 // arduboy.h: uint8_t getCursorX(); uint8_t getCursorY();
 // arduboy.cpp: uint8_t Arduboy::getCursorX() { return cursor_x; } uint8_t Arduboy::getCursorY() { return cursor_y; }
 // replace char gti[]  with your compiled game bytecode by using compiler.py and bin2array.py -- it is currently silence.bin now
+
+#define ON 1
+#define OFF 0
+
+// Standard includes for Arduboy 
  
 #include <SPI.h>
 #include <EEPROM.h>

             x++; 
      }  
      x = 0; 
      if(sound == 1) { display.tunes.tone(1318, 50); }
      display.fillRect(display.getCursorX(),display.getCursorY(),8,8,BLACK); display.display();
      display.print("\nB] ");  display.display(); col=3;
       while(1) { 
             if(exitb[x] == 0) { break; } 
             printer(exitb[x]);

#define UP 16
#define LEFT 32

// Init system variables

uint8_t state = 0;
uint16_t room = 0;
uint8_t inst = 0;
uint8_t col = 0;
uint8_t row = 0;
uint8_t effect = 0;

extern const unsigned char arduino[];
