Bitmap *screenBitmap;
-#if 0
-static void BlitScreenToBitmap_SP__Stage_Blt()
-{
- BlitScreenToBitmap_SP(window);
-}
-#endif
-
static void init_struct_functions()
{
-#if 1
- Stage.Blt = &DDScrollBuffer_Blt;
-#else
- Stage.Blt = &BlitScreenToBitmap_SP__Stage_Blt;
-#endif
-
+ Stage.Blt = &DDScrollBuffer_Blt;
Stage.ScrollTo = &DDScrollBuffer_ScrollTo;
Stage.ScrollTowards = &DDScrollBuffer_ScrollTowards;
Stage.SoftScrollTo = &DDScrollBuffer_SoftScrollTo;
static void init_global_values()
{
- menBorder.Checked = True * 0;
+ menBorder.Checked = False;
menPanel.Checked = True;
menAutoScroll.Checked = True;
SetBitmaps_SP(&sp_objects);
-#if 1
+#if 0
+ /* too small for oversized levels, but too big for graphics performance */
+ /* (the whole playfield is drawn/updated, not only visible/scrolled area) */
+ /* !!! FIX THIS !!! */
screenBitmap = CreateBitmap(60 * TILEX, 24 * TILEY,
DEFAULT_DEPTH);
#else
{
if (seed == NEW_RANDOMIZE)
{
+#if 0
+ printf("::: init.c: InitEngineRandom_SP(): subRandomize()\n");
+#endif
+
subRandomize();
seed = (long)RandomSeed;
RandomSeed = (short)seed;
+#if 0
+ printf("::: init.c: InitEngineRandom_SP(): RandomSeed == %d\n", RandomSeed);
+#endif
+
return (unsigned int) seed;
}