static const struct game_params samegame_presets[] = {
{ 5, 5, 3, 2, TRUE },
{ 10, 5, 3, 2, TRUE },
+#ifdef SLOW_SYSTEM
+ { 10, 10, 3, 2, TRUE },
+#else
{ 15, 10, 3, 2, TRUE },
+#endif
{ 15, 10, 4, 2, TRUE },
{ 20, 15, 4, 2, TRUE }
};
ds->started = 0;
ds->tileinner = ds->tilegap = 0; /* not decided yet */
ds->tiles = snewn(state->n, int);
+ ds->bgcolour = -1;
for (i = 0; i < state->n; i++)
ds->tiles[i] = -1;
* no animation); when we do we might well want to be looking
* at the tile colours from oldstate, not state. */
if ((oldstate && COL(oldstate,x,y) != col) ||
- (flashtime > 0.0) ||
(ds->bgcolour != bgcolour) ||
(tile != ds->tiles[i])) {
tile_redraw(fe, ds, x, y, dright, dbelow, tile, bgcolour);