From: yakui-lover <yakui-lover@yandex.ru>
Date: Sun, 18 Sep 2016 20:10:25 +0000 (+0100)
Subject: Rewrite of scrolling. Getting rid of arrays and similar functions where possible
X-Git-Url: http://4ch.mooo.com/gitweb/?a=commitdiff_plain;h=2acc9df64c77b1f676100bab87661dbaf4518496;p=16.git

Rewrite of scrolling. Getting rid of arrays and similar functions where possible
---

diff --git a/src/lib/zcroll16.c b/src/lib/zcroll16.c
new file mode 100755
index 00000000..02750443
--- /dev/null
+++ b/src/lib/zcroll16.c
@@ -0,0 +1,360 @@
+/* Project 16 Source Code~
+ * Copyright (C) 2012-2016 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 <http://www.gnu.org/licenses/>, or
+ * write to the Free Software Foundation, Inc., 51 Franklin Street,
+ * Fifth Floor, Boston, MA 02110-1301 USA.
+ *
+ */
+/*
+	scroll16 library~
+*/
+#include "src/lib/zcroll16.h"
+
+boolean boundary_check(int x, int y, int dx, int dy, int h, int w){
+	return (dx > 0 && (x + dx) < w) || (dx < 0 && (x + dx) >= 0) || (dy > 0 && (y + dy) < h) || (dy < 0 && (y + dy) >= 0) || (dx == dy && dx == 0);
+}
+
+boolean coll_check(int x, int y, int dx, int dy, map_view_t *map_v){
+	// Assume everything crosses at most 1 tile at once
+	return dx && crossable_tile(x + dx, map_v) || dy && crossable_tile(y + dy, map_v);
+}
+
+boolean walk(entity_t *ent, map_view_t *map_v)
+{
+	int dx = 1;
+	int dy = 1;
+	switch(ent->d)
+	{
+		case STOP:
+			return;
+		case LEFT:
+			dx = -dx;
+		case RIGHT:
+			dy = 0;
+			break;
+		case UP:
+			dy = -dy;
+		case DOWN:
+			dx = 0;
+			break;
+	}
+	if(coll_check(ent->x, ent->y, dx, dy,  map_v)){
+		// Allow movement
+		// Set speed
+		// Start animation
+		// Mark next tile as occupied
+		// Mark this tile as vacant
+		return true;
+	}
+	return false;
+}
+
+void player_walk(player_t *player, map_view_t *map_v){
+	if(walk(player->ent, map_v) && boundary_check(map_v->tx, map_v->ty, dx, dy, map_v->map->width - 2*map_v->page->tilesw, map_v->map->height - 2*map_v->page->tilesh)){
+		mapScroll(map_v, player);
+		// (Un)load stuff?
+	}
+}
+
+
+void near mapScroll(map_view_t *mv, player_t *player){
+	word x, y;  /* coordinate for drawing */
+	int c = 1;
+	int delta;
+	mv->delta += player->dx | player->dy;
+	delta = mv->delta;
+	mv->d = (player->dx) ? (player->dx > 0) ? RIGHT : LEFT : (player->dy) ? (player->dy > 0) ? DOWN : UP : STOP;
+	switch(mv->d){
+		case DOWN:
+			c = -1;
+			delta = -delta;
+		case UP:
+			if(!(delta + mv->dxThresh)){
+				mv->delta = 0;
+				mv->ty += c;
+			}
+			break;
+		case RIGHT:
+			c = -1;
+			delta = -delta;
+		case LEFT:
+			if(!(delta + mv->dyThresh)){
+				mv->delta = 0;
+				mv->tx += c;
+			}
+			break;
+		default:
+			break;
+	}
+
+	mv->video->r=1;
+}
+
+sword chkmap(map_t *map, word q)
+{
+//	bitmap_t bp;
+	static byte x[(MAPW*MAPH)+1] =
+{ 1, 2, 3, 4, 0, 3, 3, 3, 3, 3, 3, 3, 3, 4, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 5, 6, 7, 8, 0, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 9, 10, 11, 12, 4, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 13, 14, 15, 16, 0, 1, 1, 1, 5, 8, 1, 11, 11, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 4, 0, 0, 0, 0, 0, 8, 8, 1, 11, 11, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 8, 8, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 1, 2, 3, 4, 3, 3, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 5, 6, 7, 8, 6, 6, 6, 6, 6, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 1, 1, 1, 1, 1, 9, 10, 11, 12, 6, 6, 6, 6, 6, 6, 6, 6, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 13, 14, 15, 16, 3, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 3, 6, 6, 6, 6, 6, 6, 6, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 3, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 10, 10, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 10, 10 };
