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https://github.com/knightfox75/nds_nflib.git
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- Creative Commons (except for CC0) shouldn't be used for code: https://creativecommons.org/faq/#can-i-apply-a-creative-commons-license-to-software MIT has the same spirit as the CC-BY license. - CC-BY has been retained for the assets included in the repository. - Also, the years were wrong, this library was started in 2009. - Make all examples use the CC0 license.
243 lines
5.0 KiB
C
243 lines
5.0 KiB
C
// SPDX-License-Identifier: CC0-1.0
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//
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// SPDX-FileContributor: NightFox & Co., 2009-2011
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/*
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-------------------------------------------------
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NightFox's Lib Template
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Ejemplo de 3D Sprites
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Rotacion y escalado
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Requiere DevkitARM
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Requiere NightFox's Lib
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Codigo por NightFox
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http://www.nightfoxandco.com
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Inicio 10 de Octubre del 2009
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-------------------------------------------------
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*/
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/*
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-------------------------------------------------
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Includes
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-------------------------------------------------
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*/
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// Includes C
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#include <stdio.h>
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#include <time.h>
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// Includes propietarios NDS
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#include <nds.h>
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// Includes librerias propias
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#include <nf_lib.h>
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#define MAXSPRITES 8
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/*
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-------------------------------------------------
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Main() - Bloque general del programa
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-------------------------------------------------
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*/
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int main(int argc, char **argv) {
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// Inicializa el random
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srand(time(NULL));
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// Pantalla de espera inicializando NitroFS
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NF_Set2D(0, 0);
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NF_Set2D(1, 0);
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consoleDemoInit();
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printf("\n NitroFS init. Please wait.\n\n");
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printf(" Iniciando NitroFS,\n por favor, espere.\n\n");
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swiWaitForVBlank();
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// Define el ROOT e inicializa el sistema de archivos
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NF_SetRootFolder("NITROFS"); // Define la carpeta ROOT para usar NITROFS
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// Inicializa el motor 3D
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NF_Set3D(0, 0); // Modo 3D_0 en la pantalla superior
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// Inicializa los fondos tileados
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NF_InitTiledBgBuffers(); // Inicializa los buffers para almacenar fondos
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NF_InitTiledBgSys(0); // Inicializa los fondos Tileados para la pantalla superior
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// Inicializa los buffers de los Sprites
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NF_InitSpriteBuffers(); // Inicializa los buffers para almacenar sprites y paletas
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// Inicializa el sistema de Sprites en 3D y OpenGL
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NF_Init3dSpriteSys();
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// Carga los fondos tileados
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NF_LoadTiledBg("bg/bg3", "bg3", 256, 256);
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// Carga los graficos de los Sprites
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NF_LoadSpriteGfx("sprite/blueball", 0, 64, 64);
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NF_LoadSpritePal("sprite/blueball", 0);
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NF_LoadSpriteGfx("sprite/redcar", 1, 128, 64);
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NF_LoadSpritePal("sprite/redcar", 1);
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// Manda los graficos y paletas a la VRAM
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NF_Vram3dSpriteGfx(0, 0, true);
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NF_Vram3dSpritePal(0, 0);
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NF_Vram3dSpriteGfx(1, 1, true);
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NF_Vram3dSpritePal(1, 1);
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// Crea los fondos en ambas pantallas
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NF_CreateTiledBg(0, 3, "bg3");
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// Variables
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u16 n = 0;
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u16 r = 0;
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s16 x[MAXSPRITES];
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s16 y[MAXSPRITES];
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s16 ix[MAXSPRITES];
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s16 iy[MAXSPRITES];
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s16 rx[MAXSPRITES];
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s16 ry[MAXSPRITES];
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s16 rz[MAXSPRITES];
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s16 scale[MAXSPRITES];
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// Inicializa las variables
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for (n = 0; n < MAXSPRITES; n ++) {
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if ((n % 2) == 0) {
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r = 1;
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} else {
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r = 0;
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}
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x[n] = (((int)(rand() % 128)) + 1);
