-/* Project 16 Source Code~\r
- * Copyright (C) 2012-2016 sparky4 & pngwen & andrius4669 & joncampbell123 & yakui-lover\r
- *\r
- * This file is part of Project 16.\r
- *\r
- * Project 16 is free software; you can redistribute it and/or modify\r
- * it under the terms of the GNU General Public License as published by\r
- * the Free Software Foundation; either version 3 of the License, or\r
- * (at your option) any later version.\r
- *\r
- * Project 16 is distributed in the hope that it will be useful,\r
- * but WITHOUT ANY WARRANTY; without even the implied warranty of\r
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
- * GNU General Public License for more details.\r
- *\r
- * You should have received a copy of the GNU General Public License\r
- * along with this program. If not, see <http://www.gnu.org/licenses/>, or\r
- * write to the Free Software Foundation, Inc., 51 Franklin Street,\r
- * Fifth Floor, Boston, MA 02110-1301 USA.\r
- *\r
- */\r
-\r
-#include "src/lib/scroll16.h"\r
-#include "src/lib/16_timer.h"\r
-#include "src/lib/wcpu/wcpu.h"\r
-\r
-//#define FADE\r
-#define MODEX //this is for mode x initiating\r
-\r
-//word far *clock= (word far*) 0x046C; /* 18.2hz clock */\r
-//bitmap_t *p;\r
-global_game_variables_t gvar;\r
-static map_t map;\r
-player_t player[MaxPlayers];\r
-map_view_t mv[4];\r
-//word pn=0; //i forgot ww\r
-float t;\r
-sword bakapee;\r
-pan_t pan;\r
-//debugswitches\r
-boolean panswitch=0;\r
-//extern boolean pageflipflop=1;\r
- unsigned int i;\r
- const char *cpus;\r
- //static int persist_aniframe = 0; /* gonna be increased to 1 before being used, so 0 is ok for default */\r
-\r
- //map_view_db_t pgid[4];\r
- word pg;\r
-//#ifdef FADE\r
- static word paloffset=0;\r
- byte *dpal;\r
-//#endif\r
- byte *gpal;\r
- byte *ptr;\r
- byte *mappalptr;\r
-\r
-void main(int argc, char *argv[])\r
-{\r
- byte *mesg=malloc(sizeof(dword));\r
-\r
- if(argv[1]) bakapee = atoi(argv[1]);\r
- else bakapee = 1;\r
-\r
- Startup16(&gvar);\r
-\r
- pan.pn=1;\r
-\r
- /* create the map */\r
- fprintf(stderr, "testing map load~ ");\r
- loadmap("data/test.map", &map);\r
- chkmap(&map, 0);\r
- printf("chkmap ok ");\r
- fprintf(stderr, "yay map loaded~~\n");\r
-\r
- /* draw the tiles */\r
-#ifdef MODEX\r
- ptr = map.data;\r
- //mappalptr = map.tiles->btdata->palette;\r
-\r
- /* data */\r
- player[0].data = malloc(48*128); //TODO use exmm\r
- *player[0].data = bitmapLoadPcx("data/chikyuu.pcx"); // load sprite\r
-\r
- /* create the planar buffer */\r
-////++++ (player[0].data) = *planar_buf_from_bitmap(&p);\r
- /*++++printf("load pee!! ");\r
- pp = planar_buf_from_bitmap(&p);\r
- printf("done!\n");*/\r
-\r
-#endif\r
- /* input! */\r
- IN_Default(0,&player,ctrl_Joystick);\r
- //IN_Default(1,&player,ctrl_Joystick);\r
-\r
- /* save the palette */\r
-#ifdef MODEX\r
-#ifdef FADE\r
- dpal = modexNewPal();\r
- modexPalSave(dpal);\r
- modexFadeOff(4, dpal);\r
-#endif\r
-\r
- textInit();\r
- VGAmodeX(bakapee, 1, &gvar);\r
-// printf("%dx%d\n", gvar.video.page[0].sw, gvar.video.page[0].sh);\r
-#ifdef FADE\r
- modexPalBlack(); //reset the palette~\r
-#endif\r
-#endif\r
