#include "src/lib/16render.h"\r
#include "src/lib/16_dbg.h"\r
\r
-#define MODEXZ\r
-\r
//bitmap_t p;\r
static map_t map;\r
map_view_t mv[4];\r
float t;\r
sword bakapee;\r
-pan_t pan;\r
//debugswitches\r
boolean panswitch=0,baka=0;\r
//extern boolean pageflipflop=1;\r
unsigned int i;\r
-//static int persist_aniframe = 0; /* gonna be increased to 1 before being used, so 0 is ok for default */\r
\r
-//map_view_db_t pgid[4];\r
-word pg;\r
#ifdef FADE\r
static word paloffset=0;\r
byte *dpal;\r
if(argv[1]) bakapee = atoi(argv[1]);\r
else bakapee = 1;\r
\r
- player[0].data = _fmalloc(72*128); //TODO use exmm\r
- *player[0].data = bitmapLoadPcx("data/chikyuu.pcx", &gvar); // load sprite\r
-\r
Startup16(&gvar);\r
\r
- pan.pn=0;\r
+ gvar.video.panp=0;\r
\r
// OK, this one takes hellova time and needs to be done in farmalloc or MM_...\r
//IN CA i think you use CAL_SetupGrFile but i do think we should work together on this part --sparky4\r
\r
// data\r
read_vrs(&gvar, "data/spri/chikyuu.vrs", player[0].ent->spri->spritesheet);\r
-// player[0].data = malloc(72*128); //TODO use exmm\r
-// *player[0].data = bitmapLoadPcx("data/chikyuu.pcx", &gvar); // load sprite\r
+ PCXBMP = bitmapLoadPcx("data/chikyuu.pcx", &gvar); // load sprite\r
\r
- // input!\r
+ // input!\r
IN_Default(0, &player,ctrl_Keyboard1);\r
\r
// save the palette\r
modexPalSave(dpal);\r
modexFadeOff(4, dpal);\r
#endif\r
- //textInit();\r
+\r
VGAmodeX(bakapee, 1, &gvar);\r
-#ifdef MODEXZ\r
+\r
+ /* fix up the palette and everything */\r
#ifdef FADE\r
modexPalBlack(); //reset the palette~\r
#endif\r
- CA_LoadFile("data/spri/chikyuu.pal", &pal, &gvar);\r
- modexPalUpdate1(pal);\r
+ modexPalUpdate1(&PCXBMP->palette);\r
+// CA_LoadFile("data/spri/chikyuu.pal", &pal, &gvar);\r
+// modexPalUpdate1(pal);\r
#ifdef FADE\r
gpal = modexNewPal();\r
modexPalSave(gpal);\r
\r
// setup camera and screen~\r
modexHiganbanaPageSetup(&gvar.video);\r
- ZC_MVSetup(&mv, &map, &pan, &gvar);\r
+ ZC_MVSetup(&mv, &map, &gvar);\r
player[0].ent->spri->x = player[0].ent->spri->y = TILEWH;\r
\r
// set up paging\r
//TODO: LOAD map data and position the map in the middle of the screen if smaller then screen\r
- mapGoTo(mv, 0, 0);\r
-#endif\r
+ mapGoTo(&mv, 0, 0);\r
\r
playerXYpos(0, 0, &player, &mv, 0);\r
IN_initplayer(&player, 0);\r
animate_spri((player[0].ent->spri), &gvar);\r
\r
VL_ShowPage(mv[0].page, 0, 0);//modexShowPage(mv[0].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
#ifdef FADE\r
modexFadeOn(4, gpal);\r
#endif\r
//player movement\r
IN_ReadControl(0, &player);\r
if(!panswitch){\r
- //ZC_walk(player[0].ent, mv);\r
- walk(mv, &player, 0);\r
+ //ZC_walk2(player[0].ent, mv);\r
+ ZC_walk(&mv, &player, 0);\r
}\r
\r
//the scripting stuff....\r
}\r
if(player[0].q == (TILEWH/(player[0].speed))+1 && player[0].info.dir != 2 && (player[0].triggerx == 5 && player[0].triggery == 5)){ player[0].hp--; }\r
*/ //debugging binds!\r
- if(IN_KeyDown(2)){ modexShowPage(mv[0].page); pan.pn=0; }\r
+ if(IN_KeyDown(2)){ modexShowPage(mv[0].page); gvar.video.panp=0; }\r
if(IN_KeyDown(25)){ modexpdump(mv[0].page);\r
IN_UserInput(1,1);\r
} //p\r
}\r
}\r
FUNCTIONKEYFUNCTIONS;\r
- // fmemtest into page\r
- /*if(IN_KeyDown(4+1)) //4\r
- {\r
- pg=1;\r
- SELECT_ALL_PLANES();\r
- _fmemset(((mv[pg].page->data+4)+(16*(mv[pg].page->width/4))), 15, 4);\r
- }*/\r
\r
//9\r
#ifdef FADE\r