]> 4ch.mooo.com Git - 16.git/blobdiff - src/scroll.c
modified: src/scroll.c
[16.git] / src / scroll.c
index 530f305f4678175266e866ab598a408896d7914a..41e1c557ac91b4b60dc5ed01ce7893adc23bf60d 100644 (file)
@@ -3,6 +3,7 @@
 #include <stdlib.h>\r
 #include "src\lib\dos_kb.h"\r
 #include "src\lib\wtest\wtest.c"\r
+#include "src\lib\xms.c"\r
 \r
 //word far *clock= (word far*) 0x046C; /* 18.2hz clock */\r
 \r
@@ -32,18 +33,19 @@ typedef struct {
        word dyThresh; //????\r
 } map_view_t;\r
 \r
-//TODO: make this into actor_t\r
-struct {\r
+typedef struct {\r
        int x; //player exact position on the viewable map\r
        int y; //player exact position on the viewable map\r
        int tx; //player tile position on the viewable map\r
        int ty; //player tile position on the viewable map\r
        int triggerx; //player's trigger box tile position on the viewable map\r
        int triggery; //player's trigger box tile position on the viewable map\r
+       int setx; //NOT USED YET! player sprite sheet set on the image x\r
+       int sety; //NOT USED YET! player sprite sheet set on the image y\r
        word q; //loop variable\r
        word d; //direction\r
        int hp; //hitpoints of the player\r
-} player;\r
+} actor_t;\r
 \r
 \r
 map_t allocMap(int w, int h);\r
@@ -55,9 +57,8 @@ void mapScrollDown(map_view_t *mv, byte offset);
 void mapGoTo(map_view_t *mv, int tx, int ty);\r
 void mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y);\r
 void mapDrawRow(map_view_t *mv, int tx, int ty, word y);\r
-void mapDrawCol(map_view_t *mv, int tx, int ty, word x);
-void dpad(sword k);\r
-void animatePlayer(map_view_t *src, map_view_t *dest, /*map_view_t *top, */short d1, short d2, int x, int y, int ls, int lp, bitmap_t *bmp);\r
+void mapDrawCol(map_view_t *mv, int tx, int ty, word x);\r
+void animatePlayer(map_view_t *src, map_view_t *dest, /*map_view_t *top, */sword d, short scrolloffsetswitch, int x, int y, int ls, int lp, bitmap_t *bmp);\r
 \r
 #define TILEWH 16\r
 #define QUADWH (TILEWH/4)\r
@@ -69,9 +70,9 @@ void animatePlayer(map_view_t *src, map_view_t *dest, /*map_view_t *top, */short
 #define MAPY 150\r
 #define TRIGGX 10\r
 #define TRIGGY 9\r
-//#define SWAP(a, b) tmp=a; a=b; b=tmp;\r
+\r
 void main() {\r
-       bitmap_t ptmp; // player sprite\r
+       bitmap_t ptmp;//, npctmp; // player sprite\r
        const char *cpus;\r
        static int persist_aniframe = 0;    /* gonna be increased to 1 before being used, so 0 is ok for default */\r
        page_t screen, screen2, screen3;\r
@@ -80,15 +81,8 @@ void main() {
        map_view_t *bg, *spri, *mask;//, *tmp;\r
        byte *pal;\r
        byte *ptr;\r
-\r
-       player.q=1;\r
-       player.d=0;\r
-\r
-       /* save the palette */\r
-       pal  = modexNewPal();\r
-       modexPalSave(pal);\r
-       modexFadeOff(4, pal);\r
-       modexPalBlack();\r
+       actor_t player;\r
+       //actor_t npc0;\r
 \r
        /* create the map */\r
        map = allocMap(MAPX,MAPY); //20x15 is the resolution of the screen you can make maps smaller than 20x15 but the null space needs to be drawn properly\r
@@ -99,8 +93,16 @@ void main() {
 \r
        /* draw the tiles */\r
        ptr = map.data;\r
-       /*data\\*/\r
+       /* data */\r
        ptmp = bitmapLoadPcx("ptmp.pcx"); // load sprite\r
+       //npctmp = bitmapLoadPcx("ptmp1.pcx"); // load sprite\r
+\r
+       /* save the palette */\r
+       pal  = modexNewPal();\r
+       modexPalSave(pal);\r
+       modexFadeOff(4, pal);\r
+       modexPalBlack();\r
+\r
        setkb(1);\r
