*\r
*/\r
\r
-#include "src/lib/zcroll16.h"\r
+#include "src/lib/scroll16.h"\r
#include "src/lib/16_timer.h"\r
#include "src/lib/wcpu/wcpu.h"\r
#include "src/lib/16render.h"\r
+#include "src/lib/16_dbg.h"\r
\r
+#define MODEXZ\r
+boolean dbg_noplayerinpu=0;\r
+\r
+//TODO: known issues the array dependent mv stuff and player arrays\r
global_game_variables_t gvar;\r
static map_t map;\r
-player_t *player;\r
-map_view_t *mv;\r
+player_t player[MaxPlayers];\r
+map_view_t mv[4];\r
float t;\r
sword bakapee;\r
pan_t pan;\r
\r
//map_view_db_t pgid[4];\r
word pg;\r
-//#ifdef FADE\r
+#ifdef FADE\r
static word paloffset=0;\r
byte *dpal;\r
-//#endif\r
+#endif\r
byte *gpal;\r
byte *ptr;\r
memptr pal;\r
\r
pan.pn=0;\r
// OK, this one takes hellova time and needs to be done in farmalloc or MM_...\r
- player = malloc(sizeof(player_t));\r
- player->ent = malloc(sizeof(entity_t));\r
- player->ent->spri = malloc(sizeof(struct sprite));\r
- player->ent->spri->spritesheet = malloc(sizeof(struct vrs_container));\r
+ //TODO: USE MM AND CA AND PM WWWWWWWW\r
+ player[0].ent = malloc(sizeof(entity_t));\r
+ player[0].ent->spri = malloc(sizeof(struct sprite));\r
+ player[0].ent->spri->spritesheet = malloc(sizeof(struct vrs_container));\r
\r
// create the map\r
fprintf(stderr, "testing map load~ ");\r
printf("chkmap ok ");\r
fprintf(stderr, "yay map loaded~~\n");\r
\r
-//goto pee;\r
// data\r
- read_vrs(&gvar, "data/spri/chikyuu.vrs", player->ent->spri->spritesheet);\r
+ read_vrs(&gvar, "data/spri/chikyuu.vrs", player[0].ent->spri->spritesheet);\r
\r
// input!\r
- IN_Default(0, player,ctrl_Joystick);\r
+if(!dbg_noplayerinpu)\r
+ IN_Default(0, &player,ctrl_Keyboard1);\r
\r
// save the palette\r
+#ifdef FADE\r
dpal = modexNewPal();\r
modexPalSave(dpal);\r
modexFadeOff(4, dpal);\r
-\r
+#endif\r
textInit();\r
VGAmodeX(bakapee, 1, &gvar);\r
+#ifdef MODEXZ\r
+#ifdef FADE\r
modexPalBlack(); //reset the palette~\r
-\r
CA_LoadFile("data/spri/chikyuu.pal", &pal, &gvar);\r
modexPalUpdate1(pal);\r
-\r
gpal = modexNewPal();\r
modexPalSave(gpal);\r
modexSavePalFile("data/g.pal", gpal);\r
modexPalBlack(); //so player will not see loadings~\r
+#endif\r
+\r
// setup camera and screen~\r
+ strcpy(global_temp_status_text, "press a key for video setup");\r
+ modexprint(mv[0].page, 0, 64, 1, 7, 0, global_temp_status_text);\r
+\r
modexHiganbanaPageSetup(&gvar.video);\r
- mv->page = &gvar.video.page[0];\r
- mv->map = ↦\r
- mv->video = &gvar.video;\r
- mv->pan = &pan;\r
- player->ent->spri->x = player->ent->spri->y = 20;\r
+ mv[0].page = &gvar.video.page[0];\r
+ mv[0].map = ↦\r
+ mv[0].video = &gvar.video;\r
+ mv[0].pan = &pan;\r
+ player[0].ent->spri->x = player[0].ent->spri->y = 20;\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->page->data, mv->page->pagesize);\r
+#endif\r
\r
//TODO: put player in starting position of spot\r
//default player position on the viewable map\r
- player->tx = mv->tx + mv->page->tilemidposscreenx;\r
- player->ty = mv->ty + mv->page->tilemidposscreeny;\r
- IN_initplayer(player);\r
- //IN_initplayer(&player, 1);\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
\r
-#ifndef SPRITE\r
- modexClearRegion(mv->page, player->x, player->y-TILEWH, 16, 32, 15);\r
- //modexClearRegion(mv[1].page, player->x, player->y-TILEWH, 16, 32, 15);\r
-#else\r
- //PBUFSFUN(mv[1].page, player->x, player->y-TILEWH, 16, 64, 24, 32, PLAYERBMPDATA);\r
-// PBUFSFUN(mv->page, player->x, player->y-TILEWH, 16, 64, 16, 32, player->data);\r
- i = set_anim_by_id(player->ent->spri, 11);\r
- print_anim_ids(player->ent->spri);\r
+ i = set_anim_by_id(player[0].ent->spri, 11);\r
+ print_anim_ids(player[0].ent->spri);\r
if (i == -1)\r
{\r
+#ifdef FADE\r
modexFadeOff(4, gpal);\r
+#endif\r
VGAmodeX(0, 1, &gvar);\r
Shutdown16(&gvar);\r
printf("Wrong");\r
+#ifdef FADE\r
modexFadeOn(4, dpal);\r
-return;\r
- }\r
-return;\r
- //animate_spri(&(player->ent->spri));\r
#endif\r
+ exit(-4);\r
+ }\r
+ //animate_spri(&(player[0].ent->spri));\r
\r
- modexShowPage(mv->page);//!(gvar.video.p)\r
