player_t player[MaxPlayers];
map_view_t mv[4];
//word pn=0; //i forgot ww
-//static planar_buf_t huge *pp;
float t;
sword bakapee;
pan_t pan;
//debugswitches
boolean panswitch=0;
-extern boolean pageflipflop=1;
+//extern boolean pageflipflop=1;
unsigned int i;
const char *cpus;
//static int persist_aniframe = 0; /* gonna be increased to 1 before being used, so 0 is ok for default */
word pg;
//#ifdef FADE
static word paloffset=0;
- byte *dpal, *default_pal;
+ byte *dpal;
//#endif
byte *gpal;
byte *ptr;
_DEBUGF("Serial debug output printf test %u %u %u\n",1U,2U,3U);
pan.pn=1;
- //player[0].data = &pp;
- //printf("starting timer ");
start_timer(&gvar);
- //printf("ok\n");
-
-// atexit(qclean());
/* create the map */
fprintf(stderr, "testing map load~ ");
#ifdef MODEX
#ifdef FADE
dpal = modexNewPal();
- default_pal = modexNewPal();
- *default_pal = *dpal;
modexPalSave(dpal);
modexFadeOff(4, dpal);
#endif
}*/
//9
- if(IN_KeyDown(10)){ modexPalOverscan(rand()%56); modexPalUpdate1(default_pal); IN_UserInput(1,1); }
+ if(IN_KeyDown(10)){ modexPalOverscan(rand()%56); modexPalUpdate1(dpal); IN_UserInput(1,1); }
//if(IN_KeyDown(11)){ modexPalOverscan(15); }
if((player[0].q==1) && !(player[0].x%TILEWH==0 && player[0].y%TILEWH==0)) break; //incase things go out of sync!
}