        modexEnter();\r
        modexPalBlack();\r
@@ -133,37 +135,160 @@ void main() {
        player.y = player.ty*TILEWH;\r
        player.triggerx = player.tx;\r
        player.triggery = player.ty+1;\r
-       //TODO: erase player initial draw\r
+       player.q=1;\r
+       player.d=0;\r
+       player.hp=4;\r
+       //npc\r
+       /*npc0.tx = bg->tx + 1;\r
+       npc0.ty = bg->ty + 1;\r
+       npc0.x = npc0.tx*TILEWH;\r
+       npc0.y = npc0.ty*TILEWH;\r
+       npc0.triggerx = npc0.tx;\r
+       npc0.triggery = npc0.ty+1;\r
+       npc0.q=1;\r
+       npc0.d=0;\r
+       modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 64, 24, 32, &npctmp);*/\r
        modexDrawSpriteRegion(spri->page, player.x-4, player.y-TILEWH, 24, 64, 24, 32, &ptmp);\r
-       //temp draw trigger box\r
+\r
        modexClearRegion(spri->page, player.triggerx*16, player.triggery*16, 16, 16, 1);\r
        modexClearRegion(bg->page, player.triggerx*16, player.triggery*16, 16, 16, 1);\r
+\r
+       modexClearRegion(spri->page, 5*16, 5*16, 16, 16, 255);\r
+       modexClearRegion(bg->page, 5*16, 5*16, 16, 16, 255);\r
+\r
        modexShowPage(spri->page);\r
-       while(!keyp(1))\r
+       while(!keyp(1) && player.hp!=0)\r
        {\r
        //top left corner & bottem right corner of map veiw be set as map edge trigger since maps are actually square\r
        //to stop scrolling and have the player position data move to the edge of the screen with respect to the direction\r
        //when player.tx or player.ty == 0 or player.tx == 20 or player.ty == 15 then stop because that is edge of map and you do not want to walk of the map\r
+       #define INC_PER_FRAME if(player.q&1) persist_aniframe++; if(persist_aniframe>4) persist_aniframe = 1;\r
+       /*#define INC_PER_FRAME_NPC if(npc0.q&1) persist_aniframe++; if(persist_aniframe>4) persist_aniframe = 1;\r
 \r
+       if(npc0.d == 0 && npc0.q == 1) npc0.d =rand()%8;\r
+       if(npc0.d>4)\r
+               npc0.d=0;\r
 \r
-       //TODO: make this better like rpg maker 2000 better
-       if(player.q == 1)
+       //right movement\r
+       if(npc0.d == 2)\r
        {\r
-               dpad(0/*, 0*/);
+               if(npc0.tx < MAPX && !(npc0.tx+1 == TRIGGX && npc0.ty == TRIGGY) && !(npc0.tx+1 == player.tx && npc0.ty == player.ty))\r
+               {\r
+                       if(npc0.q<=(TILEWH/SPEED))\r
+                       {\r
+                               INC_PER_FRAME_NPC;\r
+                               npc0.x+=SPEED;\r
+                               //animatePlayer(bg, spri, mask, 1, 0, npc0.x, npc0.y, persist_aniframe, q, &npctmp);\r
+                               animatePlayer(bg, spri, npc0.d-1, 0, npc0.x, npc0.y, persist_aniframe, npc0.q, &npctmp);\r
+                               modexShowPage(spri->page);\r
+                               npc0.q++;\r
+                       } else { npc0.q = 1; npc0.d = 0; npc0.tx++; }\r
+               }\r
+               else\r
+               {\r
+                       modexCopyPageRegion(spri->page, bg->page, npc0.x-4, npc0.y-TILEWH, npc0.x-4, npc0.y-TILEWH, 24, 32);\r
+                       modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 32, 24, 32, &npctmp);\r
+                       modexShowPage(spri->page);\r
+                       npc0.d = 0;\r
+               }\r
+               npc0.triggerx = npc0.tx+1;\r
+               npc0.triggery = npc0.ty;\r
        }\r
 \r
-       #define INC_PER_FRAME if(player.q&1) persist_aniframe++; if(persist_aniframe>4) persist_aniframe = 1;\r
