X-Git-Url: http://4ch.mooo.com/gitweb/?a=blobdiff_plain;f=src%2F0.c;h=96d8e7aa0553f5f0061cfd473c3af4fdcb463537;hb=af2715fef8681d909afe82f7baaf5e13baabb76f;hp=2df5d1430997d5839a771886dade695157e66721;hpb=61941329006394b7c019f4a002ec5e864caccd8b;p=16.git diff --git a/src/0.c b/src/0.c index 2df5d143..96d8e7aa 100755 --- a/src/0.c +++ b/src/0.c @@ -1,289 +1,318 @@ -#include -#include -#include -#include - -#include "src/tesuto.h" - -#define FILENAME_1 "data/aconita.vrl" -#define FILENAME_2 "data/aconita.pal" - -static unsigned char palette[768]; -global_game_variables_t gvar; - -int main(int argc,char **argv) { - struct vrl1_vgax_header *vrl_header; - vrl1_vgax_offset_t *vrl_lineoffs; - unsigned char *buffer; - unsigned int bufsz; - int fd; - char *bakapee1,*bakapee2; - - bakapee1=malloc(64); - bakapee2=malloc(1024); - - if (argc < 3) { - fprintf(stderr,"drawvrl \n"); - bakapee1 = FILENAME_1;//"data/aconita.vrl"; - bakapee2 = FILENAME_2;//"data/aconita.pal"; - //return 1; - }else{ - if(argv[1]) bakapee1 = argv[1]; - if(argv[2]) bakapee2 = argv[2]; - } - - fd = open(bakapee1,O_RDONLY|O_BINARY); - if (fd < 0) { - fprintf(stderr,"Unable to open '%s'\n", bakapee1); - return 1; - } - { - unsigned long sz = lseek(fd,0,SEEK_END); - if (sz < sizeof(*vrl_header)) return 1; - if (sz >= 65535UL) return 1; - - bufsz = (unsigned int)sz; - buffer = malloc(bufsz); - if (buffer == NULL) return 1; - - lseek(fd,0,SEEK_SET); - if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1; - - vrl_header = (struct vrl1_vgax_header*)buffer; - if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1; - if (vrl_header->width == 0 || vrl_header->height == 0) return 1; - } - close(fd); - - probe_dos(); - if (!probe_vga()) { - printf("VGA probe failed\n"); - return 1; - } - VGAmodeX(1, 1, &gvar); - - /* load color palette */ - fd = open(bakapee2,O_RDONLY|O_BINARY); - if (fd >= 0) { - unsigned int i; - - read(fd,palette,768); - close(fd); - - vga_palette_lseek(0); - for (i=0;i < 256;i++) vga_palette_write(palette[(i*3)+0]>>2,palette[(i*3)+1]>>2,palette[(i*3)+2]>>2); - } - - /* preprocess the sprite to generate line offsets */ - vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header)); - if (vrl_lineoffs == NULL) return 1; - - /* setup camera and screen~ */ - modexHiganbanaPageSetup(&gvar.video); - gvar.video.page[1].dx=gvar.video.page[0].dx=16; - gvar.video.page[1].dy=gvar.video.page[0].dy=16; - modexShowPage(&(gvar.video.page[1])); - - #define VMEMHEIGHT gvar.video.page[0].height+gvar.video.page[1].height - - //4 this dose the screen - { - unsigned int i,j,o; - - /* fill screen with a distinctive pattern */ - for (i=0;i < gvar.video.page[0].width;i++) { - o = i >> 2; - vga_write_sequencer(0x02/*map mask*/,1 << (i&3)); - for (j=0;j < VMEMHEIGHT;j++,o += gvar.video.page[0].stridew) - vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15! - } - } - - while (getch() != 13); - - /* make distinctive pattern offscreen, render sprite, copy onscreen. - * this time, we render the distinctive pattern to another offscreen location and just copy. - * note this version is much faster too! */ - { - const unsigned int pattern_ofs = 0x10000UL - gvar.video.page[0].pagesize;//(gvar.video.page[0].stridew * gvar.video.page[0].height); - unsigned int i,j,o,o2; - int x,y,rx,ry,w,h; - unsigned int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks. - // if the sprite's edge pixels are clear anyway, you can set this to 0. - VGA_RAM_PTR omemptr; - int xdir=1,ydir=1; - - //4 this dose the sprite? wwww - /* fill pattern offset with a distinctive pattern */ - for (i=0;i < gvar.video.page[0].width;i++) { - o = (i >> 2) + pattern_ofs; - vga_write_sequencer(0x02/*map mask*/,1 << (i&3)); - for (j=0;j < VMEMHEIGHT;j++,o += gvar.video.page[0].stridew) - vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15! - } - - /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */ - x = 0; - y = 0; - - /* do it */ - omemptr = vga_state.vga_graphics_ram; // save original mem ptr - while (1) { - /* stop animating if the user hits ENTER */ - if (kbhit()) { - if (getch() == 13) break; - } - - /* render box bounds. y does not need modification, but x and width must be multiple of 4 */ - if (x >= overdraw) rx = (x - overdraw) & (~3); - else rx = -(gvar.video.page[0].dx); - if (y >= overdraw) ry = (y - overdraw); - else ry = -(gvar.video.page[0].dy); - h = vrl_header->height + overdraw + y - ry; - w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3); - if ((rx+w) > gvar.video.page[0].width) w = gvar.video.page[0].width-rx; - if ((ry+h) > VMEMHEIGHT) h = (VMEMHEIGHT)-ry; - - /* block copy pattern to where we will draw the sprite */ - vga_setup_wm1_block_copy(); - o2 = gvar.video.page[0].pagesize; - o = pattern_ofs + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen - for (i=0;i < h;i++,o += gvar.video.page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2); - /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */ - vga_restore_rm0wm0(); - - /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */ - vga_state.vga_draw_stride_limit = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2; - vga_state.vga_draw_stride = w >> 2; - vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize; - - /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */ - draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header)); - - /* restore ptr */ - vga_state.vga_graphics_ram = omemptr; - - /* block copy to visible RAM from offscreen */ - vga_setup_wm1_block_copy(); - o = gvar.video.page[0].pagesize; // source offscreen - o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride) - for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += gvar.video.page[0].stridew) vga_wm1_mem_block_copy(o2,o,w >> 2); - /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */ - vga_restore_rm0wm0(); - - /* restore stride */ - vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew; - - /* step */ - x += xdir; - y += ydir; - if (x >= (gvar.video.page[0].width - 1) || x == 0) - xdir = -xdir; - if (y >= (VMEMHEIGHT - 1) || y == 0) - ydir = -ydir; - } - } - - while (1) { - /* stop animating if the user hits ENTER */ - if (kbhit()) { - if (getch() == 13) break; - } - modexShowPage(&(gvar.video.page[1])); - } - - while (1) { - /* stop animating if the user hits ENTER */ - if (kbhit()) { - if (getch() == 13) break; - } - modexShowPage(&(gvar.video.page[0])); - } - - /* another handy "demo" effect using VGA write mode 1. - * we can take what's on screen and vertically squash it like an old analog TV set turning off. */ - { - unsigned int blank_line_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height * 2); - unsigned int copy_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height); - unsigned int display_ofs = 0x0000; - unsigned int i,y,soh,doh,dstart; - unsigned int dh_blankfill = 8; - unsigned int dh_step = 8; - uint32_t sh,dh,yf,ystep; - - /* copy active display (0) to offscreen buffer (0x4000) */ - vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew; - vga_setup_wm1_block_copy(); - vga_wm1_mem_block_copy(copy_ofs,display_ofs,gvar.video.page[0].stridew * gvar.video.page[0].height); - vga_restore_rm0wm0(); - - /* need a blank line as well */ - for (i=0;i < gvar.video.page[0].stridew;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0; - - sh = dh = gvar.video.page[0].height; - while (dh >= dh_step) { - /* stop animating if the user hits ENTER */ - if (kbhit()) { - if (getch() == 13) break; - } - - /* wait for vsync end */ - vga_wait_for_vsync_end(); - - /* what scalefactor to use for stretching? */ - ystep = (0x10000UL * sh) / dh; - dstart = (gvar.video.page[0].height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen - doh = display_ofs; - soh = copy_ofs; - yf = 0; - y = 0; - - /* for performance, keep VGA in write mode 1 the entire render */ - vga_setup_wm1_block_copy(); - - /* blank lines */ - if (dstart >= dh_blankfill) y = dstart - dh_blankfill; - else y = 0; - doh = gvar.video.page[0].stridew * y; - - while (y < dstart) { - vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew); - doh += gvar.video.page[0].stridew; - y++; - } - - /* draw */ - while (y < (dh+dstart)) { - soh = copy_ofs + ((yf >> 16UL) * gvar.video.page[0].stridew); - vga_wm1_mem_block_copy(doh,soh,gvar.video.page[0].stridew); - doh += gvar.video.page[0].stridew; - yf += ystep; - y++; - } - - /* blank lines */ - while (y < gvar.video.page[0].height && y < (dh+dstart+dh_blankfill)) { - vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew); - doh += gvar.video.page[0].stridew; - y++; - } - - /* done */ - vga_restore_rm0wm0(); - - /* wait for vsync */ - vga_wait_for_vsync(); - - /* make it shrink */ - dh -= dh_step; - if (dh < 40) dh_step = 1; - } - } - - VGAmodeX(0, 1, &gvar); - free(vrl_lineoffs); - buffer = NULL; - free(buffer); - bufsz = 0; - return 0; -} +/* Project 16 Source Code~ + * Copyright (C) 2012-2017 sparky4 & pngwen & andrius4669 & joncampbell123 & yakui-lover + * + * This file is part of Project 16. + * + * Project 16 is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 3 of the License, or + * (at your option) any later version. + * + * Project 16 is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see , or + * write to the Free Software Foundation, Inc., 51 Franklin Street, + * Fifth Floor, Boston, MA 02110-1301 USA. + * + */ + +#include +#include +#include +#include + +#include "src/tesuto.h" + +//#define FILENAME_1 "data/aconita.vrl" +//#define FILENAME_2 "data/aconita.pal" +#define FILENAME_1 "data/spri/chikyuu.vrl" +#define FILENAME_2 "data/spri/chikyuu.pal" + +#define INITTNUM 1 + +map_view_t mv[4]; +map_t map;//junk var + +int main(int argc,char **argv) +{ + static global_game_variables_t gvar; + struct vrl1_vgax_header *vrl_header; + vrl1_vgax_offset_t *vrl_lineoffs; + unsigned char *buffer; + unsigned int bufsz; + int fd; + //nibble i; + char *bakapee1,*bakapee2; + + boolean anim=1,noanim=0,zerostoppause=1; + + bakapee1=malloc(64); + bakapee2=malloc(64); + + if (argc < 2) { + //fprintf(stderr,"drawvrl \n palette file optional\n"); + bakapee1 = FILENAME_1;//"data/aconita.vrl"; + bakapee2 = FILENAME_2;//"data/aconita.pal"; + + }else{ + if(argv[1]) bakapee1 = argv[1]; + if(argv[2]) bakapee2 = argv[2]; + } + + fd = open(bakapee1,O_RDONLY|O_BINARY); + if (fd < 0) { + fprintf(stderr,"Unable to open '%s'\n", bakapee1); + return 1; + } + { + unsigned long sz = lseek(fd,0,SEEK_END); + if (sz < sizeof(*vrl_header)) return 1; + if (sz >= 65535UL) return 1; + + bufsz = (unsigned int)sz; + buffer = malloc(bufsz); + if (buffer == NULL) return 1; + + lseek(fd,0,SEEK_SET); + if ((unsigned int)read(fd,buffer,bufsz) < bufsz) return 1; + + vrl_header = (struct vrl1_vgax_header*)buffer; + if (memcmp(vrl_header->vrl_sig,"VRL1",4) || memcmp(vrl_header->fmt_sig,"VGAX",4)) return 1; + if (vrl_header->width == 0 || vrl_header->height == 0) return 1; + } + close(fd); + + probe_dos(); + if (!probe_vga()) { + printf("VGA probe failed\n"); + return 1; + } + VGAmodeX(1, 1, &gvar); + modexPalUpdate0(gvar.video.palette); + + /* load color palette */ + VL_LoadPalFile(bakapee2, &gvar.video.palette); + + /* preprocess the sprite to generate line offsets */ + vrl_lineoffs = vrl1_vgax_genlineoffsets(vrl_header,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header)); + if (vrl_lineoffs == NULL) return 1; + + IN_Startup(&gvar); + IN_Default(0,&gvar.player[0],ctrl_Keyboard1, &gvar); + EN_initPlayer(&gvar.player[0], &gvar.video); + + /* setup camera and screen~ */ + modexHiganbanaPageSetup(&gvar.video); + ZC_MVSetup(&gvar.mv, &map, &gvar); + ZC_ShowMV(&gvar.mv, gvar.video.sp, 0); + +// VL_PatternDraw(video_t *video, word pn, boolean sw, boolean allsw); + VL_PatternDraw(&gvar.video, 0/*gvar.video.sp*/, 0, 1); + TESTBG34 + DRAWCORNERBOXES + + /* make distinctive pattern offscreen, render sprite, copy onscreen. + * this time, we render the distinctive pattern to another offscreen location and just copy. + * note this version is much faster too! */ + { + unsigned int i,o,o2; + int x,y,rx,ry,w,h; + unsigned int overdraw = 1; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks. + // if the sprite's edge pixels are clear anyway, you can set this to 0. + VGA_RAM_PTR omemptr; + int xdir=1,ydir=1; + +// VL_PatternDraw(video_t *video, word pn, boolean sw, boolean allsw); +// VL_PatternDraw(&gvar.video, 0, 1, 1); +// TESTBG; +// DRAWCORNERBOXES; + + /* starting coords. note: this technique is limited to x coordinates of multiple of 4 */ + x = -(gvar.video.page[0].dx); + y = -(gvar.video.page[0].dy); + + /* do it */ + omemptr = vga_state.vga_graphics_ram; // save original mem ptr + + while(!IN_KeyDown(sc_Escape)) + { + IN_ReadControl(&gvar.player[0], &gvar); + if(IN_KeyDown(68)){ gvar.kurokku.fpscap=!gvar.kurokku.fpscap; IN_UserInput(1, &gvar); } //f10 + TAIL_PANKEYFUN; + if(IN_KeyDown(sc_Space) || zerostoppause) //space + { + anim=!anim; + DRAWCORNERBOXES; + if(!zerostoppause) IN_UserInput(1, &gvar); else zerostoppause=0; + } + if(IN_KeyDown(sc_R)){ + gvar.video.page[0].dx=gvar.video.page[0].dy=gvar.video.page[1].dx=gvar.video.page[1].dy=16; + gvar.mv[0].tx = gvar.mv[0].ty = gvar.mv[1].tx = gvar.mv[1].ty = INITTNUM; + VL_ShowPage(&gvar.video.page[gvar.video.sp], 1, 0); + gvar.player[0].enti.q = 1; gvar.player[0].enti.d = 2; + x=y=0; + xdir=ydir=1; + } //R + TAIL_FUNCTIONKEYFUNCTIONS0EXE; + + if(anim && !noanim) + { + /* render box bounds. y does not need modification, but x and width must be multiple of 4 */ + if (x >= overdraw) rx = (x - overdraw) & (~3); + else rx = -(gvar.video.page[0].dx); + if (y >= overdraw) ry = (y - overdraw); + else ry = -(gvar.video.page[0].dy); + h = vrl_header->height + overdraw + y - ry; + w = (x + vrl_header->width + (overdraw*2) + 3/*round up*/ - rx) & (~3); + if ((rx+w) > gvar.video.page[0].width) w = gvar.video.page[0].width-rx; + if ((ry+h) > gvar.video.page[0].height) h = gvar.video.page[0].height-ry; + + /* block copy pattern to where we will draw the sprite */ + vga_setup_wm1_block_copy(); + o2 = gvar.video.page[0].pagesize+gvar.video.page[1].pagesize; + o = ((uint16_t)gvar.video.page[2].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen 0x10000UL - + for (i=0;i < h;i++,o += gvar.video.page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2); + /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */ + vga_restore_rm0wm0(); + + /* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */ + vga_state.vga_draw_stride_limit = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2; + vga_state.vga_draw_stride = w >> 2; + vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize + gvar.video.page[1].pagesize; + + /* then the sprite. note modding ram ptr means we just draw to (x&3,0) */ +draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header)); +//printf("x=%d y=%d rx=%d ry=%d\n", x, y, rx, ry); + + /* restore ptr */ + vga_state.vga_graphics_ram = omemptr; + + /* block copy to visible RAM from offscreen */ + vga_setup_wm1_block_copy(); + o = gvar.video.page[0].pagesize+gvar.video.page[1].pagesize; // source offscreen + o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride) + for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += gvar.video.page[0].stridew) vga_wm1_mem_block_copy(o2,o,w >> 2); + /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */ + vga_restore_rm0wm0(); + + /* restore stride */ + vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew; + + /* step */ + x += xdir; y += ydir; + if ((x + vrl_header->width) >= ((gvar.video.page[0].width + gvar.video.page[0].dx) - 1) || x == -(gvar.video.page[0].dx)) + xdir = -xdir; + if ((y + vrl_header->height) >= ((gvar.video.page[0].height + gvar.video.page[0].dy) - 1) || y == -(gvar.video.page[0].dy)) + ydir = -ydir; + //printf("[x%u y%u] [rx%u ry%u] [w%u h%u]\n", x, y, rx, ry, w, h); + } + } + } + + IN_UserInput(1, &gvar); + +//===========================================================================// + + ZC_ShowMV(&gvar.mv, 0, 0); +if(!noanim) { + /* another handy "demo" effect using VGA write mode 1. + * we can take what's on screen and vertically squash it like an old analog TV set turning off. */ + { + unsigned int blank_line_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height * 2); + unsigned int copy_ofs = (gvar.video.page[0].stridew * gvar.video.page[0].height); + unsigned int display_ofs = 0x0000; + unsigned int i,y,soh,doh,dstart; + unsigned int dh_blankfill = 8; + unsigned int dh_step = 8; + uint32_t sh,dh,yf,ystep; + + /* copy active display (0) to offscreen buffer (0x4000) */ + vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = gvar.video.page[0].stridew; + vga_setup_wm1_block_copy(); + vga_wm1_mem_block_copy(copy_ofs,display_ofs,gvar.video.page[0].stridew * gvar.video.page[0].height); + vga_restore_rm0wm0(); + + /* need a blank line as well */ + for (i=0;i < gvar.video.page[0].stridew;i++) vga_state.vga_graphics_ram[i+blank_line_ofs] = 0; + + sh = dh = gvar.video.page[0].height; + while (dh >= dh_step) { + /* stop animating if the user hits ENTER */ + if (kbhit()) { + if (getch() == 13) break; + } + + /* wait for vsync end */ + if(gvar.kurokku.fpscap) + vga_wait_for_vsync_end(); + + /* what scalefactor to use for stretching? */ + ystep = (0x10000UL * sh) / dh; + dstart = (gvar.video.page[0].height - dh) / 2; // center the squash effect on screen, otherwise it would squash to top of screen + doh = display_ofs; + soh = copy_ofs; + yf = 0; + y = 0; + + /* for performance, keep VGA in write mode 1 the entire render */ + vga_setup_wm1_block_copy(); + + /* blank lines */ + if (dstart >= dh_blankfill) y = dstart - dh_blankfill; + else y = 0; + doh = gvar.video.page[0].stridew * y; + + while (y < dstart) { + vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew); + doh += gvar.video.page[0].stridew; + y++; + } + + /* draw */ + while (y < (dh+dstart)) { + soh = copy_ofs + ((yf >> 16UL) * gvar.video.page[0].stridew); + vga_wm1_mem_block_copy(doh,soh,gvar.video.page[0].stridew); + doh += gvar.video.page[0].stridew; + yf += ystep; + y++; + } + + /* blank lines */ + while (y < gvar.video.page[0].height && y < (dh+dstart+dh_blankfill)) { + vga_wm1_mem_block_copy(doh,blank_line_ofs,gvar.video.page[0].stridew); + doh += gvar.video.page[0].stridew; + y++; + } + + /* done */ + vga_restore_rm0wm0(); + + /* wait for vsync */ + if(gvar.kurokku.fpscap) + vga_wait_for_vsync(); + + /* make it shrink */ + dh -= dh_step; + if (dh < 40) dh_step = 1; + } + } +} + IN_Shutdown(&gvar); + VGAmodeX(0, 1, &gvar); + free(vrl_lineoffs); + buffer = NULL; + free(buffer); + bufsz = 0; + free(bakapee1); + free(bakapee2); + printf("\nProject 16 0.exe. This is just a test file!\n"); + printf("version %s\n", VERSION); + //SCROLLEXITMESG; + printf("mv 0\n- tx=%d ty=%d dx=%d dy=%d\n", gvar.mv[0].tx, gvar.mv[0].ty, gvar.video.page[0].dx, gvar.video.page[0].dy); + printf("mv 1\n- tx=%d ty=%d dx=%d dy=%d\n", gvar.mv[1].tx, gvar.mv[1].ty, gvar.video.page[1].dx, gvar.video.page[1].dy); + return 0; +}