Minor physics tweaks to make movement more responsive.  checkpoint alt layout.
diff --git a/res/raw/rollo2.c b/res/raw/rollo2.c
new file mode 100644
index 0000000..d907785
--- /dev/null
+++ b/res/raw/rollo2.c
@@ -0,0 +1,367 @@
+#pragma version(1)
+#pragma stateVertex(PV)
+#pragma stateFragment(PFTexLinear)
+#pragma stateStore(PSIcons)
+
+#define PI 3.14159f
+
+
+// Attraction to center values from page edge to page center.
+float g_AttractionTable[9];
+float g_FrictionTable[9];
+float g_PhysicsTableSize;
+
+float g_PosPage;
+float g_PosVelocity;
+float g_LastPositionX;
+int g_LastTouchDown;
+float g_DT;
+int g_LastTime;
+int g_PageCount;
+float g_Zoom;
+float g_ZoomTarget;
+
+// Drawing constants, should be parameters ======
+#define VIEW_ANGLE 1.28700222f
+
+void init() {
+    g_AttractionTable[0] = 6.5f;
+    g_AttractionTable[1] = 6.5f;
+    g_AttractionTable[2] = 7.0f;
+    g_AttractionTable[3] = 6.0f;
+    g_AttractionTable[4] = -6.0f;
+    g_AttractionTable[5] = -7.0f;
+    g_AttractionTable[6] = -6.5f;
+    g_AttractionTable[7] = -6.5f;
+    g_AttractionTable[8] = -6.5f;  // dup 7 to avoid a clamp later
+    g_FrictionTable[0] = 3.5f;
+    g_FrictionTable[1] = 3.6f;
+    g_FrictionTable[2] = 4.0f;
+    g_FrictionTable[3] = 5.0f;
+    g_FrictionTable[4] = 5.0f;
+    g_FrictionTable[5] = 4.0f;
+    g_FrictionTable[6] = 3.6f;
+    g_FrictionTable[7] = 3.5f;
+    g_FrictionTable[8] = 3.5f;  // dup 7 to avoid a clamp later
+    g_PhysicsTableSize = 7;
+
+    g_PosVelocity = 0;
+    g_PosPage = 0;
+    g_LastTouchDown = 0;
+    g_LastPositionX = 0;
+    g_Zoom = 0;
+    g_ZoomTarget = 0;
+}
+
+void move() {
+    if (g_LastTouchDown) {
+        float dx = -(state->newPositionX - g_LastPositionX);
+        g_PosVelocity = 0;
+        g_PosPage += dx;
+
+        float pmin = -0.25f;
+        float pmax = (g_PageCount - 1) + 0.25f;
+        g_PosPage = clampf(g_PosPage, pmin, pmax);
+    }
+    g_LastTouchDown = state->newTouchDown;
+    g_LastPositionX = state->newPositionX;
+    //debugF("Move P", g_PosPage);
+}
+
+void fling() {
+    g_LastTouchDown = 0;
+    g_PosVelocity = -state->flingVelocityX;
+    float av = fabsf(g_PosVelocity);
+    float minVel = 3.5f;
+
+    minVel *= 1.f - (fabsf(fracf(g_PosPage + 0.5f) - 0.5f) * 0.45f);
+
+    if (av < minVel && av > 0.2f) {
+        if (g_PosVelocity > 0) {
+            g_PosVelocity = minVel;
+        } else {
+            g_PosVelocity = -minVel;
+        }
+    }
+
+    if (g_PosPage <= 0) {
+        g_PosVelocity = maxf(0, g_PosVelocity);
+    }
+    if (g_PosPage > (g_PageCount - 1)) {
+        g_PosVelocity = minf(0, g_PosVelocity);
+    }
+    //debugF("fling v", g_PosVelocity);
+}
+
+void touchUp() {
+    g_LastTouchDown = 0;
+}
+
+void setZoomTarget() {
+    g_ZoomTarget = state->zoomTarget;
+    //debugF("zoom target", g_ZoomTarget);
+}
+
+void setZoom() {
+    readback->zoom = g_Zoom = g_ZoomTarget = state->zoom;
+    //debugF("zoom", g_ZoomTarget);
+}
+
+int
+count_pages(int iconCount)
+{
+    int iconsPerPage = COLUMNS_PER_PAGE * ROWS_PER_PAGE;
+    int pages = iconCount / iconsPerPage;
+    if (pages*iconsPerPage != iconCount) {
+        pages++;
+    }
+    return pages;
+}
+
+float
+modf(float x, float y)
+{
+    return x-(y*floorf(x/y));
+}
+
+void updatePos() {
+    if (g_LastTouchDown) {
+        return;
+    }
+
+    float tablePosNorm = fracf(g_PosPage + 0.5f);
+    float tablePosF = tablePosNorm * g_PhysicsTableSize;
+    int tablePosI = tablePosF;
+    float tablePosFrac = tablePosF - tablePosI;
+    float accel = lerpf(g_AttractionTable[tablePosI],
+                        g_AttractionTable[tablePosI + 1],
+                        tablePosFrac) * g_DT;
+    float friction = lerpf(g_FrictionTable[tablePosI],
+                           g_FrictionTable[tablePosI + 1],
+                           tablePosFrac) * g_DT;
+    //debugF("  accel", accel);
+    //debugF("  friction", friction);
+
+    // If our velocity is low OR acceleration is opposing it, apply it.
