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Need help?

36 replies · 5,755 views · Started 14 March 2007

I can get these forums going again. Also i can get zeldaclassic moving with over 10,000 new hits a day. Just say the word what word I an't saying.

You should concentrate on getting some help for yourself first, before trying to help others like this.

Alright, I'm going to guess. Is the word "Please"?. Oh, and I'm curious, what exactly do these grandoise plans involve?

I think the word is No.

His plans involve breaking the table formatting of every page here, while at the same time flooding it with the unspeakable horrors roaming the dark, squalid land of secret places known as his "hanging grounds".

He's Lightingz. The first person I ever banned, IIRC.

You sitting at your computer all day clicking refresh like a madman does not constitute 10,000 new hits a day.

I got better things to d othink clicking refresh. And no i don't come here alot anymore. I got other things to deal with then clicking links here. I was just offering help. I do got hook-ups oh by the way they would have been warez people. I am still a majer support of some hacks to get games running. they would behave themselfs. ps don't know about the hackers thouth. if you what these users have worlord e-mail.

Other things to do? You mean like constantly reregistering here and posting inane babble? Hey, see if these hook-ups of yours can crack you. Over the head. With a large, blunt instrument of some sort.

shadowboxer2007 wrote:I got better things to d othink clicking refresh. And no i don't come here alot anymore. I got other things to deal with then clicking links here. I was just offering help. I do got hook-ups oh by the way they would have been warez people. I am still a majer support of some hacks to get games running. they would behave themselfs. ps don't know about the hackers thouth. if you what these users have worlord e-mail.

Glenn the Great wrote:He's Lightingz. The first person I ever banned, IIRC.

Are you and Glenn related? You both like to talk about things that nobody cares about.

Lighting-z isn't funny anymore. The first few times it was alright but now it's just annoying.

I actually still find it humorous. And kind of sad, too, but mostly funny.

Like the picture of the dog with the wheels.

biggiy05 wrote:Are you and Glenn related? You both like to talk about things that nobody cares about.

Lighting-z isn't funny anymore. The first few times it was alright but now it's just annoying.

Biggiy05 did I hold a gun to your head and make you click my post? I don't think so. If you don't what to read stuff i post don't click it! Same goes for glenn posts.

Holy shit. That was quite possibly the most intelligible post you've ever written! I would advise doing that more, and lay of the crack, and you could possibly become a normal member here.
I'm dead serious.

If i whated to be mean I would release zeldaclassic source code! prof you ask
if(get_bit(zinit.misc,idM_CONTPERCENT))
{
set_gamedata_life(game, ((get_gamedata_maxlife(game)*zinit.cont_heart/100)/HP_PER_HEART)*HP_PER_HEART);
}
else
{
set_gamedata_life(game, zinit.cont_heart*HP_PER_HEART);
}
}
set_gamedata_hasplayed(game, 1);

if(get_bit(quest_rules,qr_CONTFULL))
set_gamedata_life(game, get_gamedata_maxlife(game));
/*
else
game->life=3*HP_PER_HEART;
*/

//int type = (DMaps[currdmap].type&dmfTYPE);
//subscreen_object *css=default_subscreen_top[zinit.subscreen][!(type == dmOVERW || type == dmBSOVERW)];
load_Sitems();
selectBwpn(0,0);
selectAwpn(0);
reset_subscr_items();

Link.setDontDraw(false);
show_subscreen_dmap_dots=true;
show_subscreen_items=true;
show_subscreen_numbers=true;
show_subscreen_life=true;

// for(int i=0; i<128; i++)
// key[i]=0;

Playing=true;
lighting(2,Link.getDir());
map_bkgsfx();
openscreen();
show_subscreen_numbers=true;
show_subscreen_life=true;
dointro();
loadguys();

if(isdungeon() && currdmap>0)
{
Link.stepforward(get_bit(quest_rules,qr_LTTPWALK)?11:12, false);
}

if(!Quit)
play_DmapMusic();

