tallscreen fix, replicated MSVC rand
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parent
378be5ae86
commit
767c2972ae
5 changed files with 72 additions and 35 deletions
37
src/Back.cpp
37
src/Back.cpp
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@ -52,6 +52,7 @@ void ActBack()
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void PutBack(int fx, int fy)
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{
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RECT rect = {0, 0, gBack.partsW, gBack.partsH};
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RECT rcSkyFiller = {106, 0, 255, 88};
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switch (gBack.type)
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{
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@ -90,63 +91,63 @@ void PutBack(int fx, int fy)
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case 6:
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case 7:
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//Sky
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for (int y = 0; y < WINDOW_HEIGHT - 240 + 88; y += 88)
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{
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for (int x = -((y * 54) % 149); x < WINDOW_WIDTH; x += 149)
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{
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PutBitmap4(&grcGame, x, y, &rcSkyFiller, SURFACE_ID_LEVEL_BACKGROUND);
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}
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}
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rect.top = 0;
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rect.bottom = 88;
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rect.left = 0;
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rect.right = 320;
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PutBitmap4(&grcGame, (WINDOW_WIDTH - 320) / 2, 0, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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rect.left = 106;
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rect.right = 255;
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for (int i = 0; i < ((WINDOW_WIDTH + 329) / 320); i++)
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{
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PutBitmap4(&grcGame, (WINDOW_WIDTH - 320) / 2 - (149 * (i + 1)), 0, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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PutBitmap4(&grcGame, (WINDOW_WIDTH - 320) / 2 + 320 + (149 * i), 0, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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}
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PutBitmap4(&grcGame, (WINDOW_WIDTH - 320) / 2, WINDOW_HEIGHT - 240, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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//Cloud layer 1
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rect.top = 88;
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rect.bottom = 123;
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rect.left = gBack.fx / 2;
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rect.right = 320;
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PutBitmap4(&grcGame, 0, 88, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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PutBitmap4(&grcGame, 0, 88 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND);
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rect.left = 0;
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for (int i = 0; i < ((WINDOW_WIDTH + 329) / 320) + 1; i++)
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PutBitmap4(&grcGame, (320 * (i + 1)) - gBack.fx / 2 % 320, 88, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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PutBitmap4(&grcGame, (320 * (i + 1)) - gBack.fx / 2 % 320, 88 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND);
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//Cloud layer 2
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rect.top = 123;
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rect.bottom = 146;
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rect.left = gBack.fx % 320;
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rect.right = 320;
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PutBitmap4(&grcGame, 0, 123, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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PutBitmap4(&grcGame, 0, 123 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND);
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rect.left = 0;
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for (int i = 0; i < ((WINDOW_WIDTH + 329) / 320) + 1; i++)
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PutBitmap4(&grcGame, (320 * (i + 1)) - gBack.fx % 320, 123, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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PutBitmap4(&grcGame, (320 * (i + 1)) - gBack.fx % 320, 123 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND);
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//Cloud layer 3
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rect.top = 146;
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rect.bottom = 176;
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rect.left = 2 * gBack.fx % 320;
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rect.right = 320;
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PutBitmap4(&grcGame, 0, 146, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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PutBitmap4(&grcGame, 0, 146 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND);
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rect.left = 0;
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for (int i = 0; i < ((WINDOW_WIDTH + 329) / 320) + 1; i++)
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PutBitmap4(&grcGame, (320 * (i + 1)) - 2 * gBack.fx % 320, 146, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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PutBitmap4(&grcGame, (320 * (i + 1)) - 2 * gBack.fx % 320, 146 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND);
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//Cloud layer 4
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rect.top = 176;
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rect.bottom = 240;
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rect.left = 4 * gBack.fx % 320;
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rect.right = 320;
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PutBitmap4(&grcGame, 0, 176, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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PutBitmap4(&grcGame, 0, 176 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND);
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rect.left = 0;
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for (int i = 0; i < ((WINDOW_WIDTH + 329) / 320) + 1; i++)
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PutBitmap4(&grcGame, (320 * (i + 1)) - 4 * gBack.fx % 320, 176, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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PutBitmap4(&grcGame, (320 * (i + 1)) - 4 * gBack.fx % 320, 176 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND);
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break;
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default:
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@ -100,6 +100,10 @@ void ActionIllust()
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{
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switch (Illust.act_no)
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{
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case 0: //Off-screen to the left
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Illust.x = -0x14000;
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break;
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case 1: //Move in from the left
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Illust.x += 0x5000;
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if (Illust.x > 0)
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@ -111,10 +115,6 @@ void ActionIllust()
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if (Illust.x < -0x14000)
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Illust.x = -0x14000;
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break;
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case 0: //Off-screen to the left
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Illust.x = -0x14000;
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break;
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}
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}
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@ -137,6 +137,7 @@ void ReloadIllust(int a)
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//Initialize and release credits
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void InitCreditScript()
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{
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//Clear script state and casts
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memset(&Credit, 0, sizeof(CREDIT));
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memset(Strip, 0, sizeof(Strip));
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}
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@ -145,6 +146,7 @@ void ReleaseCreditScript()
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{
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if (Credit.pData)
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{
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//Free script data
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free(Credit.pData);
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Credit.pData = NULL;
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}
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@ -179,7 +181,8 @@ bool StartCreditScript()
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return false;
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//Read data
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fp->read(fp, Credit.pData, 1, Credit.size);
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SDL_RWread(fp, Credit.pData, 1, Credit.size);
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SDL_RWclose(fp);
