*/\r
\r
#include "src/lib/16_head.h"\r
+#include "src/lib/16_tail.h"\r
#include "src/lib/16_vl.h"\r
#include "src/lib/16_sprit.h"\r
-#include "src/lib/16_tail.h"\r
#include "src/lib/16_pm.h"\r
-#include "src/lib/16_ca.h"\r
+//#include "src/lib/16_ca.h"\r
#include "src/lib/16_mm.h"\r
\r
+extern boolean dbg_notest;\r
+\r
static word far* clockw= (word far*) 0x046C; /* 18.2hz clock */\r
\r
void main() {\r
//vrl1_vgax_offset_t * off, *off1;\r
struct vrs_container vrs;\r
vrl1_vgax_offset_t **vrl_line_offsets;\r
- uint32_t huge *vrl_headers_offsets;\r
- uint16_t huge *vrl_id_iter;\r
+ uint32_t far *vrl_headers_offsets;\r
+ uint16_t far *vrl_id_iter;\r
uint32_t vrl_size;\r
int num_of_vrl;\r
- struct vrl1_vgax_header huge *curr_vrl;\r
+ struct vrl1_vgax_header far *curr_vrl;\r
word w=0;\r
+ dbg_notest=1;\r
\r
Startup16(&gvar);\r
\r
vrs.buffer = bigbuffer;\r
vrs.data_size = size - sizeof(struct vrl1_vgax_header);\r
num_of_vrl = 0;\r
- vrl_id_iter = (uint16_t huge *)(vrs.buffer + vrs.vrs_hdr->offset_table[VRS_HEADER_OFFSET_SPRITE_ID_LIST]);\r
+ vrl_id_iter = (uint16_t far *)(vrs.buffer + vrs.vrs_hdr->offset_table[VRS_HEADER_OFFSET_SPRITE_ID_LIST]);\r
while(vrl_id_iter[num_of_vrl]){\r
num_of_vrl++;\r
}\r
// Allocate memory for vrl line offsets table\r
vrl_line_offsets = malloc(sizeof(vrl1_vgax_offset_t *)*num_of_vrl);\r
\r
- vrl_headers_offsets = (uint32_t huge *)(vrs.buffer + vrs.vrs_hdr->offset_table[VRS_HEADER_OFFSET_VRS_LIST]);\r
+ vrl_headers_offsets = (uint32_t far *)(vrs.buffer + vrs.vrs_hdr->offset_table[VRS_HEADER_OFFSET_VRS_LIST]);\r
// Calculate line offsets for each vrl\r
for(i = 0; i < num_of_vrl; i++){\r
- curr_vrl = (struct vrl1_vgax_header huge *)(vrs.buffer + vrl_headers_offsets[i]);\r
+ curr_vrl = (struct vrl1_vgax_header far *)(vrs.buffer + vrl_headers_offsets[i]);\r
\r
// Calc. vrl size as (next_offset - curr_offset)\r
if (i != num_of_vrl - 1){\r
/*modexLoadPalFile("data/spri/chikyuu.pal", &pal);\r
modexPalUpdate1(pal);*/\r
for (i = 0; i < 5; i++){\r
- spri.delay = 1; animate_spri(&spri); spri.x += 20; /*sleep(1);*/ }\r
+ spri.delay = 1; animate_spri(&spri, &gvar); spri.x += 20; /*sleep(1);*/ }\r
\r
while(!IN_KeyDown(sc_Escape))\r
{\r