#include <stdio.h>\r
#include <stdlib.h>\r
#include "src\lib\dos_kb.h"\r
+#include "16\lib\x\modex.h"\r
#include "src\lib\wtest\wtest.c"\r
#include "src\lib\ems.c"\r
\r
//word far *clock= (word far*) 0x046C; /* 18.2hz clock */\r
\r
+int emmhandle,ist;\r
+\r
typedef struct {\r
bitmap_t *data;\r
word tileHeight;\r
int sety; //NOT USED YET! player sprite sheet set on the image y\r
word q; //loop variable\r
word d; //direction\r
+ bitmap_t data; //supposively the sprite sheet data\r
int hp; //hitpoints of the player\r
} actor_t;\r
\r
-\r
map_t allocMap(int w, int h);\r
void initMap(map_t *map);\r
void mapScrollRight(map_view_t *mv, byte offset);\r
actor_t player;\r
//actor_t npc0;\r
\r
+ if(isEMS() || checkEMS()){ printf("%d\n", coretotalEMS()); emmhandle = mallocEMS(coretotalEMS()); }\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
+ //if(isEMS()) printf("%d tesuto\n", coretotalEMS());\r
initMap(&map);\r
mv.map = ↦\r
mv2.map = ↦\r
ptmp = bitmapLoadPcx("ptmp.pcx"); // load sprite\r
//npctmp = bitmapLoadPcx("ptmp1.pcx"); // load sprite\r
\r
+ /*if(isEMS())\r
+ {\r
+ XMOVE mm;\r
+ mm.length=sizeof(map);\r
+ mm.sourceH=0;\r
+ mm.sourceOff=(long)↦\r
+ mm.destH=emmhandle;\r
+ mm.destOff=1;\r
+ //halp!\r
+ ist = move_emem(&mm);\r
+ printf("%d\n", coretotalEMS());\r
+ if(!ist){ dealloc_emem(emmhandle); exit(5); }\r
+ //printf("%d\n", emmhandle);\r
+ }\r
+\r
+ if(isEMS())\r
+ {\r
+ XMOVE mm;\r
+ mm.length=emmhandle;\r
+ mm.sourceH=0;\r
+ mm.sourceOff=(long)&ptmp;\r
+ mm.destH=emmhandle;\r
+ mm.destOff=0;\r
+ //halp!\r
+ ist = move_emem(&mm);\r
+ printf("%d\n", coretotalEMS());\r
+ if(!ist){ dealloc_emem(emmhandle); exit(5); }\r
+ //printf("%d\n", emmhandle);\r
+ }\r
+*/\r
/* save the palette */\r
pal = modexNewPal();\r
modexPalSave(pal);\r
modexClearRegion(bg->page, 5*16, 5*16, 16, 16, 255);\r
\r
modexShowPage(spri->page);\r
- while(!keyp(1) && player.hp!=0)\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
modexPalBlack();\r
modexLeave();\r
setkb(0);\r
+ //system("mem /E /P");\r
printf("Project 16 scroll.exe\n");\r
printf("tx: %d\n", bg->tx);\r
printf("ty: %d\n", bg->ty);\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");
- //xmsfree(&map);
- //xmsfree(bg);
- //xmsfree(spri);
- //xmsfree(mask);
+ printf("\n");\r
+ //xmsfree(&map);\r
+ //xmsfree(bg);\r
+ //xmsfree(spri);\r
+ //xmsfree(mask);\r
//xmsreport();\r
+ if(isEMS())\r
+ {\r
+ printf("%d\n", get_emem());\r
+ printf("%d\n", coretotalEMS());\r
+ dealloc_emem(emmhandle);\r
+ printf("%d\n", coretotalEMS());\r
+ }\r
switch(detectcpu())\r
{\r
case 0: cpus = "8086/8088 or 186/88"; break;\r
\r
result.width =w;\r
result.height=h;\r
- if(!isEMS())\r
result.data = malloc(sizeof(byte) * w * h);\r
- else result.data = (byte *)alloc_emem(sizeof(byte) * w * h);\r
+ //result.data = (byte *)alloc_emem(((int)sizeof(byte) * w * h)/1024);\r
+ /*if(isEMS() || checkEMS())\r
+ {\r
+ XMOVE mm;\r
+ //emmhandle = mallocEMS(coretotalEMS());//alloc_emem((int)sizeof(map))\r
+ mm.length=sizeof(result);\r
+ mm.sourceH=0;\r
+ mm.sourceOff=ptr2long(&result);\r
+ mm.destH=emmhandle;\r
+ mm.destOff=0;\r
+ ist = move_emem(&mm);\r
+ if(!ist){ dealloc_emem(emmhandle); exit(5); }\r
+ printf("%d\n", coretotalEMS());\r
+ }*/\r
\r
return result;\r
}\r
\r
-\r
void\r
initMap(map_t *map) {\r
/* just a place holder to fill out an alternating pattern */\r
int x, y;\r
int i;\r
int tile = 1;\r
- if(!isEMS())\r
- map->tiles = malloc(sizeof(tiles_t));\r
- else map->tiles = (tiles_t *)alloc_emem(sizeof(tiles_t));\r
+ //if(!isEMS() || !checkEMS())\r
+ map->tiles = malloc(sizeof(tiles_t));\r
+ //else\r
+ // map->tiles = (tiles_t *)alloc_emem(sizeof(tiles_t));\r
\r
/* create the tile set */\r
- if(!isEMS())\r
- map->tiles->data = malloc(sizeof(bitmap_t));\r
- else map->tiles->data = (bitmap_t *)alloc_emem(sizeof(bitmap_t));\r
+ //if(!isEMS() || !checkEMS())\r
+ map->tiles->data = malloc(sizeof(bitmap_t));\r
+ //else\r
+ // map->tiles->data = (bitmap_t *)alloc_emem(sizeof(bitmap_t));\r
map->tiles->data->width = (TILEWH*2);\r
map->tiles->data->height= TILEWH;\r
- if(!isEMS())\r
- map->tiles->data->data = malloc((TILEWH*2)*TILEWH);\r
- else map->tiles->data->data = (byte *)alloc_emem((TILEWH*2)*TILEWH);\r
+ //if(!isEMS() || !checkEMS())\r
+ map->tiles->data->data = malloc((TILEWH*2)*TILEWH);\r
+ //else\r
+ // map->tiles->data->data = (byte *)alloc_emem((TILEWH*2)*TILEWH);\r
map->tiles->tileHeight = TILEWH;\r
map->tiles->tileWidth =TILEWH;\r
map->tiles->rows = 1;\r
word ry;\r
rx = (i % t->cols) * t->tileWidth;\r
ry = (i / t->cols) * t->tileHeight;\r
+ //mxPutTile(t->data, x, y, t->tileWidth, t->tileHeight);\r
modexDrawBmpRegion(page, x, y, rx, ry, t->tileWidth, t->tileHeight, t->data);\r
}\r
\r
\r
-void \r
+void\r
mapDrawRow(map_view_t *mv, int tx, int ty, word y) {\r
word x;\r
int i;\r
}\r
}\r
\r
-void \r
+void\r
mapDrawCol(map_view_t *mv, int tx, int ty, word x) {\r
int y;\r
int i;\r
i += mv->map->width;\r
}\r
}\r
-\r
-/*void npcmove(map_view_t bg, map_view_t fg, )\r
-{\r
- \r
-}*/\r
-\r
void\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