port->FreezeEnemies = 0;
}
+ /* set raw header bytes (used for subsequent buffer zone) to "hardware" */
+ for (i = 0; i < SP_HEADER_SIZE; i++)
+ native_sp_level.header_raw_bytes[i] = 0x20;
+
native_sp_level.demo.is_available = FALSE;
native_sp_level.demo.length = 0;
}
void copyInternalEngineVars_SP()
{
int i, x, y;
+ int count;
LInfo = native_sp_level.header;
DisPlayField = REDIM_1D(sizeof(byte), 0, FieldMax + 1 - 1);
PlayField16 = REDIM_1D(sizeof(int), -FieldWidth, FieldMax);
- for (i = 0, y = 0; y < native_sp_level.height; y++)
+#if 1
+
+ count = 0;
+ for (y = 0; y < native_sp_level.height; y++)
+ for (x = 0; x < native_sp_level.width; x++)
+ PlayField8[count++] = native_sp_level.playfield[x][y];
+
+ /* add raw header bytes to subsequent playfield buffer zone */
+ for (i = 0; i < SP_HEADER_SIZE; i++)
+ PlayField8[count++] = native_sp_level.header_raw_bytes[i];
+
+ for (i = 0; i < count; i++)
+ {
+ PlayField16[i] = PlayField8[i];
+ DisPlayField[i] = PlayField8[i];
+ PlayField8[i] = 0;
+ }
+
+#else
+
+ for (i = 0; y = 0; y < native_sp_level.height; y++)
{
for (x = 0; x < native_sp_level.width; x++)
{
}
}
+#endif
+
if (native_sp_level.demo.is_available)
{
DemoAvailable = True;
FreezeZonks = LInfo.InitialFreezeZonks;
#if 1
- /* set by main game tape code directly */
+ /* this is set by main game tape code to native random generator directly */
#else
#if 1
/* random seed used for recorded demos */
header->DemoRandomSeed = getFile16BitLE(file); /* yes, little endian */
+ // header->DemoRandomSeed = getFile16BitBE(file); /* !!! TEST ONLY !!! */
#if 0
printf("::: file.c: DemoRandomSeed == %d\n", header->DemoRandomSeed);
header->InfotronsNeeded &= 0xff; /* only use low byte -- see above */
}
+ /* read raw level header bytes (96 bytes) */
+
+ fseek(file, -(SP_HEADER_SIZE), SEEK_CUR); /* rewind file */
+ for (i = 0; i < SP_HEADER_SIZE; i++)
+ native_sp_level.header_raw_bytes[i] = fgetc(file);
+
/* also load demo tape, if available */
if (demo_available)