _, ball in ipairs(balls) do
            ball:step()
            ball:draw()
        end

        for _, explodedBall in ipairs(explodedBalls) do
            explodedBall:step()
            explodedBall:draw()
        end

        if not HAS_TOUCHSCREEN and not player_added then
            cursor:draw()
        end

        -- Push framebuffer to the LCD
        rb.lcd_update()

        if rb.current_tick() < endtick then
            rb.sleep(endtick - rb.current_tick())
        else
            rb.yield()
        end
    end

    return exit, score, nrExpandedBalls
end

-- Helper function to display a message
function display_message(to, ...)
    local message = string.format(...)
    local _, w, h = rb.font_getstringsize(message, rb.FONT_UI)
    local x, y = (rb.LCD_WIDTH - w) / 2, (rb.LCD_HEIGHT - h) / 2

    rb.lcd_clear_display()
    set_foreground(DEFAULT_FOREGROUND_COLOR)
    if w > rb.LCD_WIDTH then
        rb.lcd_puts_scroll(0, y/h, message)
    else
        rb.lcd_putsxy(x, y, message)
    end
    if to == -1 then
        local msg = "Press button to exit"
        w = rb.font_getstringsize(msg, rb.FONT_UI)
        x = (rb.LCD_WIDTH - w) / 2
        if x < 0 then
            rb.lcd_puts_scroll(0, y/h + 1, msg)
        else
            rb.lcd_putsxy(x, y + h, msg)
        end
    end
    rb.lcd_update()

    if to == -1 then
        rb.sleep(rb.HZ/2)
        rb.button_clear_queue()
        rb.button_get(1)
    else
        rb.sleep(to)
    end

    rb.lcd_stop_scroll() -- Stop our scrolling message
end

if HAS_TOUCHSCREEN then
    rb.touchscreen_set_mode(rb.TOUCHSCREEN_POINT)
end
rb.backlight_force_on()

local idx, highscore = 1, 0
while levels[idx] ~= nil do
    local goal, nrBalls = levels[idx][1], levels[idx][2]

    display_message(rb.HZ*2, "Level %d: get %d out of %d balls", idx, goal, nrBalls)

    local exit, score, nrExpandedBalls = start_round(idx, goal, nrBalls, highscore)
    if exit then
        break -- Exiting..
    else
        if nrExpandedBalls >= goal then
            display_message(rb.HZ*2, "You won!")
            idx = idx + 1
            highscore = highscore + score
        else
            display_message(rb.HZ*2, "You lost!")
        end
    end
end

if idx > #levels then
    display_message(-1, "You finished the game with %d points!", highscore)
else
    display_message(-1, "You made it till level %d with %d points!", idx, highscore)
end

-- Restore user backlight settings
rb.backlight_use_settings()
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/***************************************************************************
*             __________               __   ___.
*   Open      \______   \ ____   ____ |  | _\_ |__   _______  ___
*   Source     |       _//  _ \_/ ___\|  |/ /| __ \ /  _ \  \/  /
*   Jukebox    |    |   (  <_> )  \___|    < | \_\ (  <_> > <  <
*   Firmware   |____|_  /\____/ \___  >__|_ \|___  /\____/__/\_ \
*                     \/            \/     \/    \/            \/
* $Id$
*
* Copyright (C) 2005 Adam Boot
*
* Color graphics from Frozen Bubble (http://www.frozen-bubble.org/)
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/

#include "plugin.h"

#ifdef HAVE_LCD_BITMAP

#include "lib/xlcd.h"
#include "lib/pluginlib_actions.h"
#include "lib/fixedpoint.h"

PLUGIN_HEADER

/* files */
#define SCORE_FILE PLUGIN_GAMES_DIR "/bubbles.score"
#define SAVE_FILE  PLUGIN_GAMES_DIR "/bubbles.save"

/* final game return status */
#define BB_NONE 5
#define BB_WIN  4
#define BB_END  3
#define BB_USB  2
#define BB_QUIT 1
#define BB_LOSE 0

/* play board dimension */
#define BB_HEIGHT 12
#define BB_WIDTH  8
#define BB_LEVEL_HEIGHT 10

/* various amounts */
#define NUM_SCORES   10
#define NUM_LEVELS   100
#define NUM_QUEUE    2
#define NUM_BUBBLES  8
#define MIN_ANGLE    -76
#define MAX_ANGLE    76
#define NUM_COMPRESS 9
#define MAX_SHOTTIME 1000

/* keyboard layouts */
#if CONFIG_KEYPAD != SANSA_E200_PAD
/* sansa uses the wheel instead of left/right */
#define BUBBLES_LEFT        PLA_LEFT
#define BUBBLES_LEFT_REP    PLA_LEFT_REPEAT
#define BUBBLES_RIGHT       PLA_RIGHT
#define BUBBLES_RIGHT_REP   PLA_RIGHT_REPEAT
#define ANGLE_STEP  4
#define ANGLE_STEP_REP 4
#else
#define BUBBLES_LEFT        PLA_UP
#define BUBBLES_LEFT_REP    PLA_UP_REPEAT
#define BUBBLES_RIGHT       PLA_DOWN
#define BUBBLES_RIGHT_REP   PLA_DOWN_REPEAT
#define ANGLE_STEP  2
#define ANGLE_STEP_REP 4
#endif

#define BUBBLES_QUIT        PLA_QUIT
#define BUBBLES_START       PLA_START
#define BUBBLES_SELECT      PLA_FIRE
#define BUBBLES_RESUME      PLA_MENU

#if CONFIG_KEYPAD != ONDIO_PAD

#define BUBBLES_LVLINC      PLA_UP
#define BUBBLES_LVLINC_REP  PLA_UP_REPEAT
#define BUBBLES_LVLDEC      PLA_DOWN
#define BUBBLES_LVLDEC_REP  PLA_DOWN_REPEAT

#else /* ondio keys */

#define BUBBLES_LVLINC      PLA_RIGHT
#define BUBBLES_LVLINC_REP  PLA_RIGHT_REPEAT
#define BUBBLES_LVLDEC      PLA_LEFT
#define BUBBLES_LVLDEC_REP  PLA_LEFT_REPEAT

#endif

/* external bitmaps */
#ifdef HAVE_LCD_COLOR 
#include "pluginbitmaps/bubbles_background.h"
#endif
#include "pluginbitmaps/bubbles_bubble.h"
#include "pluginbitmaps/bubbles_emblem.h"

#define BUBBLE_WIDTH  BMPWIDTH_bubbles_bubble
#define BUBBLE_HEIGHT BMPHEIGHT_bubbles_bubble
#define EMBLEM_WIDTH  BMPWIDTH_bubbles_emblem
#define EMBLEM_HEIGHT (BMPHEIGHT_bubbles_emblem/8)

/* bubbles will consume height of ROW_HEIGHT*(BB_HEIGHT-1)+BUBBLE_HEIGHT*3/2 */
/* 22x22 bubbles (iPod Video) */
#if (LCD_HEIGHT == 240) && (LCD_WIDTH == 320)
#define XOFS          72
#define ROW_HEIGHT    18
#define ROW_INDENT    11
#define MAX_FPS       40

/* 22x22 bubbles (Gigabeat) */
#elif (LCD_HEIGHT == 320) && (LCD_WIDTH == 240)
#define XOFS          64
#define ROW_HEIGHT    18
#define ROW_INDENT    11
#define MAX_FPS       30

/* 16x16 bubbles (H300, iPod Color) */
#elif (LCD_HEIGHT == 176) && (LCD_WIDTH == 220)
#define XOFS          46
#define ROW_HEIGHT    14
#define ROW_INDENT     8
#define MAX_FPS       30

/* 16x16 bubbles (Sansa E200) */
#elif (LCD_HEIGHT == 220) && (LCD_WIDTH == 176)
#define XOFS          48
#define ROW_HEIGHT    14
#define ROW_INDENT     8
#define MAX_FPS       30

/* 12x12 bubbles (iPod Nano) */
#elif (LCD_HEIGHT == 132) && (LCD_WIDTH == 176)
#define XOFS          40
#define ROW_HEIGHT    10
#define ROW_INDENT     6
#define MAX_FPS       40

/* 12x12 bubbles (H100, H10, iAudio X5, iPod 3G, iPod 4G grayscale) */
#elif (LCD_HEIGHT == 128) && ((LCD_WIDTH == 160) || (LCD_WIDTH == 128))
#define XOFS          33
#define ROW_HEIGHT    10
#define ROW_INDENT     6
#define MAX_FPS       30

/* 10x10 bubbles (iPod Mini) */
#elif (LCD_HEIGHT == 110) && (LCD_WIDTH == 138)
#define XOFS          33
#define ROW_HEIGHT     8
#define ROW_INDENT     5
#define MAX_FPS       30

/* 9x9 bubbles (iAudio M3) */
#elif (LCD_HEIGHT == 96) && (LCD_WIDTH == 128)
#define XOFS          45
#define ROW_HEIGHT     7
#define ROW_INDENT     4
#define MAX_FPS       30

/* 8x8 bubbles (Sansa C200) */
#elif ((LCD_HEIGHT == 80) && (LCD_WIDTH == 132))
#define XOFS          45
#define ROW_HEIGHT     6
#define ROW_INDENT     4
#define MAX_FPS       30

/* 7x7 bubbles (Sansa Clip/m200) */
#elif (LCD_HEIGHT == 64 && LCD_WIDTH == 128)
#define XOFS          33
#define ROW_HEIGHT     5
#define ROW_INDENT     4
#define MAX_FPS       30

/* 8x7 bubbles (Archos recorder, Ondio) */
#elif (LCD_HEIGHT == 64) && (LCD_WIDTH == 112)
#define XOFS          33
#define ROW_HEIGHT     5
#define ROW_INDENT     4
#define MAX_FPS       20

#else
    #error BUBBLES: Unsupported LCD type
#endif

#define TEXT_LINES (LCD_HEIGHT/8)

/* shot position */
#define SHOTX XOFS+ROW_INDENT+BUBBLE_WIDTH*3
#define SHOTY ROW_HEIGHT*(BB_HEIGHT-1)+BUBBLE_HEIGHT/2

/* collision distance squared */
#define MIN_DISTANCE ((BUBBLE_WIDTH*8)/10)*((BUBBLE_HEIGHT*8)/10)

/* global rockbox api */
static const struct plugin_api* rb;