return 0;
}

int cont_game()
{
// introclk=intropos=msgclk=msgpos=dmapmsgclk=0;
didpit=false;
Link.unfreeze();
Link.reset_hookshot();
linkedmsgclk=0;
blockmoving=0;
add_asparkle=0;
add_bsparkle=0;
add_df1asparkle=false;
add_df1bsparkle=false;
add_nl1asparkle=false;
add_nl1bsparkle=false;
add_nl2asparkle=false;
add_nl2bsparkle=false;
/*
if(DMaps[currdmap].cont >= 0x80)
{
homescr = currscr = DMaps[0].cont;
currdmap = warpscr = worldscr=0;
currmap = DMaps[0].map;
dlevel = DMaps[0].level;
}
*/
currdmap = lastentrance_dmap;
homescr = currscr = lastentrance;
currmap = DMaps[currdmap].map;
dlevel = DMaps[currdmap].level;

for(int i=0; i<6; i++)
{
visited[i]=-1;
}
if(dlevel==0)
{
game->lvlitems[9]&=~liBOSS;
}

ALLOFF();
whistleclk=-1;
currcset=DMaps[currdmap].color;
darkroom=false;
loadscr(0,currscr,up);
putscr(scrollbuf,0,0,&tmpscr[0]);

loadfullpal();
ringcolor();
loadlvlpal(DMaps[currdmap].color);

Link.init();

if(get_bit(zinit.misc,idM_CONTPERCENT))
{
set_gamedata_life(game, ((get_gamedata_maxlife(game)*zinit.cont_heart/100)/HP_PER_HEART)*HP_PER_HEART);
}
else
{
set_gamedata_life(game, zinit.cont_heart*HP_PER_HEART);
}

if(get_bit(quest_rules,qr_CONTFULL))
set_gamedata_life(game, get_gamedata_maxlife(game));
/*
else
game->life=3*HP_PER_HEART;
*/

// for(int i=0; i<128; i++)
// key[i]=0;

Playing=true;
lighting(2,Link.getDir());
map_bkgsfx();
openscreen();
show_subscreen_numbers=true;
show_subscreen_life=true;
loadguys();

if(!Quit)
{
play_DmapMusic();
if(isdungeon())
Link.stepforward(get_bit(quest_rules,qr_LTTPWALK)?11:12, false);
newscr_clk=frame;
activated_timed_warp=false;
}
return 0;
}

void restart_level()
{
blackscr(16,true);
if(dlevel)
{
currdmap = lastentrance_dmap;
homescr = currscr = lastentrance;
}
else
{
if ((DMaps[currdmap].type&dmfTYPE)==dmOVERW)
{
homescr = currscr = DMaps[currdmap].cont;
}
else
{
homescr = currscr = DMaps[currdmap].cont + DMaps[currdmap].xoff;
}
}

currmap = DMaps[currdmap].map;
dlevel = DMaps[currdmap].level;
for(int i=0; i<6; i++)
visited[i]=-1;

ALLOFF();
whistleclk=-1;
darkroom=false;
loadscr(0,currscr,up);
putscr(scrollbuf,0,0,&tmpscr[0]);

loadfullpal();
ringcolor();
loadlvlpal(DMaps[currdmap].color);
Link.init();
lighting(2,Link.getDir());
map_bkgsfx();
openscreen();
show_subscreen_numbers=true;
show_subscreen_life=true;
loadguys();

if(!Quit)
{
play_DmapMusic();
if(isdungeon())
Link.stepforward(get_bit(quest_rules,qr_LTTPWALK)?11:12, false);
newscr_clk=frame;
activated_timed_warp=false;
}
}

void putintro()
{
if (!stricmp(" ", DMaps[currdmap].intro))
{
introclk=intropos=72;
return;
}

if(intropos>=72)
return;

if(((introclk++)%6<5)&&((!cAbtn()&&!cBbtn())||(!get_bit(quest_rules,qr_ALLOWFASTMSG))))
return;

dmapmsgclk=51;
if(intropos == 0)
{
while(DMaps[currdmap].intro[intropos]==' '😉
++intropos;
}

sfx(WAV_MSG);

//using the clip value to indicate the bitmap is "dirty"
//rather than add yet another global variable
set_clip_state(msgdisplaybuf, 0);
textprintf_ex(msgdisplaybuf,zfont,((intropos%24)<<3)+32,((intropos/24)<<3)+40,CSET(0)+1,-1,
"%c",DMaps[currdmap].intro[intropos]);