+       //left movement\r
+       if(npc0.d == 4)\r
+       {\r
+               if(npc0.tx > 1 && !(npc0.tx-1 == TRIGGX && npc0.ty == TRIGGY) && !(npc0.tx-1 == player.tx && npc0.ty == player.ty))\r
+               {\r
+                       if(npc0.q<=(TILEWH/SPEED))\r
+                       {\r
+                               INC_PER_FRAME_NPC;\r
+                               npc0.x-=SPEED;\r
+                               //animatePlayer(bg, spri, mask, 3, 0, npc0.x, npc0.y, persist_aniframe, q, &npctmp);\r
+                               animatePlayer(bg, spri, npc0.d-1, 0, npc0.x, npc0.y, persist_aniframe, npc0.q, &npctmp);\r
+                               modexShowPage(spri->page);\r
+                               npc0.q++;\r
+                       } else { npc0.q = 1; npc0.d = 0; npc0.tx--; }\r
+               }\r
+               else\r
+               {\r
+                       modexCopyPageRegion(spri->page, bg->page, npc0.x-4, npc0.y-TILEWH, npc0.x-4, npc0.y-TILEWH, 24, 32);\r
+                       modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 96, 24, 32, &npctmp);\r
+                       modexShowPage(spri->page);\r
+                       npc0.d = 0;\r
+               }\r
+               npc0.triggerx = npc0.tx-1;\r
+               npc0.triggery = npc0.ty;\r
+       }\r
+\r
+       //down movement\r
+       if(npc0.d == 3)\r
+       {\r
+               if(npc0.ty < MAPY && !(npc0.tx == TRIGGX && npc0.ty+1 == TRIGGY) && !(npc0.tx == player.tx && npc0.ty == player.ty+1))\r
+               {\r
+                       if(npc0.q<=(TILEWH/SPEED))\r
+                       {\r
+                               INC_PER_FRAME_NPC;\r
+                               npc0.y+=SPEED;\r
+                               //animatePlayer(bg, spri, mask, 2, 0, npc0.x, npc0.y, persist_aniframe, q, &npctmp);\r
+                               animatePlayer(bg, spri, npc0.d-1, 0, npc0.x, npc0.y, persist_aniframe, npc0.q, &npctmp);\r
+                               modexShowPage(spri->page);\r
+                               npc0.q++;\r
+                       } else { npc0.q = 1; npc0.d = 0; npc0.ty++; }\r
+               }\r
+               else\r
+               {\r
+                       modexCopyPageRegion(spri->page, bg->page, npc0.x-4, npc0.y-TILEWH, npc0.x-4, npc0.y-TILEWH, 24, 32);\r
+                       modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 64, 24, 32, &npctmp);\r
+                       modexShowPage(spri->page);\r
+                       npc0.d = 0;\r
+               }\r
+               npc0.triggerx = npc0.tx;\r
+               npc0.triggery = npc0.ty+1;\r
+       }\r
 \r
-       if(player.d == 2)\r
+       //up movement\r
+       if(npc0.d == 1)\r
        {\r
+               if(npc0.ty > 1 && !(npc0.tx == TRIGGX &&  npc0.ty-1 == TRIGGY) && !(npc0.tx+1 == player.tx && npc0.ty == player.ty-1))\r
+               {\r
+                       if(npc0.q<=(TILEWH/SPEED))\r
+                       {\r
+                               INC_PER_FRAME_NPC;\r
+                               npc0.y-=SPEED;\r
+                               //animatePlayer(bg, spri, mask, 0, 0, npc0.x, npc0.y, persist_aniframe, q, &npctmp);\r
+                               modexShowPage(spri->page);\r
+                               animatePlayer(bg, spri, npc0.d-1, 0, npc0.x, npc0.y, persist_aniframe, npc0.q, &npctmp);\r
+                               npc0.q++;\r
+                       } else { npc0.q = 1; npc0.d = 0; npc0.ty--; }\r
+               }\r
+               else\r
+               {\r
