1 /* Project 16 Source Code~
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2 * Copyright (C) 2012-2016 sparky4 & pngwen & andrius4669 & joncampbell123 & yakui-lover
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4 * This file is part of Project 16.
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6 * Project 16 is free software; you can redistribute it and/or modify
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7 * it under the terms of the GNU General Public License as published by
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8 * the Free Software Foundation; either version 3 of the License, or
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9 * (at your option) any later version.
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11 * Project 16 is distributed in the hope that it will be useful,
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12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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14 * GNU General Public License for more details.
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16 * You should have received a copy of the GNU General Public License
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17 * along with this program. If not, see <http://www.gnu.org/licenses/>, or
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18 * write to the Free Software Foundation, Inc., 51 Franklin Street,
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19 * Fifth Floor, Boston, MA 02110-1301 USA.
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23 #include "src/lib/scroll16.h"
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24 #include "src/lib/16_timer.h"
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25 #include "src/lib/16_dbg.h"
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28 #define MODEX //this is for mode x initiating
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35 boolean panswitch=0;//1
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36 //extern boolean pageflipflop=1;
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39 static word paloffset=0;
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46 void main(int argc, char *argv[])
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48 static global_game_variables_t gvar;
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49 static player_t player[MaxPlayers];
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50 if(argv[1]) bakapee = atoi(argv[1]);
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57 /* create the map */
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58 // fprintf(stderr, "testing map load~ ");
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59 loadmap("data/test.map", &map);
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61 // printf("chkmap ok ");
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62 // fprintf(stderr, "yay map loaded~~\n");
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64 /* draw the tiles */
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67 // mappalptr = map.tiles->btdata->palette;
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70 PCXBMP = bitmapLoadPcx("data/chikyuu.pcx", &gvar); // load sprite
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74 IN_Default(0, &player,ctrl_Keyboard1);
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76 /* save the palette */
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79 dpal = modexNewPal();
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81 modexFadeOff(4, dpal);
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84 VGAmodeX(bakapee, 1, &gvar);
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86 /* fix up the palette and everything */
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88 modexPalBlack(); //reset the palette~
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91 //++++ PCXBMPVAR.offset=(paloffset/3);
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92 //++++ modexPalUpdate1(&PCXBMPVAR, &paloffset, 0, 0);
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93 modexPalUpdate1(&PCXBMP->palette);
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94 //++++0000 modexPalUpdate1(map.tiles->btdata->palette);
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95 //printf(" %d\n", sizeof(ptmp->data));
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96 //printf("1: %d\n", paloffset);
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97 //++++ map.tiles->data->offset=(paloffset/3);
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98 //XTmodexPalUpdate(map.tiles->data, &paloffset, 0, 0);
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99 // printf("\n====\n");
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100 // printf("0 paloffset= %d\n", paloffset/3);
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101 // printf("====\n\n");
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104 gpal = modexNewPal();
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105 modexPalSave(gpal);
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106 modexSavePalFile("data/g.pal", gpal);
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107 modexPalBlack(); //so player will not see loadings~
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111 /* setup camera and screen~ */
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112 modexHiganbanaPageSetup(&gvar.video);
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113 ZC_MVSetup(&mv, &map, &gvar);
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116 /* set up paging */
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117 //TODO: LOAD map data and position the map in the middle of the screen if smaller then screen
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118 mapGoTo(&mv, 0, 0);
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120 playerXYpos(0, 0, &player, &mv, 0);
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121 IN_initplayer(&player, 0);
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124 modexClearRegion(mv[0].page, player[0].x, player[0].y-TILEWH, 16, 32, 15);
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126 PBUFSFUN(&gvar.video.page[0], player[0].x, player[0].y-TILEWH, 16, 64, 16, 32, PCXBMPPTR);
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129 if(!pageflipflop) VL_ShowPage(mv[1].page, 0, 0);//modexShowPage(mv[1].page);
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130 else ZC_ShowMV(&mv, 0, 0);//modexShowPage(mv[0].page);//!(gvar.video.p)
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133 modexDrawBmp(&gvar.video.page[0], 16, 16, PCXBMPPTR);
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135 // modexClearRegion(mv[2].page, 0, 0, mv[2].page->width, mv[2].page->height, 47);
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136 // modexClearRegion(mv[3].page, 0, 0, mv[3].page->width, mv[3].page->height, 45);
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138 // unsigned int k,j,o;
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139 // /* fill screen with a distinctive pattern */
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140 // for (k=0;k < vga_state.vga_width;k++) {
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142 // vga_write_sequencer(0x02/*map mask*/,1 << (k&3));
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143 // for (j=0;j < vga_state.vga_height;j++,o += vga_state.vga_stride)
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144 // vga_state.vga_graphics_ram[o] = (k^j)&15; // VRL samples put all colors in first 15!
