Watch's refresh can't handle Fast difficulty
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@@ -48,7 +48,6 @@ typedef enum {
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DIFF_EASY, // FREQ_EASY FPS
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DIFF_EASY, // FREQ_EASY FPS
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DIFF_NORM, // FREQ_NORM FPS
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DIFF_NORM, // FREQ_NORM FPS
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DIFF_HARD, // FREQ_NORM FPS, smaller travel-distance for ball
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DIFF_HARD, // FREQ_NORM FPS, smaller travel-distance for ball
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DIFF_FAST, // FREQ_FAST FPS
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DIFF_COUNT
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DIFF_COUNT
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} PingDifficulty;
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} PingDifficulty;
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@@ -61,7 +60,6 @@ typedef enum {
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#define FREQ_BABY 2
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#define FREQ_BABY 2
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#define FREQ_EASY 4
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#define FREQ_EASY 4
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#define FREQ_NORM 8
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#define FREQ_NORM 8
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#define FREQ_FAST 16
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#define BALL_POS_MAX 11
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#define BALL_POS_MAX 11
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#define BALL_OFF_SCREEN 100
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#define BALL_OFF_SCREEN 100
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@@ -332,8 +330,7 @@ static void display_difficulty(uint16_t difficulty) {
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[DIFF_BABY] = " b",
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[DIFF_BABY] = " b",
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[DIFF_EASY] = " E",
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[DIFF_EASY] = " E",
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[DIFF_NORM] = " N",
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[DIFF_NORM] = " N",
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[DIFF_HARD] = " H",
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[DIFF_HARD] = " H"
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[DIFF_FAST] = " F"
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};
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};
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watch_display_text(WATCH_POSITION_TOP_RIGHT, labels[difficulty]);
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watch_display_text(WATCH_POSITION_TOP_RIGHT, labels[difficulty]);
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}
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}
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@@ -420,9 +417,6 @@ static void begin_playing(ping_state_t *state) {
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case DIFF_EASY:
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case DIFF_EASY:
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game_state.curr_freq = FREQ_EASY;
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game_state.curr_freq = FREQ_EASY;
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break;
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break;
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case DIFF_FAST:
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game_state.curr_freq = FREQ_FAST;
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break;
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case DIFF_NORM:
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case DIFF_NORM:
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case DIFF_HARD:
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case DIFF_HARD:
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default:
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default:
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@@ -41,7 +41,6 @@
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Easy: 4 FPS
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Easy: 4 FPS
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Normal: 8 FPS
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Normal: 8 FPS
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Hard: 8 FPS and the ball travels half the half the board.
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Hard: 8 FPS and the ball travels half the half the board.
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Fast: 16 FPS
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*/
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*/
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