+/*1,	2,	3,	4,	0,	3,	3,	3,	3,	3,	3,	3,	3,	4,	1,	1,	1,	1,	1,	1,	\
+5,	6,	7,	8,	0,	1,	0,	1,	0,	0,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	\
+9,	10,	11,	12,	4,	1,	0,	1,	0,	0,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	\
+13,	14,	15,	16,	0,	1,	1,	1,	5,	8,	1,	11,	11,	1,	1,	1,	1,	1,	1,	1,	\
+0,	0,	4,	0,	0,	0,	0,	0,	8,	8,	1,	11,	11,	3,	1,	1,	1,	1,	1,	1,	\
+1,	1,	1,	1,	0,	0,	0,	0,	8,	8,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	\
+1,	1,	1,	1,	0,	0,	0,	0,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	\
+1,	1,	1,	1,	0,	0,	0,	0,	1,	1,	1,	1,	1,	1,	1,	1,	3,	1,	1,	1,	\
+1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	\
+1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	\
+1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	3,	1,	1,	1,	\
+1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	\
+1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	3,	1,	1,	1,	\
+1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	\
+1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	1,	3,	3,	3,	3,	1,	2,	3,	4 };*/
+	//check for failed to load map
+	if((map->width == map->height == 0) && (q>0))
+	{
+		//initiate a null map!
+		map->width=MAPW;///2;
+		map->height=MAPH;///2;
+//		map->data = malloc(((map->width*map->height)+1)*sizeof(byte));
+		map->data = &x;
+		map->tiles = malloc(sizeof(tiles_t));
+		//fix this to be far~
+//		bp = bitmapLoadPcx("data/ed.pcx");
+//		map->tiles->data = &bp;
+		map->tiles->debug_data = map->data;
+		map->tiles->tileHeight = 16;
+		map->tiles->tileWidth = 16;
+		map->tiles->rows = 1;
+		map->tiles->cols = 1;
+		map->tiles->debug_text = true;
+	}
+	else map->tiles->debug_text = false;
+	return 0;
+}
+
+//TODO: player position here
+void mapGoTo(map_view_t *mv, int tx, int ty)
+{
+	int px, py;
+	unsigned int i;
+
+	/* set up the coordinates */
+	mv->tx = tx;
+	mv->ty = ty;
+	mv->page->delta = 0;
+
+	/* set up the thresholds */
+	mv->dxThresh = mv->map->tiles[0]->tileWidth * 2;
+	mv->dyThresh = mv->map->tiles[0]->tileHeight * 2;
+
+	/* draw the tiles */
+	modexClearRegion(mv->page, 0, 0, mv->page->width, mv->page->height, 0);
+	py=0;
+	i=mv->ty * mv->map->width + mv->tx;
+/*	for(ty=mv[0].ty-1; py < mv[0].page->sh+mv->dyThresh && ty < mv[0].map->height; ty++, py+=mv[0].map->tiles->tileHeight) {
+		mapDrawWRow(&mv[0], tx-1, ty, py);
+	i+=mv->map->width - tx;
+	}
+	if(!pageploop) modexCopyPageRegion(mv[1].page, mv[0].page, 0, 0, 0, 0, mv[0].page->width, mv[0].page->height);
+// 	{
+// 		unsigned int k,j,o;
+// 		// fill screen with a distinctive pattern 
+// 		for (k=0;k < vga_state.vga_width;k++) {
+// 			o = k >> 2;
+// 			vga_write_sequencer(0x02/*map mask*//*,1 << (k&3));
+// 				for (j=0;j < (mv[0].page->height)+(mv[1].page->height)+(mv[2].page->height)+(mv[3].page->height);j++,o += vga_state.vga_stride)
+// 					vga_state.vga_graphics_ram[o] = (k^j)&15; // VRL samples put all colors in first 15!
