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Added FXG3A build targets with dully corrected code [dev]
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parent
66a24edb44
commit
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6 changed files with 27 additions and 38 deletions
31
src/config.h
31
src/config.h
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@ -2,27 +2,40 @@
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#define CONFIG_H
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#define CONFIG_H
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#if !defined(FXCG50) && defined(COLOR2BIT)
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#define USB_FEATURE 0
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#define DEBUGMODE 0
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/* Enable GrayMode on either FX and FX_G3A targets */
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#if GINT_RENDER_MONO && defined(COLOR2BIT)
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#define GRAYMODEOK 1
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#define GRAYMODEOK 1
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#endif
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#endif
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#define USB_FEATURE 0
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#define DEBUGMODE 0
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#ifdef FXCG50
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#if GINT_RENDER_RGB
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#define T_HEIGHT 16
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#define T_HEIGHT 16
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#define T_WIDTH 16
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#define T_WIDTH 16
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#define PXSIZE 2
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#define PATH_COLOR C_RED
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#define P_WIDTH 16
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#define P_HEIGHT 16
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#else
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#else
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#define T_HEIGHT 8
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#define T_HEIGHT 8
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#define T_WIDTH 8
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#define T_WIDTH 8
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#endif
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#ifdef FXCG50
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#define PXSIZE 2
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#else
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#define PXSIZE 1
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#define PXSIZE 1
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#define PATH_COLOR C_BLACK
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#define P_WIDTH 8
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#define P_HEIGHT 8
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#endif
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#endif
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/* SPEED should NOT be 8 or bigger: it may cause bugs when handling
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* collisions! */
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#define SPEED PXSIZE*2
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#define F_WIDTH (32*PXSIZE)
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#define F_HEIGHT (32*PXSIZE)
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#endif
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#endif
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@ -27,7 +27,7 @@ extern font_t fontRPG;
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/* the color of the text to go to the next dialog phase */
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/* the color of the text to go to the next dialog phase */
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/* it improves readability to have somathing lighter */
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/* it improves readability to have somathing lighter */
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#if GRAYMODEOK || (defined(FXCG50) && !defined(COLOR1BIT))
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#if GRAYMODEOK || (defined(GINT_RENDER_RGB) && !defined(COLOR1BIT))
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#define NEXT_COLOR C_DARK
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#define NEXT_COLOR C_DARK
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#else
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#else
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#define NEXT_COLOR C_BLACK
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#define NEXT_COLOR C_BLACK
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@ -38,7 +38,7 @@ void blit()
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{
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{
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dupdate();
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dupdate();
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#if GRAYMODEOK
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#if GRAYMODEOK && !defined(GINT_HW_CG)
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dgray_getvram( &lightVRAMnext, &darkVRAMnext );
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dgray_getvram( &lightVRAMnext, &darkVRAMnext );
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dgray_getscreen( &lightVRAMcurrent, &darkVRAMcurrent );
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dgray_getscreen( &lightVRAMcurrent, &darkVRAMcurrent );
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@ -5,9 +5,7 @@
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#include <string.h>
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#include <string.h>
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#include "game.h"
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#include "game.h"
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#include "map.h"
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#include "map.h"
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#include "config.h"
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#define F_WIDTH (32*PXSIZE)
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#define F_HEIGHT (32*PXSIZE)
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/* showtext_opt()
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/* showtext_opt()
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*
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*
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@ -130,7 +130,7 @@ int main(void) {
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/* render the map */
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/* render the map */
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draw(&game);
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draw(&game);
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#if DEBUGMODE && FXCG50
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#if DEBUGMODE && GINT_RENDER_RGB
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if (game.debug_map)
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if (game.debug_map)
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{
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{
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dfont( NULL );
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dfont( NULL );
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@ -14,15 +14,6 @@
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extern bopti_image_t demo_PNJ_img;
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extern bopti_image_t demo_PNJ_img;
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/* the color of the text to go to the next dialog phase */
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/* it improves readability to have somathing lighter */
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#if defined(FXCG50)
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#define PATH_COLOR C_RED
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#else
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#define PATH_COLOR C_BLACK
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#endif
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NPC *npcRPG;
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NPC *npcRPG;
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uint32_t nbNPC = 0;
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uint32_t nbNPC = 0;
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15
src/player.h
15
src/player.h
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@ -1,21 +1,8 @@
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#ifndef PLAYER_H
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#ifndef PLAYER_H
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#define PLAYER_H
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#define PLAYER_H
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/* The size of the player. */
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#ifdef FXCG50
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#define P_WIDTH 16
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#define P_HEIGHT 16
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#else
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#define P_WIDTH 8
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#define P_HEIGHT 8
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#endif
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/* SPEED should NOT be 8 or bigger: it may cause bugs when handling
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* collisions! */
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#define SPEED PXSIZE*2
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#include <stdbool.h>
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#include <stdbool.h>
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#include "config.h"
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#include "game.h"
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#include "game.h"
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#include "memory.h"
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#include "memory.h"
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