/* levels */
char level[NUM_LEVELS][BB_LEVEL_HEIGHT][BB_WIDTH] = {
    {{ 6,  6,  4,  4,  2,  2,  3,  3},
     { 6,  6,  4,  4,  2,  2,  3, -1},
     { 2,  2,  3,  3,  6,  6,  4,  4},
     { 2,  3,  3,  6,  6,  4,  4, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  7,  7,  7,  7,  7,  7, -1},
     {-1,  1,  1,  1,  1,  1, -1, -1},
     {-1, -1,  2,  2,  2,  2, -1, -1},
     {-1, -1, -1,  2, -1, -1, -1, -1},
     {-1, -1, -1,  2,  2, -1, -1, -1},
     {-1, -1, -1,  5, -1, -1, -1, -1},
     {-1, -1, -1,  5,  5, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1,  7, -1, -1,  7, -1, -1},
     {-1, -1,  7,  1,  7, -1, -1, -1},
     {-1, -1, -1,  1,  2, -1, -1, -1},
     {-1, -1,  1,  2,  1, -1, -1, -1},
     {-1, -1, -1,  2,  5, -1, -1, -1},
     {-1, -1,  3,  5,  3, -1, -1, -1},
     {-1, -1, -1,  5,  3, -1, -1, -1},
     {-1, -1, -1,  3, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1, -1,  0,  0, -1, -1, -1},
     {-1, -1,  5,  0,  1, -1, -1, -1},
     {-1, -1,  3,  5,  1,  6, -1, -1},
     {-1,  4,  3, -1,  6,  7, -1, -1},
     {-1,  7,  4, -1, -1,  7,  4, -1},
     { 6,  7, -1, -1, -1,  4,  3, -1},
     { 1,  6, -1, -1, -1, -1,  3,  5},
     { 1, -1, -1, -1, -1, -1,  5, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1,  0,  0,  0,  0, -1, -1},
     {-1,  0,  1,  1,  1,  0, -1, -1},
     {-1,  0,  1,  0,  0,  1,  0, -1},
     {-1,  0,  1,  1,  1,  0, -1, -1},
     {-1, -1,  0,  0,  0,  0, -1, -1},
     {-1, -1,  7, -1,  7, -1, -1, -1},
     {-1, -1,  7,  7,  7,  7, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  4,  4,  4,  6,  6,  6, -1},
     { 4, -1, -1, -1, -1, -1,  6, -1},
     {-1,  4, -1, -1, -1, -1,  6, -1},
     { 4,  2,  3,  1,  2,  3,  6, -1},
     {-1,  3,  1,  2,  3,  1,  2, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  4,  4,  4,  6,  6,  6, -1},
     { 4, -1, -1, -1, -1, -1,  6, -1},
     {-1,  4, -1, -1, -1, -1,  6, -1},
     { 4,  2,  3,  1,  2,  3,  6, -1},
     {-1,  3,  1,  2,  3,  1,  2, -1},
     {-1,  2,  3,  1,  2,  3, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  0,  0, -1, -1,  2,  2, -1},
     {-1,  5, -1, -1, -1,  3, -1, -1},
     {-1,  0, -1, -1, -1,  6, -1, -1},
     {-1,  3, -1, -1, -1,  0, -1, -1},
     {-1,  4, -1, -1, -1,  5, -1, -1},
     {-1,  2, -1, -1, -1,  3, -1, -1},
     {-1,  2, -1, -1, -1,  1, -1, -1},
     {-1,  3, -1, -1, -1,  4, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 3, -1, -1, -1, -1, -1, -1,  3},
     { 6,  3,  2,  4,  6,  3,  2, -1},
     { 4, -1, -1, -1, -1, -1, -1,  4},
     { 2,  4,  6,  3,  2,  4,  6, -1},
     {-1, -1, -1,  6, -1, -1, -1, -1},
     {-1, -1, -1,  3, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  2, -1,  1, -1,  1, -1,  2},
     { 1,  2, -1,  2,  1, -1,  1, -1},
     { 1, -1,  1, -1,  2, -1,  2, -1},
     { 2,  1, -1,  1,  2, -1,  2, -1},
     {-1,  2, -1,  2, -1,  2, -1,  2},
     { 1,  2, -1,  2,  1, -1,  1, -1},
     { 1, -1,  1, -1,  2, -1,  1, -1},
     { 2,  2, -1,  1,  1, -1,  2, -1},
     {-1,  2, -1,  1, -1,  1, -1,  1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  7,  7, -1, -1,  5,  5, -1},
     { 1, -1, -1, -1, -1, -1,  4, -1},
     { 2,  1, -1, -1, -1, -1,  4,  3},
     { 2, -1, -1, -1, -1, -1,  3, -1},
     { 1,  2, -1, -1, -1, -1,  3,  4},
     { 1, -1, -1, -1, -1, -1,  4, -1},
     { 7,  1, -1, -1, -1, -1,  4,  5},
     { 7,  7, -1, -1, -1,  5,  5, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 7,  7, -1, -1, -1, -1,  5,  5},
     { 1,  5, -1, -1, -1,  7,  4, -1},
     { 2,  1, -1, -1, -1, -1,  4,  3},
     { 2, -1, -1, -1, -1, -1,  3, -1},
     { 1,  5, -1, -1, -1, -1,  7,  4},
     { 1, -1, -1, -1, -1, -1,  4, -1},
     { 7,  1, -1, -1, -1, -1,  4,  5},
     { 7,  5, -1, -1, -1,  7,  5, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1, -1,  0,  0, -1, -1, -1},
     {-1, -1,  5,  0,  1, -1, -1, -1},
     {-1, -1,  3,  5,  1,  6, -1, -1},
     {-1,  4,  3,  2,  6,  2, -1, -1},
     {-1,  7,  4,  7,  2,  2,  4, -1},
     { 6,  7,  7,  3,  3,  4,  3, -1},
     { 1,  6,  1,  1,  1,  3,  3,  5},
     { 1,  1, -1, -1, -1, -1,  5, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1,  0, -1, -1,  0, -1, -1},
     {-1,  3,  3, -1,  3,  3, -1, -1},
     {-1,  0,  2,  0,  0,  2,  0, -1},
     {-1,  3,  3, -1,  3,  3, -1, -1},
     {-1, -1,  0, -1, -1,  0, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1, -1,  1,  1, -1, -1, -1},
     {-1, -1,  2,  2,  2, -1, -1, -1},
     {-1, -1,  3,  3,  3,  3, -1, -1},
     {-1,  4,  4,  4,  4,  4, -1, -1},
     {-1,  5,  5,  5,  5,  5,  5, -1},
     {-1, -1, -1,  6, -1, -1, -1, -1},
     {-1, -1, -1,  7,  7, -1, -1, -1},
     {-1, -1, -1,  0, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1, -1,  2,  5, -1, -1, -1},
     {-1,  4,  3, -1, -1, -1, -1, -1},
     { 6,  7, -1,  5,  2, -1, -1, -1},
     {-1, -1, -1, -1,  3,  4, -1, -1},
     {-1, -1, -1,  2,  5, -1,  7,  6},
     {-1,  4,  3, -1, -1, -1, -1, -1},
     { 6,  7, -1,  5,  2, -1, -1, -1},
     {-1, -1, -1, -1,  3,  4, -1, -1},
     {-1, -1, -1, -1, -1, -1,  7,  6},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1, -1,  5,  5, -1, -1, -1},
     {-1, -1, -1,  3, -1, -1, -1, -1},
     {-1, -1, -1,  1, -1, -1, -1, -1},
     {-1, -1, -1,  7, -1, -1, -1, -1},
     {-1, -1, -1,  2, -1, -1, -1, -1},
     {-1, -1, -1,  4, -1, -1, -1, -1},
     {-1, -1, -1,  5, -1, -1, -1, -1},
     {-1, -1, -1,  3, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1, -1,  0,  1, -1, -1, -1},
     {-1, -1,  0,  2,  7,  7, -1, -1},
     {-1, -1, -1,  0,  1,  7, -1, -1},
     {-1,  0,  0,  0,  0, -1, -1, -1},
     {-1,  0,  0,  0,  1,  1, -1, -1},
     { 0,  0,  0,  1,  1,  1, -1, -1},
     {-1,  0,  0,  1,  1,  1, -1, -1},
     {-1,  0,  0,  0,  7,  7, -1, -1},
     {-1, -1,  7,  7, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  1, -1, -1, -1, -1, -1, -1},
     { 1, -1, -1, -1, -1, -1, -1, -1},
     {-1,  2,  3,  4,  7,  6,  5, -1},
     {-1, -1, -1, -1, -1, -1,  1, -1},
     {-1, -1, -1, -1, -1, -1,  1, -1},
     {-1,  2,  3,  4,  7,  6, -1, -1},
     {-1,  1, -1, -1, -1, -1, -1, -1},
     { 1, -1, -1, -1, -1, -1, -1, -1},
     {-1,  2,  3,  4,  7,  6,  5, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  6, -1, -1, -1, -1, -1, -1},
     { 5, -1, -1, -1, -1, -1, -1, -1},
     { 2,  3,  4,  7,  6,  5,  2,  3},
     {-1, -1, -1, -1, -1, -1,  4, -1},
     {-1, -1, -1, -1, -1, -1,  7, -1},
     {-1,  4,  3,  2,  5,  6, -1, -1},
     {-1,  7, -1, -1, -1, -1, -1, -1},
     { 6, -1, -1, -1, -1, -1, -1, -1},
     { 5,  2,  3,  4,  7,  6,  5, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 3,  2,  1,  0,  0,  1,  2,  3},
     { 3,  2,  1,  0,  1,  2,  3, -1},
     { 4,  3,  2,  1,  1,  2,  3,  4},
     { 4,  3,  2,  1,  2,  3,  4, -1},
     { 5,  4,  3,  2,  2,  3,  4,  5},
     { 5,  4,  3,  2,  3,  4,  5, -1},
     { 6,  5,  4,  3,  3,  4,  5,  6},
     { 6,  5,  4,  3,  4,  5,  6, -1},
     { 7,  6,  5,  4,  4,  5,  6,  7},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1, -1,  5,  5, -1, -1, -1},
     {-1, -1, -1,  3, -1, -1, -1, -1},
     {-1, -1, -1,  2,  4, -1, -1, -1},
     {-1, -1, -1,  6, -1, -1, -1, -1},
     {-1, -1, -1,  2,  4, -1, -1, -1},
     {-1,  2, -1,  5, -1,  4, -1, -1},
     { 1,  0,  1,  0,  1,  0,  1,  0},
     { 3, -1,  3, -1,  2, -1,  6, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1, -1, -1,  1, -1, -1, -1},
     { 7,  4,  3,  5, -1, -1, -1, -1},
     { 6, -1, -1,  1, -1, -1, -1, -1},
     {-1, -1, -1,  5,  3,  4,  7, -1},
     { 6, -1, -1, -1,  1, -1, -1,  6},
     { 7,  4,  3,  5, -1, -1, -1, -1},
     {-1, -1, -1,  1, -1, -1, -1,  6},
     {-1, -1, -1,  5,  3,  4,  7, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1, -1, -1,  7,  3,  6, -1},
     {-1, -1,  3,  7,  3,  6,  3, -1},
     {-1, -1,  5,  7,  3,  6,  3, -1},
     {-1,  6,  7,  3,  6,  7, -1, -1},
     {-1,  7,  7,  3,  6,  1, -1, -1},
     { 3,  7,  3,  6,  3, -1, -1, -1},
     { 5,  6,  2,  7,  1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 5, -1, -1, -1, -1, -1, -1,  5},
     { 5, -1,  6,  6,  6, -1,  5, -1},
     {-1,  5,  4, -1, -1,  4,  5, -1},
     {-1,  3, -1, -1, -1,  3, -1, -1},
     {-1,  6,  0, -1, -1,  0,  6, -1},
     {-1,  3, -1, -1, -1,  3, -1, -1},
     {-1, -1,  4, -1, -1,  4, -1, -1},
     {-1, -1,  6,  6,  6, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  7,  0, -1, -1,  0,  7, -1},
     { 7, -1,  0, -1,  0, -1,  7, -1},
     { 7,  1, -1,  0,  0, -1,  1,  7},
     { 7,  1,  2,  0,  2,  1,  7, -1},
     { 7,  6,  3,  2,  2,  3,  6,  7},
     { 7, -1,  3,  2,  3, -1,  7, -1},
     {-1,  7,  7,  3,  3,  7,  7, -1},
     {-1, -1, -1,  3, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  3, -1,  1, -1,  7, -1,  6},
     { 5, -1,  7, -1,  7, -1,  6, -1},
     { 6, -1,  0, -1,  5, -1,  3, -1},
     {-1,  2, -1,  1, -1,  5, -1, -1},
     {-1,  4, -1,  3, -1,  4, -1, -1},
     { 2, -1,  3, -1,  2, -1, -1, -1},
     {-1, -1,  4, -1,  6, -1, -1, -1},
     {-1, -1, -1,  5, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1, -1, -1,  1, -1, -1, -1},
     {-1, -1, -1, -1,  3, -1, -1, -1},
     { 6,  1,  3,  1,  2,  1,  4,  1},
     {-1, -1, -1, -1,  6, -1, -1, -1},
     {-1, -1, -1,  4,  1, -1, -1, -1},
     {-1, -1,  1, -1,  3, -1, -1, -1},
     {-1, -1, -1,  2,  1, -1, -1, -1},
     {-1, -1, -1, -1,  4, -1, -1, -1},
     {-1, -1, -1,  6,  1, -1, -1, -1},
     {-1, -1, -1,  6, -1, -1, -1, -1}},
    {{-1, -1, -1,  5,  4, -1, -1, -1},
     {-1, -1,  4,  1,  0, -1, -1, -1},
     {-1, -1, -1,  2,  3, -1, -1, -1},
     {-1,  1,  4, -1,  2,  2, -1, -1},
     {-1,  3,  1,  2,  5,  1,  4, -1},
     {-1,  4,  2, -1,  0,  4, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1, -1, -1,  1, -1, -1, -1},
     {-1, -1, -1,  1, -1, -1, -1, -1},
     {-1,  2, -1, -1,  1, -1,  5, -1},
     { 5, -1, -1,  1, -1, -1,  0, -1},
     {-1,  6, -1, -1,  1, -1,  4, -1},
     {-1,  0, -1,  1, -1,  5, -1, -1},
     {-1, -1,  5,  5,  0,  1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1, -1,  6,  3, -1, -1, -1},
     {-1, -1,  3,  2,  6, -1, -1, -1},
     {-1, -1,  2,  6,  3,  2, -1, -1},
     {-1,  6,  3,  2,  6,  3, -1, -1},
     {-1,  3,  2,  6,  3,  2,  6, -1},
     { 2,  6,  3,  2,  6,  3,  2, -1},
     { 6,  3,  2,  6,  3,  2,  6,  3},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 6,  6,  6,  6,  6,  6,  6,  6},
     { 4, -1, -1, -1, -1, -1, -1, -1},
     {-1,  3,  2,  5,  7,  6,  4,  3},
     {-1,  5, -1, -1, -1, -1, -1, -1},
     {-1, -1,  7,  6,  4,  3,  2,  5},
     {-1, -1,  4, -1, -1, -1, -1, -1},
     {-1, -1, -1,  3,  2,  5,  7,  6},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 1, -1,  7, -1, -1,  6, -1,  2},
     { 6, -1,  1, -1,  6,  1,  3, -1},
     {-1,  4, -1,  7,  2, -1,  7, -1},
     { 2,  7, -1, -1, -1,  4, -1, -1},
     { 6, -1,  3,  5,  0,  2, -1,  7},
     { 1, -1, -1, -1, -1, -1,  1, -1},
     {-1,  1,  4,  5,  7,  5,  1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 6,  6,  6, -1, -1,  6,  6,  6},
     {-1, -1,  6, -1,  6, -1, -1, -1},
     {-1, -1,  2,  3,  3,  2, -1, -1},
     {-1,  3, -1,  5, -1,  3, -1, -1},
     {-1, -1,  5,  3,  3,  5, -1, -1},
     {-1, -1,  6,  1,  6, -1, -1, -1},
     {-1,  4,  2, -1, -1,  2,  4, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1, -1,  5,  5, -1, -1, -1},