+    if (fabsf(g_PosVelocity) < 1.0f || (g_PosVelocity * accel) < 0) {
+        g_PosVelocity += accel;
+    }
+
+    if ((friction > fabsf(g_PosVelocity)) && (friction > fabsf(accel))) {
+        // Special get back to center and overcome friction physics.
+        float t = tablePosNorm - 0.5f;
+        if (fabsf(t) < (friction * g_DT)) {
+            // really close, just snap
+            g_PosPage = roundf(g_PosPage);
+            g_PosVelocity = 0;
+        } else {
+            if (t > 0) {
+                g_PosVelocity = -friction;
+            } else {
+                g_PosVelocity = friction;
+            }
+        }
+    } else {
+        // Normal physics
+        if (g_PosVelocity > 0) {
+            g_PosVelocity -= friction;
+            g_PosVelocity = maxf(g_PosVelocity, 0);
+        } else {
+            g_PosVelocity += friction;
+            g_PosVelocity = minf(g_PosVelocity, 0);
+        }
+    }
+    g_PosPage += g_PosVelocity * g_DT;
+
+    // Check for out of boundry conditions.
+    if (g_PosPage < 0 && g_PosVelocity < 0) {
+        float damp = 1.0 + (g_PosPage * 4);
+        damp = clampf(damp, 0.f, 0.9f);
+        g_PosVelocity *= damp;
+    }
+    if (g_PosPage > (g_PageCount-1) && g_PosVelocity > 0) {
+        float damp = 1.0 - ((g_PosPage - g_PageCount + 1) * 4);
+        damp = clampf(damp, 0.f, 0.9f);
+        g_PosVelocity *= damp;
+    }
+}
+
+int positionStrip(float row, float column)
+{
+    float mat1[16];
+
+    float y =  1.2f - row * 0.6f;
+
+    float scale = 256.f / getWidth();
+    float xscale = scale * 4.55 / 1.8f / 2;
+
+    matrixLoadTranslate(mat1, 0.f, y, 0.f);
+    matrixScale(mat1, 1.f, scale, 1.f);
+    vpLoadModelMatrix(mat1);
+
+    float soff = -21.8f - (column * 1.25f);
+    matrixLoadScale(mat1, xscale, 1.f, 1.f);
+    matrixTranslate(mat1, soff, 0, 0);
+    vpLoadTextureMatrix(mat1);
+
+    return - soff * 10.f;
+}
+
+void drawIcon(float row, float column, int iconNum)
+{
+    int offset = positionStrip(row, column);
+    bindTexture(NAMED_PFTexLinear, 0, loadI32(ALLOC_ICON_IDS, iconNum));
+
+    if (offset < 0) {
+        offset = 0;
+    }
+    if (offset >= (450 - 20)) {
+        offset = (449 - 20);
+    }
+    drawSimpleMeshRange(NAMED_SMMesh, offset * 6, 20 * 6);
+}
+
+void
+draw_home_button()
+{
+    color(1.0f, 1.0f, 1.0f, 1.0f);
+    bindTexture(NAMED_PFTexLinear, 0, params->homeButtonId);
+
+    float scale = 2.0f / SCREEN_WIDTH_PX;
+
+    float x = 0.0f;
+
+    float y = -(SCREEN_HEIGHT_PX / (float)SCREEN_WIDTH_PX);
+    y += g_Zoom * (scale * params->homeButtonTextureHeight / 2);
+
+    float z = 0.0f;
+    drawSprite(x, y, z, params->homeButtonTextureWidth, params->homeButtonTextureHeight);
+}
+
+int
+main(int launchID)
+{
+    // Compute dt in seconds.