++intropos;

if(DMaps[currdmap].intro[intropos]==' ' && DMaps[currdmap].intro[intropos+1]==' '😉
while(DMaps[currdmap].intro[intropos]==' '😉
++intropos;

if(intropos>=72)
{
// Link.unfreeze();
dmapmsgclk=50;
}
}

//static char *dirstr[4] = {"Up","Down","Left","Right"};
//static char *dirstr[32] = {"U","D","L","R"," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "};

//use detail_int[x] for global detail info
void show_details()
{
if(details)
{
textprintf_ex(framebuf,font,-3,-5,WHITE,BLACK,"%-4d",whistleclk);
textprintf_ex(framebuf,font,0,8,WHITE,BLACK,"dlvl:%-2d dngn:%d", dlevel, isdungeon());
textprintf_ex(framebuf,font,0,176,WHITE,BLACK,"%ld %s",get_gamedata_time(game),time_str_long(get_gamedata_time(game)));
/*
for(int i=0; i<guys.Count(); i++)
{
// textprintf_ex(framebuf,font,200,(i<<3)+16,WHITE,BLACK,"%3d %3d %3d %3d",((enemy*)guys.spr(i))->id,((enemy*)guys.spr(i))->timer,((enemy*)guys.spr(i))->clk,((enemy*)guys.spr(i))->clk2);
textprintf_ex(framebuf,font,100,(i<<3)+16,WHITE,BLACK,"%3d %3d %3d %2d %2d",(int)((enemy*)guys.spr(i))->x, (int)((enemy*)guys.spr(i))->y, ((enemy*)guys.spr(i))->misc, ((enemy*)guys.spr(i))->clk, ((enemy*)guys.spr(i))->clk2);//, dirstr[((enemy*)guys.spr(i))->dir], dirstr[((enemy*)guys.spr(i))->clk3]);
}
*/
for(int i=0; i<Ewpns.Count(); i++)
{
sprite *s=Ewpns.spr(i);
textprintf_ex(framebuf,font,100,(i<<3)+16,WHITE,BLACK,"%3d>%3d %3d>%3d %3d<%3d %3d<%3d ",
int(Link.getX()+0+16), int(s->x+s->hxofs), int(Link.getY()+0+16), int(s->y+s->hyofs),
int(Link.getX()+0), int(s->x+s->hxofs+s->hxsz), int(Link.getY()+0), int(s->y+s->hyofs+s->hysz));
}
// textprintf_ex(framebuf,font,200,16,WHITE,BLACK,"yofs=%3d",detail_int[0]);
}
}

void do_magic_casting()
{
static int tempx, tempy;
static byte linktilebuf[256];
int ltile=0; int lflip=0;
switch (magictype)
{
case mgc_none:
magiccastclk=0;
break;
case mgc_dinsfire:
{
int flamemax=32;
if (magiccastclk==0)
{
Lwpns.add(new weapon(LinkX(),LinkY(),wPhantom,pDINSFIREROCKET,0,up));
weapon *w1 = (weapon*)(Lwpns.spr(Lwpns.Count()-1));
w1->step=4;
// Link.tile=(BSZ)?32:29;
linktile(&Link.tile, &Link.flip, ls_landhold2, Link.getDir(), zinit.linkanimationstyle);
casty=Link.getY();
}
if (magiccastclk==64)
{
Lwpns.add(new weapon((fix)LinkX(),(fix)(-32),wPhantom,pDINSFIREROCKETRETURN,0,down));
weapon *w1 = (weapon*)(Lwpns.spr(Lwpns.Count()-1));
w1->step=4;
// Link.tile=29;
linktile(&Link.tile, &Link.flip, ls_landhold2, Link.getDir(), zinit.linkanimationstyle);
castnext=false;
}
if (castnext)
{
// Link.tile=4;
linktile(&Link.tile, &Link.flip, ls_cast, Link.getDir(), zinit.linkanimationstyle);
for (int flamecounter=((-1)*(flamemax/2))+1; flamecounter<((flamemax/2)+1); flamecounter++)
{
Lwpns.add(new weapon((fix)LinkX(),(fix)LinkY(),wFire,3,8*DAMAGE_MULTIPLIER,0));
weapon *w = (weapon*)(Lwpns.spr(Lwpns.Count()-1));
w->step=2;
w->angular=true;
w->angle=(flamecounter*PI/(flamemax/2));
}
castnext=false;
magiccastclk=128;
}