     {-1, -1,  5, -1, -1, -1, -1, -1},
     {-1,  3,  4,  6,  6, -1, -1,  5},
     { 3,  3,  4,  6,  5, -1,  5, -1},
     { 3,  2,  3,  6,  6,  5,  5, -1},
     { 3,  3,  4,  6,  5, -1,  5, -1},
     {-1,  3,  4,  6,  6, -1, -1,  5},
     {-1, -1,  5, -1, -1, -1, -1, -1},
     {-1, -1, -1,  5,  5, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 1, -1, -1, -1, -1, -1, -1,  1},
     { 1, -1,  2,  2,  2, -1,  1, -1},
     {-1,  1,  2,  3,  3,  2,  1, -1},
     { 6,  2,  3, -1,  3,  2,  6, -1},
     { 6,  2,  3, -1, -1,  3,  2,  6},
     { 6,  2,  3, -1,  3,  2,  6, -1},
     { 3,  3,  3,  7,  7,  3,  3,  3},
     { 0,  5,  0,  2,  0,  5,  0, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1,  7,  7,  7, -1, -1, -1},
     {-1,  7,  2,  2,  7, -1, -1, -1},
     {-1,  7,  5,  5,  5,  7, -1, -1},
     { 7,  7,  7,  7,  7,  7, -1, -1},
     {-1, -1,  6, -1,  6, -1, -1, -1},
     {-1,  6, -1, -1,  6, -1, -1, -1},
     {-1,  6,  4,  4, -1,  6,  4,  4},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  3,  3, -1,  3,  3,  3, -1},
     { 3,  7,  5,  4,  6,  5,  3, -1},
     { 1,  3,  3,  3, -1,  3,  3,  1},
     { 2,  1,  2,  1,  2,  1,  2, -1},
     { 1,  3,  3, -1,  3,  3,  3,  1},
     { 3,  5,  6,  4,  5,  7,  3, -1},
     { 2,  3,  3,  3, -1,  3,  3,  2},
     { 1,  1,  2,  2,  2,  1,  1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  6,  5, -1, -1, -1, -1, -1},
     { 3,  1,  3, -1, -1, -1, -1, -1},
     {-1,  5,  6, -1, -1, -1, -1, -1},
     {-1, -1,  5,  3, -1, -1, -1, -1},
     {-1, -1,  6,  1,  6, -1, -1, -1},
     {-1, -1,  3,  5, -1, -1, -1, -1},
     {-1, -1, -1, -1,  3,  6, -1, -1},
     {-1, -1, -1,  5,  6,  5, -1, -1},
     {-1, -1, -1, -1,  6,  3, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 6,  3,  7,  4,  5,  1,  6,  3},
     { 5,  1,  6,  3,  7,  4,  5, -1},
     { 6,  3,  7,  4,  5,  1,  6,  3},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1, -1, -1, -1, -1,  4,  4},
     {-1, -1,  7,  7,  7,  4,  4, -1},
     {-1, -1, -1, -1, -1, -1,  4,  4},
     {-1,  1, -1, -1, -1,  7, -1, -1},
     {-1,  1,  1, -1, -1,  7, -1, -1},
     { 3,  3,  3, -1,  7, -1, -1, -1},
     { 3, -1,  2,  3,  3,  3, -1,  3},
     {-1,  2, -1,  3, -1,  3,  3, -1},
     {-1,  2, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1,  4, -1, -1, -1, -1, -1},
     {-1,  7,  4, -1, -1, -1, -1, -1},
     {-1, -1,  7,  4, -1, -1, -1, -1},
     {-1,  4,  7,  4, -1, -1, -1, -1},
     { 1,  1,  1,  1,  1,  1,  1, -1},
     { 1,  2,  1,  2,  1,  1, -1, -1},
     { 2,  2,  2,  2,  2,  2,  2,  2},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 0, -1, -1, -1, -1, -1, -1,  6},
     { 6,  1,  4,  3,  7,  5,  0, -1},
     { 0, -1, -1, -1, -1, -1, -1,  6},
     { 6,  1,  4,  3,  7,  5,  0, -1},
     { 0, -1, -1, -1, -1, -1, -1,  6},
     { 6,  1,  4,  3,  7,  5,  0, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 3,  3,  4,  6,  6,  4,  3,  3},
     { 0,  3,  4,  6,  4,  3,  1, -1},
     { 5,  1,  3,  4,  4,  3,  0,  1},
     { 0,  1,  3,  4,  3,  1,  0, -1},
     { 2,  1,  6,  3,  3,  0,  0,  1},
     { 0,  3,  4,  3,  6,  1,  5, -1},
     { 6,  1,  2,  6,  4,  0,  0,  2},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 6,  6, -1, -1, -1, -1,  4,  4},
     { 4,  0, -1, -1, -1,  3,  6, -1},
     { 0,  6, -1, -1, -1, -1,  4,  2},
     { 7, -1, -1, -1, -1, -1,  7, -1},
     { 4,  4, -1, -1, -1, -1,  5,  6},
     { 6,  4,  7,  7,  5,  6,  4, -1},
     {-1,  7,  6,  4,  6,  4,  7, -1},
     {-1,  0, -1,  7, -1,  7, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  5, -1, -1, -1, -1,  4, -1},
     {-1,  5, -1, -1, -1,  4, -1, -1},
     {-1, -1,  5,  6,  6,  4, -1, -1},
     {-1, -1,  2, -1,  2, -1, -1, -1},
     { 0,  0,  6, -1, -1,  6,  1,  1},
     {-1, -1,  2, -1,  2, -1, -1, -1},
     {-1, -1,  7,  6,  6,  3, -1, -1},
     {-1,  7, -1, -1, -1,  3, -1, -1},
     {-1,  7, -1, -1, -1, -1,  3, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  6, -1, -1, -1, -1,  2, -1},
     { 1,  7,  1,  1,  1,  3,  1, -1},
     {-1, -1,  4,  1,  1,  4, -1, -1},
     {-1,  1,  3,  1,  7,  1, -1, -1},
     {-1, -1, -1,  2,  6, -1, -1, -1},
     {-1, -1,  1,  5,  1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 7,  7,  7,  7,  7,  7,  7,  7},
     { 7, -1, -1, -1, -1, -1,  7, -1},
     { 7, -1, -1,  2,  0,  5,  2,  2},
     { 7, -1, -1, -1,  0,  3,  6, -1},
     { 7, -1, -1, -1, -1, -1,  4,  0},
     { 5,  5, -1, -1, -1, -1, -1, -1},
     { 4,  3,  6,  2, -1, -1, -1, -1},
     { 0,  2,  0,  4, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1,  1, -1, -1,  1, -1, -1},
     {-1,  4, -1, -1,  5, -1, -1, -1},
     {-1,  7, -1, -1,  1,  1,  1, -1},
     { 6, -1, -1, -1, -1,  7, -1, -1},
     { 1,  1,  1,  1, -1,  4, -1, -1},
     {-1, -1,  5, -1, -1, -1, -1, -1},
     {-1, -1,  0, -1, -1, -1, -1, -1},
     {-1,  3, -1, -1, -1, -1, -1, -1},
     {-1,  1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  7,  7, -1, -1,  7,  7, -1},
     { 6, -1,  4, -1,  4, -1,  6, -1},
     { 5, -1, -1,  3,  3, -1, -1,  5},
     { 6, -1, -1, -1, -1, -1,  6, -1},
     {-1,  7, -1, -1, -1, -1,  7, -1},
     {-1,  4, -1, -1, -1,  4, -1, -1},
     {-1, -1,  3, -1, -1,  3, -1, -1},
     {-1, -1,  2, -1,  2, -1, -1, -1},
     {-1, -1, -1,  5,  5, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  0,  0, -1, -1,  0,  0, -1},
     { 7,  4,  6,  6,  6,  4,  3, -1},
     { 5,  6,  6,  6,  2,  6,  6,  3},
     { 7,  4,  6,  6,  6,  4,  3, -1},
     {-1,  0,  0, -1, -1,  0,  0, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1, -1, -1, -1,  7,  7,  7},
     {-1, -1, -1, -1,  2,  7,  7, -1},
     {-1,  0,  7,  7,  7, -1,  7,  7},
     { 6,  7,  7,  7, -1, -1, -1, -1},
     { 6, -1, -1, -1,  7,  7,  7,  7},
     { 6, -1, -1, -1, -1, -1, -1, -1},
     { 4,  2,  2,  2,  4, -1,  3, -1},
     { 4,  4,  4,  4,  3,  3,  3, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 4, -1, -1,  7, -1,  6, -1,  7},
     { 7,  6,  7, -1, -1,  7,  4, -1},
     {-1, -1,  7, -1, -1,  7, -1, -1},
     {-1,  0,  0,  0,  0,  0,  3, -1},
     {-1, -1,  0,  2,  2,  0,  6,  4},
     {-1, -1,  0,  0,  0,  1,  3, -1},
     {-1, -1, -1,  0,  0, -1,  3,  4},
     {-1, -1, -1,  6, -1,  5,  6, -1},
     {-1, -1, -1, -1, -1, -1,  1,  0},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  5, -1, -1, -1, -1,  5, -1},
     { 0, -1, -1,  0, -1, -1,  0, -1},
     { 0,  0,  0,  2,  2,  0,  0,  0},
     { 0, -1, -1,  0, -1, -1,  0, -1},
     {-1,  7, -1,  3, -1, -1,  7, -1},
     {-1, -1,  3,  6, -1, -1, -1, -1},
     {-1, -1, -1,  6, -1, -1, -1, -1},
     {-1,  3,  6, -1, -1, -1, -1, -1},
     {-1,  3, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1, -1,  6,  5, -1, -1, -1},
     {-1, -1,  2,  6,  3, -1, -1, -1},
     {-1, -1,  5,  4,  7,  1, -1, -1},
     {-1,  6,  2,  2,  3,  4, -1, -1},
     {-1, -1,  3,  7,  3,  6, -1, -1},
     {-1, -1,  1,  3,  2, -1, -1, -1},
     {-1, -1, -1,  4,  5, -1, -1, -1},
     {-1, -1, -1,  4, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 7,  7, -1,  2,  2, -1,  6,  6},
     { 6, -1, -1,  6, -1, -1,  3, -1},
     { 2, -1, -1,  1, -1, -1,  2, -1},
     { 5, -1, -1,  3, -1, -1,  2, -1},
     { 1, -1, -1,  2, -1, -1,  1, -1},
     { 5, -1, -1,  2, -1, -1,  2, -1},
     { 6, -1, -1,  1, -1, -1,  7, -1},
     { 5, -1, -1,  5, -1, -1,  4, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1, -1,  6,  6, -1, -1, -1},
     {-1,  0,  4,  4,  4,  0, -1, -1},
     {-1, -1, -1,  6,  6, -1, -1, -1},
     {-1, -1,  2,  7,  2, -1, -1, -1},
     {-1, -1, -1,  6,  6, -1, -1, -1},
     {-1,  0,  5,  5,  5,  0, -1, -1},
     {-1, -1, -1,  3,  3, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1,  4,  1,  3, -1, -1, -1},
     {-1,  1, -1, -1,  1, -1, -1, -1},
     {-1, -1,  4,  1,  3,  4,  1, -1},
     {-1,  1,  3,  4, -1, -1,  4, -1},
     {-1,  3, -1, -1,  3,  4,  1, -1},
     {-1,  1,  3,  4,  1,  3, -1, -1},
     {-1, -1,  4,  1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  6,  4, -1,  3,  2,  5, -1},
     { 0, -1, -1, -1, -1, -1,  1, -1},
     {-1,  2,  3,  5, -1,  4,  6, -1},
     { 0, -1, -1, -1, -1, -1,  1, -1},
     {-1,  4,  6, -1,  2,  5,  3, -1},
     { 0, -1, -1, -1, -1, -1,  1, -1},
     {-1,  5,  2,  3, -1,  4,  6, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1, -1,  6,  6, -1, -1, -1},
     {-1, -1,  7,  6,  4, -1, -1, -1},
     {-1,  2,  1,  7,  4,  1,  3, -1},
     { 2,  1,  1,  1,  1,  1,  3, -1},
     {-1,  2,  2,  2,  3,  3,  3, -1},
     {-1, -1, -1,  5, -1, -1, -1, -1},
     {-1, -1, -1,  2,  3, -1, -1, -1},
     {-1, -1, -1,  5, -1, -1, -1, -1},
     {-1, -1,  2,  2,  3,  3, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 4, -1,  5, -1, -1,  3, -1,  6},
     { 2, -1,  3, -1,  2, -1,  4, -1},
     { 4, -1, -1,  1,  0, -1, -1,  6},
     { 6, -1,  2,  3,  5, -1,  4, -1},
     { 4, -1, -1,  0,  1, -1, -1,  6},
     { 2, -1,  5, -1,  3, -1,  4, -1},
     { 4, -1,  3, -1, -1,  2, -1,  6},
     { 6, -1, -1, -1, -1, -1,  4, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 2,  6,  0,  5,  5,  1,  3,  4},
     { 1, -1, -1,  2, -1, -1,  0, -1},
     { 4, -1, -1,  3,  6, -1, -1,  2},
     {-1, -1, -1,  0, -1, -1, -1, -1},
     {-1, -1, -1,  1,  4, -1, -1, -1},
     {-1, -1, -1,  2, -1, -1, -1, -1},
     {-1, -1, -1,  6,  3, -1, -1, -1},
     {-1, -1, -1,  5, -1, -1, -1, -1},
     {-1, -1, -1,  4,  1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1, -1, -1,  5,  1,  1,  3},
     { 0,  5,  1,  0,  5,  3,  3, -1},
     { 5,  1,  0,  5,  1,  0,  5,  1},
     { 0,  5,  1,  0,  5,  1,  6, -1},
     {-1, -1, -1, -1,  1,  6,  5,  1},
     {-1, -1, -1, -1,  5,  1,  6, -1},
     {-1, -1, -1, -1,  1,  0,  5,  1},
     {-1, -1, -1, -1,  5,  1,  0, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  0,  7,  3, -1, -1,  2,  2},
     {-1,  0,  7,  3, -1, -1,  2, -1},
     {-1,  0,  7,  3, -1, -1,  2,  2},
     {-1,  0,  7,  3, -1,  3,  1, -1},
     {-1,  0,  7,  3, -1,  6,  4,  5},
     {-1,  0,  7,  3, -1,  7,  0, -1},
     {-1,  0,  7,  3, -1,  2,  3,  4},
     {-1,  0,  7,  3, -1,  5,  6, -1},
     {-1, -1, -1, -1, -1,  7,  0,  1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1, -1,  7,  7,  7,  7, -1},
     { 3,  4,  5, -1, -1, -1,  7, -1},
     { 2, -1, -1, -1, -1, -1, -1,  3},
     { 7, -1, -1, -1, -1, -1,  4, -1},
     { 7, -1, -1, -1,  3,  4,  5,  6},
     { 7, -1, -1,  2,  0,  1,  2, -1},
     { 6, -1, -1, -1,  3,  4,  5,  6},
     { 0,  1, -1, -1, -1, -1, -1, -1},
     { 2,  3,  4, -1, -1, -1, -1, -1},
     { 5,  6,  0, -1, -1, -1, -1, -1}},
    {{-1,  7, -1, -1, -1, -1,  2, -1},
     { 1,  1, -1, -1, -1,  3,  3, -1},
     {-1,  2, -1, -1, -1, -1,  4, -1},
     { 3,  3, -1, -1, -1,  5,  5, -1},
     {-1,  4, -1, -1, -1, -1,  6, -1},
     { 5,  5, -1, -1, -1,  1,  1, -1},
     {-1,  6, -1, -1, -1, -1,  7, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  4, -1, -1, -1, -1,  4, -1},
     { 2, -1, -1,  1, -1, -1,  2, -1},
     { 5, -1, -1,  0,  0, -1, -1,  5},
     { 5, -1, -1,  1, -1, -1,  6, -1},
     {-1,  4,  2,  7,  7,  5,  4, -1},
     {-1, -1, -1,  6, -1, -1, -1, -1},
     {-1, -1, -1,  3,  3, -1, -1, -1},
     {-1, -1, -1,  7, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  1, -1, -1,  2,  3,  4, -1},
