{
INC_PER_FRAME;
animatePlayer(pip, player, pn, 1);
+ ScrollRight(pip, player, 3, pn);
+ ScrollRight(pip, player, 2, pn);
mapScrollRight(pip, player, !(pip[0].video->p), pn);
mapScrollRight(pip, player, (pip[0].video->p), pn);
- ScrollRight(pip, player, 2, pn);
- ScrollRight(pip, player, 3, pn);
if(!pageflipflop) modexShowPage(pip[1].page);
player[pn].q++;
pip[0].video->clk = ((*clockw)-pip[0].video->startclk)/18.2;
{
INC_PER_FRAME;
animatePlayer(pip, player, pn, 1);
+ ScrollLeft(pip, player, 3, pn);
+ ScrollLeft(pip, player, 2, pn);
mapScrollLeft(pip, player, !(pip[0].video->p), pn);
mapScrollLeft(pip, player, (pip[0].video->p), pn);
- ScrollLeft(pip, player, 2, pn);
- ScrollLeft(pip, player, 3, pn);
if(!pageflipflop) modexShowPage(pip[1].page);
player[pn].q++;
pip[0].video->clk = ((*clockw)-pip[0].video->startclk)/18.2;
{
INC_PER_FRAME;
animatePlayer(pip, player, pn, 1);
+ ScrollDown(pip, player, 3, pn);
+ ScrollDown(pip, player, 2, pn);
mapScrollDown(pip, player, !(pip[0].video->p), pn);
mapScrollDown(pip, player, (pip[0].video->p), pn);
- ScrollDown(pip, player, 2, pn);
- ScrollDown(pip, player, 3, pn);
if(!pageflipflop) modexShowPage(pip[1].page);
player[pn].q++;
pip[0].video->clk = ((*clockw)-pip[0].video->startclk)/18.2;
{
INC_PER_FRAME;
animatePlayer(pip, player, pn, 1);
+ ScrollUp(pip, player, 3, pn);
+ ScrollUp(pip, player, 2, pn);
mapScrollUp(pip, player, !(pip[0].video->p), pn);
mapScrollUp(pip, player, (pip[0].video->p), pn);
- ScrollUp(pip, player, 2, pn);
- ScrollUp(pip, player, 3, pn);
if(!pageflipflop) modexShowPage(pip[1].page);
player[pn].q++;
pip[0].video->clk = ((*clockw)-pip[0].video->startclk)/18.2;
/* check to see if this changes the tile */
if(mv[0].video->page[id].dx >= mv[0].dxThresh )
{
+ /* block copy pattern to where we will draw the sprite */
+ vga_setup_wm1_block_copy();
+ _fmemmove(mv[0].video->page[id].data+4, mv[0].video->page[id].data, mv[0].video->page[id].pagesize);
+ /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
+ vga_restore_rm0wm0();
/* Snap the origin forward */
- mv[0].video->page[id].data += mv[0].video->page[id].pi;
+ mv[0].video->page[id].data += 4;
mv[0].video->page[id].dx = mv[0].map->tiles->tileWidth;
}
}
/* check to see if this changes the tile */
if(mv[0].video->page[id].dx == 0)
{
+ /* block copy pattern to where we will draw the sprite */
+ vga_setup_wm1_block_copy();
+ _fmemmove(mv[0].video->page[id].data-4, mv[0].video->page[id].data, mv[0].video->page[id].pagesize);
+ /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
+ vga_restore_rm0wm0();
/* Snap the origin backward */
- mv[0].video->page[id].data -= mv[0].video->page[id].pi;
+ mv[0].video->page[id].data -= 4;
mv[0].video->page[id].dx = mv[0].map->tiles->tileWidth;
}
}
/* check to see if this changes the tile */
if(mv[0].video->page[id].dy == 0)
{
+ /* block copy pattern to where we will draw the sprite */
+ vga_setup_wm1_block_copy();
+ _fmemmove(mv[0].video->page[id].data-mv[0].video->page[id].pi, mv[0].video->page[id].data, mv[0].video->page[id].pagesize);
+ /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
+ vga_restore_rm0wm0();
/* Snap the origin backward */
- mv[0].video->page[id].data -= mv[0].video->page[id].pi;//4;
+ mv[0].video->page[id].data -= mv[0].video->page[id].pi;
mv[0].video->page[id].dy = mv[0].map->tiles->tileWidth;
}
}
/* check to see if this changes the tile */
if(mv[0].video->page[id].dy >= mv[0].dxThresh )
{
+ /* block copy pattern to where we will draw the sprite */
+ vga_setup_wm1_block_copy();
+ _fmemmove(mv[0].video->page[id].data+mv[0].video->page[id].pi, mv[0].video->page[id].data, mv[0].video->page[id].pagesize);
+ /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
+ vga_restore_rm0wm0();
/* Snap the origin forward */
- mv[0].video->page[id].data += mv[0].video->page[id].pi;//4;
+ mv[0].video->page[id].data += mv[0].video->page[id].pi;
mv[0].video->page[id].dy = mv[0].map->tiles->tileWidth;
}
}
return 0;
}
+//TODO: player position here
void mapGoTo(map_view_t *mv, int tx, int ty)
{
int px, py;
mapDrawWRow(&mv[0], tx-1, ty, py);
i+=mv->map->width - tx;
}
- /* block copy pattern to where we will draw the sprite */
- vga_setup_wm1_block_copy();
- //_fmemcpy(mv[1].page->data, mv[0].page->data, mv[0].page->pagesize);
modexCopyPageRegion(mv[1].page, mv[0].page, 0, 0, 0, 0, mv[0].page->width, mv[0].page->height);
- /* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
- vga_restore_rm0wm0();
+ {
+ unsigned int k,j,o;
+ /* fill screen with a distinctive pattern */
+ for (k=0;k < vga_state.vga_width;k++) {
+ o = k >> 2;
+ vga_write_sequencer(0x02/*map mask*/,1 << (k&3));
+ for (j=0;j < (mv[0].page->height)+(mv[1].page->height)+(mv[2].page->height)+(mv[3].page->height);j++,o += vga_state.vga_stride)
+ vga_state.vga_graphics_ram[o] = (k^j)&15; // VRL samples put all colors in first 15!
+ }
+ }
modexCopyPageRegion(mv[3].page, mv[!(mv->video->p)].page, 0/**/, 0/**/, 0, 128, 28, 36);
}