\r
//#define FILENAME_1 "data/aconita.vrl"\r
//#define FILENAME_2 "data/aconita.pal"\r
-#define FILENAME_1 "data/spri/chikyuu.vrl"\r
+#define FILENAME_1 "data/spri/chistnd.vrl"\r
#define FILENAME_2 "data/spri/chikyuu.pal"\r
\r
+//#define ZSP\r
+\r
#define INITTNUM 1\r
\r
map_view_t mv[4];\r
{\r
static global_game_variables_t gvar;\r
struct vrl1_vgax_header *vrl_header;\r
- vrl1_vgax_offset_t *vrl_lineoffs;\r
+ vrl1_vgax_offset_t *line_offsets;\r
unsigned char *buffer;\r
unsigned int bufsz;\r
int fd;\r
char bakapee1[64] = FILENAME_1;\r
char bakapee2[64] = FILENAME_2;\r
\r
- boolean anim=1,noanim=0,zerostoppause=1;\r
-\r
-// bakapee1=mALLoc(64);\r
-// bakapee2=mALLoc(64);\r
+ boolean anim=1,noanim=0;\r
+#ifdef ZSP\r
+ boolean zerostoppause=1;\r
+#endif\r
\r
if (argc >= 2) {\r
/* if (argc < 2) {\r
VL_LoadPalFile(bakapee2, &gvar.video.palette, &gvar);\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
- if (vrl_lineoffs == NULL) return 1;\r
+ line_offsets = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
+ if (line_offsets == NULL) return 1;\r
\r
IN_Startup(&gvar);\r
IN_Default(0,&gvar.player[0],ctrl_Keyboard1, &gvar);\r
IN_ReadControl(&gvar.player[0], &gvar);\r
if(gvar.in.inst->Keyboard[68]){ gvar.kurokku.fpscap=!gvar.kurokku.fpscap; IN_UserInput(1, &gvar); } //f10\r
TAIL_PANKEYFUN;\r
- if(gvar.in.inst->Keyboard[sc_Space] || zerostoppause) //space\r
+ if(gvar.in.inst->Keyboard[sc_Space]\r
+#ifdef ZSP\r
+ || zerostoppause\r
+#endif\r
+) //space\r
{\r
anim=!anim;\r
DRAWCORNERBOXES;\r
+#ifdef ZSP\r
if(!zerostoppause) IN_UserInput(1, &gvar); else zerostoppause=0;\r
+#endif\r
}\r
if(gvar.in.inst->Keyboard[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
vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize + gvar.video.page[1].pagesize;\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
+draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,line_offsets,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
}\r
IN_Shutdown(&gvar);\r
VGAmodeX(0, 1, &gvar);\r
- free(vrl_lineoffs);\r
+ free(line_offsets);\r
buffer = NULL;\r
free(buffer);\r
bufsz = 0;\r