     { 2, -1, -1,  3,  0,  4, -1, -1},
     { 4, -1, -1,  2,  3,  1, -1, -1},
     { 3, -1,  4,  3,  0, -1, -1, -1},
     { 4, -1, -1,  2,  5,  1, -1, -1},
     { 3, -1,  4,  5,  0,  4, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 2, -1, -1,  1,  1, -1, -1,  2},
     { 2, -1,  3,  3,  3, -1,  2, -1},
     {-1,  2, -1,  4,  4, -1,  2, -1},
     {-1,  7,  7,  0,  7,  7, -1, -1},
     {-1, -1, -1,  4,  4, -1, -1, -1},
     {-1, -1,  5,  7,  5, -1, -1, -1},
     { 6,  3,  2,  6,  4,  2,  3,  6},
     { 5, -1, -1, -1, -1, -1,  1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 4,  2,  3,  5,  7,  1,  3,  6},
     { 1, -1, -1,  1, -1, -1,  1, -1},
     { 3,  0,  1,  3,  2,  4,  3,  5},
     { 4, -1, -1,  4, -1, -1,  4, -1},
     {-1,  5, -1, -1,  5, -1, -1,  5},
     { 0,  3,  2,  0,  4,  5,  0, -1},
     {-1,  6, -1, -1,  6, -1, -1,  6},
     { 7, -1, -1,  7, -1, -1,  7, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  5,  4, -1,  1,  1, -1, -1},
     { 5, -1,  4,  1, -1,  1, -1, -1},
     { 0, -1, -1, -1, -1, -1,  0, -1},
     { 0,  6,  4, -1, -1,  4,  2, -1},
     {-1,  4,  3,  5,  2,  6,  3,  6},
     {-1,  2,  6, -1, -1,  5,  4, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1, -1,  6,  6, -1, -1, -1},
     {-1, -1,  5,  5,  4, -1, -1, -1},
     {-1, -1,  1,  6,  6,  4, -1, -1},
     {-1,  1,  7,  2,  5,  3, -1, -1},
     {-1,  2,  7,  2,  1,  5,  3, -1},
     { 2,  1,  3,  1,  4,  2,  7, -1},
     {-1,  3,  1,  3,  4,  2,  7, -1},
     {-1,  3,  5,  5,  6,  6, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1,  7,  3, -1, -1, -1, -1},
     {-1,  1,  7,  6, -1, -1, -1, -1},
     {-1,  3,  7,  5,  1,  5, -1, -1},
     { 7,  7,  0,  2,  4,  0,  4, -1},
     { 7,  1,  4,  6,  5,  6,  5,  7},
     { 1,  7,  7,  1,  7,  7,  1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1,  1, -1, -1,  1, -1, -1},
     {-1,  5,  6,  1,  5,  6, -1, -1},
     {-1,  1,  1,  2,  2,  1,  1, -1},
     { 4,  7,  1,  0,  1,  7,  4, -1},
     {-1,  3,  7,  5,  7,  5,  3, -1},
     {-1,  1,  1,  1,  1,  1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 4, -1, -1, -1,  5, -1, -1,  4},
     { 6,  6,  7,  6, -1,  4,  5, -1},
     { 4,  2,  7,  5,  2,  2,  6,  4},
     {-1, -1,  4,  1, -1,  5,  2, -1},
     {-1,  5,  2,  7,  7, -1,  7,  4},
     { 4,  6,  5,  4, -1,  4,  2, -1},
     {-1, -1, -1,  4, -1,  4,  1, -1},
     { 0,  0,  0,  5, -1, -1, -1, -1},
     {-1, -1, -1, -1,  0,  0,  0,  0},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 1, -1, -1, -1,  0,  0, -1, -1},
     { 2, -1, -1,  0,  1,  0, -1, -1},
     { 3, -1, -1,  0,  2,  2,  0, -1},
     { 4, -1,  0,  1,  1,  1,  0, -1},
     { 5, -1, -1,  0,  4,  4,  0, -1},
     { 6, -1, -1,  4,  4,  4, -1, -1},
     { 7, -1, -1, -1,  4,  4, -1, -1},
     {-1, -1, -1,  0,  1,  0, -1, -1},
     {-1, -1, -1,  0,  1,  1,  0, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1,  3, -1, -1,  1,  7, -1},
     {-1,  7,  4, -1, -1,  4,  3, -1},
     { 1, -1, -1,  0,  2,  0, -1, -1},
     { 5,  4, -1,  3, -1, -1, -1, -1},
     { 4, -1,  3,  6,  1,  1,  6, -1},
     {-1,  1, -1, -1,  4, -1,  1, -1},
     {-1,  7,  5, -1, -1, -1,  3, -1},
     {-1, -1,  3, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 1, -1, -1, -1,  1, -1, -1, -1},
     { 2, -1, -1, -1,  2, -1, -1, -1},
     {-1,  3, -1, -1,  3,  3, -1, -1},
     {-1,  4, -1,  4, -1,  4, -1, -1},
     {-1,  5, -1, -1,  5,  5, -1, -1},
     { 6, -1, -1,  7,  1,  7, -1, -1},
     { 7, -1, -1, -1,  6,  6, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 2, -1, -1,  6, -1,  2,  5,  1},
     { 5, -1,  4, -1,  4, -1,  4, -1},
     { 6, -1, -1,  3, -1, -1, -1,  3},
     { 4,  2,  0, -1, -1, -1,  5, -1},
     {-1, -1, -1,  6, -1,  3,  6, -1},
     {-1, -1,  5, -1,  5, -1, -1, -1},
     {-1, -1, -1,  3, -1,  4,  2,  5},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 6, -1, -1, -1,  4, -1, -1,  3},
     { 0,  3, -1, -1,  6, -1,  0, -1},
     {-1, -1,  7, -1,  1, -1,  3, -1},
     { 7, -1,  4,  7, -1,  2, -1, -1},
     { 5,  2,  3,  2,  1,  6, -1,  3},
     {-1, -1,  0,  4,  3,  5,  4, -1},
     {-1,  7,  6, -1, -1,  0, -1, -1},
     { 4,  3, -1, -1, -1,  4,  2, -1},
     { 0, -1, -1, -1, -1, -1,  6, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 6,  1,  2,  5,  1,  6,  3,  0},
     {-1, -1, -1, -1, -1, -1,  4, -1},
     { 0,  5,  2,  7,  1,  6,  2, -1},
     { 3, -1, -1, -1, -1, -1, -1, -1},
     { 6,  7,  6,  4,  0,  5,  2,  6},
     {-1, -1, -1, -1, -1, -1,  1, -1},
     { 6,  1,  4,  0,  6,  2,  3, -1},
     { 0, -1, -1, -1, -1, -1, -1, -1},
     {-1,  0,  4,  5,  3,  7,  6,  0},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1, -1,  0,  1, -1, -1, -1},
     {-1, -1,  0,  7,  0, -1, -1, -1},
     {-1, -1,  1,  2,  2,  0, -1, -1},
     {-1,  0,  7,  0,  7,  0, -1, -1},
     {-1,  6, -1,  7,  7, -1,  6, -1},
     { 4,  1,  6,  6,  6,  4,  1, -1},
     {-1,  5, -1,  7,  7, -1,  5, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1, -1,  5,  6, -1, -1, -1},
     {-1, -1,  3,  3,  3, -1, -1, -1},
     {-1, -1,  7,  5,  3,  7, -1, -1},
     {-1,  3, -1,  6, -1,  3, -1, -1},
     { 2, -1, -1,  3,  7, -1, -1,  1},
     { 2,  2, -1,  3, -1,  1,  1, -1},
     {-1,  0,  2,  5,  6,  1,  0, -1},
     {-1, -1, -1,  3, -1, -1, -1, -1},
     {-1, -1, -1,  3,  7, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  6, -1, -1, -1, -1,  2, -1},
     {-1,  2,  6,  0,  6,  0, -1, -1},
     {-1,  0, -1, -1, -1, -1, -1, -1},
     { 6, -1, -1, -1, -1, -1, -1, -1},
     {-1,  3,  3,  2,  0,  6,  0,  0},
     {-1,  6, -1, -1, -1, -1,  0, -1},
     {-1, -1, -1,  6,  0,  2,  6, -1},
     {-1,  2,  0, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 0,  7, -1, -1, -1, -1, -1, -1},
     { 1,  5, -1, -1, -1, -1, -1, -1},
     { 7,  2,  5, -1, -1, -1, -1, -1},
     { 6,  3,  4, -1, -1, -1, -1, -1},
     { 5,  5,  4,  4, -1, -1, -1, -1},
     { 3,  3,  5,  3, -1, -1, -1, -1},
     { 1,  2,  2,  5,  3, -1, -1, -1},
     { 1,  0,  0,  7,  6, -1, -1, -1},
     { 3,  3,  5,  5,  7,  6, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1,  2,  6,  6,  2, -1, -1},
     {-1,  2,  1,  1,  0,  2, -1, -1},
     {-1,  2,  3,  2,  2,  0,  2, -1},
     { 2,  3,  2,  5,  2,  7,  2, -1},
     { 2,  4,  2,  5,  2,  7,  2,  0},
     { 2,  4,  2,  6,  6,  2,  0, -1},
     {-1,  2,  5,  2,  2,  2,  7,  2},
     {-1,  2,  5,  6,  6,  7,  2, -1},
     {-1, -1,  2,  2,  2,  2,  2, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1,  0, -1, -1,  0, -1, -1},
     { 1,  0,  0,  1,  0,  0,  1, -1},
     { 1,  7,  7,  5,  5,  7,  7,  1},
     { 3,  2, -1,  2, -1,  2,  3, -1},
     { 3,  7, -1,  6,  6, -1,  7,  3},
     { 7, -1, -1,  6, -1, -1,  7, -1},
     { 4,  4,  5, -1, -1,  5,  4,  4},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  6,  3, -1, -1,  3,  6, -1},
     { 6, -1,  2, -1,  2, -1,  6, -1},
     { 2, -1,  0,  1,  1,  0, -1,  2},
     { 5,  0, -1,  7, -1,  0,  5, -1},
     {-1,  5, -1,  6,  6, -1,  5, -1},
     { 7,  1,  4, -1,  4,  1,  7, -1},
     { 7, -1,  4, -1, -1,  4, -1,  7},
     { 2,  0, -1, -1, -1,  0,  2, -1},
     {-1,  2, -1, -1, -1, -1,  2, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 6,  1, -1, -1, -1, -1,  4,  0},
     { 2,  7,  5,  5,  5,  7,  3, -1},
     { 6,  1, -1, -1, -1, -1,  4,  0},
     { 2,  5,  7,  7,  7,  5,  3, -1},
     { 6,  1, -1, -1, -1, -1,  4,  0},
     { 2,  0,  6,  6,  6,  0,  3, -1},
     { 6,  1, -1, -1, -1, -1,  4,  0},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 5, -1, -1,  1,  1, -1, -1,  5},
     { 5, -1,  4, -1,  4, -1,  5, -1},
     {-1,  2,  4, -1, -1,  4,  2, -1},
     { 7,  2, -1, -1, -1,  2,  7, -1},
     { 0, -1,  0,  4,  4,  0, -1,  0},
     { 7,  2, -1, -1, -1,  2,  7, -1},
     {-1,  2,  3, -1, -1,  3,  2, -1},
     { 5, -1,  3, -1,  3, -1,  5, -1},
     { 5, -1, -1,  6,  6, -1, -1,  5},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 2,  2, -1, -1, -1, -1,  5,  5},
     { 5, -1, -1, -1, -1, -1,  2, -1},
     { 5, -1, -1, -1, -1, -1, -1,  2},
     { 1, -1,  1,  5,  1, -1,  3, -1},
     { 5,  2,  5,  3,  1,  2,  5,  2},
     { 2,  0,  5, -1,  2,  0,  5, -1},
     {-1,  3,  7, -1, -1,  3,  7, -1},
     {-1, -1,  2,  0,  5, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 0,  6,  5,  2,  3,  4,  1,  7},
     {-1, -1, -1, -1,  1, -1, -1, -1},
     {-1, -1, -1,  1,  1, -1, -1, -1},
     {-1, -1,  1, -1, -1, -1, -1, -1},
     { 7,  1,  4,  3,  2,  5,  6,  0},
     {-1, -1, -1, -1,  1, -1, -1, -1},
     {-1, -1, -1,  1,  1, -1, -1, -1},
     {-1, -1,  1, -1, -1, -1, -1, -1},
     { 0,  6,  5,  2,  3,  4,  1,  7},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1,  1, -1, -1,  1, -1, -1},
     {-1,  2,  4, -1,  2,  4, -1, -1},
     {-1,  2,  3,  6,  5,  3,  2, -1},
     {-1,  6,  5, -1,  6,  5, -1, -1},
     {-1, -1, -1,  7,  7, -1, -1, -1},
     {-1, -1, -1,  7, -1, -1, -1, -1},
     { 1, -1, -1,  7,  7, -1, -1,  3},
     { 2, -1, -1,  7, -1, -1,  2, -1},
     {-1,  3,  4,  5,  6,  4,  1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 1, -1, -1,  2,  2, -1, -1,  2},
     { 1,  3,  7,  3,  7,  4,  2, -1},
     {-1,  1,  6, -1, -1,  6,  2, -1},
     { 6, -1,  7,  3,  7, -1,  6, -1},
     {-1,  4,  2, -1, -1,  1,  3, -1},
     {-1, -1,  2,  6,  1, -1, -1, -1},
     {-1,  4,  3,  3,  4,  4,  3, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1, -1, -1,  5,  6, -1, -1, -1},
     {-1, -1, -1,  3, -1, -1, -1, -1},
     {-1, -1, -1,  1,  2, -1, -1, -1},
     {-1, -1, -1,  4, -1, -1, -1, -1},
     {-1, -1, -1,  5,  7, -1, -1, -1},
     {-1, -1, -1,  2, -1, -1, -1, -1},
     { 6,  5,  4,  3,  2,  1,  7,  5},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{-1,  0, -1,  1, -1,  2, -1, -1},
     {-1,  4, -1,  5, -1,  6, -1, -1},
     {-1,  7, -1,  0, -1,  2, -1, -1},
     {-1,  6, -1,  3, -1,  6, -1, -1},
     {-1,  1, -1,  1, -1,  2, -1, -1},
     {-1,  3, -1,  5, -1,  0, -1, -1},
     {-1,  2, -1,  4, -1,  6, -1, -1},
     {-1,  3, -1,  6, -1,  7, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 1,  1,  2,  2,  3,  3,  4,  4},
     { 5,  5,  6,  7,  6,  5,  5, -1},
     { 6,  4,  3,  3,  2,  2,  1,  6},
     { 4,  6,  5,  7,  6,  3,  1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 7,  4, -1,  1,  2, -1,  4,  7},
     { 5,  5, -1,  2, -1,  4,  4, -1},
     {-1,  5, -1,  7,  7, -1,  4, -1},
     { 1,  0,  6,  7,  6,  0,  2, -1},
     {-1,  2, -1,  5,  3, -1,  1, -1},
     { 1,  1, -1, -1, -1,  2,  2, -1},
     { 6,  1,  4, -1, -1,  4,  2,  6},
     { 5,  3, -1, -1, -1,  3,  5, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 1,  5,  1,  0,  0,  1,  5,  1},
     { 1,  2,  5, -1,  5,  2,  1, -1},
     { 3,  6,  1,  2,  2,  1,  6,  3},
     { 4,  3,  4, -1,  4,  3,  4, -1},
     { 3,  4,  6,  5,  5,  6,  4,  3},
     { 0,  2,  3, -1,  3,  2,  0, -1},
     { 2,  3,  1,  5,  5,  1,  3,  2},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}},
    {{ 3,  0,  2,  7,  5,  7,  6,  5},
     { 6, -1,  1, -1,  2, -1,  1, -1},
     {-1,  6,  4,  0,  3,  4,  5, -1},
     {-1,  5, -1,  1, -1,  4, -1, -1},
     {-1,  7,  3,  5,  6,  5,  3, -1},
     { 1, -1,  2, -1,  4, -1,  2, -1},
     { 6,  4,  4,  6,  6,  5,  5,  1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1},
     {-1, -1, -1, -1, -1, -1, -1, -1}}
};

