player->ent->spri = malloc(sizeof(struct sprite));\r
player->ent->spri->spritesheet = malloc(sizeof(struct vrs_container));\r
\r
- // create the map \r
+ // create the map\r
fprintf(stderr, "testing map load~ ");\r
loadmap("data/test.map", &map);\r
chkmap(&map, 0);\r
printf("chkmap ok ");\r
fprintf(stderr, "yay map loaded~~\n");\r
\r
- // data \r
+//goto pee;\r
+ // data\r
read_vrs(&gvar, "data/spri/chikyuu.vrs", player->ent->spri->spritesheet);\r
\r
- // input! \r
+ // input!\r
IN_Default(0, player,ctrl_Joystick);\r
\r
- // save the palette \r
+ // save the palette\r
dpal = modexNewPal();\r
modexPalSave(dpal);\r
modexFadeOff(4, dpal);\r
modexShowPage(mv->page);//!(gvar.video.p)\r
shinku_fps_indicator_page = 0; // we're on page 1 now, shinku(). follow along please or it will not be visible.\r
\r
- // buffer pages \r
+ // buffer pages\r
// modexClearRegion(mv[2].page, 0, 0, mv[2].page->width, mv[2].page->height, 47);\r
// modexClearRegion(mv[3].page, 0, 0, mv[3].page->width, mv[3].page->height, 45);\r
// {\r
// unsigned int k,j,o;\r
-// // fill screen with a distinctive pattern \r
+// // fill screen with a distinctive pattern\r
// for (k=0;k < vga_state.vga_width;k++) {\r
// o = k >> 2;\r
// vga_write_sequencer(0x02/*map mask*/,1 << (k&3));\r
if((player->q==1) && !(player->x%TILEWH==0 && player->y%TILEWH==0)) break; //incase things go out of sync!\r
player->hp = 0;\r
}\r
-\r
+//pee:\r
/* fade back to text mode */\r
/* but 1st lets save the game palette~ */\r
modexPalSave(gpal);\r