-// printf("Total used @ before palette initiation: %zu\n", oldfreemem-GetFreeSize());\r
-//++++ player[0].data.offset=(paloffset/3);\r
-//++++ modexPalUpdate1(&player[0].data, &paloffset, 0, 0);\r
- modexPalUpdate1(player[0].data->palette);\r
-//++++0000 modexPalUpdate1(map.tiles->btdata->palette);\r
- //printf(" %d\n", sizeof(ptmp->data));\r
- //printf("1: %d\n", paloffset);\r
-//++++ map.tiles->data->offset=(paloffset/3);\r
- //XTmodexPalUpdate(map.tiles->data, &paloffset, 0, 0);\r
-// printf("\n====\n");\r
-// printf("0 paloffset= %d\n", paloffset/3);\r
-// printf("====\n\n");\r
-#ifdef MODEX\r
-#ifdef FADE\r
- gpal = modexNewPal();\r
- modexPalSave(gpal);\r
- modexSavePalFile("data/g.pal", gpal);\r
- modexPalBlack(); //so player will not see loadings~\r
-#endif\r
-#endif\r
-\r
- /* setup camera and screen~ */\r
- modexHiganbanaPageSetup(&gvar.video);\r
- for(i=0;i<gvar.video.num_of_pages;i++)\r
- {\r
- mv[i].page = &gvar.video.page[i];\r
- mv[i].map = ↦\r
- mv[i].video = &gvar.video;\r
- mv[i].pan = &pan;\r
- }\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(mv, 0, 0);\r
- //_fmemcpy(mv[1].page->data, mv[0].page->data, mv[0].page->pagesize);\r
-\r
- //TODO: put player in starting position of spot\r
- //default player position on the viewable map\r
- player[0].tx = mv[0].tx + mv[0].page->tilemidposscreenx;\r
- player[0].ty = mv[0].ty + mv[0].page->tilemidposscreeny;\r
- IN_initplayer(&player, 0);\r
- //IN_initplayer(&player, 1);\r
-\r
-#ifndef SPRITE\r
- modexClearRegion(mv[0].page, player[0].x, player[0].y-TILEWH, 16, 32, 15);\r
- //modexClearRegion(mv[1].page, player[0].x, player[0].y-TILEWH, 16, 32, 15);\r
-#else\r
- //PBUFSFUN(mv[1].page, player[0].x, player[0].y-TILEWH, 16, 64, 24, 32, PLAYERBMPDATA);\r
- PBUFSFUN(mv[0].page, player[0].x, player[0].y-TILEWH, 16, 64, 16, 32, player[0].data);\r
-#endif\r
-\r
- if(!pageflipflop) modexShowPage(mv[1].page);\r
- else modexShowPage(mv[0].page);//!(gvar.video.p)\r
- shinku_fps_indicator_page = 0; // we're on page 1 now, shinku(). follow along please or it will not be visible.\r
-\r
- /* buffer pages */\r
-// modexClearRegion(mv[2].page, 0, 0, mv[2].page->width, mv[2].page->height, 47);\r
-// modexClearRegion(mv[3].page, 0, 0, mv[3].page->width, mv[3].page->height, 45);\r
-// {\r
-// unsigned int k,j,o;\r
-// /* fill screen with a distinctive pattern */\r
-// for (k=0;k < vga_state.vga_width;k++) {\r
-// o = k >> 2;\r
-// vga_write_sequencer(0x02/*map mask*/,1 << (k&3));\r
-// for (j=0;j < vga_state.vga_height;j++,o += vga_state.vga_stride)\r
-// vga_state.vga_graphics_ram[o] = (k^j)&15; // VRL samples put all colors in first 15!\r
-// }\r
-// }\r
- modexClearRegion(mv[3].page, 0, 128, 24, 36, 15);\r
-\r
-#ifdef MODEX\r
-#ifdef FADE\r
- modexFadeOn(4, gpal);\r
-#endif\r
-#endif\r
- while(!IN_KeyDown(sc_Escape) && player[0].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
- //to stop scrolling and have the player position data move to the edge of the screen with respect to the direction\r
- //when player[0].tx or player[0].ty == 0 or player[0].tx == 20 or player[0].ty == 15 then stop because that is edge of map and you do not want to walk of the map\r