/* the tile struct
 * type is the bubble number 0-7
 * fallx is the x axis movement for the falling bubble
 * fallvel is the initial upward velocity for the falling bubble
 * ingroup denotes a bubble that is part of a group to be removed
 * anchored denotes a bubble that is anchored to the ceiling
 */
struct tile {
    int type;
    int fallx;
    int fallvel;
    bool ingroup;
    bool anchored;
    bool delete;
};

/* the highscore struct
 * level is the highscore level
 * score is the highscore score
 */
struct highscore {
    unsigned int level;
    unsigned int score;
};

/* the game context struct
 * score is the current score
 * level is the current level
 * highlevel is the highest level beaten
 * highscores is the list of high scores
 * angle is the current cannon direction
 * shots is the number of shots fired since last compression
 * compress is the height of the compressor
 * onboardcnt is the number of unique bubbles on the playing board
 * onboard is the unique bubbles on the playing board
 * nextinq is the pointer to the next bubble in the firing queue
 * queue is the circular buffer of bubbles to be fired
 * elapsedlvl is level elapsed time in 1/100s of seconds
 * elapsedshot is the shot elapsed time in 1/100s of seconds
 * startedshot is when the current shot began
 * resume denotes whether to resume the currently loaded game
 * dirty denotes whether the high scores are out of sync with the saved file
 * playboard is the game playing board
 */
struct game_context {
    unsigned int score;
    unsigned int level;
    unsigned int highlevel;
    struct highscore highscores[NUM_SCORES];
    int angle;
    int shots;
    int compress;
    int onboardcnt;
    int onboard[NUM_BUBBLES];
    int nextinq;
    int queue[NUM_QUEUE];
    long elapsedlvl;
    long elapsedshot;
    long startedshot;
    bool resume;
    bool dirty;
    struct tile playboard[BB_HEIGHT][BB_WIDTH];
};

static void bubbles_init(struct game_context* bb);
static bool bubbles_nextlevel(struct game_context* bb);
static void bubbles_getonboard(struct game_context* bb);
static void bubbles_drawboard(struct game_context* bb);
static int  bubbles_fire(struct game_context* bb);
static bool bubbles_collision(struct game_context* bb, int y, int x,
                              int nearrow, int nearcol);
static bool bubbles_ingroup(struct game_context* bb, int row, int col);
static int  bubbles_searchgroup(struct game_context* bb, int row, int col);
static int  bubbles_remove(struct game_context* bb);
static void bubbles_anchored(struct game_context* bb, int row, int col);
static int  bubbles_fall(struct game_context* bb);
static int  bubbles_checklevel(struct game_context* bb);
static int  bubbles_recordscore(struct game_context* bb);
static void bubbles_savescores(struct game_context* bb);
static bool bubbles_loadgame(struct game_context* bb);
static void bubbles_savegame(struct game_context* bb);
static void bubbles_setcolors(void);
static void bubbles_callback(void* param);
static int  bubbles_handlebuttons(struct game_context* bb, bool animblock,
                                  int timeout);
static int  bubbles(struct game_context* bb);

/*****************************************************************************
* bubbles_init() initializes bubbles data structures.
******************************************************************************/
static void bubbles_init(struct game_context* bb) {
    /* seed the rand generator */
    rb->srand(*rb->current_tick);

    /* check for resumed game */
    if(bb->resume) {
        bb->resume = false;
        return;
    }

    bb->score = 0;
    bubbles_nextlevel(bb);
}

/*****************************************************************************
* bubbles_nextlevel() sets up the game for the next level, returns false if
*     there are no more levels.
******************************************************************************/
static bool bubbles_nextlevel(struct game_context* bb) {
    int i, j, pos;

    bb->level++;

    /* check if there are no more levels */
    if(bb->level > NUM_LEVELS) return false;

    /* set up the play board */
    rb->memset(bb->playboard, 0, sizeof(bb->playboard));
    for(i=0; i<BB_LEVEL_HEIGHT; i++) {
        for(j=0; j<BB_WIDTH; j++) {
            pos = (int)level[bb->level-1][i][j];
            if(pos >=0 && pos < NUM_BUBBLES) {
                bb->playboard[i][j].type = pos;
            } else {
                bb->playboard[i][j].type = -1;
            }
        }
    }
    for(i=BB_LEVEL_HEIGHT; i<BB_HEIGHT; i++) {
        for(j=0; j<BB_WIDTH; j++) {
            bb->playboard[i][j].type = -1;
        }
    }

    /* fill first bubbles in shot queue */
    bubbles_getonboard(bb);
    for(i=0; i<NUM_QUEUE; i++) {
        bb->queue[i] = bb->onboard[rb->rand()%bb->onboardcnt];
    }

    bb->angle = 0;
    bb->shots = 0;
    bb->compress = 0;
    bb->nextinq = 0;
    bb->elapsedlvl = 0;
    bb->elapsedshot = 0;

    return true;
}

/*****************************************************************************
* bubbles_getonboard() determines which bubble types are on the play board.
******************************************************************************/
static void bubbles_getonboard(struct game_context* bb) {
    int i, j, k;
    bool found;

    bb->onboardcnt = 0;
    rb->memset(bb->onboard, -1, sizeof(bb->onboard));

    for(i=0; i<BB_HEIGHT; i++) {
        for(j=0; j<BB_WIDTH; j++) {
            if(bb->playboard[i][j].type >= 0) {
                found = false;

                for(k=0; k<bb->onboardcnt; k++) {
                    if(bb->playboard[i][j].type == bb->onboard[k]) {
                        found = true;
                        break;
                    }
                }

                if(!found) {
                    bb->onboard[bb->onboardcnt] = bb->playboard[i][j].type;
                    bb->onboardcnt++;
                }

                if(bb->onboardcnt == NUM_BUBBLES) return;
            }
        }
    }
}

/*****************************************************************************
* bubbles_drawboard() draws the game board to the buffer but does not update
*     the lcd.
******************************************************************************/
static void bubbles_drawboard(struct game_context* bb) {
    int i, j;
    int w, h;
    int colmax, indent;
    int tipx, tipy;
    bool evenline = false;
    char *level = "Level";
    char *score = "Score";
    char *next = "Next";
    char *hurry = "HURRY!";
    char str[11];

    /* clear screen */
    rb->lcd_clear_display();

    /* draw background */
#ifdef HAVE_LCD_COLOR
    rb->lcd_bitmap(bubbles_background, 0, 0, LCD_WIDTH, LCD_HEIGHT);
#endif

    /* display play board */
    for(i=0; i<BB_HEIGHT; i++) {
        colmax = BB_WIDTH;
        if(evenline) {
            colmax--;
            indent = ROW_INDENT;
        } else {
            indent = 0;
        }
        evenline = !evenline;

        for(j=0; j<colmax; j++) {
            if(bb->playboard[i][j].type >= 0 && !bb->playboard[i][j].delete) {
                rb->lcd_bitmap_part(bubbles_emblem,
                  0, EMBLEM_HEIGHT*bb->playboard[i][j].type, EMBLEM_WIDTH,
                  XOFS+indent+BUBBLE_WIDTH*j+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
                  ROW_HEIGHT*i+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2+bb->compress*ROW_HEIGHT,
                  EMBLEM_WIDTH, EMBLEM_HEIGHT);
                rb->lcd_set_drawmode(DRMODE_FG);
                rb->lcd_mono_bitmap((const unsigned char *)bubbles_bubble,
                                    XOFS+indent+BUBBLE_WIDTH*j,
                                    ROW_HEIGHT*i+bb->compress*ROW_HEIGHT,
                                    BUBBLE_WIDTH, BUBBLE_HEIGHT);
                rb->lcd_set_drawmode(DRMODE_SOLID);
            }
        }
    }

