game_sp.scroll_xoffset = (EVEN(SCR_FIELDX) ? TILEX / 2 : 0);
game_sp.scroll_yoffset = (EVEN(SCR_FIELDY) ? TILEY / 2 : 0);
+#if 1
+ if (native_sp_level.width <= SCR_FIELDX)
+ game_sp.scroll_xoffset = TILEX / 2;
+ if (native_sp_level.height <= SCR_FIELDY)
+ game_sp.scroll_yoffset = TILEY / 2;
+#endif
+
for (x = 0; x < SP_MAX_PLAYFIELD_WIDTH; x++)
{
for (y = 0; y < SP_MAX_PLAYFIELD_HEIGHT; y++)
void DrawGameDoorValues_SP()
{
- game_sp.time_played = TimerVar / setup.game_frame_delay;
+#if 1
+ // game_sp.time_played = TimerVar / FRAMES_PER_SECOND_SP;
+ game_sp.time_played = TimerVar / FRAMES_PER_SECOND;
+#else
+ game_sp.time_played = TimerVar * setup.game_frame_delay / 1000;
+#endif
game_sp.infotrons_still_needed = InfotronsNeeded;
game_sp.red_disk_count = RedDiskCount;
game_sp.score = 0; // (currently no score in Supaplex engine)
+
+#if 0
+ printf("::: %d, %d => %d\n",
+ TimerVar, setup.game_frame_delay, game_sp.time_played);
+#endif
}
void GameActions_SP(byte action[MAX_PLAYERS], boolean warp_mode)
if (!warp_mode) /* do not redraw values in warp mode */
DrawGameDoorValues_SP();
+ CheckSingleStepMode_SP(PlayField16[MurphyPosIndex] == fiMurphy,
+ HighByte(PlayField16[MurphyPosIndex]) == 0x2A);
+
for (x = DisplayMinX; x <= DisplayMaxX; x++)
for (y = DisplayMinY; y <= DisplayMaxY; y++)
GfxFrame[x][y]++;
}
+
+int getRedDiskReleaseFlag_SP()
+{
+ return RedDiskReleaseFlag;
+}