//debugswitches\r
boolean panswitch=0,baka=0;\r
//extern boolean pageflipflop=1;\r
-boolean pagenorendermap = 0; //default: 0\r
+extern boolean pagenorendermap; //default: 0\r
unsigned int i;\r
\r
#ifdef FADE\r
\r
// create the map\r
// fprintf(stderr, "testing map load~ ");\r
- loadmap("data/test.map", &map);\r
+ CA_loadmap("data/test.map", &map, &gvar);\r
chkmap(&map, 0);\r
// initMap(&map);\r
// printf("chkmap ok ");\r
\r
VGAmodeX(1/*bakapee*/, 1, &gvar);\r
\r
- /* fix up the palette and everything */\r
-#ifdef FADE\r
- modexPalBlack(); //reset the palette~\r
-#endif\r
-\r
/* load color palette */\r
VL_LoadPalFile(bakapee1p, &gvar.video.palette);\r
-// CA_LoadFile("data/spri/"BAKAPEEFILE1".pal", &pal, &gvar);\r
-// modexPalUpdate1(pal);\r
+\r
#ifdef FADE\r
gpal = modexNewPal();\r
modexPalSave(gpal);\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
\r
- ZC_playerXYpos(0, 0, &player, &mv, 0);\r
+ ZC_playerXYpos(0, 0, &player, &mv, 0, 1);\r
EN_initplayer(&player, 0, &gvar.video);\r
- player[0].enti.spri->x = player[0].enti.x-4;\r
- player[0].enti.spri->y = player[0].enti.y-16;\r
-\r
- player[0].enti.dire=31;\r
- gvar.video.sprifilei = set_anim_by_id(player[0].enti.spri, player[0].enti.dire);\r
//print_anim_ids(player[0].enti.spri);\r
if (gvar.video.sprifilei == -1)\r
{\r
#ifdef FADE\r
modexFadeOff(4, gpal);\r
#endif\r
- Quit(&gvar, "Wrong");\r
+ Quit(&gvar, "Wrong ID for sprite");\r
#ifdef FADE\r
modexFadeOn(4, dpal);\r
#endif\r
}\r
\r
// while(!IN_KeyDown(sc_Escape) && !IN_KeyDown(sc_Space) && !IN_KeyDown(sc_Enter)){ FUNCTIONKEYSHOWMV }\r
- VL_ShowPage(mv[0].page, 0, 0);\r
- animate_spri(&(player[0].enti), &gvar.video);\r
+ gvar.video.page[0].tlx=mv[0].tx*TILEWH;\r
+ gvar.video.page[0].tly=mv[0].ty*TILEWH;\r
+ shinku(&gvar);\r
#ifdef FADE\r
modexFadeOn(4, gpal);\r
#endif\r
while(!IN_KeyDown(sc_Escape) && player[0].enti.hp>0)\r
{\r
+ gvar.video.page[0].tlx=mv[0].tx*TILEWH;\r
+ gvar.video.page[0].tly=mv[0].ty*TILEWH;\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
VL_LoadPalFile(bakapee1p, &gvar.video.palette);\r
}//JK\r
#ifdef FADE\r
- if(IN_KeyDown(10)){ modexPalOverscan(rand()%56); modexPalUpdate1(dpal); IN_UserInput(1,1); }\r
+ if(IN_KeyDown(10)){ modexPalOverscan(rand()%56); modexPalUpdate(dpal); IN_UserInput(1,1); }\r
#endif\r
if(IN_KeyDown(sc_R)){ modexPalOverscan(rand()%56); } //r\r
\r