    /* display bubble to be shot */
    rb->lcd_bitmap_part(bubbles_emblem,
               0, EMBLEM_HEIGHT*bb->queue[bb->nextinq], EMBLEM_WIDTH,
               SHOTX+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
               SHOTY+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2,
               EMBLEM_WIDTH, EMBLEM_HEIGHT);
    rb->lcd_set_drawmode(DRMODE_FG);
    rb->lcd_mono_bitmap((const unsigned char *)bubbles_bubble,
                        SHOTX, SHOTY,
                        BUBBLE_WIDTH, BUBBLE_HEIGHT);
    rb->lcd_set_drawmode(DRMODE_SOLID);

    /* display next bubble to be shot */
    rb->lcd_bitmap_part(bubbles_emblem,
               0, EMBLEM_HEIGHT*bb->queue[(bb->nextinq+1)%NUM_QUEUE], EMBLEM_WIDTH,
               XOFS/2-BUBBLE_WIDTH/2+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
               SHOTY+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2,
               EMBLEM_WIDTH, EMBLEM_HEIGHT);
    rb->lcd_set_drawmode(DRMODE_FG);
    rb->lcd_mono_bitmap((const unsigned char *)bubbles_bubble,
                        XOFS/2-BUBBLE_WIDTH/2, SHOTY,
                        BUBBLE_WIDTH, BUBBLE_HEIGHT);
    rb->lcd_set_drawmode(DRMODE_SOLID);

    /* draw bounding lines */
#ifndef HAVE_LCD_COLOR
    rb->lcd_vline(XOFS-1, 0, LCD_HEIGHT);
    rb->lcd_vline(XOFS+BUBBLE_WIDTH*BB_WIDTH, 0, LCD_HEIGHT);
#endif
    rb->lcd_hline(XOFS, XOFS+BUBBLE_WIDTH*BB_WIDTH-1, bb->compress*ROW_HEIGHT-1);
    rb->lcd_hline(XOFS, XOFS+BUBBLE_WIDTH*BB_WIDTH-1,
                  ROW_HEIGHT*(BB_HEIGHT-2)+BUBBLE_HEIGHT);

    /* draw arrow */
    tipx = SHOTX+BUBBLE_WIDTH/2+(((sin_int(bb->angle)>>4)*BUBBLE_WIDTH*3/2)>>10);
    tipy = SHOTY+BUBBLE_HEIGHT/2-(((cos_int(bb->angle)>>4)*BUBBLE_HEIGHT*3/2)>>10);

    rb->lcd_drawline(SHOTX+BUBBLE_WIDTH/2+(((sin_int(bb->angle)>>4)*BUBBLE_WIDTH/2)>>10),
                     SHOTY+BUBBLE_HEIGHT/2-(((cos_int(bb->angle)>>4)*BUBBLE_HEIGHT/2)>>10),
                     tipx, tipy);
    xlcd_filltriangle(tipx, tipy,
                      tipx+(((sin_int(bb->angle-135)>>4)*BUBBLE_WIDTH/3)>>10),
                      tipy-(((cos_int(bb->angle-135)>>4)*BUBBLE_HEIGHT/3)>>10),
                      tipx+(((sin_int(bb->angle+135)>>4)*BUBBLE_WIDTH/3)>>10),
                      tipy-(((cos_int(bb->angle+135)>>4)*BUBBLE_HEIGHT/3)>>10));

    /* draw text */
    rb->lcd_getstringsize(level, &w, &h);
    rb->lcd_putsxy(XOFS/2-w/2, 2, level);

    rb->snprintf(str, 4, "%d", bb->level);
    rb->lcd_getstringsize(str, &w, &h);
    rb->lcd_putsxy(XOFS/2-w/2, 11, str);

    rb->lcd_getstringsize(score, &w, &h);
    rb->lcd_putsxy(XOFS/2-w/2, 29, score);

    rb->snprintf(str, 10, "%d", bb->score);
    rb->lcd_getstringsize(str, &w, &h);
    rb->lcd_putsxy(XOFS/2-w/2, 38, str);

    rb->lcd_getstringsize(next, &w, &h);
    rb->lcd_putsxy(XOFS/2-w/2, SHOTY-9, next);

    if(bb->elapsedshot >= (MAX_SHOTTIME*7)/10) {
        rb->lcd_getstringsize(hurry, &w, &h);
        rb->lcd_putsxy(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-h/2, hurry);
    }
}

/*****************************************************************************
* bubbles_fire() fires the current bubble, reloads the cannon, attaches
*     bubble to playboard, removes appropriate bubbles, and advances the
*     the compressor.
******************************************************************************/
static int bubbles_fire(struct game_context* bb) {
    int bubblecur;
    long shotxinc, shotyinc;
    long shotxofs, shotyofs;
    int shotxdirec = 1;
    long tempxofs, tempyofs;
    int nearrow, nearcol;
    int lastrow = BB_HEIGHT-1;
    int lastcol = (BB_WIDTH-1)/2;
    int buttonres;
    long lasttick, currenttick;

    /* get current bubble */
    bubblecur = bb->queue[bb->nextinq];
    shotxinc = ((sin_int(bb->angle)>>4)*BUBBLE_WIDTH)/3;
    shotyinc = ((-1*(cos_int(bb->angle)>>4))*BUBBLE_HEIGHT)/3;
    shotxofs = shotyofs = 0;

    /* advance the queue */
    bb->queue[bb->nextinq] = bb->onboard[rb->rand()%bb->onboardcnt];
    bb->nextinq = (bb->nextinq+1)%NUM_QUEUE;
    bubbles_drawboard(bb);
    rb->lcd_update_rect(0, 0, XOFS, LCD_HEIGHT);

    /* move the bubble across the play board */
    lasttick = *rb->current_tick;

    while(true) {
        /* move the bubble one step */
        shotyofs += shotyinc;
        shotxofs += shotxinc*shotxdirec;

        /* check for bounce off sides */
        if(SHOTX+(shotxofs>>10) < XOFS) {
            shotxofs += 2*((XOFS<<10)-(((SHOTX)<<10)+shotxofs));
            shotxdirec *= -1;
        } else if(SHOTX+(shotxofs>>10) > XOFS+(BB_WIDTH-1)*BUBBLE_WIDTH) {
            shotxofs -= 2*((((SHOTX)<<10)+shotxofs)-
                        ((XOFS<<10)+(((BB_WIDTH-1)*BUBBLE_WIDTH)<<10)));
            shotxdirec *= -1;
        }

        tempxofs = shotxofs>>10;
        tempyofs = shotyofs>>10;

        /* display shot */
        bubbles_drawboard(bb);
        rb->lcd_bitmap_part(bubbles_emblem, 0, EMBLEM_HEIGHT*bubblecur, EMBLEM_WIDTH,
                       SHOTX+tempxofs+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
                       SHOTY+tempyofs+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2,
                       EMBLEM_WIDTH, EMBLEM_HEIGHT);
        rb->lcd_set_drawmode(DRMODE_FG);
        rb->lcd_mono_bitmap((const unsigned char *)bubbles_bubble,
                            SHOTX+tempxofs, SHOTY+tempyofs,
                            BUBBLE_WIDTH, BUBBLE_HEIGHT);
        rb->lcd_set_drawmode(DRMODE_SOLID);
        rb->lcd_update_rect(XOFS, 0, BB_WIDTH*BUBBLE_WIDTH, LCD_HEIGHT);

        /* find nearest position */
        nearrow = ((SHOTY+tempyofs)-
                      (bb->compress*ROW_HEIGHT)+
                      (ROW_HEIGHT/2))/ROW_HEIGHT;
        if(nearrow >= BB_HEIGHT) nearrow = BB_HEIGHT-1;

        if(nearrow%2) { /* odd row */
            nearcol = ((SHOTX+tempxofs)-
                          (XOFS+ROW_INDENT)+
                          (BUBBLE_WIDTH/2))/BUBBLE_WIDTH;
            if(nearcol >= BB_WIDTH-1) nearcol = BB_WIDTH-2;
        } else {        /* even row */
            nearcol = ((SHOTX+tempxofs)-XOFS+(BUBBLE_WIDTH/2))/BUBBLE_WIDTH;
            if(nearcol >= BB_WIDTH) nearcol = BB_WIDTH-1;
        }
        if(nearcol < 0) nearcol = 0;

        /* if nearest position is occupied attach to last position */
        if(bb->playboard[nearrow][nearcol].type >= 0) {
            bb->playboard[lastrow][lastcol].type = bubblecur;
            break;
        }

        /* save last position */
        lastrow = nearrow;
        lastcol = nearcol;

        /* if collision with neighbor then attach shot */
        if(bubbles_collision(bb, SHOTY+tempyofs, SHOTX+tempxofs,
                             nearrow, nearcol)) {
            bb->playboard[nearrow][nearcol].type = bubblecur;
            break;
        }

        /* if at top then attach shot to the ceiling */
        if(nearrow == 0 && SHOTY+tempyofs <= bb->compress*ROW_HEIGHT) {
            bb->playboard[nearrow][nearcol].type = bubblecur;
            break;
        }

        /* handle button events */
        buttonres = bubbles_handlebuttons(bb, true, 0);
        if(buttonres != BB_NONE) return buttonres;

        /* framerate limiting */
        currenttick = *rb->current_tick;
        if(currenttick-lasttick < HZ/MAX_FPS) {
            rb->sleep((HZ/MAX_FPS)-(currenttick-lasttick));
        } else {
            rb->yield();
        }
        lasttick = currenttick;
    }

    bubbles_drawboard(bb);
    rb->lcd_update();

    /* clear appropriate bubbles from playing board */
    if(bubbles_ingroup(bb, lastrow, lastcol)) {
        buttonres = bubbles_remove(bb);
        if(buttonres != BB_NONE) return buttonres;
    }

    /* update shots and compress amount */
    bb->shots++;
    if(bb->shots >= NUM_COMPRESS) {
        bb->shots = 0;
        bb->compress++;
    }

    return BB_NONE;
}

/*****************************************************************************
* bubbles_collision() determines if a fired bubble has collided with another
*     bubble.
******************************************************************************/
static bool bubbles_collision(struct game_context* bb, int y, int x,
                              int nearrow, int nearcol) {
    int nx, ny;
    int adj = nearrow%2;

    /* check neighbors */
    if(nearcol-1 >= 0) {
        if(bb->playboard[nearrow][nearcol-1].type >= 0) {
            nx = XOFS+(nearrow%2 ? ROW_INDENT : 0)+BUBBLE_WIDTH*(nearcol-1);
            ny = ROW_HEIGHT*nearrow+bb->compress*ROW_HEIGHT;
            if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
        }
    }

    if(nearcol-1+adj >= 0) {
        if(nearrow-1 >= 0) {
            if(bb->playboard[nearrow-1][nearcol-1+adj].type >= 0) {
                nx = XOFS+((nearrow-1)%2 ? ROW_INDENT : 0)+
                     BUBBLE_WIDTH*(nearcol-1+adj);
                ny = ROW_HEIGHT*(nearrow-1)+bb->compress*ROW_HEIGHT;
                if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
            }
        }

        if(nearrow+1 < BB_HEIGHT) {
            if(bb->playboard[nearrow+1][nearcol-1+adj].type >= 0) {
                nx = XOFS+((nearrow+1)%2 ? ROW_INDENT : 0)+
                     BUBBLE_WIDTH*(nearcol-1+adj);
                ny = ROW_HEIGHT*(nearrow+1)+bb->compress*ROW_HEIGHT;
                if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
            }
        }
    }

    if(nearcol+adj >= 0) {
        if(nearrow-1 >= 0) {
            if(bb->playboard[nearrow-1][nearcol+adj].type >= 0) {
                nx = XOFS+((nearrow-1)%2 ? ROW_INDENT : 0)+
                     BUBBLE_WIDTH*(nearcol+adj);
                ny = ROW_HEIGHT*(nearrow-1)+bb->compress*ROW_HEIGHT;
                if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
            }
        }

        if(nearrow+1 < BB_HEIGHT) {
            if(bb->playboard[nearrow+1][nearcol+adj].type >= 0) {
                nx = XOFS+((nearrow+1)%2 ? ROW_INDENT : 0)+
                     BUBBLE_WIDTH*(nearcol+adj);
                ny = ROW_HEIGHT*(nearrow+1)+bb->compress*ROW_HEIGHT;
                if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
            }
        }
    }

    if(nearcol+1 < BB_WIDTH-adj) {
        if(bb->playboard[nearrow][nearcol+1].type >= 0) {
            nx = XOFS+(nearrow%2 ? ROW_INDENT : 0)+BUBBLE_WIDTH*(nearcol+1);
            ny = ROW_HEIGHT*nearrow+bb->compress*ROW_HEIGHT;
            if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true;
        }
    }

    return false;
}

/*****************************************************************************
* bubbles_ingroup() marks all bubbles that form the current group.
******************************************************************************/
static bool bubbles_ingroup(struct game_context* bb, int row, int col) {
    int i, j;
    int count;

    count = bubbles_searchgroup(bb, row, col);