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EncryptionBinaryData2((uint8_t*)Credit.pData, Credit.size);
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//Reset credits
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@ -203,14 +206,16 @@ bool StartCreditScript()
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//Clear casts
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memset(Strip, 0, sizeof(Strip));
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SDL_RWclose(fp);
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return true;
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}
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//Get number from text (4 digit)
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int GetScriptNumber(const char *text)
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{
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return 1000 * *text - 48000 + 100 * text[1] - 4800 + 10 * text[2] - 480 + text[3] - 48;
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return 1000 * text[0] - 48000 +
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100 * text[1] - 4800 +
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10 * text[2] - 480 +
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text[3] - 48;
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}
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//Parse credits
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@ -218,6 +223,7 @@ void ActionCredit_Read()
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{
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while (Credit.offset < Credit.size)
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{
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//Get character
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uint8_t character = Credit.pData[Credit.offset];
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int a, b, len;
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@ -352,6 +358,7 @@ void ActionCredit()
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{
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if (Credit.offset < Credit.size)
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{
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//Update script, or if waiting, decrement the wait value
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if (Credit.mode == 1)
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{
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ActionCredit_Read();
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@ -379,23 +386,24 @@ void CutCreditIllust()
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//Scene of the island falling
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int Scene_DownIsland(int mode)
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{
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RECT rc_sprite;
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RECT rc_ground;
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RECT rc_sky;
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RECT rc_frame;
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//Setup background
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RECT rc_frame = {(WINDOW_WIDTH - 160) / 2, (WINDOW_HEIGHT - 80) / 2, (WINDOW_WIDTH + 160) / 2, (WINDOW_HEIGHT + 80) / 2};
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RECT rc_sky = {0, 0, 160, 80};
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RECT rc_ground = {160, 48, 320, 80};
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//Setup island
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RECT rc_sprite = {160, 0, 200, 24};
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ISLAND_SPRITE sprite;
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rc_frame = {(WINDOW_WIDTH - 160) / 2, (WINDOW_HEIGHT - 80) / 2, (WINDOW_WIDTH + 160) / 2, (WINDOW_HEIGHT + 80) / 2};
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rc_sky = {0, 0, 160, 80};
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rc_ground = {160, 48, 320, 80};
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rc_sprite = {160, 0, 200, 24};
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sprite.x = 0x15000;
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sprite.y = 0x8000;
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for (int wait = 0; wait < 900; wait++)
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{
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//Get pressed keys
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GetTrg();
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//Escape menu
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if (gKey & 0x8000)
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{
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int escRet = Call_Escape();
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@ -408,6 +416,7 @@ int Scene_DownIsland(int mode)
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switch (mode)
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{
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case 0:
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//Move down
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sprite.y += 0x33;
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break;
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@ -418,33 +427,38 @@ int Scene_DownIsland(int mode)
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{
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if (wait >= 600)
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{
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//End scene
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if (wait == 750)
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wait = 900;
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}
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else
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{
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//Move down slow
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sprite.y += 0xC;
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}
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}
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else
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{
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//Move down slower
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sprite.y += 0x19;
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}
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}
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else
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{
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//Move down at normal speed
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sprite.y += 0x33;
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}
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break;
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}
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//Draw scene
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CortBox(&grcFull, 0);
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PutBitmap3(&rc_frame, 80 + (WINDOW_WIDTH - 320) / 2, 80 + (WINDOW_HEIGHT - 240) / 2, &rc_sky, 21);
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PutBitmap3(&rc_frame, sprite.x / 0x200 - 20 + (WINDOW_WIDTH - 320) / 2, sprite.y / 512 - 12 + (WINDOW_HEIGHT - 240) / 2, &rc_sprite, 21);
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PutBitmap3(&rc_frame, 80 + (WINDOW_WIDTH - 320) / 2, 128 + (WINDOW_HEIGHT - 240) / 2, &rc_ground, 21);
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PutTimeCounter(16, 8);
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//Draw window
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PutFramePerSecound();
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if (!Flip_SystemTask())
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return 0;
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15
src/Main.cpp
15
src/Main.cpp
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@ -44,6 +44,21 @@ const char *lpWindowName = "洞窟物語エンジン2";
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const char *lpWindowName = "Cave Story Engine 2 ~ Doukutsu Monogatari Enjin 2";
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#endif
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//A replication of MSVC's rand algorithm
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static unsigned long int next = 1;
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int _rand()
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{
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next = ((next) * 214013 + 2531011);
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return ((next) >> 16) & 0x7FFF;
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}
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void _srand(unsigned int seed)
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{
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next = seed;
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}
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//Framerate stuff
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void PutFramePerSecound()
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{
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if (bFps)
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@ -5,6 +5,8 @@
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#include <cstring>
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#include <math.h>
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#include "WindowsWrapper.h"
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#include "CommonDefines.h"
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#include "Tags.h"
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#include "PixTone.h"
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@ -1,5 +1,10 @@
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#pragma once
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#define rand _rand
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#define srand _srand
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int _rand();
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void _srand(unsigned int seed);
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typedef int BOOL;
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#ifndef FALSE
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