\r
static unsigned char palette[768];\r
global_game_variables_t gvar;\r
-player_t player[1];\r
+player_t player[MaxPlayers];\r
\r
int main(int argc,char **argv) {\r
struct vrl1_vgax_header *vrl_header;\r
unsigned int bufsz;\r
int fd;\r
char *bakapee1,*bakapee2;\r
+ word pagenum=0;\r
\r
bakapee1=malloc(64);\r
bakapee2=malloc(1024);\r
\r
IN_Startup();\r
- IN_Default(0,&player,ctrl_Joystick);\r
+ IN_Default(0,&player,ctrl_Keyboard1);\r
IN_initplayer(&player, 0);\r
\r
if (argc < 3) {\r
fprintf(stderr,"drawvrl <VRL file> <palette file>\n");\r
bakapee1 = FILENAME_1;//"data/aconita.vrl";\r
bakapee2 = FILENAME_2;//"data/aconita.pal";\r
- //return 1;\r
}else{\r
if(argv[1]) bakapee1 = argv[1];\r
if(argv[2]) bakapee2 = argv[2];\r
\r
/* setup camera and screen~ */\r
modexHiganbanaPageSetup(&gvar.video);\r
- gvar.video.page[1].dx=gvar.video.page[0].dx=16;\r
- gvar.video.page[1].dy=gvar.video.page[0].dy=16;\r
- modexShowPage(&(gvar.video.page[0]));\r
+ modexShowPage(&(gvar.video.page[pagenum]));\r
\r
#define VMEMHEIGHT gvar.video.page[0].height+gvar.video.page[1].height\r
\r
}\r
}\r
\r
- //while (getch() != 13);\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
- //4 this dose the sprite? wwww\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[1].data);\r
}\r
\r
/* starting coords. note: this technique is limited to x coordinates of multiple of 4 */\r
- x = 0;\r
- y = 0;\r
+ x = -(gvar.video.page[0].dx);\r
+ y = -(gvar.video.page[0].dy);\r
\r
/* do it */\r
omemptr = vga_state.vga_graphics_ram; // save original mem ptr\r
while(!IN_KeyDown(sc_Escape))\r
{\r
IN_ReadControl(0,&player);\r
- if(IN_KeyDown(2)) modexShowPage(&(gvar.video.page[0]));\r
- if(IN_KeyDown(3)) modexShowPage(&(gvar.video.page[1]));\r
+ if(IN_KeyDown(2)){ pagenum=0; modexShowPage(&(gvar.video.page[0])); }\r
+ if(IN_KeyDown(3)){ pagenum=1; modexShowPage(&(gvar.video.page[1])); }\r
if(IN_KeyDown(68)) //f10\r
{\r
//gvar.kurokku.fpscap=!gvar.kurokku.fpscap;\r
IN_UserInput(1,1);\r
}\r
+ FUNCTIONKEYFUNCTIONS0EXE;\r
\r
/* render box bounds. y does not need modification, but x and width must be multiple of 4 */\r
if (x >= overdraw) rx = (x - overdraw) & (~3);\r
h = vrl_header->height + overdraw + y - ry;\r
w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3);\r
if ((rx+w) > gvar.video.page[0].width) w = gvar.video.page[0].width-rx;\r
- if ((ry+h) > gvar.video.page[0].height) h = (gvar.video.page[0].height)-ry;\r
+ if ((ry+h) > gvar.video.page[0].height) h = gvar.video.page[0].height-ry;\r
\r
/* block copy pattern to where we will draw the sprite */\r
vga_setup_wm1_block_copy();\r