#include "src\lib\wtest\wtest.c"\r
#include "src\lib\ems.c"\r
\r
-//word far *clock= (word far*) 0x046C; /* 18.2hz clock */\r
-\r
+//word far *clock= (word far*) 0x046C; /* 18.2hz clock */
+
+int emmhandle,ist;
+
typedef struct {\r
bitmap_t *data;\r
word tileHeight;\r
int setx; //NOT USED YET! player sprite sheet set on the image x\r
int sety; //NOT USED YET! player sprite sheet set on the image y\r
word q; //loop variable\r
- word d; //direction\r
+ word d; //direction
+ bitmap_t data; //supposively the sprite sheet data\r
int hp; //hitpoints of the player\r
} actor_t;\r
\r
-\r
map_t allocMap(int w, int h);\r
void initMap(map_t *map);\r
void mapScrollRight(map_view_t *mv, byte offset);\r
//#define LOOPMAX (TILEWH/SPEED)\r
\r
//place holder definitions\r
-#define MAPX 200\r
-#define MAPY 150\r
+#define MAPX 40\r
+#define MAPY 30\r
#define TRIGGX 10\r
-#define TRIGGY 9\r
-\r
+#define TRIGGY 9
+
void main() {\r
bitmap_t ptmp;//, npctmp; // player sprite\r
const char *cpus;\r
static int persist_aniframe = 0; /* gonna be increased to 1 before being used, so 0 is ok for default */
- int emmhandle;
- XMOVE mm;\r
page_t screen, screen2, screen3;\r
map_t map;\r
map_view_t mv, mv2, mv3;\r
byte *pal;\r
byte *ptr;\r
actor_t player;\r
- //actor_t npc0;
+ //actor_t npc0;\r
- if(isEMS()) printf("%d\n", coretotalEMS());
- if(isEMS())
- {
- emmhandle = mallocEMS(coretotalEMS());
- mapEMS(emmhandle, 0, 0);
- //halp!
- //move_emem((XMOVE *)&map);
- //printf("%d\n", emmhandle);
- printf("%d\n", coretotalEMS());
- }\r
+ if(isEMS() || checkEMS()){ printf("%d\n", coretotalEMS()); emmhandle = mallocEMS(coretotalEMS()); }
\r
/* create the map */\r
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\r
+ //if(isEMS()) printf("%d tesuto\n", coretotalEMS());
initMap(&map);\r
mv.map = ↦\r
mv2.map = ↦\r
/* draw the tiles */\r
ptr = map.data;\r
/* data */\r
- ptmp = bitmapLoadPcx("ptmp.pcx"); // load sprite
- //if(isEMS()) emmmove(emmhandle,ptmp,sizeof(ptmp)+ 1);\r
- //npctmp = bitmapLoadPcx("ptmp1.pcx"); // load sprite\r
-\r
+ ptmp = bitmapLoadPcx("ptmp.pcx"); // load sprite\r
+ //npctmp = bitmapLoadPcx("ptmp1.pcx"); // load sprite
+
+ /*if(isEMS())
+ {
+ XMOVE mm;
+ mm.length=sizeof(map);
+ mm.sourceH=0;
+ mm.sourceOff=(long)↦
+ mm.destH=emmhandle;
+ mm.destOff=1;
+ //halp!
+ ist = move_emem(&mm);
+ printf("%d\n", coretotalEMS());
+ if(!ist){ dealloc_emem(emmhandle); exit(5); }
+ //printf("%d\n", emmhandle);
+ }
+
+ if(isEMS())
+ {
+ XMOVE mm;
+ mm.length=emmhandle;
+ mm.sourceH=0;
+ mm.sourceOff=(long)&ptmp;
+ mm.destH=emmhandle;
+ mm.destOff=0;
+ //halp!
+ ist = move_emem(&mm);
+ printf("%d\n", coretotalEMS());
+ if(!ist){ dealloc_emem(emmhandle); exit(5); }
+ //printf("%d\n", emmhandle);
+ }
+*/\r
/* save the palette */\r
pal = modexNewPal();\r
modexPalSave(pal);\r
modexClearRegion(bg->page, 5*16, 5*16, 16, 16, 255);\r
\r
modexShowPage(spri->page);\r
- while(!keyp(1) && player.hp!=0)\r
+ while(!keyp(1) && player.hp>0)\r
{\r
//top left corner & bottem right corner of map veiw be set as map edge trigger since maps are actually square\r
//to stop scrolling and have the player position data move to the edge of the screen with respect to the direction\r
modexFadeOff(4, ptmp.palette);\r
modexPalBlack();\r
modexLeave();\r
- setkb(0);\r
+ setkb(0);
+ //system("mem /E /P");\r
printf("Project 16 scroll.exe\n");\r
printf("tx: %d\n", bg->tx);\r
printf("ty: %d\n", bg->ty);\r
//xmsreport();
if(isEMS())
{
- printf("%d\n", get_emem());
- printf("%d\n", coretotalEMS());
- dealloc_emem(emmhandle);
- //freeEMS(emmtotal);
- printf("%d\n", coretotalEMS());
+ printf("%d\n", get_emem());
+ printf("%d\n", coretotalEMS());
+ dealloc_emem(emmhandle);
+ printf("%d\n", coretotalEMS());
}\r
switch(detectcpu())\r
{\r
\r
result.width =w;\r
result.height=h;\r
- //if(!isEMS() || !checkEMS())\r
- result.data = malloc(sizeof(byte) * w * h);\r
- //else
- // result.data = (byte *)alloc_emem(sizeof(byte) * w * h);
+ result.data = malloc(sizeof(byte) * w * h);
+ //result.data = (byte *)alloc_emem(((int)sizeof(byte) * w * h)/1024);\r
+ /*if(isEMS() || checkEMS())
+ {
+ XMOVE mm;
+ //emmhandle = mallocEMS(coretotalEMS());//alloc_emem((int)sizeof(map))
+ mm.length=sizeof(result);
+ mm.sourceH=0;
+ mm.sourceOff=ptr2long(&result);
+ mm.destH=emmhandle;
+ mm.destOff=0;
+ ist = move_emem(&mm);
+ if(!ist){ dealloc_emem(emmhandle); exit(5); }
+ printf("%d\n", coretotalEMS());
+ }*/
\r
return result;\r
}\r
\r
-\r
void\r
initMap(map_t *map) {\r
/* just a place holder to fill out an alternating pattern */\r
/*void npcmove(map_view_t bg, map_view_t fg, )\r
{\r
\r
-}*/\r
+}*/
\r
void\r
animatePlayer(map_view_t *src, map_view_t *dest, /*map_view_t *top, */sword d, short scrolloffsetswitch, int x, int y, int ls, int lp, bitmap_t *bmp)\r