\r
#include "src/lib/scroll16.h"\r
#include "src/lib/16_timer.h"\r
-#include "src/lib/16render.h"\r
#include "src/lib/16_dbg.h"\r
\r
#define FADE\r
void main(int argc, char *argv[])\r
{\r
static global_game_variables_t gvar;\r
- struct glob_game_vars *ggvv;\r
-// sword bakapee;\r
-// if(argv[1]) bakapee = atoi(argv[1]);\r
-// else bakapee = 1;\r
- //char *bakapee1,*bakapee1p;\r
+ struct glob_game_vars *ggvv;\r
char bakapee1[64] = FILENAME_1;\r
char bakapee1p[64] = FILENAME_1P;\r
\r
Startup16(&gvar);\r
\r
-// bakapee1=mALLoc(64);\r
-// bakapee1p=mALLoc(64);\r
ggvv=&gvar;\r
\r
if (argc >= 2) {\r
-/* if (argc < 2) {\r
- //fprintf(stderr,"drawvrl <VRL file> <palette file>\n palette file optional\n");\r
- bakapee1 = FILENAME_1;\r
- bakapee1p = FILENAME_1P;\r
-\r
- }else{\r
- if(argv[1]) bakapee1 = argv[1];\r
- if(argv[2]) bakapee1p = argv[2];*/\r
if(argv[1]){ strcpy(bakapee1, argv[1]);\r
if(argv[2]) strcpy(bakapee1p, argv[2]); }\r
}\r
modexPalBlack();\r
#endif\r
\r
- VGAmodeX(1/*bakapee*/, 1, &gvar);\r
+ //--VGAmodeX(1/*bakapee*/, 1, &gvar);\r
+ VL_Startup(&gvar);\r
\r
/* load color palette */\r
/*ptmp.offset=(paloffset/3);\r
//printf("1: %d\n", paloffset);\r
map.tiles->data->offset=(paloffset/3);\r
modexPalUpdate(map.tiles->data, &paloffset, 0, 0);*/\r
- VL_LoadPalFile(bakapee1p, &gvar.video.palette);\r
+ VL_LoadPalFile(bakapee1p, &gvar.video.palette, &gvar);\r
//VL_LoadPalFile("data/default.pal", &gvar.video.palette);\r
\r
#ifdef FADE\r
modexPalSave(&gvar.video.palette);\r
modexSavePalFile("data/g.pal", &gvar.video.palette);\r
- modexPalBlack(); //so gvar.player will not see loadings~\r
+ modexPalBlack(); //so player will not see loadings~\r
#endif\r
\r
// setup camera and screen~\r
- modexHiganbanaPageSetup(&gvar.video);\r
+ modexHiganbanaPageSetup(&gvar);\r
ZC_MVSetup(&gvar.mv, &map, &gvar);\r
\r
+#ifdef FADE\r
+ modexFadeOn(4, &gvar.video.palette);\r
+#endif\r
+\r
+ IN_StartAck (&gvar); MM_ShowMemory(&gvar); while (!IN_CheckAck (&gvar)){}\r
+#ifdef FADE\r
+ modexPalBlack(); //so player will not see loadings~\r
+#endif\r
+\r
// set up paging\r
//TODO: LOAD map data and position the map in the middle of the screen if smaller then screen\r
mapGoTo(&gvar.mv, 0, 0);\r
// while(!gvar.in.inst->Keyboard[sc_Escape) && !gvar.in.inst->Keyboard[sc_Space) && !gvar.in.inst->Keyboard[sc_Enter]){ FUNCTIONKEYSHOWMV }\r
gvar.video.page[0].tlx=gvar.mv[0].tx*TILEWH;\r
gvar.video.page[0].tly=gvar.mv[0].ty*TILEWH;\r
+\r
shinku(&gvar);\r
//modexpdump(gvar.mv[0].page);\r
#ifdef FADE\r
{\r
gvar.video.page[0].tlx=gvar.mv[0].tx*TILEWH;\r
gvar.video.page[0].tly=gvar.mv[0].ty*TILEWH;\r
- modexWaitBorder();\r
shinku(&gvar);\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 gvar.player position data move to the edge of the screen with respect to the direction\r
}\r
//read_vrs(&gvar, bakapee1, gvar.player[0].enti.spri->spritesheet);\r
VRS_ReadVRS(bakapee1, &gvar.player[0].enti, &gvar);\r
- VL_LoadPalFile(bakapee1p, &gvar.video.palette);\r
+ VL_LoadPalFile(bakapee1p, &gvar.video.palette, &gvar);\r
}//JK\r
#ifdef FADE\r
if(gvar.in.inst->Keyboard[10]){ modexPalOverscan(rand()%56); modexPalUpdate(gvar.video.dpal); IN_UserInput(1, &gvar); }\r