\r
#ifdef FADE\r
//static word paloffset=0;\r
-byte *dpal;\r
#endif\r
-byte *gpal;\r
byte *ptr;\r
memptr pal;\r
\r
\r
// save the palette\r
#ifdef FADE\r
- dpal = modexNewPal();\r
- modexPalSave(dpal);\r
- modexFadeOff(4, dpal);\r
+ modexPalSave(&gvar.video.dpal);\r
+ modexFadeOff(4, &gvar.video.dpal);\r
modexPalBlack();\r
#endif\r
\r
//VL_LoadPalFile("data/default.pal", &gvar.video.palette);\r
\r
#ifdef FADE\r
- gpal = modexNewPal();\r
- modexPalSave(gpal);\r
- modexSavePalFile("data/g.pal", gpal);\r
+ modexPalSave(&gvar.video.palette);\r
+ modexSavePalFile("data/g.pal", &gvar.video.palette);\r
modexPalBlack(); //so player will not see loadings~\r
#endif\r
\r
if (gvar.video.sprifilei == -1)\r
{\r
#ifdef FADE\r
- modexFadeOff(4, gpal);\r
+ modexFadeOff(4, &gvar.video.palette);\r
#endif\r
Quit(&gvar, "Wrong ID for sprite");\r
#ifdef FADE\r
- modexFadeOn(4, dpal);\r
+ modexFadeOn(4, &gvar.video.dpal);\r
#endif\r
}\r
\r
shinku(&gvar);\r
//modexpdump(mv[0].page);\r
#ifdef FADE\r
- modexFadeOn(4, gpal);\r
+ modexFadeOn(4, &gvar.video.palette);\r
#endif\r
while(!IN_KeyDown(sc_Escape) && player[0].enti.hp>0)\r
{\r
VL_LoadPalFile(bakapee1p, &gvar.video.palette);\r
}//JK\r
#ifdef FADE\r
- if(IN_KeyDown(10)){ modexPalOverscan(rand()%56); modexPalUpdate(dpal); IN_UserInput(1,1); }\r
+ if(IN_KeyDown(10)){ modexPalOverscan(rand()%56); modexPalUpdate(gvar.video.dpal); IN_UserInput(1,1); }\r
#endif\r
if(IN_KeyDown(sc_R)){ modexPalOverscan(rand()%56); } //r\r
\r
/* fade back to text mode */\r
/* but 1st lets save the game palette~ */\r
#ifdef FADE\r
- modexPalSave(gpal);\r
- modexSavePalFile("data/g.pal", gpal);\r
- modexFadeOff(4, gpal);\r
+ modexPalSave(&gvar.video.palette);\r
+ modexSavePalFile("data/g.pal", &gvar.video.palette);\r
+ modexFadeOff(4, &gvar.video.palette);\r
#endif\r
Shutdown16(&gvar);\r
printf("\nProject 16 zcroll.exe. This is just a test file!\n");\r
SCROLLEXITMESG;\r
WCPU_cpufpumesg();\r
#ifdef FADE\r
- modexFadeOn(4, dpal);\r
+ modexFadeOn(4, gvar.video.dpal);\r
#endif\r
}\r