bitmap_t ptmp;//, npctmp; // player sprite\r
const char *cpus;\r
static int persist_aniframe = 0; /* gonna be increased to 1 before being used, so 0 is ok for default */
- int emmhandle;\r
+ int emmhandle;
+ XMOVE mm;\r
page_t screen, screen2, screen3;\r
map_t map;\r
map_view_t mv, mv2, mv3;\r
if(isEMS()) printf("%d\n", coretotalEMS());
if(isEMS())
{
- emmhandle = alloc_emem(1024);
+ emmhandle = mallocEMS(coretotalEMS());
mapEMS(emmhandle, 0, 0);
- move_emem((XMOVE *)&map);
-// printf("%d\n", emmhandle);
+ //halp!
+ //move_emem((XMOVE *)&map);
+ //printf("%d\n", emmhandle);
printf("%d\n", coretotalEMS());
}\r
\r
/* draw the tiles */\r
ptr = map.data;\r
/* data */\r
- ptmp = bitmapLoadPcx("ptmp.pcx"); // load sprite\r
+ ptmp = bitmapLoadPcx("ptmp.pcx"); // load sprite
+ //if(isEMS()) emmmove(emmhandle,ptmp,sizeof(ptmp)+ 1);\r
//npctmp = bitmapLoadPcx("ptmp1.pcx"); // load sprite\r
\r
/* save the palette */\r
//xmsreport();
if(isEMS())
{
+ printf("%d\n", get_emem());
printf("%d\n", coretotalEMS());
dealloc_emem(emmhandle);
+ //freeEMS(emmtotal);
printf("%d\n", coretotalEMS());
}\r
switch(detectcpu())\r