\r
#define INITTNUM 1\r
\r
-static byte palette[768];\r
player_t player[MaxPlayers];\r
map_view_t mv[4];\r
\r
//nibble i;\r
char *bakapee1,*bakapee2;\r
\r
- boolean anim=1,noanim=0;\r
+ boolean anim=1,noanim=0,zerostoppause=1;\r
\r
gvar.video.panp=0;\r
\r
return 1;\r
}\r
VGAmodeX(1, 1, &gvar);\r
-\r
- modexPalUpdate0(palette);\r
+ modexPalUpdate0(gvar.video.palette);\r
\r
/* load color palette */\r
- VL_LoadPalFile(bakapee2, &palette);\r
+ VL_LoadPalFile(bakapee2, &gvar.video.palette);\r
\r
/* preprocess the sprite to generate line offsets */\r
vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
\r
IN_Startup();\r
IN_Default(0,&player,ctrl_Keyboard1);\r
- IN_initplayer(&player, 0);\r
+ EN_initplayer(&player, 0);\r
\r
/* setup camera and screen~ */\r
modexHiganbanaPageSetup(&gvar.video);\r
ZC_MVSetup(&mv, &map, &gvar);\r
- //VL_ShowPage(&(gvar.video.page[gvar.video.panp]), 0, 0);\r
- ZC_ShowMV(&mv, 0, 0);\r
+ ZC_ShowMV(&mv, gvar.video.panp, 0);\r
\r
- //DRAWCORNERBOXES;\r
+// VL_PatternDraw(video_t *video, word pn, boolean sw, boolean allsw);\r
+ VL_PatternDraw(&gvar.video, 0/*gvar.video.panp*/, 0, 1);\r
+ TESTBG34\r
+ DRAWCORNERBOXES\r
\r
/* make distinctive pattern offscreen, render sprite, copy onscreen.\r
* this time, we render the distinctive pattern to another offscreen location and just copy.\r
VGA_RAM_PTR omemptr;\r
int xdir=1,ydir=1;\r
\r
- int j;\r
- /* fill pattern offset with a distinctive pattern */\r
- for (i=0;i < gvar.video.page[0].width;i++) {\r
- o = (i >> 2) + (0x10000UL - (uint16_t)gvar.video.page[0].data);\r
- vga_write_sequencer(0x02/*map mask*/,1 << (i&3));\r
- for (j=0;j < gvar.video.page[0].height;j++,o += gvar.video.page[0].stridew)\r
- vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!\r
- }\r
- TESTBG;\r
- //DRAWCORNERBOXES;\r
+// VL_PatternDraw(video_t *video, word pn, boolean sw, boolean allsw);\r
+// VL_PatternDraw(&gvar.video, 0, 1, 1);\r
+// TESTBG;\r
+// DRAWCORNERBOXES;\r
\r
/* starting coords. note: this technique is limited to x coordinates of multiple of 4 */\r
x = -(gvar.video.page[0].dx);\r
IN_ReadControl(0,&player);\r
if(IN_KeyDown(68)){ gvar.kurokku.fpscap=!gvar.kurokku.fpscap; IN_UserInput(1,1); } //f10\r
PANKEYFUN;\r
- if(IN_KeyDown(sc_Space)) //space\r
+ if(IN_KeyDown(sc_Space) || zerostoppause) //space\r
{\r
anim=!anim;\r
DRAWCORNERBOXES;\r
- IN_UserInput(1,1);\r
+ if(!zerostoppause) IN_UserInput(1,1); else zerostoppause=0;\r
}\r
if(IN_KeyDown(sc_R)){\r
gvar.video.page[0].dx=gvar.video.page[0].dy=gvar.video.page[1].dx=gvar.video.page[1].dy=16;\r
mv[0].tx = mv[0].ty = mv[1].tx = mv[1].ty = INITTNUM;\r
- modexShowPage(&(gvar.video.page[gvar.video.panp]));\r
+ VL_ShowPage(&gvar.video.page[gvar.video.panp], 1, 0);\r
player[0].enti.q = 1; player[0].enti.d = 2;\r
x=y=0;\r
xdir=ydir=1;\r
- //TESTBG;\r
- DRAWCORNERBOXES;\r
} //R\r
FUNCTIONKEYFUNCTIONS0EXE;\r
\r
\r
/* then the sprite. note modding ram ptr means we just draw to (x&3,0) */\r
draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
+//printf("x=%d y=%d rx=%d ry=%d\n", x, y, rx, ry);\r
\r
/* restore ptr */\r
vga_state.vga_graphics_ram = omemptr;\r
\r
//===========================================================================//\r
\r
- //modexShowPage(&(gvar.video.page[0]));\r
ZC_ShowMV(&mv, 0, 0);\r
if(!noanim) {\r
/* another handy "demo" effect using VGA write mode 1.\r