/*
*/
if ((magiccastclk++)==226)
{
magictype=mgc_none;
}
}
break;
case mgc_faroreswind:
{
if (magiccastclk==0)
{
linktile(&ltile, &lflip, ls_stab, down, zinit.linkanimationstyle);
unpack_tile(ltile, lflip, true);
memcpy(linktilebuf, unpackbuf, 256);
tempx=Link.getX();
tempy=Link.getY();
linktile(&Link.tile, &Link.flip, ls_pound, down, zinit.linkanimationstyle);
}
if (magiccastclk>=0&&magiccastclk<64)
{
Link.setX(tempx+((rand()%3)-1));
Link.setY(tempy+((rand()%3)-1));
}
if (magiccastclk==64)
{
Link.setX(tempx);
Link.setY(tempy);
linktile(&Link.tile, &Link.flip, ls_stab, down, zinit.linkanimationstyle);
}
if (magiccastclk==96)
{
Link.setDontDraw(true);
for (int i=0; i<16; ++i)
{
for (int j=0; j<16; ++j)
{
if(linktilebuf[i*16+j])
{
particles.add(new pFaroresWindDust(Link.getX()+j, Link.getY()+i, 5, 6, linktilebuf[i*16+j], rand()%96));
int k=particles.Count()-1;
particle *p = (particle*)(particles.spr(k));
p->angular=true;
p->angle=rand();
p->step=(((double)j)/8);
p->yofs=Link.getYOfs();
}
}
}
}
if ((magiccastclk++)==226)
{
//attackclk=0;
restart_level();
//xofs=0;
//action=none;
magictype=mgc_none;
Link.setDontDraw(false);
}
}
break;
case mgc_nayruslove:
{
if (magiccastclk==0)
{
Lwpns.add(new weapon(LinkX(),LinkY(),wPhantom,pNAYRUSLOVEROCKET1,0,left));
weapon *w1 = (weapon*)(Lwpns.spr(Lwpns.Count()-1));
w1->step=4;
Lwpns.add(new weapon(LinkX(),LinkY(),wPhantom,pNAYRUSLOVEROCKET2,0,right));
w1 = (weapon*)(Lwpns.spr(Lwpns.Count()-1));
w1->step=4;
// Link.tile=(BSZ)?32:29;
linktile(&Link.tile, &Link.flip, ls_cast, Link.getDir(), zinit.linkanimationstyle);
castx=Link.getX();
}
if (magiccastclk==64)
{
int d=max(LinkX(),256-LinkX())+32;
Lwpns.add(new weapon((fix)(LinkX()-d),(fix)LinkY(),wPhantom,pNAYRUSLOVEROCKETRETURN1,0,right));
weapon *w1 = (weapon*)(Lwpns.spr(Lwpns.Count()-1));
w1->step=4;
Lwpns.add(new weapon((fix)(LinkX()+d),(fix)LinkY(),wPhantom,pNAYRUSLOVEROCKETRETURN2,0,left));
w1 = (weapon*)(Lwpns.spr(Lwpns.Count()-1));
w1->step=4;
// Link.tile=29;
linktile(&Link.tile, &Link.flip, ls_cast, Link.getDir(), zinit.linkanimationstyle);
castnext=false;
}
if (castnext)
{
// Link.tile=4;
linktile(&Link.tile, &Link.flip, ls_landhold2, Link.getDir(), zinit.linkanimationstyle);
Link.setNayrusLoveShieldClk(512);
castnext=false;
magiccastclk=128;
}

/*
*/
if ((magiccastclk++)==160)
{
magictype=mgc_none;
}
}
break;
default:
magiccastclk=0;
break;
}
}

void update_hookshot()
{
int hs_x, hs_y, hs_dx, hs_dy;
bool check_hs=false;
int dist_bx, dist_by, hs_w;
chainlinks.animate();
// char tempbuf[80];
// char tempbuf2[80];