+                       modexCopyPageRegion(spri->page, bg->page, npc0.x-4, npc0.y-TILEWH, npc0.x-4, npc0.y-TILEWH, 24, 32);\r
+                       modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 0, 24, 32, &npctmp);\r
+                       modexShowPage(spri->page);\r
+                       npc0.d = 0;\r
+               }\r
+               npc0.triggerx = npc0.tx;\r
+               npc0.triggery = npc0.ty-1;\r
+       }\r
+\r
+       if((npc0.triggery == player.ty && npc0.triggerx == player.tx) || (npc0.ty == player.ty && npc0.tx == player.tx)){ player.hp--; }\r
+*/\r
+\r
+       //player movement\r
+       //TODO: make movement into a function!\r
+       //right movement\r
+       if((keyp(77) && !keyp(75) && player.d == 0) || player.d == 2)\r
+       {\r
+               if(player.d == 0){ player.d = 2; }\r
                if(bg->tx >= 0 && bg->tx+20 < MAPX && player.tx == bg->tx + 10 && !(player.tx+1 == TRIGGX && player.ty == TRIGGY))\r
                {\r
-                       //for(q=1; q<=(TILEWH/SPEED); q++)\r
                        if(player.q<=(TILEWH/SPEED))\r
                        {\r
                                INC_PER_FRAME;\r
                                //animatePlayer(bg, spri, mask, 1, 1, player.x, player.y, persist_aniframe, q, &ptmp);\r
-                               animatePlayer(bg, spri, 1, 1, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
+                               animatePlayer(bg, spri, player.d-1, 1, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
                                mapScrollRight(bg, SPEED);\r
                                mapScrollRight(spri, SPEED);\r
                                //mapScrollRight(mask, SPEED);\r
@@ -173,13 +298,12 @@ void main() {
                }\r
                else if(player.tx < MAPX && !(player.tx+1 == TRIGGX && player.ty == TRIGGY))\r
                {\r
-                       //for(q=1; q<=(TILEWH/SPEED); q++)\r
                        if(player.q<=(TILEWH/SPEED))\r
                        {\r
                                INC_PER_FRAME;\r
                                player.x+=SPEED;\r
                                //animatePlayer(bg, spri, mask, 1, 0, player.x, player.y, persist_aniframe, q, &ptmp);\r
-                               animatePlayer(bg, spri, 1, 0, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
+                               animatePlayer(bg, spri, player.d-1, 0, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
                                modexShowPage(spri->page);\r
                                player.q++;\r
                        } else { player.q = 1; player.d = 0; player.tx++; }\r
@@ -195,16 +319,17 @@ void main() {
                player.triggery = player.ty;\r
        }\r
 \r
-       if(player.d == 4)\r
+       //left movement\r
+       if((keyp(75) && !keyp(77) && player.d == 0) || player.d == 4)\r
        {\r
+               if(player.d == 0){ player.d = 4; }\r
                if(bg->tx > 0 && bg->tx+20 <= MAPX && player.tx == bg->tx + 10 && !(player.tx-1 == TRIGGX && player.ty == TRIGGY))\r
                {\r
-                       //for(q=1; q<=(TILEWH/SPEED); q++)\r
                        if(player.q<=(TILEWH/SPEED))\r
                        {\r
                                INC_PER_FRAME;\r
                                //animatePlayer(bg, spri, mask, 3, 1, player.x, player.y, persist_aniframe, q, &ptmp);\r
-                               animatePlayer(bg, spri, 3, 1, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