+// 		}
+// 	}
+	modexCopyPageRegion(mv[3].page, mv[0].page, 0, 0, 0, 0, 24, 32);*/
+}
+
+void near
+mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y)
+{
+	word rx;
+	word ry;
+	word textx=0;
+	word texty=0;
+	//if(i==0) i=2;
+	if(i==0)
+	{
+		//wwww
+		modexClearRegion(page, x, y, t->tileWidth, t->tileHeight, 0); //currently the over scan color!
+	}
+	else
+	{
+		rx = (((i-1) % ((t->data->width)/t->tileWidth)) * t->tileWidth);
+		ry = (((i-1) / ((t->data->height)/t->tileHeight)) * t->tileHeight);
+////0000printf("i=%d\n", i);
+		switch(t->debug_text)
+		{
+			case 0:
+#ifndef TILERENDER
+				modexClearRegion(page, x, y, t->tileWidth, t->tileHeight, ((t->debug_data[i])+1));
+				//modexprint(page, x, y, 1, 15, 0, (char const *)(t->debug_data[i]));
+#else
+				PBUFBFUN		(page, x, y, rx, ry, t->tileWidth, t->tileHeight, (t->data));
+				/* 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));
+				//modexDrawBmpRegion	(page, x, y, rx, ry, t->tileWidth, t->tileHeight, (t->data));
+#endif
+			break;
+			case 1:
+				modexClearRegion(page, x, y, t->tileWidth, t->tileHeight, (t->debug_data[i])+1);
+				//modexprintbig(page, x, y, 1, 15, 0, (t->debug_data));
+				/*for(texty=0; texty<2; texty++)
+				{
+					for(textx=0; textx<2; textx++)
+					{*/
+//						modexprint(page, x+(textx*8), y+(texty*8), 1, (word)(t->debug_data), 0, (t->debug_data));
+/*					}
+				}*/
+			break;
+		}
+	}
+}
+
+unsigned char shinku_fps_indicator_page = 2;
+boolean pageflipflop = 1;
+boolean pageploop = 1;
+
+/*	sync	*/
+void shinku(global_game_variables_t *gv)
+{
+	word x = (0) + gv->video.page[/*!*/(gv->video.p)].dx; // follow the screen
+	word y = (0) + gv->video.page[/*!*/(gv->video.p)].dy; // follow the screen
+	word w = 64, h = 8, col = 7, bgcol = 0, type = 1;
+	byte o,o2,i;
+	if(elapsed_timer(gv) >= (1.0 / gv->kurokku.frames_per_second))
+	{
+		sprintf(gv->pee, "%.0f fps", (double)gv->kurokku.tiku/ticktock(gv));
+		//modexClearRegion(&(gv->video.page[shinku_fps_indicator_page]), x, y, w, h, 45);
+		modexprint(&(gv->video.page[/*!*/(gv->video.p)]), x, y, type, col, bgcol, gv->pee);
+		gv->kurokku.tiku=0;
+	}else //copy dat sheet
+	gv->kurokku.tiku++;
+
+	switch(gv->kurokku.fpscap)
+	{
+		case 0:
+			gv->kurokku.frames_per_second=1;
+		break;
+		case 1:
+			//turn this off if XT
+			vga_wait_for_vsync();
+			gv->kurokku.frames_per_second=60;
+		break;
+	}
+	if(pageflipflop){
+	if(gv->video.r){
+		if(!pageploop) modexCopyPageRegion(&(gv->video.page[(gv->video.p)]), &(gv->video.page[(!gv->video.p)]), 0, 0, 0, 0, gv->video.page[gv->video.p].width, gv->video.page[!gv->video.p].height);
