//printf("gvar.kurokku: "); printf("%.0f ", clock()); printf("tiku=%lu ", gvar.kurokku.tiku); printf("t=%.0f ", gvar.kurokku.t); printf("ticktock()=%f ", ticktock(&gvar)); printf("%.0f fps", (double)gvar.kurokku.tiku/ticktock(&gvar));\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
//printf("&global_temp_status_text = %Fp\n", &global_temp_status_text);\r
+//print_anim_ids(player[0].ent->spri);\r
#define SCROLLEXITMESG printf("tx: %d ", mv[0].tx);\\r
printf("ty: %d\n", mv[0].ty);\\r
printf("\n");\\r
\\r
printf("gvar.video.p=%u ", gvar.video.p); printf("gvar.video.r=%u ", gvar.video.r);\\r
printf("pageflipflop=%u\n", pageflipflop);\\r
- print_anim_ids(player[0].ent->spri);\\r
printf("\n");\r
\r
#define SHOWMVFUN ZC_ShowMV(&mv, 0, 0);\r
void shinku(global_game_variables_t *gv);\r
void near ZC_drawframe(map_view_t *pip, player_t *player, word pn, sword x, sword y, word sw);\r
void near animatePlayer(map_view_t *pip, player_t *player, word pn, sword scrollswitch);\r
-void near ZC_animatePlayer_(map_view_t *pip, player_t *player, word pn, sword scrollswitch);\r
void near ZC_animatePlayer(map_view_t *pip, player_t *player, word pn, sword scrollswitch);\r
\r
// Move an entity around. Should actually be in 16_entity\r