//find out where the head is and make it
//easy to reference
if (Lwpns.idFirst(wHookshot)>-1)
{
check_hs=true;
}
if (check_hs)
{
hs_x=Lwpns.spr(Lwpns.idFirst(wHookshot))->x;
hs_y=Lwpns.spr(Lwpns.idFirst(wHookshot))->y;
hs_dx=hs_x-hs_startx;
hs_dy=hs_y-hs_starty;
//extending
if (((weapon*)Lwpns.spr(Lwpns.idFirst(wHookshot)))->misc==0)
{
if (chainlinks.Count()<zinit.hookshot_links) //extending chain
{
if (abs(hs_dx)>=hs_xdist+8)
{
hs_xdist=abs(hs_x-hs_startx);
chainlinks.add(new weapon((fix)hs_x, (fix)hs_y, wHSChain, 0,0,Link.getDir()));
}
else if (abs(hs_dy)>=hs_ydist+8)
{
hs_ydist=abs(hs_y-hs_starty);
chainlinks.add(new weapon((fix)hs_x, (fix)hs_y, wHSChain, 0,0,Link.getDir()));
}
} //stretching chain
else
{
dist_bx=(abs(hs_dx)-(8*chainlinks.Count()))/(chainlinks.Count()+1);
dist_by=(abs(hs_dy)-(8*chainlinks.Count()))/(chainlinks.Count()+1);
hs_w=8;
if (hs_dx<0)
{
dist_bx=0-dist_bx;
hs_w=-8;
}
if (hs_dy<0)
{
dist_by=0-dist_by;
hs_w=-8;
}
for (int counter=0; counter<chainlinks.Count(); counter++)
{
if (Link.getDir()>down) //chain is moving horizontally
{
chainlinks.spr(counter)->x=hs_startx+hs_w+dist_bx+(counter*(hs_w+dist_bx));
}
else
{
chainlinks.spr(counter)->y=hs_starty+hs_w+dist_by+(counter*(hs_w+dist_by));
}
}
}
} //retracting
else if (((weapon*)Lwpns.spr(Lwpns.idFirst(wHookshot)))->misc==1)
{
dist_bx=(abs(hs_dx)-(8*chainlinks.Count()))/(chainlinks.Count()+1);
dist_by=(abs(hs_dy)-(8*chainlinks.Count()))/(chainlinks.Count()+1);
hs_w=8;
if (hs_dx<0)
{
dist_bx=0-dist_bx;
hs_w=-8;
}
if (hs_dy<0)
{
dist_by=0-dist_by;
hs_w=-8;
}
if (Link.getDir()>down) //chain is moving horizontally
{
if (abs(hs_dx)-(8*chainlinks.Count())>0) //chain is stretched
{
for (int counter=0; counter<chainlinks.Count(); counter++)
{
chainlinks.spr(counter)->x=hs_startx+hs_w+dist_bx+(counter*(hs_w+dist_bx));
}
}
else
{
if (abs(hs_x-hs_startx)<=hs_xdist-8)
{
hs_xdist=abs(hs_x-hs_startx);
if (pull_link==false)
{
chainlinks.del(chainlinks.idLast(wHSChain));
}
else
{
chainlinks.del(chainlinks.idFirst(wHSChain));
}
}
}
} //chain is moving vertically
else
{
if (abs(hs_dy)-(8*chainlinks.Count())>0) //chain is stretched
{
for (int counter=0; counter<chainlinks.Count(); counter++)
{
chainlinks.spr(counter)->y=hs_starty+hs_w+dist_by+(counter*(hs_w+dist_by));
}
}
else
{
if (abs(hs_y-hs_starty)<=hs_ydist-8)
{
hs_ydist=abs(hs_y-hs_starty);
if (pull_link==false)
{
chainlinks.del(chainlinks.idLast(wHSChain));
}
else
{
chainlinks.del(chainlinks.idFirst(wHSChain));
}
}
}
}
}
}
}

