#include "src/lib/wcpu/wcpu.h"
//#define FADE
-//#define SPRITE
#define MODEX //this is for mode x initiating
//word far *clock= (word far*) 0x046C; /* 18.2hz clock */
{
// word panswitch=0, panq=1, pand=0;
word panpagenum=0; //for panning!
- int i;
- static word paloffset=0;
+ unsigned int i;
+ //static word paloffset=0;
const char *cpus;
//static int persist_aniframe = 0; /* gonna be increased to 1 before being used, so 0 is ok for default */
/* create the map */
fprintf(stderr, "testing map load~\n");
-//++++ loadmap("data/test.map", &map);
- map.width=0;
- map.height=0;
- chkmap(&map, 1);
+ loadmap("data/test.map", &map);
+//0000 map.width=0;
+//0000 map.height=0;
+ chkmap(&map, 0);
printf("chkmap ok\n");
fprintf(stderr, "yay map loaded~~\n");
mv[0].map = ↦
npc0.d=0;
modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 64, 24, 32, &npctmp);*/
#ifdef SPRITE
+#ifdef BMPTYPE
+ oldDrawBmp(VGA, player[0].x-4, player[0].y-TILEWH, &player[0].data, 1);
+#else
modexDrawSpriteRegion(spri->page, player[0].x-4, player[0].y-TILEWH, 24, 64, 24, 32, &player[0].data);
+#endif
#else
modexClearRegion(mv[1].page, player[0].x-4, player[0].y-TILEWH, 24, 32, 15);
#endif
{
sprintf(mesg, "%lu", gvar.tiku);
//++++ modexprint(mv[1].page, 16, 16, 1, 15, 0, mesg);
- shinku(mv[1].page, &gvar);
+ //++++shinku(mv[1].page, &gvar);
IN_ReadControl(0,&player);
//top left corner & bottem right corner of map veiw be set as map edge trigger since maps are actually square
//to stop scrolling and have the player position data move to the edge of the screen with respect to the direction