nibble pred; //prev. direction for animation changing\r
word dire; //sprite in use\r
nibble q; //loop variable for anumation and locking the playing to compleate the animation cycle to prevent issues with misalignment www\r
- boolean invq; //animation inversing\r
word speed; //entity speed!\r
word spt; //speed per tile\r
struct sprite *spri; // sprite used by entity\r
sword hp; //hitpoints of the entity\r
nibble overdraww, overdrawh; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.\r
// if the sprite's edge pixels are clear anyway, you can set this to 0.\r
- int persist_aniframe; // gonna be increased to 1 before being used, so 0 is ok for default\r
+ nibble /*int*/ persist_aniframe; // gonna be increased to 1 before being used, so 0 is ok for default\r
} entity_t;\r
\r
//TODO: MAKE THIS WWWW\r
typedef struct\r
{\r
char old_mode; //old video mode before game!\r
+ byte palette[768]; //palette array\r
page_t page[MAXPAGE]; //can be used as a pointer to root page[0]\r
word vmem_remain; //remaining video memory\r
byte num_of_pages; //number of actual pages\r
byte far * omemptr;\r
byte vga_draw_stride;\r
byte vga_draw_stride_limit; // further X clipping\r
-//\r
+ //end of doslib origi vars\r
boolean __near rss; //render sprite switch\r
sword __near sprifilei; //player file's i\r
boolean __near p; //render page number //BLEH\r
- boolean __near r; //page flip if true\r
+ boolean __near r; //page flip, showpage, or render if true\r
word pr[MAXPAGE][4]; //render sections of pages (this is supposed to be set up to draw sections of the screen if updated)\r
\r
- nibble sfip;//shinku_fps_indicator_page; // we're on page 1 now, shinku(). follow along please or it will not be visible.\r
+ nibble sfip; //shinku_fps_indicator_page; // we're on page 1 now, shinku(). follow along please or it will not be visible.\r
nibble panp; //pan_t replacement\r
+ word vh; //video combined height\r
//0000word startclk; float clk, tickclk; //timer\r
//newer vars\r
//TODO: find out how they are used\r