byte *ptr;\r
memptr pal;\r
\r
+bitmap_t *ptmpdata;\r
+\r
void main(int argc, char *argv[])\r
{\r
static global_game_variables_t gvar;\r
/*strcpy(global_temp_status_text, "press enter for the loop of zcroll\nescape to quit");\r
modexprint(&gvar.video.page[0], 144, 72, 1, 7, 0, global_temp_status_text);\r
while(!IN_KeyDown(sc_Enter)){ if(IN_KeyDown(sc_Escape)) goto quit; } IN_UserInput(1,1);*///wwww\r
- while(!IN_KeyDown(sc_Escape))// && player[0].enti.hp>0)\r
+ while(!IN_KeyDown(sc_Escape) && player[0].enti.hp>0)\r
{\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
}\r
FUNCTIONKEYFUNCTIONS;\r
if(IN_KeyDown(sc_L)){ modexClearRegion(&gvar.video.page[0], player[0].enti.x, player[0].enti.y, 16, 16, 1); }\r
+ if(IN_KeyDown(sc_J)){ read_vrs(&gvar, "data/spri/ptmp.vrs", player[0].enti.spri->spritesheet); *ptmpdata = bitmapLoadPcx("data/ptmp.pcx", &gvar); modexPalUpdate1(ptmpdata->palette); }\r
+ if(IN_KeyDown(sc_K)){ read_vrs(&gvar, "data/spri/chikyuu.vrs", player[0].enti.spri->spritesheet); PCXBMP = bitmapLoadPcx("data/chikyuu.pcx", &gvar); modexPalUpdate1(&PCXBMP->palette); }\r
\r
//9\r
#ifdef FADE\r
if(IN_KeyDown(sc_R)){ modexPalOverscan(rand()%56); } //r\r
\r
if((player[0].enti.q==1) && !(player[0].enti.x%TILEWH==0 && player[0].enti.y%TILEWH==0)) break; //incase things go out of sync!\r
- player[0].enti.hp = 0;\r
}\r
\r
/* fade back to text mode */\r