ref: 0b697e557c05869609f30e6e96bc00685255b1ce
parent: 8bce9ffc7afe8f52d5440b1e759ae17979cd8038
author: Clownacy <Clownacy@users.noreply.github.com>
date: Wed Aug 28 18:00:47 EDT 2019
Made Back.cpp almost ASM-accurate See #74
--- a/src/Back.cpp
+++ b/src/Back.cpp
@@ -18,6 +18,7 @@
int gWaterY;
static unsigned long color_black;
+// TODO - Another function that has an incorrect stack frame
BOOL InitBack(const char *fName, int type)
{
// Unused, hilariously
@@ -29,12 +30,7 @@
FILE *fp = fopen(path, "rb");
if (fp == NULL)
- {
- sprintf(path, "%s/%s.bmp", gDataPath, fName);
- fp = fopen(path, "rb");
- if (fp == NULL)
- return FALSE;
- }
+ return FALSE;
#ifdef NONPORTABLE
// This is ridiculously platform-dependant:
@@ -100,106 +96,84 @@
void PutBack(int fx, int fy)
{
+ int x;
+ int y;
RECT rect = {0, 0, gBack.partsW, gBack.partsH};
- RECT rcSkyFiller = {106, 0, 255, 88};
switch (gBack.type)
{
case 0:
- for (int y = 0; y < WINDOW_HEIGHT; y += gBack.partsH)
- {
- for (int x = 0; x < WINDOW_WIDTH; x += gBack.partsW)
+ for (y = 0; y < WINDOW_HEIGHT; y += gBack.partsH)
+ for (x = 0; x < WINDOW_WIDTH; x += gBack.partsW)
PutBitmap4(&grcGame, x, y, &rect, SURFACE_ID_LEVEL_BACKGROUND);
- }
+
break;
case 1:
- for (int y = -(fy / 0x400 % gBack.partsH); y < WINDOW_HEIGHT; y += gBack.partsH)
- {
- for (int x = -(fx / 0x400 % gBack.partsW); x < WINDOW_WIDTH; x += gBack.partsW)
+ for (y = -(fy / 2 / 0x200 % gBack.partsH); y < WINDOW_HEIGHT; y += gBack.partsH)
+ for (x = -(fx / 2 / 0x200 % gBack.partsW); x < WINDOW_WIDTH; x += gBack.partsW)
PutBitmap4(&grcGame, x, y, &rect, SURFACE_ID_LEVEL_BACKGROUND);
- }
+
break;
case 2:
- for (int y = -(fy / 0x200 % gBack.partsH); y < WINDOW_HEIGHT; y += gBack.partsH)
- {
- for (int x = -(fx / 0x200 % gBack.partsW); x < WINDOW_WIDTH; x += gBack.partsW)
+ for (y = -(fy / 0x200 % gBack.partsH); y < WINDOW_HEIGHT; y += gBack.partsH)
+ for (x = -(fx / 0x200 % gBack.partsW); x < WINDOW_WIDTH; x += gBack.partsW)
PutBitmap4(&grcGame, x, y, &rect, SURFACE_ID_LEVEL_BACKGROUND);
- }
+
break;
case 5:
- for (int y = -gBack.partsH; y < WINDOW_HEIGHT; y += gBack.partsH)
- {
- for (int x = -(gBack.fx / 0x200 % gBack.partsW); x < WINDOW_WIDTH; x += gBack.partsW)
+ for (y = -gBack.partsH; y < WINDOW_HEIGHT; y += gBack.partsH)
+ for (x = -(gBack.fx / 0x200 % gBack.partsW); x < WINDOW_WIDTH; x += gBack.partsW)
PutBitmap4(&grcGame, x, y, &rect, SURFACE_ID_LEVEL_BACKGROUND);
- }
+
break;
case 6:
case 7:
- // Sky
- static unsigned int fillNext;
- fillNext = 0;
- for (int y = 0; y < WINDOW_HEIGHT - 240 + 88; y += 88)
- {
- fillNext = ((fillNext) * 214013 + 2531011);
- for (int x = -(int)(fillNext % 149); x < WINDOW_WIDTH; x += 149)
- {