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y[n] = (((int)(rand() % 112)) + 1);
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if ((rand() % 100) > 50) {
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ix[n] = 1;
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} else {
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ix[n] = -1;
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}
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if ((rand() % 100) > 50) {
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iy[n] = 1;
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} else {
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iy[n] = -1;
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}
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rx[n] = 0;
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ry[n] = 0;
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rz[n] = 0;
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scale[n] = 64;
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// Crea los Sprites 3D
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NF_Create3dSprite(n, r, r, x[n], y[n]);
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}
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// Y ordenalos en la cola segun su ID (El mas bajo tiene prioridad)
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NF_Sort3dSprites();
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// Variable para la lectura del teclado
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u16 press = 0;
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u16 held = 0;
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s16 id = 0;
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// Bucle (repite para siempre)
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while(1) {
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// Lee el teclado
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scanKeys();
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press = keysDown();
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held = keysHeld();
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// Mueve todos los Sprites
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for (n = 0; n < MAXSPRITES; n ++) {
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x[n] += ix[n];
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if ((x[n] < 1) || (x[n] > (255 - NF_3DSPRITE[n].width))) ix[n] = -ix[n];
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y[n] += iy[n];
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if ((y[n] < 1) || (y[n] > (191 - NF_3DSPRITE[n].height))) iy[n] = -iy[n];
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NF_Move3dSprite(n, x[n], y[n]);
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}
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// Selecciona el Sprite con A y B
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if (press & KEY_A) {
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id ++;
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if (id > (MAXSPRITES - 1)) id = 0;
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}
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if (press & KEY_B) {
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id --;
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if (id < 0) id = (MAXSPRITES - 1);
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}
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// Rota el Z del Sprite ID
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if (held & KEY_RIGHT) {
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rz[id] += 2;
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if (rz[id] > 512) rz[id] -= 512;
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}
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if (held & KEY_LEFT) {
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rz[id] -= 2;
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if (rz[id] < 0) rz[id] += 512;
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}
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// Rota el Y del Sprite ID
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if (held & KEY_DOWN) {
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ry[id] += 2;
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if (ry[id] > 512) ry[id] -= 512;
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}
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if (held & KEY_UP) {
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ry[id] -= 2;
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if (ry[id] < 0) ry[id] += 512;
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}
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// Rota el X del Sprite ID
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if (held & KEY_X) {
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rx[id] += 2;
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if (rx[id] > 512) rx[id] -= 512;
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}
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if (held & KEY_Y) {
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rx[id] -= 2;
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if (rx[id] < 0) rx[id] += 512;
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}
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// Escala el sprite
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if (held & KEY_R) {
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scale[id] += 2;
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if (scale[id] > 512) scale[id] = 512;
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}
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if (held & KEY_L) {
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scale[id] -= 2;
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if (scale[id] < 0) scale[id] = 0;
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}
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// Aplica la rotacion
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NF_Rotate3dSprite(id, rx[id], ry[id], rz[id]);
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// Aplica el escalado
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NF_Scale3dSprite(id, scale[id], scale[id]);
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// Dibuja los 3D Sprites
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NF_Draw3dSprites();
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// Actualiza la escena 3D, si no lo haces, no se mostrara en pantalla
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glFlush(0);
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// Debug
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consoleClear();
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printf("A / B - Sprite select %d\n", id);
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printf("Rotate Z (LEFT/RIGHT) %d\n", rz[id]);
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printf("Rotate Y (UP/DOWN) %d\n", ry[id]);
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printf("Rotate X (X/Y) %d\n", rx[id]);
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printf("Scale (R/L) %d\n", scale[id]);
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// Espera al sincronismo vertical
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swiWaitForVBlank();
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}
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return 0;
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}
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