+    int newTime = uptimeMillis();
+    g_DT = (newTime - g_LastTime) / 1000.f;
+    g_LastTime = newTime;
+
+    //debugF("zoom", g_Zoom);
+    if (g_Zoom != g_ZoomTarget) {
+        float dz = (g_ZoomTarget - g_Zoom) * g_DT * 5;
+        if (dz && (fabsf(dz) < 0.03f)) {
+            if (dz > 0) {
+                dz = 0.03f;
+            } else {
+                dz = -0.03f;
+            }
+        }
+        if (fabsf(g_Zoom - g_ZoomTarget) < fabsf(dz)) {
+            g_Zoom = g_ZoomTarget;
+        } else {
+            g_Zoom += dz;
+        }
+        readback->zoom = g_Zoom;
+    }
+
+    // Set clear value to dim the background based on the zoom position.
+    if (g_Zoom < 0.001f) {
+        pfClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+        // When we're zoomed out and not tracking motion events, reset the pos to 0.
+        if (!g_LastTouchDown) {
+            g_PosPage = 0;
+        }
+        return 1; // 0;
+    } else if (g_Zoom < 0.99f) {
+        pfClearColor(0.0f, 0.0f, 0.0f, g_Zoom);
+    } else {
+        pfClearColor(0.0f, 0.0f, 0.0f, 0.99f);
+    }
+
+    // icons & labels
+    int iconCount = state->iconCount;
+    g_PageCount = count_pages(iconCount);
+
+    updatePos(0.1f);
+    readback->posX = g_PosPage;
+    readback->velocity = g_PosVelocity;
+
+    //debugF("    draw g_PosPage", g_PosPage);
+
+    // Draw the icons ========================================
+
+    // Bug makes 1.0f alpha fail.
+    //color(0.2f, 0.2f, 0.2f, 0.99f);
+    //bindProgramFragment(NAMED_PFColor);
+    //positionStrip(0, 0);
+    //drawSimpleMesh(NAMED_SMMesh);
+
+    bindProgramFragment(NAMED_PFTexLinear);
+
+
+    int lastIcon = iconCount-1;
+
+    int page = g_PosPage;
+    float currentPagePosition = g_PosPage - page;
+
+    int iconsPerPage = COLUMNS_PER_PAGE * ROWS_PER_PAGE;
+    float scale = (1 / g_Zoom);
+
+    float pageAngle = VIEW_ANGLE * 1.2f;
+
+    float zoomOffset = 40 * (1 - g_Zoom);
+    int drawPage;
+    //lastIcon = 1;
+    for (drawPage = 0; drawPage < g_PageCount; drawPage++) {
+        int r, c;
+        for (r=0; r < 4; r++) {
+            for (c=0; c < 4; c++) {
+                int iconNum = drawPage * 16 + c + r * 4;
+                if (iconNum <= lastIcon) {
+                    float p = (((float)drawPage) - g_PosPage) * 5.f;
+                    p += c - 1.5f;
+                    p += zoomOffset;
+                    if (fabsf(p) > 2) {
+                        drawIcon(r, p, iconNum);
+                    }
+                }
+            }
+        }
+    }
+
+    for (drawPage = 0; drawPage < g_PageCount; drawPage++) {
+        int r, c;
+        for (r=0; r < 4; r++) {
+            for (c=0; c < 4; c++) {
+                int iconNum = drawPage * 16 + c + r * 4;
+                if (iconNum <= lastIcon) {
+                    float p = (((float)drawPage) - g_PosPage) * 5.f;
+                    p += c - 1.5f;
+                    p += zoomOffset;
+                    float x = (p * 1.13f + 1.88f) * getWidth() * 0.2f;
+                    float y = 570 - r * 147;
+
+                    if (fabsf(p) <= 2) {
+                        drawIcon(r, p, iconNum);
+                    }
+                    if (fabsf(p) <= 2.5) {
+                        float a = (1.2f - maxf(scale, 1.0f)) * 5;
+                        color(1.0f, 1.0f, 1.0f, a);
+                        bindTexture(NAMED_PFTexLinear, 0, loadI32(ALLOC_LABEL_IDS, iconNum));
+                        drawSpriteScreenspace(x, y, 0,
+                                   params->bubbleBitmapWidth, params->bubbleBitmapHeight);
+                    }
+                }
+            }
+        }
+
+    }
+
+    // Draw the home button ========================================
+    //draw_home_button();
+
+    // Bug workaround where the last frame is not always displayed
+    // So we keep rendering until the bug is fixed.
+    return 1; //(g_PosVelocity != 0) || fracf(g_PosPage) || g_Zoom != g_ZoomTarget);
+}
+