diff --git a/src/Back.cpp b/src/Back.cpp index 8c1b93ad..ff5cbb7e 100644 --- a/src/Back.cpp +++ b/src/Back.cpp @@ -52,6 +52,7 @@ void ActBack() void PutBack(int fx, int fy) { RECT rect = {0, 0, gBack.partsW, gBack.partsH}; + RECT rcSkyFiller = {106, 0, 255, 88}; switch (gBack.type) { @@ -90,63 +91,63 @@ void PutBack(int fx, int fy) case 6: case 7: //Sky + for (int y = 0; y < WINDOW_HEIGHT - 240 + 88; y += 88) + { + for (int x = -((y * 54) % 149); x < WINDOW_WIDTH; x += 149) + { + PutBitmap4(&grcGame, x, y, &rcSkyFiller, SURFACE_ID_LEVEL_BACKGROUND); + } + } + rect.top = 0; rect.bottom = 88; rect.left = 0; rect.right = 320; - PutBitmap4(&grcGame, (WINDOW_WIDTH - 320) / 2, 0, &rect, SURFACE_ID_LEVEL_BACKGROUND); - - rect.left = 106; - rect.right = 255; - for (int i = 0; i < ((WINDOW_WIDTH + 329) / 320); i++) - { - PutBitmap4(&grcGame, (WINDOW_WIDTH - 320) / 2 - (149 * (i + 1)), 0, &rect, SURFACE_ID_LEVEL_BACKGROUND); - PutBitmap4(&grcGame, (WINDOW_WIDTH - 320) / 2 + 320 + (149 * i), 0, &rect, SURFACE_ID_LEVEL_BACKGROUND); - } - + PutBitmap4(&grcGame, (WINDOW_WIDTH - 320) / 2, WINDOW_HEIGHT - 240, &rect, SURFACE_ID_LEVEL_BACKGROUND); + //Cloud layer 1 rect.top = 88; rect.bottom = 123; rect.left = gBack.fx / 2; rect.right = 320; - PutBitmap4(&grcGame, 0, 88, &rect, SURFACE_ID_LEVEL_BACKGROUND); + PutBitmap4(&grcGame, 0, 88 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND); rect.left = 0; for (int i = 0; i < ((WINDOW_WIDTH + 329) / 320) + 1; i++) - PutBitmap4(&grcGame, (320 * (i + 1)) - gBack.fx / 2 % 320, 88, &rect, SURFACE_ID_LEVEL_BACKGROUND); + PutBitmap4(&grcGame, (320 * (i + 1)) - gBack.fx / 2 % 320, 88 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND); //Cloud layer 2 rect.top = 123; rect.bottom = 146; rect.left = gBack.fx % 320; rect.right = 320; - PutBitmap4(&grcGame, 0, 123, &rect, SURFACE_ID_LEVEL_BACKGROUND); + PutBitmap4(&grcGame, 0, 123 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND); rect.left = 0; for (int i = 0; i < ((WINDOW_WIDTH + 329) / 320) + 1; i++) - PutBitmap4(&grcGame, (320 * (i + 1)) - gBack.fx % 320, 123, &rect, SURFACE_ID_LEVEL_BACKGROUND); + PutBitmap4(&grcGame, (320 * (i + 1)) - gBack.fx % 320, 123 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND); //Cloud layer 3 rect.top = 146; rect.bottom = 176; rect.left = 2 * gBack.fx % 320; rect.right = 320; - PutBitmap4(&grcGame, 0, 146, &rect, SURFACE_ID_LEVEL_BACKGROUND); + PutBitmap4(&grcGame, 0, 146 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND); rect.left = 0; for (int i = 0; i < ((WINDOW_WIDTH + 329) / 320) + 1; i++) - PutBitmap4(&grcGame, (320 * (i + 1)) - 2 * gBack.fx % 320, 146, &rect, SURFACE_ID_LEVEL_BACKGROUND); + PutBitmap4(&grcGame, (320 * (i + 1)) - 2 * gBack.fx % 320, 146 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND); //Cloud layer 4 rect.top = 176; rect.bottom = 240; rect.left = 4 * gBack.fx % 320; rect.right = 320; - PutBitmap4(&grcGame, 0, 176, &rect, SURFACE_ID_LEVEL_BACKGROUND); + PutBitmap4(&grcGame, 0, 176 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND); rect.left = 0; for (int i = 0; i < ((WINDOW_WIDTH + 329) / 320) + 1; i++) - PutBitmap4(&grcGame, (320 * (i + 1)) - 4 * gBack.fx % 320, 176, &rect, SURFACE_ID_LEVEL_BACKGROUND); + PutBitmap4(&grcGame, (320 * (i + 1)) - 4 * gBack.fx % 320, 176 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND); break; default: diff --git a/src/Ending.cpp b/src/Ending.cpp index 987979bd..ff0feff1 100644 --- a/src/Ending.cpp +++ b/src/Ending.cpp @@ -100,6 +100,10 @@ void ActionIllust() { switch (Illust.act_no) { + case 0: //Off-screen to the left + Illust.x = -0x14000; + break; + case 1: //Move in from the left Illust.x += 0x5000; if (Illust.x > 0) @@ -111,10 +115,6 @@ void ActionIllust() if (Illust.x < -0x14000) Illust.x = -0x14000; break; - - case 0: //Off-screen to the left - Illust.x = -0x14000; - break; } } @@ -137,6 +137,7 @@ void ReloadIllust(int a) //Initialize and release credits void InitCreditScript() { + //Clear script state and casts memset(&Credit, 