static byte palette[768];\r
player_t player[MaxPlayers];\r
map_view_t mv[4];\r
-pan_t pan;\r
\r
map_t map;//junk var\r
\r
\r
boolean anim=1,noanim=0;\r
\r
- pan.pn=0;\r
+ gvar.video.panp=0;\r
\r
bakapee1=malloc(64);\r
bakapee2=malloc(1024);\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, &pan, &gvar);\r
- VL_ShowPage(&(gvar.video.page[pan.pn]), 0, 0);\r
+ ZC_MVSetup(&mv, &map, &gvar);\r
+ //VL_ShowPage(&(gvar.video.page[gvar.video.panp]), 0, 0);\r
+ ZC_ShowMV(&mv, 0, 0);\r
\r
//DRAWCORNERBOXES;\r
\r
{\r
IN_ReadControl(0,&player);\r
if(IN_KeyDown(68)){ gvar.kurokku.fpscap=!gvar.kurokku.fpscap; IN_UserInput(1,1); } //f10\r
- PANKEY0EXE;\r
+ PANKEYFUN;\r
if(IN_KeyDown(sc_Space)) //space\r
{\r
anim=!anim;\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[pan.pn]));\r
- player[0].q = 1; player[0].d = 2;\r
+ modexShowPage(&(gvar.video.page[gvar.video.panp]));\r
+ player[0].enti.q = 1; player[0].enti.d = 2;\r
x=y=0;\r
xdir=ydir=1;\r
//TESTBG;\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
+ //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
* we can take what's on screen and vertically squash it like an old analog TV set turning off. */\r