+		modexShowPage(&(gv->video.page[gv->video.p]));
+		if(!pageploop) gv->video.p=!gv->video.p;
+		gv->video.r=!gv->video.r;
+	}
+	}
+}
+
+void near animatePlayer(map_view_t *pip, player_t *player,  sword scrollswitch)
+{
+	sword x = player->x;
+	sword y = player->y;
+	sword bx = x+16;	//buffer's x
+	sword by = y+16;	//buffer's y
+	word dire=32; //direction
+	sword qq; //scroll offset
+	word ls = player->persist_aniframe;
+
+	switch(scrollswitch)
+	{
+		case 0:
+			qq = 0;
+		break;
+		default:
+			qq = ((player->q)*(player->speed));
+		break;
+	}
+	//x-=4;
+	y-=pip->map->tiles->tileHeight;
+	switch (player->d)
+	{
+		case 0:
+			//up
+			dire*=player->d;
+			y-=qq;
+			by-=4;
+		break;
+		case 3:
+			// right
+			dire*=(player->d-2);
+			x+=qq;
+			bx+=4;
+		break;
+		case 2:
+		break;
+		case 4:
+			//down
+			dire*=(player->d-2);
+			y+=qq;
+			by+=4;
+		break;
+		case 1:
+			//left
+			dire*=(player->d+2);
+			x-=qq;
+			bx-=4;
+		break;
+	}
+
+#ifdef SPRITE
+#define FRAME1 PBUFSFUN(pip[/*!*/(pip->video->p)].page, x, y, 48, dire, 24, 32,	PLAYERBMPDATA);
+#define FRAME2 PBUFSFUN(pip[/*!*/(pip->video->p)].page, x, y, 24, dire, 24, 32,	PLAYERBMPDATA);
+#define FRAME3 PBUFSFUN(pip[/*!*/(pip->video->p)].page, x, y, 0, dire, 24, 32,	PLAYERBMPDATA);
+#define FRAME4 PBUFSFUN(pip[/*!*/(pip->video->p)].page, x, y, 24, dire, 24, 32,	PLAYERBMPDATA);
+#else
+#define FRAME1 modexClearRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, 32, 2+dire);
+#define FRAME2 modexClearRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, 32, 1+dire);
+#define FRAME3 modexClearRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, 32, dire);
+#define FRAME4 modexClearRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, 32, 1+dire);
+#endif
+	if(!pageflipflop)
+		modexCopyPageRegion(pip->page, pip->page, x-4, y-4, x-4, y-4, 28, 36);
+	else{
+		//copy old bg to page0
+		//modexCopyPageRegion(pip[3].page, pip[0].page, bx, by,	0, 0,	20, 36);
+		//update buffer
+		//modexCopyPageRegion(pip[0].page, pip[3].page, 0, 0,	x, y,	20, 36);
+	}
+	switch(ls)
+	{
+		case 1:
+			FRAME1
+		break;
+		case 2:
+			FRAME2
+		break;
+		case 3:
+			FRAME3
+		break;
+		case 4:
+			FRAME4
+		break;
+	}
+	pip->video->r=1;
+}
diff --git a/src/lib/zcroll16.h b/src/lib/zcroll16.h
new file mode 100755
index 00000000..3c4851c3
--- /dev/null
+++ b/src/lib/zcroll16.h
@@ -0,0 +1,116 @@
+/* Project 16 Source Code~
+ * Copyright (C) 2012-2016 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 <http://www.gnu.org/licenses/>, or
+ * write to the Free Software Foundation, Inc., 51 Franklin Street,
+ * Fifth Floor, Boston, MA 02110-1301 USA.