-\r
- //player movement\r
- IN_ReadControl(0,&player);\r
- if(!panswitch){\r
- walk(mv, player, 0);\r
- }else{\r
- panpagemanual(mv, player, 0);\r
- //printf(" player[0].q: %d", player[0].q); printf(" player[0].d: %d\n", player[0].d);\r
- }\r
-\r
- //the scripting stuff....\r
- //if(((player[0].triggerx == TRIGGX && player[0].triggery == TRIGGY) && IN_KeyDown(0x1C))||(player[0].tx == 5 && player[0].ty == 5))\r
- if(((mv[0].map->data[(player[0].triggerx-1)+(map.width*(player[0].triggery-1))] == 0) && IN_KeyDown(0x1C))||(player[0].tx == 5 && player[0].ty == 5))\r
- {\r
- short i;\r
- for(i=800; i>=400; i--)\r
- {\r
- sound(i);\r
- }\r
- nosound();\r
- }\r
- if(player[0].q == (TILEWH/(player[0].speed))+1 && player[0].info.dir != 2 && (player[0].triggerx == 5 && player[0].triggery == 5)){ player[0].hp--; }\r
- //debugging binds!\r
- if(IN_KeyDown(2)){ modexShowPage(mv[0].page); pan.pn=0; }\r
- if(IN_KeyDown(3)){ modexShowPage(mv[1].page); pan.pn=1; }\r
- if(IN_KeyDown(4)){ modexShowPage(mv[2].page); pan.pn=2; }\r
- if(IN_KeyDown(4+1)){ modexShowPage(mv[3].page); pan.pn=3; }\r
- if(IN_KeyDown(25)){ modexpdump(mv[0].page); modexpdump(mv[1].page);\r
- IN_UserInput(1,1);\r
- } //p\r
-#ifdef MODEX\r
-#ifdef FADE\r
- if(IN_KeyDown(24)){ modexPalUpdate0(gpal); paloffset=0; modexpdump(mv[0].page); modexpdump(mv[1].page); IN_UserInput(1,1); }\r
- if(IN_KeyDown(22)){\r
- paloffset=0; modexPalBlack(); modexPalUpdate(player[0].data, &paloffset, 0, 0);\r
- printf("1paloffset = %d\n", paloffset/3);\r
- modexPalUpdate(map.tiles->data, &paloffset, 0, 0);\r
- printf("2paloffset = %d\n", paloffset/3);\r
- modexpdump(mv[0].page); modexpdump(mv[1].page);\r
- IN_UserInput(1,1);\r
- }\r
-#endif\r
-#endif\r
- //pan switch\r
- if(IN_KeyDown(88)){panswitch=!panswitch; IN_UserInput(1,1);} //f12\r
- if(IN_KeyDown(87)) //f11\r
- {\r
- pageflipflop=!pageflipflop;\r
- IN_UserInput(1,1);\r
-// VGAmodeX(0, 0, &gvar);\r
-// IN_Shutdown();\r
-// __asm\r
-// {\r
-// mov ah,31h\r
-// int 21h\r
-// }\r
- }\r
- if(IN_KeyDown(68)) //f10\r
- {\r
- gvar.kurokku.fpscap=!gvar.kurokku.fpscap;\r
- IN_UserInput(1,1);\r
- }\r
- if(IN_KeyDown(67)) //f9\r
- {\r
- modexClearRegion(mv[1].page, 0, 0, mv[1].page->width, mv[1].page->height, 2);\r
- modexClearRegion(mv[2].page, 0, 0, mv[2].page->width, mv[2].page->height, 3);\r
- modexClearRegion(mv[3].page, 0, 0, mv[3].page->width, mv[3].page->height, 4);\r
- modexClearRegion(mv[3].page, 0, 0, 20, 36, 15);\r
- //IN_UserInput(1,1);\r
- }\r
- if(IN_KeyDown(66)) //f8\r
- {\r
-// modexDrawSprite(mv[0].page, 16, 16, p);\r
- modexDrawSprite(mv[0].page, 32+48, 16, (player[0].data));\r
- }\r
- //TODO fmemtest into page\r
- /*if(IN_KeyDown(4+1)) //4\r
- {\r
- pg=1;\r
- SELECT_ALL_PLANES();\r
- _fmemset(((mv[pg].page->data+4)+(16*(mv[pg].page->width/4))), 15, 4);\r
- }*/\r
-\r
- //9\r
- if(IN_KeyDown(10)){ modexPalOverscan(rand()%56); modexPalUpdate1(dpal); IN_UserInput(1,1); }\r
- //if(IN_KeyDown(11)){ modexPalOverscan(15); }\r
- if((player[0].q==1) && !(player[0].x%TILEWH==0 && player[0].y%TILEWH==0)) break; //incase things go out of sync!\r