    /* unmark group if too small */
    if(count < 3) {
        for(i=0; i<BB_HEIGHT; i++) {
            for(j=0; j<BB_WIDTH; j++) {
                bb->playboard[i][j].ingroup = false;
            }
        }

        return false;
    }

    return true;
}

/*****************************************************************************
* bubbles_searchgroup() return the size of the group of bubbles of the same
*     type that the current bubble belongs to.
******************************************************************************/
static int bubbles_searchgroup(struct game_context* bb, int row, int col) {
    int i, adj;
    int myrow, mycol, mytype;
    int count = 0;

    struct coord {
        int row;
        int col;
    } search[(2*BB_WIDTH-1)*(BB_HEIGHT/2)];

    /* search initial bubble */
    bb->playboard[row][col].ingroup = true;
    search[count].row = row;
    search[count].col = col;
    count++;

    /* breadth-first search neighbors */
    for(i=0; i<count; i++) {
        myrow = search[i].row;
        mycol = search[i].col;
        mytype = bb->playboard[myrow][mycol].type;
        adj = myrow%2;

        if(mycol-1 >= 0) {
            if(bb->playboard[myrow][mycol-1].type == mytype &&
               !bb->playboard[myrow][mycol-1].ingroup) {
                bb->playboard[myrow][mycol-1].ingroup = true;
                search[count].row = myrow;
                search[count].col = mycol-1;
                count++;
            }
        }

        if(mycol-1+adj >= 0) {
            if(myrow-1 >= 0) {
                if(bb->playboard[myrow-1][mycol-1+adj].type == mytype &&
                   !bb->playboard[myrow-1][mycol-1+adj].ingroup) {
                    bb->playboard[myrow-1][mycol-1+adj].ingroup = true;
                    search[count].row = myrow-1;
                    search[count].col = mycol-1+adj;
                    count++;
                }
            }

            if(myrow+1 < BB_HEIGHT) {
                if(bb->playboard[myrow+1][mycol-1+adj].type == mytype &&
                   !bb->playboard[myrow+1][mycol-1+adj].ingroup) {
                    bb->playboard[myrow+1][mycol-1+adj].ingroup = true;
                    search[count].row = myrow+1;
                    search[count].col = mycol-1+adj;
                    count++;
                }
            }
        }

        if(mycol+adj >= 0) {
            if(myrow-1 >= 0) {
                if(bb->playboard[myrow-1][mycol+adj].type == mytype &&
                   !bb->playboard[myrow-1][mycol+adj].ingroup) {
                    bb->playboard[myrow-1][mycol+adj].ingroup = true;
                    search[count].row = myrow-1;
                    search[count].col = mycol+adj;
                    count++;
                }
            }

            if(myrow+1 < BB_HEIGHT) {
                if(bb->playboard[myrow+1][mycol+adj].type == mytype &&
                   !bb->playboard[myrow+1][mycol+adj].ingroup) {
                    bb->playboard[myrow+1][mycol+adj].ingroup = true;
                    search[count].row = myrow+1;
                    search[count].col = mycol+adj;
                    count++;
                }
            }
        }

        if(mycol+1 < BB_WIDTH-adj) {
            if(bb->playboard[myrow][mycol+1].type == mytype &&
               !bb->playboard[myrow][mycol+1].ingroup) {
                bb->playboard[myrow][mycol+1].ingroup = true;
                search[count].row = myrow;
                search[count].col = mycol+1;
                count++;
            }
        }
    }

    return count;
}

/*****************************************************************************
* bubbles_remove() removes all bubbles in the current group and all
*     unanchored bubbles from the play board.
******************************************************************************/
static int bubbles_remove(struct game_context* bb) {
    int i, j;
    int buttonres;

    /* determine all anchored bubbles */
    for(j=0; j<BB_WIDTH; j++) {
        if(bb->playboard[0][j].type >= 0 && !bb->playboard[0][j].ingroup) {
            bubbles_anchored(bb, 0, j);
        }
    }

    /* mark bubbles to be deleted */
    for(i=0; i<BB_HEIGHT; i++) {
        for(j=0; j<BB_WIDTH; j++) {
            if(bb->playboard[i][j].type >= 0 &&
              (!bb->playboard[i][j].anchored || bb->playboard[i][j].ingroup)) {
                bb->playboard[i][j].delete = true;
            }
        }
    }

    /* animate falling bubbles */
    buttonres = bubbles_fall(bb);
    if(buttonres != BB_NONE) return buttonres;

    /* remove bubbles */
    for(i=0; i<BB_HEIGHT; i++) {
        for(j=0; j<BB_WIDTH; j++) {
            if(bb->playboard[i][j].delete) {
                bb->playboard[i][j].ingroup = false;
                bb->playboard[i][j].type = -1;
                bb->playboard[i][j].delete = false;
            } else {
                bb->playboard[i][j].anchored = false;
            }
        }
    }

    bubbles_getonboard(bb);

    return BB_NONE;
}

/*****************************************************************************
* bubbles_anchored() marks all bubbles that are anchored in some way to the
*     current bubble.
******************************************************************************/
static void bubbles_anchored(struct game_context* bb, int row, int col) {
    int i, adj;
    int myrow, mycol, mytype;
    int count = 0;

    struct coord {
        int row;
        int col;
    } search[(2*BB_WIDTH-1)*(BB_HEIGHT/2)];

    /* search initial bubble */
    bb->playboard[row][col].anchored = true;
    search[count].row = row;
    search[count].col = col;
    count++;

    /* breadth-first search neighbors */
    for(i=0; i<count; i++) {
        myrow = search[i].row;
        mycol = search[i].col;
        mytype = bb->playboard[myrow][mycol].type;
        adj = myrow%2;

        if(mycol-1 >= 0) {
            if(bb->playboard[myrow][mycol-1].type >= 0 &&
               !bb->playboard[myrow][mycol-1].ingroup &&
               !bb->playboard[myrow][mycol-1].anchored) {
                bb->playboard[myrow][mycol-1].anchored = true;
                search[count].row = myrow;
                search[count].col = mycol-1;
                count++;
            }
        }

        if(mycol-1+adj >= 0) {
            if(myrow-1 >= 0) {
                if(bb->playboard[myrow-1][mycol-1+adj].type >= 0 &&
                   !bb->playboard[myrow-1][mycol-1+adj].ingroup &&
                   !bb->playboard[myrow-1][mycol-1+adj].anchored) {
                    bb->playboard[myrow-1][mycol-1+adj].anchored = true;
                    search[count].row = myrow-1;
                    search[count].col = mycol-1+adj;
                    count++;
                }
            }

            if(myrow+1 < BB_HEIGHT) {
                if(bb->playboard[myrow+1][mycol-1+adj].type >= 0 &&
                   !bb->playboard[myrow+1][mycol-1+adj].ingroup &&
                   !bb->playboard[myrow+1][mycol-1+adj].anchored) {
                    bb->playboard[myrow+1][mycol-1+adj].anchored = true;
                    search[count].row = myrow+1;
                    search[count].col = mycol-1+adj;
                    count++;
                }
            }
        }

        if(mycol+adj >= 0) {
            if(myrow-1 >= 0) {
                if(bb->playboard[myrow-1][mycol+adj].type >= 0 &&
                   !bb->playboard[myrow-1][mycol+adj].ingroup &&
                   !bb->playboard[myrow-1][mycol+adj].anchored) {
                    bb->playboard[myrow-1][mycol+adj].anchored = true;
                    search[count].row = myrow-1;
                    search[count].col = mycol+adj;
                    count++;
                }
            }

            if(myrow+1 < BB_HEIGHT) {
                if(bb->playboard[myrow+1][mycol+adj].type >= 0 &&
                   !bb->playboard[myrow+1][mycol+adj].ingroup &&
                   !bb->playboard[myrow+1][mycol+adj].anchored) {
                    bb->playboard[myrow+1][mycol+adj].anchored = true;
                    search[count].row = myrow+1;
                    search[count].col = mycol+adj;
                    count++;
                }
            }
        }

        if(mycol+1 < BB_WIDTH-adj) {
            if(bb->playboard[myrow][mycol+1].type >= 0 &&
               !bb->playboard[myrow][mycol+1].ingroup &&
               !bb->playboard[myrow][mycol+1].anchored) {
                bb->playboard[myrow][mycol+1].anchored = true;
                search[count].row = myrow;
                search[count].col = mycol+1;
                count++;
            }
        }
    }
}

/*****************************************************************************
* bubbles_fall() makes removed bubbles fall from the screen.
******************************************************************************/
static int bubbles_fall(struct game_context* bb) {
    int i, j;
    int count;
    int indent;
    int xofs, yofs;
    int buttonres;
    bool onscreen;
    long lasttick, currenttick;

    /* give all falling bubbles an x axis movement */
    for(i=0; i<BB_HEIGHT; i++) {
        for(j=0; j<BB_WIDTH; j++) {
            if(bb->playboard[i][j].delete) {
                bb->playboard[i][j].fallx = rb->rand()%25 - 12;
                bb->playboard[i][j].fallvel = rb->rand()%5 + 6;
            }
        }
    }

    /* draw bubbles falling off the screen
     * follows y=x^2-8x scaled to bubble size
     */
    lasttick = *rb->current_tick;

    for(count=1; ;count++) {
        onscreen = false;
        bubbles_drawboard(bb);

        for(i=0; i<BB_HEIGHT; i++) {
            for(j=0; j<BB_WIDTH; j++) {
                if(bb->playboard[i][j].delete) {
                    indent = (i%2 ? ROW_INDENT : 0);
                    xofs = ((bb->playboard[i][j].fallx*count)*BUBBLE_WIDTH)/48;
                    yofs = ((count*count - bb->playboard[i][j].fallvel*count)*
                           BUBBLE_HEIGHT)/20;

                    /* draw bubble if it is still on the screen */
                    if(ROW_HEIGHT*i+bb->compress*ROW_HEIGHT+yofs
                       <= LCD_HEIGHT) {
                        onscreen = true;

                        rb->lcd_bitmap_part(bubbles_emblem, 0,
                                EMBLEM_HEIGHT*bb->playboard[i][j].type, EMBLEM_WIDTH,
                                XOFS+indent+BUBBLE_WIDTH*j+
                                    (BUBBLE_WIDTH-EMBLEM_WIDTH)/2+xofs,
                                ROW_HEIGHT*i+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2+
                                    bb->compress*ROW_HEIGHT+yofs,
                                EMBLEM_WIDTH, EMBLEM_HEIGHT);
                        rb->lcd_set_drawmode(DRMODE_FG);
                        rb->lcd_mono_bitmap(
                                (const unsigned char *)bubbles_bubble,
                                XOFS+indent+BUBBLE_WIDTH*j+xofs,
                                ROW_HEIGHT*i+bb->compress*ROW_HEIGHT+yofs,
                                BUBBLE_WIDTH, BUBBLE_HEIGHT);
                        rb->lcd_set_drawmode(DRMODE_SOLID);
                    }
                }
            }
        }

        rb->lcd_update();

        /* break out if all bubbles are off the screen */
        if(!onscreen) break;

        /* handle button events */
        buttonres = bubbles_handlebuttons(bb, true, 0);
        if(buttonres != BB_NONE) return buttonres;

        /* framerate limiting */
        currenttick = *rb->current_tick;
        if(currenttick-lasttick < HZ/MAX_FPS) {
            rb->sleep((HZ/MAX_FPS)-(currenttick-lasttick));
        } else {
            rb->yield();
        }
        lasttick = currenttick;
    }

    return BB_NONE;
}

/*****************************************************************************
* bubbles_checklevel() checks the state of the playboard for a win or loss.
******************************************************************************/
static int bubbles_checklevel(struct game_context* bb) {
    int i, j;
    int points;
    char str[13];

    bubbles_drawboard(bb);
    rb->lcd_update();

    /* check for bubbles below cut off point */
    for(i=0; i<=bb->compress; i++) {
        for(j=0; j<BB_WIDTH; j++) {
            if(bb->playboard[BB_HEIGHT-1-i][j].type >= 0) return BB_LOSE;
      }
    }

    /* check for bubbles above cut off point */
    for(i=0; i<BB_HEIGHT-1-bb->compress; i++) {
        for(j=0; j<BB_WIDTH; j++) {
            if(bb->playboard[i][j].type >= 0) return BB_NONE;
        }
    }

    /* level complete, record score */
    points = 100 - bb->elapsedlvl/100;
    if(points > 0) {
        bb->score += points;
    } else {
        points = 0;
    }

    rb->snprintf(str, 12, "%d points", points);
    rb->splash(HZ, str);

    /* advance to the next level */
    if(!bubbles_nextlevel(bb)) {
        return BB_WIN;
    }

    bubbles_drawboard(bb);
    rb->lcd_update();
    rb->snprintf(str, 12, "Level %d", bb->level);
    rb->splash(HZ, str);
    bubbles_drawboard(bb);
    rb->lcd_update();

    return BB_NONE;
}

/*****************************************************************************
* bubbles_recordscore() inserts a high score into the high scores list and
*     returns the high score position.
******************************************************************************/
static int bubbles_recordscore(struct game_context* bb) {
    int i;
    int position = 0;
    unsigned int currentscore, currentlevel;
    unsigned int tempscore, templevel;

    if(bb->score > 0) {
        currentlevel = bb->level-1;
        currentscore = bb->score;

        for(i=0; i<NUM_SCORES; i++) {
            if(currentscore >= bb->highscores[i].score) {
                if(!position) {
                    position = i+1;
                    bb->dirty = true;
                }
                templevel = bb->highscores[i].level;
                tempscore = bb->highscores[i].score;
                bb->highscores[i].level = currentlevel;
                bb->highscores[i].score = currentscore;
                currentlevel = templevel;
                currentscore = tempscore;
            }
        }
    }

    return position;
 }

/*****************************************************************************
* bubbles_loadscores() loads the high scores saved file.
******************************************************************************/
static void bubbles_loadscores(struct game_context* bb) {
    int fd;

    bb->dirty = false;

