//static int persist_aniframe = 0; /* gonna be increased to 1 before being used, so 0 is ok for default */
//map_view_db_t pgid[4];
+ word pg;
#ifdef FADE
byte *dpal, *gpal;
#endif
#endif
modexShowPage(spri->page);
-// printf("Total used @ before loop: %zu\n", oldfreemem-GetFreeSize());
modexClearRegion(mv[2].page, 0, 0, mv[2].page->width, mv[2].page->height, 1);
#ifdef MODEX
#ifdef FADE
#endif
while(!IN_KeyDown(sc_Escape) && player[0].hp>0)
{
- shinku(mv[1].page, &gvar);
+ shinku(mv, &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
}
IN_Ack();
}
+ //TODO fmemtest into page
+ if(IN_KeyDown(4+1)) //4
+ {
+ pg=1;
+ SELECT_ALL_PLANES();
+ _fmemset(((mv[pg].page->data+4)+(16*(mv[pg].page->width/4))), 15, 4);
+ }
if((player[0].q==1) && !(player[0].x%TILEWH==0 && player[0].y%TILEWH==0)) break; //incase things go out of sync!
}