- }\r
-\r
- /* fade back to text mode */\r
- /* but 1st lets save the game palette~ */\r
-#ifdef MODEX\r
-#ifdef FADE\r
- modexPalSave(gpal);\r
- modexSavePalFile("data/g.pal", gpal);\r
- modexFadeOff(4, gpal);\r
-#endif\r
- VGAmodeX(0, 1, &gvar);\r
-#endif\r
- Shutdown16(&gvar);\r
- printf("\nProject 16 scroll.exe. This is just a test file!\n");\r
- printf("version %s\n", VERSION);\r
- printf("tx: %d ", mv[0].tx);\r
- printf("ty: %d\n", mv[0].ty);\r
- printf("\n");\r
- printf("player vars:\n");\r
- printf(" x: %d", player[0].x); printf(" y: %d\n", player[0].y);\r
- //if(player[0].hp==0) printf("%d wwww\n", player[0].y+8);\r
- //else printf("\nplayer[0].y: %d\n", player[0].y);\r
- printf(" tx: %d", player[0].tx); printf(" ty: %d\n", player[0].ty);\r
- printf(" triggx: %d", player[0].triggerx); printf(" triggy: %d\n", player[0].triggery);\r
- printf(" hp: %d", (player[0].hp)); printf(" q: %d", player[0].q); printf(" player.info.dir: %d", player[0].info.dir); printf(" player.d: %d ", player[0].d);\r
- printf(" pdir=%d\n", player[0].pdir);\r
- printf(" tile data value at player trigger position: %d\n\n", mv[0].map->data[(player[0].triggerx-1)+(map.width*(player[0].triggery-1))]);\r
-// printf("palette offset: %d\n", paloffset/3);\r
-//++++ printf("Total used: %zu\n", oldfreemem-GetFreeSize());\r
-//++++ printf("Total free: %zu\n", GetFreeSize());\r
-//not used now printf("temporary player sprite 0: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=45556867\n");\r
-//not used now printf("temporary player sprite 1: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=44606385\n");\r
- printf("Virtual Screen: %dx", gvar.video.page[0].width); printf("%d ", gvar.video.page[0].height);\r
- printf("Screen: %dx", gvar.video.page[0].sw); printf("%d\n", gvar.video.page[0].sh);\r
- printf("virtual tile resolution: %dx", gvar.video.page[0].tilesw); printf("%d ", gvar.video.page[0].tilesh);\r
- printf("tile resolution: %dx", gvar.video.page[0].tw); printf("%d\n", gvar.video.page[0].th);\r
- printf("middle tile position: %dx", gvar.video.page[0].tilemidposscreenx); printf("%d\n", gvar.video.page[0].tilemidposscreeny);\r
- modexprintmeminfo(&gvar.video);\r
- //printf("mv[%u].tx: %d", pan.pn, mv[pan.pn].tx); printf(" mv[%u].ty: %d ", pan.pn, mv[pan.pn].ty);\r
- printf("gvar.video.p=%u ", gvar.video.p); printf("gvar.video.r=%u ", gvar.video.r);\r
- printf("pageflipflop=%u\n", pageflipflop);\r
- //0000printf("\ngvar.video.tickclk=%f\n", gvar.video.tickclk);\r
- //0000printf("gvar.video.clk=%f", gvar.video.clk);\r
- printf("\n");\r
- //printf("map.width=%d map.height=%d map.data[0]=%d\n", mv[0].map->width, mv[0].map->height, mv[0].map->data[0]);\r
-\r
- printf("\n");\r
- switch(detectcpu())\r
- {\r
- case 0: cpus = "8086/8088 or 186/88"; break;\r
- case 1: cpus = "286"; break;\r
- case 2: cpus = "386 or newer"; break;\r
- default: cpus = "internal error"; break;\r
- }\r
- printf("detected CPU type: %s\n", cpus);\r
-#ifdef MODEX\r
-#ifdef FADE\r
- modexFadeOn(4, dpal);\r
-#endif\r
-#endif\r
-}\r
+[zcroll is now the pre menu game loop system with PROPER data usage with CAMMPM]