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147 modexClearRegion(mv[3].page, 0, 128, 24, 36, 15);
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151 modexFadeOn(4, gpal);
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154 while(!IN_KeyDown(sc_Escape) && player[0].hp>0)
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157 //top left corner & bottem right corner of map veiw be set as map edge trigger since maps are actually square
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158 //to stop scrolling and have the player position data move to the edge of the screen with respect to the direction
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159 //when player[0].tx or player[0].ty == 0 or player[0].tx == 20 or player[0].ty == 15 then stop because that is edge of map and you do not want to walk of the map
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162 IN_ReadControl(0, &player);
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164 ZC_walk(&mv, &player, 0);
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166 PANKEYFUN;//panPageManual(&mv, &player, 0);
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167 //printf(" player[0].q: %d", player[0].q); printf(" player[0].d: %d\n", player[0].d);
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170 //the scripting stuff....
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171 //if(((player[0].triggerx == TRIGGX && player[0].triggery == TRIGGY) && IN_KeyDown(0x1C))||(player[0].tx == 5 && player[0].ty == 5))
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172 if(((mv[0].map->data[(player[0].triggerx-1)+(map.width*(player[0].triggery-1))] == 0) && IN_KeyDown(0x1C))||(player[0].tx == 5 && player[0].ty == 5))
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175 for(i=800; i>=400; i--)
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181 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--; }
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185 if(IN_KeyDown(24)){ modexPalUpdate0(gpal); paloffset=0; modexpdump(mv[0].page); modexpdump(mv[1].page); IN_UserInput(1,1); } //p
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186 /*if(IN_KeyDown(22)){
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187 paloffset=0; modexPalBlack(); modexPalUpdate(PCXBMPVAR, &paloffset, 0, 0);
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188 printf("1paloffset = %d\n", paloffset/3);
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189 modexPalUpdate(map.tiles->data, &paloffset, 0, 0);
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190 printf("2paloffset = %d\n", paloffset/3);
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191 modexpdump(mv[0].page); modexpdump(mv[1].page);
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197 if(IN_KeyDown(88)){panswitch=!panswitch; IN_UserInput(1,1);} //f12
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198 if(IN_KeyDown(87)) //f11
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200 pageflipflop=!pageflipflop;
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202 // VGAmodeX(0, 0, &gvar);
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210 if(IN_KeyDown(68)) //f10
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212 gvar.kurokku.fpscap=!gvar.kurokku.fpscap;
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215 if(IN_KeyDown(67)) //f9
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217 modexClearRegion(mv[1].page, 0, 0, mv[1].page->width, mv[1].page->height, 2);
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218 modexClearRegion(mv[2].page, 0, 0, mv[2].page->width, mv[2].page->height, 3);
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219 modexClearRegion(mv[3].page, 0, 0, mv[3].page->width, mv[3].page->height, 4);
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220 modexClearRegion(mv[3].page, 0, 0, 20, 36, 15);
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221 //IN_UserInput(1,1);
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223 if(IN_KeyDown(66)) //f8
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225 // modexDrawSprite(mv[0].page, 16, 16, &p);
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226 modexDrawSprite(mv[0].page, 32+72, 16, (PCXBMPVAR));
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228 FUNCTIONKEYFUNCTIONS;
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232 if(IN_KeyDown(10)){ modexPalOverscan(rand()%56); modexPalUpdate1(dpal); IN_UserInput(1,1); }
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234 if(IN_KeyDown(sc_R)){ modexPalOverscan(rand()%56); } //r
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236 if((player[0].q==1) && !(player[0].x%TILEWH==0 && player[0].y%TILEWH==0)) break; //incase things go out of sync!
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239 /* fade back to text mode */
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240 /* but 1st lets save the game palette~ */
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243 modexPalSave(gpal);
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244 modexSavePalFile("data/g.pal", gpal);
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245 modexFadeOff(4, gpal);
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247 VGAmodeX(0, 1, &gvar);
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250 printf("\nProject 16 scroll.exe. This is just a test file!\n");
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251 printf("version %s\n", VERSION);
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256 modexFadeOn(4, dpal);
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