Fix audio bug
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					 3 changed files with 6 additions and 5 deletions
				
			
		
							
								
								
									
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					@ -61,8 +61,6 @@
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=========== BUGS =================
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					=========== BUGS =================
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- sometimes the games prints huge long ass number of newlines, WHY (happens
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  when driving on accelerator)
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- immediately after starting the map countdown seems to be lower
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					- immediately after starting the map countdown seems to be lower
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- the pinch collision test seems to sometimes stop the car e.g. after falling
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					- the pinch collision test seems to sometimes stop the car e.g. after falling
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  from bigger height or when running into ramp at high speed (or not?) - FIX
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					  from bigger height or when running into ramp at high speed (or not?) - FIX
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					@ -70,6 +68,8 @@
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=========== HANDLED ==============
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					=========== HANDLED ==============
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- add ifdefs that change car color?
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					- add ifdefs that change car color?
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					- sometimes the games prints huge long ass number of newlines, WHY (happens
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					  when driving on accelerator)
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- add indicator that menu can be scrolled down
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					- add indicator that menu can be scrolled down
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- sometimes getting a SLIGHTLY slower time counts as beating it (prolly
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					- sometimes getting a SLIGHTLY slower time counts as beating it (prolly
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  conversion fail) (SEEMS FIXED NOW)
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					  conversion fail) (SEEMS FIXED NOW)
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								audio.h
									
										
									
									
									
								
							
							
						
						
									
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								audio.h
									
										
									
									
									
								
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					@ -120,13 +120,12 @@ uint8_t LCR_audioGetNextSample(void)
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    }
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					    }
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    case LCR_SOUND_ACCELERATOR:
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					    case LCR_SOUND_ACCELERATOR:
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      result = putchar(((LCR_audio.soundPlayedFrame * 14 +
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					      result = (LCR_audio.soundPlayedFrame * 14 +
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        (((LCR_audio.soundPlayedFrame >> 2) * (LCR_audio.soundPlayedFrame >> 6))
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					        (((LCR_audio.soundPlayedFrame >> 2) * (LCR_audio.soundPlayedFrame >> 6))
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        >> 4)) & 0x0f));
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					        >> 4)) & 0x0f;
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      if (LCR_audio.soundPlayedFrame >= 4000)
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					      if (LCR_audio.soundPlayedFrame >= 4000)
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        LCR_audio.soundPlayed = LCR_SOUND_NONE;
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					        LCR_audio.soundPlayed = LCR_SOUND_NONE;
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      break;
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					      break;
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    case LCR_SOUND_FAN:
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					    case LCR_SOUND_FAN:
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					@ -0,0 +1,2 @@
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					#RLCtiny1;00LCtiny1;7e39e006 0000336:0011:0143:0051:0079:0081:0073:0051:00e3:0021:00b9:0031:0139:00a1:00a9:0051:00e3:0041:0093:0031:00d3:0051:0013:0031:0053:0017:0016:0017:0016:0012:0163:0101:0023:0021:0083:0031:0215:0031:01d3:0041:0099:0031:00b9
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					#BLCtiny1;
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