//TODO: LOAD map data and position the map in the middle of the screen if smaller then screen
mapGoTo(mv, 0, 0);
//_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[1].page->width, mv[1].page->height);
+ //====modexCopyPageRegion(mv[1].page, mv[0].page, 0, 0, 0, 0, mv[1].page->width, mv[1].page->height);
//TODO: put player in starting position of spot
//default player position on the viewable map
#ifndef SPRITE
modexClearRegion(mv[0].page, player[0].x, player[0].y-TILEWH, 16, 32, 15);
- modexClearRegion(mv[1].page, player[0].x, player[0].y-TILEWH, 16, 32, 15);
+ //====modexClearRegion(mv[1].page, player[0].x, player[0].y-TILEWH, 16, 32, 15);
#else
//PBUFSFUN(mv[1].page, player[0].x, player[0].y-TILEWH, 16, 64, 24, 32, PLAYERBMPDATA);
- PBUFSFUN(mv[1].page, player[0].x, player[0].y-TILEWH, 16, 64, 16, 32, &pp);
+ PBUFSFUN(mv[0].page, player[0].x, player[0].y-TILEWH, 16, 64, 16, 32, &pp);
#endif
if(!pageflipflop) modexShowPage(mv[1].page);
- else modexShowPage(mv[(gvar.video.p)].page);
+ else modexShowPage(mv[0].page);//!(gvar.video.p)
shinku_fps_indicator_page = 1; // we're on page 1 now, shinku(). follow along please or it will not be visible.
/* buffer pages */