+//check map edge\r
+inline boolean ZC_mapEdgeChk(map_view_t *map_v, nibble dir, boolean pansw)\r
+{\r
+ int w,h;\r
+\r
+ switch (pansw)\r
+ {\r
+ case 0:\r
+ w = map_v[0].map->width;\r
+ h = map_v[0].map->height;\r
+ break;\r
+ case 1:\r
+ w = map_v[0].page->ti.tilesw;\r
+ h = map_v[0].page->ti.tilesh;\r
+ break;\r
+ }\r
+\r
+ switch(dir)\r
+ {\r
+ //no direction\r
+ default:\r
+ case 2:\r
+ //0000pip[0].video->startclk = (*clockw);\r
+ return false;\r
+ break;\r
+ //right movement\r
+ case 3:\r
+ if(map_v[0].tx >= 0 && map_v[0].tx+map_v[0].page->ti.tw < w) return true;\r
+ break;\r
+ //left movement\r
+ case 1:\r
+ if(map_v[0].tx > 0 && map_v[0].tx+map_v[0].page->ti.tw <= w) return true;\r
+ break;\r
+ //down movement\r
+ case 4:\r
+ if(map_v[0].ty >= 0 && map_v[0].ty+map_v[0].page->ti.th < h) return true;\r
+ break;\r
+ //up movement\r
+ case 0:\r
+ if(map_v[0].ty > 0 && map_v[0].ty+map_v[0].page->ti.th <= h) return true;\r
+ break;\r
+ }\r
+ return false;\r
+}\r
+\r
+// Scroll map in one direction (assumed from gvar.player's movement)\r