- PutBitmap4(&grcGame, x, y, &rcSkyFiller, SURFACE_ID_LEVEL_BACKGROUND);
- }
- }
-
rect.top = 0;
rect.bottom = 88;
rect.left = 0;
rect.right = 320;
- PutBitmap4(&grcGame, (WINDOW_WIDTH - 320) / 2, WINDOW_HEIGHT - 240, &rect, SURFACE_ID_LEVEL_BACKGROUND);
+ PutBitmap4(&grcGame, 0, 0, &rect, SURFACE_ID_LEVEL_BACKGROUND);
- // Cloud layer 1
rect.top = 88;
rect.bottom = 123;
rect.left = gBack.fx / 2;
rect.right = 320;
- PutBitmap4(&grcGame, 0, 88 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND);
+ PutBitmap4(&grcGame, 0, 88, &rect, SURFACE_ID_LEVEL_BACKGROUND);
rect.left = 0;
- for (int i = 0; i < ((WINDOW_WIDTH - 1) / 320) + 1; i++)
- PutBitmap4(&grcGame, (320 * (i + 1)) - gBack.fx / 2 % 320, 88 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND);
+ PutBitmap4(&grcGame, 320 - gBack.fx / 2 % 320, 88, &rect, SURFACE_ID_LEVEL_BACKGROUND);
- // Cloud layer 2
rect.top = 123;
rect.bottom = 146;
rect.left = gBack.fx % 320;
rect.right = 320;
- PutBitmap4(&grcGame, 0, 123 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND);
+ PutBitmap4(&grcGame, 0, 123, &rect, SURFACE_ID_LEVEL_BACKGROUND);
rect.left = 0;
- for (int i = 0; i < ((WINDOW_WIDTH - 1) / 320) + 1; i++)
- PutBitmap4(&grcGame, (320 * (i + 1)) - gBack.fx % 320, 123 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND);
+ PutBitmap4(&grcGame, 320 - gBack.fx % 320, 123, &rect, SURFACE_ID_LEVEL_BACKGROUND);
- // Cloud layer 3
rect.top = 146;
rect.bottom = 176;
rect.left = 2 * gBack.fx % 320;
rect.right = 320;
- PutBitmap4(&grcGame, 0, 146 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND);
+ PutBitmap4(&grcGame, 0, 146, &rect, SURFACE_ID_LEVEL_BACKGROUND);
rect.left = 0;
- for (int i = 0; i < ((WINDOW_WIDTH - 1) / 320) + 1; i++)
- PutBitmap4(&grcGame, (320 * (i + 1)) - 2 * gBack.fx % 320, 146 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND);
+ PutBitmap4(&grcGame, 320 - 2 * gBack.fx % 320, 146, &rect, SURFACE_ID_LEVEL_BACKGROUND);
- // Cloud layer 4
rect.top = 176;
rect.bottom = 240;
rect.left = 4 * gBack.fx % 320;
rect.right = 320;
- PutBitmap4(&grcGame, 0, 176 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND);
+ PutBitmap4(&grcGame, 0, 176, &rect, SURFACE_ID_LEVEL_BACKGROUND);
rect.left = 0;
- for (int i = 0; i < ((WINDOW_WIDTH - 1) / 320) + 1; i++)
- PutBitmap4(&grcGame, (320 * (i + 1)) - 4 * gBack.fx % 320, 176 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND);
+ PutBitmap4(&grcGame, 320 - 4 * gBack.fx % 320, 176, &rect, SURFACE_ID_LEVEL_BACKGROUND);
+
break;
default:
@@ -248,7 +222,7 @@
}
}
-
+/*
// Draw black bars
if (!(g_GameFlags & 8)) // Detect if credits are running
{
@@ -298,4 +272,5 @@
barRect.bottom = WINDOW_HEIGHT;
CortBox(&barRect, 0x000000);
}
+ */
}