+ *
+ */
+
+#ifndef __ZCROLL16_H_
+#define __ZCROLL16_H_
+
+#include "src/lib/16_head.h"
+//#include "src/lib/bakapee.h"
+#include "src/lib/modex16.h"
+//#include "src/lib/16_in.h"
+#include "src/lib/bitmap.h"
+#include "src/lib/16_map.h" //map is loaded here www
+#include "src/lib/16_timer.h"
+#include "src/lib/wcpu/wcpu.h"
+
+#include <hw/cpu/cpu.h>
+#include <hw/dos/dos.h>
+#include <hw/vga/vga.h>
+#include <hw/vga/vrl.h>
+
+#define SPRITE
+//#define TILERENDER
+
+//modexDrawSpritePBufRegion
+//modexDrawBmpPBufRegion
+#define PBUFSFUN		modexDrawSpriteRegion
+#define PBUFBFUN		modexDrawBmpRegion
+#define PLAYERBMPDATA	player->data
+
+typedef struct {
+	map_t *map;
+	page_t *page;
+	int tx; //appears to be the top left tile position on the viewable screen map
+	int ty; //appears to be the top left tile position on the viewable screen map
+	word dxThresh; //Threshold for physical tile switch
+	word dyThresh; //Threshold for physical tile switch
+	video_t *video;	//pointer to game variables of the video
+	pan_t *pan;		//pointer the the page panning debug system
+} map_view_t;
+
+#define MAPW	40
+#define MAPH	30
+
+enum direction {STOP, UP, DOWN, LEFT, RIGHT};
+typedef struct {
+	word id;	/* the Identification number of the page~ For layering~ */
+	byte far* data;	/* the data for the page */
+	word sw;		/* screen width */
+	word sh;		/* screen heigth */
+	word tw;		/* screen width in tiles */
+	word th;		/* screen height in tiles */
+	word width;		/* virtual width of the page */
+	word height;	/* virtual height of the page */
+	word tilesw;		/* virtual screen width in tiles */
+	word tilesh;		/* virtual screen height in tiles */
+	sword tilemidposscreenx;	/* middle tile position */
+	sword tilemidposscreeny;	/* middle tile position */
+	sword tileplayerposscreenx;	/* player position on screen */
+	sword tileplayerposscreeny;	/* player position on screen */
+	word stridew;			/*width/4*/
+	word pagesize;			/* page size */
+	word pi;				/* incremention page by this much to preserve location */
+	word delta;			// How much should we shift the page for smooth scrolling
+	direction d;			// Direction we should shift the page
+} page_t;
+extern boolean pageflipflop, pageploop;
+extern unsigned char shinku_fps_indicator_page;
+
+/* Map is presumed to:
+ * 1. Have all the required layers and tilesets within itself
+ * 2. Have a 'fence' around accessible blocks to simplify boundary logic
+ * 3. Have a persistent map and tile size among the layers
+ * Map view is presumed to:
+ * 1. Calculate, store and update a panning info, which includes, but not limited to:
+ * 	combined layer information, actual map representation (reflecting real state of the game),
+ * 	pixel shift for smooth tile scrolling.
+ * 2. Provide ways to draw a visible part of map. For simplicity with smooth scrolling, 
+ * 	additional row/column is always drawn at the each side of the map. This implies that 'fence'
+ * 	should have a sprite too. Map is drawn left-to-right, top-to-bottom.
+ */
+
+// Move an entity around. Should actually be in 16_entity
+boolean walk(entity_t *ent, map_view_t *map_v);
+
+// Move player around and call map scrolling if required/possible
+void walk_player(player_t *player, map_view_t *map_v);
+
+// Scroll map in one direction (assumed from player's movement)
+void near mapScroll(map_view_t *mv, player_t *player);
+sword chkmap(map_t *map, word q);
+void mapGoTo(map_view_t *mv, int tx, int ty);
+void near mapDrawTile(tiles_t *t, word i, page_t *page, word x, word y);
+//void qclean();
+void shinku(global_game_variables_t *gv);
+void near animatePlayer(map_view_t *pip, player_t *player, sword scrollswitch);
+
+#endif /*__ZCROLL16_H_*/