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Remove vmult lookup tables
There's really no need to put the y-multiplication in a lookup table. The compiler will optimize the multiplication better than putting it in a lookup table will. To improve readability and to hardcode things less, the new SCREEN_WIDTH_TILES and SCREEN_HEIGHT_TILES constant names are used, as well as adding a new TILE_IDX macro to calculate the index of a tile in a concatenated-rows (row-major in formal parlance) array. Also, tile numbers are stored in a temporary variable to improve readability as well (no more copy-pasting `contents[i + vmult[j]]` over and over again).
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@@ -12,6 +12,8 @@
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#define SCREEN_WIDTH_PIXELS (SCREEN_WIDTH_TILES * 8)
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#define SCREEN_HEIGHT_PIXELS (SCREEN_WIDTH_TILES * 8)
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#define TILE_IDX(x, y) (x + y * SCREEN_WIDTH_TILES)
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/* 4 bytes per char, for UTF-8 encoding. */
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#define SCREEN_WIDTH_CHARS (SCREEN_WIDTH_TILES * 4)
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