actor_t player;\r
//actor_t npc0;\r
\r
- /* save the palette */\r
- pal = modexNewPal();\r
- modexPalSave(pal);\r
- modexFadeOff(4, pal);\r
- modexPalBlack();\r
-\r
/* create the map */
map = allocMap(MAPX,MAPY); //20x15 is the resolution of the screen you can make maps smaller than 20x15 but the null space needs to be drawn properly
initMap(&map);
ptr = map.data;\r
/* data */\r
ptmp = bitmapLoadPcx("ptmp.pcx"); // load sprite
- //npctmp = bitmapLoadPcx("ptmp1.pcx"); // load sprite\r
+ //npctmp = bitmapLoadPcx("ptmp1.pcx"); // load sprite
+
+ /* save the palette */\r
+ pal = modexNewPal();\r
+ modexPalSave(pal);\r
+ modexFadeOff(4, pal);\r
+ modexPalBlack();
+\r
setkb(1);\r
modexEnter();\r
modexPalBlack();\r
result.height=h;
if(initxms()>0)
result.data = malloc(sizeof(byte) * w * h);
- else result.data = xmsmalloc(sizeof(byte) * w * h);
+ else (void huge*)result.data = xmsmalloc(sizeof(byte) * w * h);
\r
return result;\r
}\r
int tile = 1;
if(initxms()>0)
map->tiles = malloc(sizeof(tiles_t));
- else map->tiles = xmsmalloc(sizeof(tiles_t));\r
+ else (void huge*)map->tiles = xmsmalloc(sizeof(tiles_t));\r
\r
/* create the tile set */
if(initxms()>0)
map->tiles->data = malloc(sizeof(bitmap_t));
- else map->tiles->data = xmsmalloc(sizeof(bitmap_t));
+ else (void huge*)map->tiles->data = xmsmalloc(sizeof(bitmap_t));
map->tiles->data->width = (TILEWH*2);\r
map->tiles->data->height= TILEWH;
if(initxms()>0)
map->tiles->data->data = malloc((TILEWH*2)*TILEWH);
- else map->tiles->data->data = xmsmalloc((TILEWH*2)*TILEWH);\r
+ else (void huge*)map->tiles->data->data = xmsmalloc((TILEWH*2)*TILEWH);\r
map->tiles->tileHeight = TILEWH;\r
map->tiles->tileWidth =TILEWH;\r
map->tiles->rows = 1;\r