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#include <string.h>

#include "common.h"
#include "gba-buttons.c"
#include "background-tiles.c"
#include "sprites.h"
#include "text.h"

//
// Main functions.
//

// TODO: Cleanup OBJ/OAM memory copying and access.
//

//
// BIOS calls
//

int bios_div(int num, int denom);

int normal_div(int num, int denom) {
    return num / denom;
};

int main(void) {
    // Configure the display in mode 0 to show OBJs, where tile memory is
    // sequential.
    DISP_CTRL = DISP_ENABLE_SPRITES | DISP_MODE_0 | DISP_BG_0;

    // Initialize sprite button overlay.
    init_sprite_pal(0, COLOR_WHITE);
    init_sprites(0);
    init_button_sprites();

    // Initialize text engine.
    txt_init(0, COLOR_RED, 0);

    size_t n_iter = 1000;
    profile_start();
    int test = 0;
    for (size_t i = 0; i < n_iter; ++i) {
        txt_printf("Bios div:   %d\n", bios_div(5 * i, 5));
    }
    u32 bios_div_perf = profile_stop();

    profile_start();
    for (size_t i = 0; i < n_iter; ++i) {
        txt_printf("Code div:   %d\n", normal_div(5 * i, 5));
    }
    u32 code_perf = profile_stop();

    txt_printf("C code div perf:   %d\n", code_perf);
    txt_printf("BIOS div perf:     %d\n", bios_div_perf);

    int frame_counter = 0;
    while(true) {
        wait_vsync();
        poll_keys();

        frame_counter++;
        // update_button_sprites();
    };

    return 0;
}