+                               animatePlayer(bg, spri, player.d-1, 1, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
                                mapScrollLeft(bg, SPEED);\r
                                mapScrollLeft(spri, SPEED);\r
                                //mapScrollLeft(mask, SPEED);\r
@@ -214,13 +339,12 @@ void main() {
                }\r
                else if(player.tx > 1 && !(player.tx-1 == TRIGGX && player.ty == TRIGGY))\r
                {\r
-                       //for(q=1; q<=(TILEWH/SPEED); q++)\r
                        if(player.q<=(TILEWH/SPEED))\r
                        {\r
                                INC_PER_FRAME;\r
                                player.x-=SPEED;\r
                                //animatePlayer(bg, spri, mask, 3, 0, player.x, player.y, persist_aniframe, q, &ptmp);\r
-                               animatePlayer(bg, spri, 3, 0, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
+                               animatePlayer(bg, spri, player.d-1, 0, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
                                modexShowPage(spri->page);\r
                                player.q++;\r
                        } else { player.q = 1; player.d = 0; player.tx--; }\r
@@ -236,16 +360,17 @@ void main() {
                player.triggery = player.ty;\r
        }\r
 \r
-       if(player.d == 3)\r
+       //down movement\r
+       if((keyp(80) && !keyp(72) && player.d == 0) || player.d == 3)\r
        {\r
+               if(player.d == 0){ player.d = 3; }\r
                if(bg->ty >= 0 && bg->ty+15 < MAPY && player.ty == bg->ty + 8 && !(player.tx == TRIGGX && player.ty+1 == TRIGGY))\r
                {\r
-                       //for(q=1; q<=(TILEWH/SPEED); q++)\r
                        if(player.q<=(TILEWH/SPEED))\r
                        {\r
                                INC_PER_FRAME;\r
                                //animatePlayer(bg, spri, mask, 2, 1, player.x, player.y, persist_aniframe, q, &ptmp);\r
-                               animatePlayer(bg, spri, 2, 1, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
+                               animatePlayer(bg, spri, player.d-1, 1, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
                                mapScrollDown(bg, SPEED);\r
                                mapScrollDown(spri, SPEED);\r
                                //mapScrollDown(mask, SPEED);\r
@@ -255,13 +380,12 @@ void main() {
                }\r
                else if(player.ty < MAPY && !(player.tx == TRIGGX && player.ty+1 == TRIGGY))\r
                {\r
-                       //for(q=1; q<=(TILEWH/SPEED); q++)\r
                        if(player.q<=(TILEWH/SPEED))\r
                        {\r
                                INC_PER_FRAME;\r
                                player.y+=SPEED;\r
                                //animatePlayer(bg, spri, mask, 2, 0, player.x, player.y, persist_aniframe, q, &ptmp);\r
-                               animatePlayer(bg, spri, 2, 0, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
+                               animatePlayer(bg, spri, player.d-1, 0, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
                                modexShowPage(spri->page);\r
                                player.q++;\r
                        } else { player.q = 1; player.d = 0; player.ty++; }\r
@@ -277,16 +401,17 @@ void main() {
                player.triggery = player.ty+1;\r
        }\r
 \r
-       if(player.d == 1)\r
+       //up movement\r
