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Copy pathFORDAVE.C
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FORDAVE.C
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#define MAX_ANIMMAN_FRAMES 43
#define ANIMMAN_TEX_X (512 << 1)
#define ANIMMAN_TEX_Y 0
#define ANIMMAN_CLUT_X 768
#define ANIMMAN_CLUT_Y 192
#define ANIMMAN_BPP _8BIT
#define ANIMMAN_W 64
#define ANIMMAN_H 64
#define ANIMMAN_POS_X (512-ANIMMAN_W-8)
#define ANIMMAN_POS_Y (256-ANIMMAN_H-8-YOFFS)
#define ANIMMAN_SAVE_X 960
#define ANIMMAN_SAVE_Y 128
short animating_man_active = 0; // 0=no : 1=preserve initial slice : 2=do him
short animating_man_frame;
void draw_bloke( void )
{
int x, y, w;
POLY_FT4 *ft4;
if( animating_man_active )
{
/* Preserve initial background behind bloke. */
/*-------------------------------------------*/
if( animating_man_active == 1 )
{
setRECT( &rect, ANIMMAN_POS_X,ANIMMAN_POS_Y,ANIMMAN_W,ANIMMAN_H );
MoveImage( &rect, ANIMMAN_SAVE_X,ANIMMAN_SAVE_Y );
VSync(0);
animating_man_active = 2;
}
else
{
/* Restore backdrop behind bloke. */
/*--------------------------------*/
setRECT( &rect, ANIMMAN_SAVE_X,ANIMMAN_SAVE_Y,ANIMMAN_W,ANIMMAN_H );
MoveImage( &rect, ANIMMAN_POS_X,ANIMMAN_POS_Y );
/* Draw next frame of bloke to screen. */
/*-------------------------------------*/
/* Get next frame VRAM coords */
x = ANIMMAN_TEX_X;
x += ((animating_man_frame & 0xf) * ANIMMAN_W);
y = ANIMMAN_TEX_Y;
y += (animating_man_frame / 16) * ANIMMAN_H;
/* Setup prim */
ft4 = &genprim.ft4;
SetPolyFT4( ft4 );
SetSemiTrans( ft4, SEMITRANSOFF );
SetShadeTex( ft4, SHADETEXON );
setRGB0( ft4, 128,128,128 );
setXYWH( ft4, ANIMMAN_POS_X, ANIMMAN_POS_Y, ANIMMAN_W, ANIMMAN_H );
setTPage( ft4, ANIMMAN_BPP, 0, x>>(2-ANIMMAN_BPP), y );
setClut( ft4, ANIMMAN_CLUT_X, ANIMMAN_CLUT_Y );
x &= ((256 >> (2-ANIMMAN_BPP)) - 1);
setUVWH( ft4, x, y, ANIMMAN_W, ANIMMAN_H );
DrawPrim( ft4 );
}
}
}