 // 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>


void printer(uint8_t character) { 
 col++;
 if(col > 20) {  display.fillRect(display.getCursorX(),display.getCursorY(),8,8,BLACK); display.println(); col = 0; } 
 if(character == 10) { display.fillRect(display.getCursorX(),display.getCursorY(),8,8,BLACK); col = 0; } 
 display.print((char)character);
 if(sound == 1) { display.tunes.tone(1318, 2); } 
 display.fillRect(display.getCursorX(),display.getCursorY(),8,8,WHITE); 
 display.display(); 
 delay(50);
}

uint8_t select() { 
  uint8_t c = 0; uint8_t blink = 0; if(sound == 1) { 
     display.tunes.tone(1318, 50);  delay(50);
    display.tunes.tone(400, 50); delay(50);
    display.tunes.tone(600, 50); delay(50); } 
  while(1) { 
   if(display.pressed(FIRE_BUTTON)) { return 1; } 
   if(display.pressed(JUMP_BUTTON)) { return 0; } 

#include <avr/pgmspace.h>
Arduboy display;

// Game options
// Interpreter size tuning (turning off some interpreter support can save PROGMEM memory, but code must not contain related bytecodes (unless stated!)

#define SOUND ON             // 574 bytes (If support is disabled, bytecode is skipped properly)
#define SERIAL OFF           // 182 bytes (no impact on bytecode interpreting)

#define VARIABLES ON
#define MUSIC ON
#define SFXLIB ON            // 496 bytes (If support is disabled, bytecode is skipped properly)
#define VECTOR ON

// Button definition

#define FIRE_BUTTON 1
#define JUMP_BUTTON 2
#define RIGHT 4