+       if((keyp(72) && !keyp(80) && player.d == 0) || player.d == 1)\r
        {\r
+               if(player.d == 0){ player.d = 1; }\r
                if(bg->ty > 0 && bg->ty+15 <= MAPY && player.ty == bg->ty + 8 && !(player.tx == TRIGGX && player.ty-1 == TRIGGY))\r
                {\r
-                       //for(q=1; q<=(TILEWH/SPEED); q++)\r
                        if(player.q<=(TILEWH/SPEED))\r
                        {\r
                                INC_PER_FRAME;\r
                                //animatePlayer(bg, spri, mask, 0, 1, player.x, player.y, persist_aniframe, q, &ptmp);\r
-                               animatePlayer(bg, spri, 0, 1, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
+                               animatePlayer(bg, spri, player.d-1, 1, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
                                mapScrollUp(bg, SPEED);\r
                                mapScrollUp(spri, SPEED);\r
                                //mapScrollUp(mask, SPEED);\r
@@ -296,14 +421,13 @@ void main() {
                }\r
                else if(player.ty > 1 && !(player.tx == TRIGGX &&  player.ty-1 == TRIGGY))\r
                {\r
-                       //for(q=1; q<=(TILEWH/SPEED); q++)\r
                        if(player.q<=(TILEWH/SPEED))\r
                        {\r
                                INC_PER_FRAME;\r
                                player.y-=SPEED;\r
                                //animatePlayer(bg, spri, mask, 0, 0, player.x, player.y, persist_aniframe, q, &ptmp);\r
                                modexShowPage(spri->page);\r
-                               animatePlayer(bg, spri, 0, 0, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
+                               animatePlayer(bg, spri, player.d-1, 0, player.x, player.y, persist_aniframe, player.q, &ptmp);\r
                                player.q++;\r
                        } else { player.q = 1; player.d = 0; player.ty--; }\r
                }\r
@@ -319,15 +443,17 @@ void main() {
        }\r
        //modexClearRegion(mask->page, 66, 66, 2, 40, 0);\r
 \r
-       if((player.triggerx == TRIGGX && player.triggery == TRIGGY) && keyp(KEY_ENTER))\r
+       if(((player.triggerx == TRIGGX && player.triggery == TRIGGY) && keyp(0x1C))||(player.tx == 5 && player.ty == 5))\r
        {\r
                short i;\r
-               for(i=600; i>=400; i--)\r
+               for(i=800; i>=400; i--)\r
                {\r
                        sound(i);\r
                }\r
                nosound();\r
        }\r
+       if(player.q == (TILEWH/SPEED)+1 && player.d > 0 && (player.triggerx == 5 && player.triggery == 5)){ player.hp--; }\r
+       //if(keyp(0x0E)) while(1){ if(xmsmalloc(24)) break; }\r
        }\r
 \r
        /* fade back to text mode */\r
@@ -338,17 +464,20 @@ void main() {
        printf("Project 16 scroll.exe\n");\r
        printf("tx: %d\n", bg->tx);\r
        printf("ty: %d\n", bg->ty);\r
-       printf("player.x: %d\n", player.x);\r
-       printf("player.y: %d\n", player.y);\r
+       printf("player.x: %d", player.x);\r
+       if(player.hp==0) printf("%d wwww\n", player.y+8);\r
+       else printf("\nplayer.y: %d\n", player.y);\r
        printf("player.tx: %d\n", player.tx);\r
        printf("player.ty: %d\n", player.ty);\r
        printf("player.triggx: %d\n", player.triggerx);\r
        printf("player.triggy: %d\n", player.triggery);\r
+       printf("player.hp: %d\n", player.hp);\r
        printf("player.q: %d\n", player.q);\r
        printf("player.d: %d\n", player.d);\r
