\r
//bitmap_t p;\r
static map_t map;\r
-player_t player[MaxPlayers];\r
map_view_t mv[4];\r
float t;\r
sword bakapee;\r
void main(int argc, char *argv[])\r
{\r
static global_game_variables_t gvar;\r
+ static player_t player[MaxPlayers];\r
if(argv[1]) bakapee = atoi(argv[1]);\r
else bakapee = 1;\r
\r
+ player[0].data = _fmalloc(72*128); //TODO use exmm\r
+ *player[0].data = bitmapLoadPcx("data/chikyuu.pcx", &gvar); // load sprite\r
+\r
Startup16(&gvar);\r
\r
pan.pn=0;\r
+\r
// OK, this one takes hellova time and needs to be done in farmalloc or MM_...\r
//IN CA i think you use CAL_SetupGrFile but i do think we should work together on this part --sparky4\r
player[0].ent = malloc(sizeof(entity_t));\r
\r
// data\r
read_vrs(&gvar, "data/spri/chikyuu.vrs", player[0].ent->spri->spritesheet);\r
- player[0].data = malloc(72*128); //TODO use exmm\r
- *player[0].data = bitmapLoadPcx("data/chikyuu.pcx", &gvar); // load sprite\r
+// player[0].data = malloc(72*128); //TODO use exmm\r
+// *player[0].data = bitmapLoadPcx("data/chikyuu.pcx", &gvar); // load sprite\r
\r
// input!\r
IN_Default(0, &player,ctrl_Keyboard1);\r
#ifdef FADE\r
modexFadeOn(4, gpal);\r
#endif\r
+ modexDrawSprite(mv[0].page, 16, 16, (player[0].data));\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
\r
/* fade back to text mode */\r
/* but 1st lets save the game palette~ */\r
- //quit:\r
#ifdef FADE\r
modexPalSave(gpal);\r
modexSavePalFile("data/g.pal", gpal);\r