}
}
-void qclean()
+/*void qclean()
{
modexLeave();
//setkb(0);
-}
+}*/
//sync!
-void shinku(page_t *page, global_game_variables_t *gv)
+/*void shinku(page_t *page, global_game_variables_t *gv)
{
byte *pee;
word x = (16);
// pee = malloc(sizeof(double));
// sprintf(pee, "%f", ((*gv->clock) /18.2));
//++++ modexprint(page, x, y, type, col, bgcol, pee);
- //sprintf(pee, "%f", /*gv->tiku/*/time_in_seconds(gv));
+ //sprintf(pee, "%f", *gv->tiku/\*time_in_seconds(gv));
//modexprint(page, x, y+8, type, col, bgcol, pee);
//}
-}
+}*/
void animatePlayer(map_view_t *pip, player_t *player, word playnum, sword scrollswitch)
{
#define FRAME4 oldDrawBmp(VGA, x, y, &player[playnum].data, 1);
#else
#define FRAME1 modexDrawSpriteRegion(pip[1].page, x, y, 48, dire, 24, 32, &player[playnum].data);
-#define FRAME2 modexDrawSpriteRegion(pip[1].page, x, y, 24, dire, 24, 32, &player[playnum].data)
+#define FRAME2 modexDrawSpriteRegion(pip[1].page, x, y, 24, dire, 24, 32, &player[playnum].data);
#define FRAME3 modexDrawSpriteRegion(pip[1].page, x, y, 0, dire, 24, 32, &player[playnum].data);
#define FRAME4 modexDrawSpriteRegion(pip[1].page, x, y, 24, dire, 24, 32, &player[playnum].data);
#endif
#include "src/lib/mapread.h"
#include "src/lib/timer.h"
-//#define SPRITE
+#define SPRITE
//#define BMPTYPE
typedef struct {
void mapDrawCol(map_view_t *mv, int tx, int ty, word x, player_t *p, word poopoffset);
void mapDrawWRow(map_view_t *mv, int tx, int ty, word y);
void mapDrawWCol(map_view_t *mv, int tx, int ty, word x);
-void qclean();
-void shinku(page_t *page, global_game_variables_t *gv);
+//void qclean();
+//void shinku(page_t *page, global_game_variables_t *gv);
void animatePlayer(map_view_t *pip, player_t *player, word playnum, sword scrollswitch);
#endif /*__SCROLL16_H_*/
#include "src/lib/wcpu/wcpu.h"
//#define FADE
-//#define SPRITE
#define MODEX //this is for mode x initiating
//word far *clock= (word far*) 0x046C; /* 18.2hz clock */
npc0.d=0;
modexDrawSpriteRegion(spri->page, npc0.x-4, npc0.y-TILEWH, 24, 64, 24, 32, &npctmp);*/
#ifdef SPRITE
+#ifdef BMPTYPE
+ oldDrawBmp(VGA, player[0].x-4, player[0].y-TILEWH, &player[0].data, 1);
+#else
modexDrawSpriteRegion(spri->page, player[0].x-4, player[0].y-TILEWH, 24, 64, 24, 32, &player[0].data);
+#endif
#else
modexClearRegion(mv[1].page, player[0].x-4, player[0].y-TILEWH, 24, 32, 15);
#endif
{
sprintf(mesg, "%lu", gvar.tiku);
//++++ modexprint(mv[1].page, 16, 16, 1, 15, 0, mesg);
- shinku(mv[1].page, &gvar);
+ //++++shinku(mv[1].page, &gvar);
IN_ReadControl(0,&player);
//top left corner & bottem right corner of map veiw be set as map edge trigger since maps are actually square
//to stop scrolling and have the player position data move to the edge of the screen with respect to the direction