    /* clear high scores */
    bb->highlevel = 0;
    rb->memset(bb->highscores, 0, sizeof(bb->highscores));

    /* open scores file */
    fd = rb->open(SCORE_FILE, O_RDONLY);
    if(fd < 0) return;

    /* read in high scores */
    rb->read(fd, &bb->highlevel, sizeof(bb->highlevel));
    if(rb->read(fd, bb->highscores, sizeof(bb->highscores)) <= 0) {
        /* scores are bad, reset */
        rb->memset(bb->highscores, 0, sizeof(bb->highscores));
    }
    
    if( bb->highlevel >= NUM_LEVELS )
        bb->highlevel = NUM_LEVELS - 1;

    rb->close(fd);
}

/*****************************************************************************
* bubbles_savescores() saves the high scores saved file.
******************************************************************************/
static void bubbles_savescores(struct game_context* bb) {
    int fd;

    /* write out the high scores to the save file */
    fd = rb->open(SCORE_FILE, O_WRONLY|O_CREAT);
    rb->write(fd, &bb->highlevel, sizeof(bb->highlevel));
    rb->write(fd, bb->highscores, sizeof(bb->highscores));
    rb->close(fd);
    bb->dirty = false;
}

/*****************************************************************************
* bubbles_displaycores() displays the high scores
******************************************************************************/
static char * scores_get_name(int selected_item, void * data,
                             char * buffer, size_t buffer_len)
{
    struct game_context* bb = (struct game_context*)data;
    rb->snprintf(buffer, buffer_len, "#%02d:  %d,  Lvl %d",
                  selected_item+1,
                  bb->highscores[selected_item].score, 
                  bb->highscores[selected_item].level);
    return buffer;
}
static void bubbles_displayscores(struct game_context* bb) {
    struct simplelist_info info;
    rb->simplelist_info_init(&info, "High Scores", NUM_SCORES, (void*)bb);
    info.hide_selection = true;
    info.get_name = scores_get_name;
    rb->simplelist_show_list(&info);
}


/*****************************************************************************
* bubbles_loadgame() loads the saved game and returns load success.
******************************************************************************/
static bool bubbles_loadgame(struct game_context* bb) {
    int fd;
    bool loaded = false;

    /* open game file */
    fd = rb->open(SAVE_FILE, O_RDONLY);
    if(fd < 0) return loaded;

    /* read in saved game */
    while(true) {
        if(rb->read(fd, &bb->score, sizeof(bb->score)) <= 0) break;
        if(rb->read(fd, &bb->level, sizeof(bb->level)) <= 0) break;
        if(rb->read(fd, &bb->angle, sizeof(bb->angle)) <= 0) break;
        if(rb->read(fd, &bb->shots, sizeof(bb->shots)) <= 0) break;
        if(rb->read(fd, &bb->compress, sizeof(bb->compress)) <= 0) break;
        if(rb->read(fd, &bb->onboardcnt, sizeof(bb->onboardcnt)) <= 0) break;
        if(rb->read(fd, bb->onboard, sizeof(bb->onboard)) <= 0) break;
        if(rb->read(fd, &bb->nextinq, sizeof(bb->nextinq)) <= 0) break;
        if(rb->read(fd, bb->queue, sizeof(bb->queue)) <= 0) break;
        if(rb->read(fd, &bb->elapsedlvl, sizeof(bb->elapsedlvl)) <= 0) break;
        if(rb->read(fd, bb->playboard, sizeof(bb->playboard)) <= 0) break;
        bb->resume = true;
        loaded = true;
        break;
    }

    rb->close(fd);

    /* delete saved file */
    rb->remove(SAVE_FILE);
    return loaded;
}

/*****************************************************************************
* bubbles_savegame() saves the current game state.
******************************************************************************/
static void bubbles_savegame(struct game_context* bb) {
    int fd;

    /* write out the game state to the save file */
    fd = rb->open(SAVE_FILE, O_WRONLY|O_CREAT);
    rb->write(fd, &bb->score, sizeof(bb->score));
    rb->write(fd, &bb->level, sizeof(bb->level));
    rb->write(fd, &bb->angle, sizeof(bb->angle));
    rb->write(fd, &bb->shots, sizeof(bb->shots));
    rb->write(fd, &bb->compress, sizeof(bb->compress));
    rb->write(fd, &bb->onboardcnt, sizeof(bb->onboardcnt));
    rb->write(fd, bb->onboard, sizeof(bb->onboard));
    rb->write(fd, &bb->nextinq, sizeof(bb->nextinq));
    rb->write(fd, bb->queue, sizeof(bb->queue));
    rb->write(fd, &bb->elapsedlvl, sizeof(bb->elapsedlvl));
    rb->write(fd, bb->playboard, sizeof(bb->playboard));
    rb->close(fd);

    bb->resume = true;
}

/*****************************************************************************
* bubbles_setcolors() set the foreground and background colors.
******************************************************************************/
static inline void bubbles_setcolors(void) {
#ifdef HAVE_LCD_COLOR
    rb->lcd_set_background(LCD_RGBPACK(181,181,222));
    rb->lcd_set_foreground(LCD_BLACK);
#endif
}

/*****************************************************************************
* bubbles_callback() is the default event handler callback which is called
*     on usb connect and shutdown.
******************************************************************************/
static void bubbles_callback(void* param) {
    struct game_context* bb = (struct game_context*) param;
    if(bb->dirty) {
        rb->splash(HZ/2, "Saving high scores...");
        bubbles_savescores(bb);
    }
}

/*****************************************************************************
* bubbles_handlebuttons() handles button events during a game.
******************************************************************************/
static int bubbles_handlebuttons(struct game_context* bb, bool animblock,
                                 int timeout) {
    int button;
    int buttonres;
    long start;
    const struct button_mapping *plugin_contexts[]
#if CONFIG_KEYPAD != SANSA_E200_PAD
                     = {generic_left_right_fire,generic_actions};
#else
                     = {generic_directions,generic_actions};
#endif

    if (timeout < 0)
        timeout = 0;
    button = pluginlib_getaction(rb,timeout,plugin_contexts,2);
#if defined(HAS_BUTTON_HOLD) && !defined(HAVE_REMOTE_LCD_AS_MAIN)
    /* FIXME: Should probably check remote hold here */
    if (rb->button_hold())
        button = BUBBLES_START;
#endif

    switch(button){
        case BUBBLES_LEFT_REP:
            if(bb->angle > MIN_ANGLE) bb->angle -= ANGLE_STEP_REP;
        case BUBBLES_LEFT:   /* change angle to the left */
            if(bb->angle > MIN_ANGLE) bb->angle -= ANGLE_STEP;
            break;

        case BUBBLES_RIGHT_REP:
            if(bb->angle < MAX_ANGLE) bb->angle += ANGLE_STEP_REP;
        case BUBBLES_RIGHT:  /* change angle to the right */
            if(bb->angle < MAX_ANGLE) bb->angle += ANGLE_STEP;
            break;

        case BUBBLES_SELECT: /* fire the shot */
            if(!animblock) {
                bb->elapsedlvl += bb->elapsedshot;
                bb->elapsedshot = 0;
                buttonres = bubbles_fire(bb);
                if(buttonres != BB_NONE) return buttonres;
                buttonres = bubbles_checklevel(bb);
                if(buttonres != BB_NONE) return buttonres;
                bb->startedshot = *rb->current_tick;
            }
            break;

        case BUBBLES_START:  /* pause the game */
            start = *rb->current_tick;
            rb->splash(0, "Paused");
            while(pluginlib_getaction(rb,TIMEOUT_BLOCK,plugin_contexts,2)
                 != (BUBBLES_START));
            bb->startedshot += *rb->current_tick-start;
            bubbles_drawboard(bb);
            rb->lcd_update();
            break;

        case BUBBLES_RESUME: /* save and end the game */
            if(!animblock) {
                rb->splash(HZ/2, "Saving game...");
                bubbles_savegame(bb);
                return BB_END;
            }
            break;
        case BUBBLES_QUIT:   /* end the game */
            return BB_END;

        case ACTION_UNKNOWN:
        case ACTION_NONE:    /* no button pressed */
            break;

        default:
            if(rb->default_event_handler_ex(button, bubbles_callback,
               (void*) bb) == SYS_USB_CONNECTED)
                return BB_USB;
            break;
    }

    return BB_NONE;
}

/*****************************************************************************
* bubbles() is the main game subroutine, it returns the final game status.
******************************************************************************/
static int bubbles(struct game_context* bb) {
    int buttonres;
    unsigned int startlevel = 0;
    bool startgame = false;
    long timeout;

    bubbles_setcolors();

    /* don't resume by default */
    bb->resume = false;

    /********************
    *       menu        *
    ********************/
    MENUITEM_STRINGLIST(menu,"Bubbles Menu",NULL,
                        "Start New Game", "Resume Game",
                        "Level", "Display High Scores", "Quit");
    while(!startgame){
        switch (rb->do_menu(&menu, NULL, NULL, false))
        {
            case 0: /* new game */
                bb->level = startlevel;
                startgame = true;
                break;
            case 1: /* resume game */
                if(!bubbles_loadgame(bb)) {
                    rb->splash(HZ*2, "Nothing to resume");
                } else {
                    startgame = true;
                }
                break;
            case 2: /* choose level */
                startlevel++;
                rb->set_int("Choose start level", "", UNIT_INT, &startlevel, NULL, 1, 1, bb->highlevel+1, NULL);
                startlevel--;
                break;
            case 3: /* High scores */
                bubbles_displayscores(bb);
                break;
            case 4: /* quit */
                return BB_QUIT;
            case MENU_ATTACHED_USB:
                bubbles_callback(bb);
                return BB_USB;
        }
    }
    /********************
    *       init        *
    ********************/
    bubbles_init(bb);
    bubbles_drawboard(bb);
    rb->lcd_update();

    /**********************
    *        play         *
    **********************/
    bb->startedshot = *rb->current_tick;

    while(true) {
        /* refresh the board */
        bubbles_drawboard(bb);
        rb->lcd_update();

        /* manange idle framerate */
        bb->elapsedshot = *rb->current_tick-bb->startedshot;

        if(MAX_SHOTTIME-bb->elapsedshot < HZ/2) {
            timeout = MAX_SHOTTIME-bb->elapsedshot;
        } else {
            timeout = HZ/2;
        }

        /* handle button events */
        buttonres = bubbles_handlebuttons(bb, false, timeout);
        if(buttonres != BB_NONE) return buttonres;

        /* handle timing */
        bb->elapsedshot = *rb->current_tick-bb->startedshot;

        if(bb->elapsedshot > MAX_SHOTTIME) {
            bb->elapsedlvl += bb->elapsedshot;
            bb->elapsedshot = 0;
            buttonres = bubbles_fire(bb);
            if(buttonres != BB_NONE) return buttonres;
            buttonres = bubbles_checklevel(bb);
            if(buttonres != BB_NONE) return buttonres;
            bb->startedshot = *rb->current_tick;
        }
    }
}

/*****************************************************************************
* plugin entry point.
******************************************************************************/
enum plugin_status plugin_start(const struct plugin_api* api, const void* parameter) {
    struct game_context bb;
    bool exit = false;
    int position;

    /* plugin init */
    (void)parameter;
    rb = api;
    /* end of plugin init */

    /* more init */
    xlcd_init(rb);

    /* load files */
    rb->splash(0, "Loading...");
    bubbles_loadscores(&bb);
    rb->lcd_clear_display();

    /* start app */
#if LCD_DEPTH > 1
    rb->lcd_set_backdrop(NULL);
#endif
    rb->lcd_setfont(FONT_SYSFIXED);

    while(!exit) {
        switch(bubbles(&bb)){
            case BB_WIN:
                rb->splash(HZ*2, "You Win!");
                /* record high level */
                if( NUM_LEVELS-1 > bb.highlevel) {
                    bb.highlevel = NUM_LEVELS-1;
                    bb.dirty = true;
                }

                /* record high score */
                if((position = bubbles_recordscore(&bb))) {
                    rb->splashf(HZ*2, "New high score #%d!", position);
                }
                break;

            case BB_LOSE:
                rb->splash(HZ*2, "Game Over");
                /* fall through to BB_END */

            case BB_END:
                if(!bb.resume) {
                    /* record high level */
                    if(bb.level-1 > bb.highlevel) {
                        bb.highlevel = bb.level-1;
                        bb.dirty = true;
                    }

                    /* record high score */
                    if((position = bubbles_recordscore(&bb))) {
                        rb->splashf(HZ*2, "New high score #%d!", position);
                    }
                }
                break;

            case BB_USB:
                rb->lcd_setfont(FONT_UI);
                return PLUGIN_USB_CONNECTED;

            case BB_QUIT:
                if(bb.dirty) {
                    rb->splash(HZ/2, "Saving high scores...");
                    bubbles_savescores(&bb);
                }
                exit = true;
                break;

            default:
                break;
        }
    }

    rb->lcd_setfont(FONT_UI);
    return PLUGIN_OK;
}

#endif