#include "src/lib/16_head.h"
#include "src/lib/modex16.h"
+#include "src/lib/16_ca.h"
+#include "src/lib/16_mm.h"
//#include <hw/cpu/cpu.h>
//#include <hw/dos/dos.h>
//#include <hw/vga/vga.h>
// Includes:
// + size of the .vrs blob in memory
// + pointer to the blob/vrs header
-// + id of the curent (shown) animation
-// + id of the first sprite of the curret animation (supplementary)
-// + id of the current (shown) sprite
struct vrs_container{
dword size;
union{
- byte *buffer;
- struct vrs_header *vrs_hdr;
+ byte huge *buffer;
+ struct vrs_header huge *vrs_hdr;
};
- uint16_t anchor_sprite_id;
- uint16_t current_sprite_id;
};
-// Container for .vrl files loaded in memory with useful info
-// Includes:
-// + size of the .vrl blob in memory
-// + pointer to the blob/vrl header
struct vrl_container{
dword size;
union{
- byte *buffer;
- struct vrl1_vgax_header *vrl_header;
+ byte huge *buffer;
+ struct vrl1_vgax_header huge *vrl_header;
};
};
// to load the file into
// Out:
// + int - 0 on succes, 1 on failure
-int read_vrs(char *filename, struct vrs_container *vrs_cont);
+int read_vrs(global_game_variables_t *gvar, char *filename, struct vrs_container *vrs_cont);
// Seek and return a specified .vrl blob from .vrs blob in memory
// In: