void
modexPalUpdate(bitmap_t *bmp, word *i, word qp, word aqpp)
{
- byte *p = bmp->palette;
+ const byte *p = bmp->palette;
word w=0;
word q=0;
word qq=0;
if(player.q == (TILEWH/SPEED)+1 && player.d > 0 && (player.triggerx == 5 && player.triggery == 5)){ player.hp--; }\r
//if(keyp(0x0E)) while(1){ if(xmsmalloc(24)) break; }
if(keyp(25)){ pdump(bg); pdump(spri); }
- if(keyp(24)){ modexPalUpdate3(gpal); pdump(bg); pdump(spri); modexPalSave(gpal); modexSavePalFile("data/g.pal", gpal); }
+ if(keyp(24)){ modexPalUpdate3(gpal); paloffset=0; pdump(bg); pdump(spri); }
+ if(keyp(22)){ paloffset=0; modexPalBlack(); modexPalUpdate(&ptmp, &paloffset, 0, 0); modexPalUpdate(map.tiles->data, &paloffset, 0, 0); pdump(bg); pdump(spri); }
if(keyp(87))
{
}\r
\r
/* fade back to text mode */
+ /* but 1st lets save the game palette~ */
+ modexPalSave(gpal);
+ modexSavePalFile("data/g.pal", gpal);
modexFadeOff(4, gpal);\r
modexLeave();\r
setkb(0);\r