+ 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
-\r
-// modexFadeOn(4, gpal);*/\r
- while(!IN_KeyDown(sc_Escape) && player->hp>0)\r
+#ifdef FADE\r
+ modexFadeOn(4, gpal);\r
+#endif\r
+ if(!dbg_noplayerinpu)\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->tx or player->ty == 0 or player->tx == 20 or player->ty == 15 then stop because that is edge of map and you do not want to walk of the map\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(player);\r
+ IN_ReadControl(0, &player);\r
if(!panswitch){\r
- walk(player->ent, mv);\r
+ ZC_walk(player[0].ent, mv);\r
+ //walk(mv, &player, 0);\r
}\r
\r
//the scripting stuff....\r
-/* if(((mv->map->data[(player->triggerx-1)+(map.width*(player->triggery-1))] == 0) && IN_KeyDown(0x1C))||(player->tx == 5 && player->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
nosound();\r
}\r
- if(player->q == (TILEWH/(player->speed))+1 && player->info.dir != 2 && (player->triggerx == 5 && player->triggery == 5)){ player->hp--; }\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->page); pan.pn=0; }\r
- if(IN_KeyDown(25)){ modexpdump(mv->page);\r
+ if(IN_KeyDown(2)){ modexShowPage(mv[0].page); pan.pn=0; }\r
+ if(IN_KeyDown(25)){ modexpdump(mv[0].page);\r
IN_UserInput(1,1);\r
} //p\r
- if(IN_KeyDown(24)){ modexPalUpdate0(gpal); paloffset=0; modexpdump(mv->page); IN_UserInput(1,1); }\r
+#ifdef FADE\r
+ if(IN_KeyDown(24)){ modexPalUpdate0(gpal); paloffset=0; modexpdump(mv[0].page); IN_UserInput(1,1); }\r
if(IN_KeyDown(22)){\r
printf("2paloffset = %d\n", paloffset/3);\r
IN_UserInput(1,1);\r
}\r
+#endif\r
\r
//pan switch\r
if(IN_KeyDown(88)){panswitch=!panswitch; IN_UserInput(1,1);} //f12\r
}\r
if(IN_KeyDown(67)) //f9\r
{\r
- modexClearRegion(mv->page, 0, 0, mv->page->width, mv->page->height, 2);\r
+ modexClearRegion(mv[0].page, 0, 0, mv[0].page->width, mv[0].page->height, 2);\r
}\r
if(IN_KeyDown(66)) //f8\r
{\r
- // modexDrawSprite(mv->page, 16, 16, p);\r
- modexDrawSprite(mv->page, 32+48, 16, (player->data));\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
\r
//9\r
+#ifdef FADE\r
if(IN_KeyDown(10)){ modexPalOverscan(rand()%56); modexPalUpdate1(dpal); IN_UserInput(1,1); }\r
//if(IN_KeyDown(11)){ modexPalOverscan(15); }\r
- if((player->q==1) && !(player->x%TILEWH==0 && player->y%TILEWH==0)) break; //incase things go out of sync!\r
- player->hp = 0;\r
+#endif\r
+ if((player[0].q==1) && !(player[0].x%TILEWH==0 && player[0].y%TILEWH==0)) break; //incase things go out of sync!\r
+ player[0].hp = 0;\r
}\r
-//pee:\r
+\r
+ else\r
+ while(!kbhit())\r
+ {\r
+ shinku(&gvar);\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
+#endif\r
VGAmodeX(0, 1, &gvar);\r
Shutdown16(&gvar);\r
- printf("\nProject 16 scroll.exe. This is just a test file!\n");\r
+ printf("\nProject 16 zcroll.exe. This is just a test file!\n");\r
printf("version %s\n", VERSION);\r
- printf("tx: %d ", mv->tx);\r
- printf("ty: %d\n", mv->ty);\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->x); printf(" y: %d\n", player->y);\r
- //if(player->hp==0) printf("%d wwww\n", player->y+8);\r
- //else printf("\nplayer->y: %d\n", player->y);\r
- printf(" tx: %d", player->tx); printf(" ty: %d\n", player->ty);\r
- printf(" triggx: %d", player->triggerx); printf(" triggy: %d\n", player->triggery);\r
- printf(" hp: %d", (player->hp)); printf(" q: %d", player->q); printf(" player.info.dir: %d", player->info.dir); printf(" player.d: %d ", player->d);\r
- printf(" pdir=%d\n", player->pdir);\r
- printf(" tile data value at player trigger position: %d\n\n", mv->map->data[(player->triggerx-1)+(map.width*(player->triggery-1))]);\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("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("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->map->width, mv->map->height, mv->map->data[0]);\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
default: cpus = "internal error"; break;\r
}\r
printf("detected CPU type: %s\n", cpus);\r
+#ifdef FADE\r
modexFadeOn(4, dpal);\r
+#endif\r
}\r