0, sizeof(CREDIT)); memset(Strip, 0, sizeof(Strip)); } @@ -145,6 +146,7 @@ void ReleaseCreditScript() { if (Credit.pData) { + //Free script data free(Credit.pData); Credit.pData = NULL; } @@ -179,7 +181,8 @@ bool StartCreditScript() return false; //Read data - fp->read(fp, Credit.pData, 1, Credit.size); + SDL_RWread(fp, Credit.pData, 1, Credit.size); + SDL_RWclose(fp); EncryptionBinaryData2((uint8_t*)Credit.pData, Credit.size); //Reset credits @@ -203,14 +206,16 @@ bool StartCreditScript() //Clear casts memset(Strip, 0, sizeof(Strip)); - SDL_RWclose(fp); return true; } //Get number from text (4 digit) int GetScriptNumber(const char *text) { - return 1000 * *text - 48000 + 100 * text[1] - 4800 + 10 * text[2] - 480 + text[3] - 48; + return 1000 * text[0] - 48000 + + 100 * text[1] - 4800 + + 10 * text[2] - 480 + + text[3] - 48; } //Parse credits @@ -218,6 +223,7 @@ void ActionCredit_Read() { while (Credit.offset < Credit.size) { + //Get character uint8_t character = Credit.pData[Credit.offset]; int a, b, len; @@ -352,6 +358,7 @@ void ActionCredit() { if (Credit.offset < Credit.size) { + //Update script, or if waiting, decrement the wait value if (Credit.mode == 1) { ActionCredit_Read(); @@ -379,23 +386,24 @@ void CutCreditIllust() //Scene of the island falling int Scene_DownIsland(int mode) { - RECT rc_sprite; - RECT rc_ground; - RECT rc_sky; - RECT rc_frame; + //Setup background + RECT rc_frame = {(WINDOW_WIDTH - 160) / 2, (WINDOW_HEIGHT - 80) / 2, (WINDOW_WIDTH + 160) / 2, (WINDOW_HEIGHT + 80) / 2}; + RECT rc_sky = {0, 0, 160, 80}; + RECT rc_ground = {160, 48, 320, 80}; + + //Setup island + RECT rc_sprite = {160, 0, 200, 24}; + ISLAND_SPRITE sprite; - - rc_frame = {(WINDOW_WIDTH - 160) / 2, (WINDOW_HEIGHT - 80) / 2, (WINDOW_WIDTH + 160) / 2, (WINDOW_HEIGHT + 80) / 2}; - rc_sky = {0, 0, 160, 80}; - rc_ground = {160, 48, 320, 80}; - rc_sprite = {160, 0, 200, 24}; sprite.x = 0x15000; sprite.y = 0x8000; for (int wait = 0; wait < 900; wait++) { + //Get pressed keys GetTrg(); + //Escape menu if (gKey & 0x8000) { int escRet = Call_Escape(); @@ -408,6 +416,7 @@ int Scene_DownIsland(int mode) switch (mode) { case 0: + //Move down sprite.y += 0x33; break; @@ -418,33 +427,38 @@ int Scene_DownIsland(int mode) { if (wait >= 600) { + //End scene if (wait == 750) wait = 900; } else { + //Move down slow sprite.y += 0xC; } } else { + //Move down slower sprite.y += 0x19; } } else { + //Move down at normal speed sprite.y += 0x33; } break; } - + //Draw scene CortBox(&grcFull, 0); PutBitmap3(&rc_frame, 80 + (WINDOW_WIDTH - 320) / 2, 80 + (WINDOW_HEIGHT - 240) / 2, &rc_sky, 21); PutBitmap3(&rc_frame, sprite.x / 0x200 - 20 + (WINDOW_WIDTH - 320) / 2, sprite.y / 512 - 12 + (WINDOW_HEIGHT - 240) / 2, &rc_sprite, 21); PutBitmap3(&rc_frame, 80 + (WINDOW_WIDTH - 320) / 2, 128 + (WINDOW_HEIGHT - 240) / 2, &rc_ground, 21); PutTimeCounter(16, 8); + //Draw window PutFramePerSecound(); if (!Flip_SystemTask()) return 0; diff --git a/src/Main.cpp b/src/Main.cpp index 3e87a65b..bb2ec523 100644 --- a/src/Main.cpp +++ b/src/Main.cpp @@ -44,6 +44,21 @@ const char *lpWindowName = "洞窟物語エンジン2"; const char *lpWindowName = "Cave Story Engine 2 ~ Doukutsu Monogatari Enjin 2"; #endif +//A replication of MSVC's rand algorithm +static unsigned long int next = 1; + +int _rand() +{ + next = ((next) * 214013 + 2531011); + return ((next) >> 16) & 0x7FFF; +} + +void _srand(unsigned int seed) +{ + next = seed; +} + +//Framerate stuff void PutFramePerSecound() { if (bFps) diff --git a/src/PixTone.cpp b/src/PixTone.cpp index 46377ffc..49e98786 100644 --- a/src/PixTone.cpp +++ b/src/PixTone.cpp @@ -5,6 +5,8 @@ #include #include +#include "WindowsWrapper.h" + #include "CommonDefines.h" #include "Tags.h" #include "PixTone.h" diff --git a/src/WindowsWrapper.h b/src/WindowsWrapper.h index 17918798..18ee4fe3 100644 --- a/src/WindowsWrapper.h +++ b/src/WindowsWrapper.h @@ -1,5 +1,10 @@ #pragma once +#define rand _rand +#define srand _srand +int _rand(); +void _srand(unsigned int seed); + typedef int BOOL; #ifndef FALSE