        printf("temporary player sprite 0: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=45556867\n");\r
        printf("temporary player sprite 1: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=44606385\n");\r
        printf("\n");\r
+       xmsfree(&map);\r
        switch(detectcpu())\r
        {\r
                case 0: cpus = "8086/8088 or 186/88"; break;\r
@@ -368,7 +497,9 @@ allocMap(int w, int h) {
 \r
        result.width =w;\r
        result.height=h;\r
+       if(initxms()>0)\r
        result.data = malloc(sizeof(byte) * w * h);\r
+       else (void huge*)result.data = xmsmalloc(sizeof(byte) * w * h);\r
 \r
        return result;\r
 }\r
@@ -380,13 +511,19 @@ initMap(map_t *map) {
        int x, y;\r
        int i;\r
        int tile = 1;\r
+       if(initxms()>0)\r
        map->tiles = malloc(sizeof(tiles_t));\r
+       else (void huge*)map->tiles = xmsmalloc(sizeof(tiles_t));\r
 \r
        /* create the tile set */\r
+       if(initxms()>0)\r
        map->tiles->data = malloc(sizeof(bitmap_t));\r
+       else (void huge*)map->tiles->data = xmsmalloc(sizeof(bitmap_t));\r
        map->tiles->data->width = (TILEWH*2);\r
        map->tiles->data->height= TILEWH;\r
+       if(initxms()>0)\r
        map->tiles->data->data = malloc((TILEWH*2)*TILEWH);\r
+       else (void huge*)map->tiles->data->data = xmsmalloc((TILEWH*2)*TILEWH);\r
        map->tiles->tileHeight = TILEWH;\r
        map->tiles->tileWidth =TILEWH;\r
        map->tiles->rows = 1;\r
@@ -449,7 +586,7 @@ mapScrollLeft(map_view_t *mv, byte offset) {
        if(mv->page->dx == 0) {\r
        /* go backward one tile */\r
        mv->tx--;\r
-               \r
+\r
        /* Snap the origin backward */\r
        mv->page->data -= 4;\r
        mv->page->dx = mv->map->tiles->tileWidth;\r
@@ -577,43 +714,21 @@ mapDrawCol(map_view_t *mv, int tx, int ty, word x) {
        i += mv->map->width;\r
        }\r
 }\r
-
-//sword
-void
-dpad(sword k/*, sword q*/)
+\r
+/*void npcmove(map_view_t bg, map_view_t fg, )\r
 {\r
-       //printf("p1: %d\n", k);
-       //keypressed=0;
-       //if(q>1){ q=0; return q; }
-       //if(keypressed>1){ keypressed=0; return keypressed; }
-       if(k==0)
-       {
-               if(keyp(75) && !keyp(77)){ player.d = 4; k--; }
-               if(keyp(80) && !keyp(72)){ player.d = 3; k--; }
-               if(keyp(77) && !keyp(75)){ player.d = 2; k++; }\r
-               if(keyp(72) && !keyp(80)){ player.d = 1; k++; }
-       }
-       else
-       {
-               if(keyp(72) && !keyp(80)){ player.d = 1; k++; }
-               if(keyp(77) && !keyp(75)){ player.d = 2; k++; }
-               if(keyp(80) && !keyp(72)){ player.d = 3; k--; }
-               if(keyp(75) && !keyp(77)){ player.d = 4; k--; }
-       } 
-       //printf("p2: %d\n", k);
-       //if(k>1 || k<-1){ dpad(0); }
-       //return keypressed=0;
-}
+       \r
+}*/\r
 \r
 void\r
-animatePlayer(map_view_t *src, map_view_t *dest, /*map_view_t *top, */short d1, short d2, int x, int y, int ls, int lp, bitmap_t *bmp)\r
+animatePlayer(map_view_t *src, map_view_t *dest, /*map_view_t *top, */sword d, short scrolloffsetswitch, int x, int y, int ls, int lp, bitmap_t *bmp)\r
 {\r
-       short dire=32*d1; //direction\r
-       short qq; //scroll offset\r
+       sword dire=32*d; //direction\r
+       sword qq; //scroll offset\r
 \r
-       if(d2==0) qq = 0;\r
+       if(scrolloffsetswitch==0) qq = 0;\r
        else qq = ((lp)*SPEED);\r
-       switch (d1)\r
+       switch (d)\r
        {\r
                case 0:\r
                        //up\r