void game_loop()
{
// walkflagx=0; walkflagy=0;
if(fadeclk>=0)
{
if(fadeclk==0 && currscr<128)
blockpath=false;
--fadeclk;
}
animate_combos();
mblock2.animate(0);
items.animate();
items.check_conveyor();
guys.animate();
roaming_item();
dragging_item();
Ewpns.animate();
checklink=true;
for(int i=0; i<(gofast?8:1); i++)
{
if(Link.animate(0))
{
if(!Quit)
Quit=qGAMEOVER;
return;
}
checklink=false;
}
do_magic_casting();
Lwpns.animate();
decorations.animate();
particles.animate();
update_hookshot();
if (conveyclk<=0)
{
conveyclk=3;
}
--conveyclk;
check_collisions();
dryuplake();
cycle_palette();
nosecretsounds=tmpscr->flags3&fNOSECRETSOUND;
draw_screen(tmpscr, 0, 0);
// v This is in draw_screen now
// putsubscr(framebuf,0,0);
if (linkedmsgclk==1)
{
//4 is for iwMore
if (wpnsbuf[iwMore].tile!=0)
{
putweapon(framebuf,zinit.msg_more_x, zinit.msg_more_y+56, wPhantom, 4, up, lens_hint_weapon[wPhantom][0], lens_hint_weapon[wPhantom][1]);
}
}

putintro();

if (dmapmsgclk>0)
{
Link.Freeze();
if (dmapmsgclk<=50)
{
--dmapmsgclk;
}
}
if (dmapmsgclk==1)
{
// if (!tmpscr[currscr>=128?1:0].str)
if (!msgstr)
{
//these are to cancel out any keys that Link may
//be pressing so he doesn't attack at the end of
//a message if he was scrolling through it quickly.
rAbtn();
rBbtn();

Link.unfreeze();
}
dmapmsgclk=0;
clear_bitmap(msgdisplaybuf);
set_clip_state(msgdisplaybuf, 1);
// clear_bitmap(pricesdisplaybuf);
}

if (!dmapmsgclk)
{
putmsg();
}
domoney();
domagic();
/*
if (tmpscr->layermap[2]!=0 || tmpscr->layermap[3]!=0 ||
tmpscr->layermap[4]!=0 || tmpscr->layermap[5]!=0 ||
overheadcombos(tmpscr))
{
masked_blit(msgdisplaybuf,framebuf,0,0,0,56,256,176);
masked_blit(pricesdisplaybuf,framebuf,0,0,0,56,256,176);
}
*/
if(lensclk)
{
draw_lens_over();
--lensclk;
}

// putpixel(framebuf, walkflagx, walkflagy+56, vc(int(rand()%16)));
}

/**************************/
/********** Main **********/
/**************************/

char cfg_error[] =
"\"ag.cfg\" not found. Please run \"agsetup.exe\"";

int main(int argc, char* argv[])
{

switch (IS_BETA)
{
case -1:
Z_title("Zelda Classic %s Alpha (Build %d)",VerStr(ZELDA_VERSION), VERSION_BUILD);break;
case 1:
Z_title("Zelda Classic %s Beta (Build %d)",VerStr(ZELDA_VERSION), VERSION_BUILD);break;
case 0:
Z_title("Zelda Classic %s (Build %d)",VerStr(ZELDA_VERSION), VERSION_BUILD);
}

// Z_title("Zelda Classic %s",VerStr(ZELDA_VERSION));

// check for the ag.cfg file and 1st.qst
Z_message("Checking Files... "😉;
int helpsize = file_size("zquest.txt"😉;
if(helpsize==0)
{
Z_error("zquest.txt not found"😉;
}
if(file_size("1st.qst"😉==0)
{
Z_error("\"1st.qst\" not found."😉;
}
if(file_size("2nd.qst"😉==0)
{
Z_error("\"2nd.qst\" not found."😉;
}
if(file_size("3rd.qst"😉==0)
{
Z_error("\"3rd.qst\" not found."😉;
}
Z_message("OK\n"😉;

// allocate quest data buffers

memrequested+=4096;
Z_message("Allocating quest path buffers (%s)...", byte_conversion2(4096,memrequested,-1,-1));
qstdir = (char*)malloc(2048);
qstpath = (char*)malloc(2048);
if(!qstdir||!qstpath)
{
Z_error("Error"😉;
}
qstdir[0] = 0;
qstpath[0] = 0;
Z_message("OK\n"😉;
get_qst_buffers();

// initialize Allegro

Z_message("Initializing Allegro... "😉;
allegro_init();
three_finger_flag=false;
//atexit(&dumb_exit);
//dumb_register_stdfiles();

set_config_file("ag.cfg"😉;

if(install_timer() < 0)
Z_error(allegro_error);

if(install_keyboard() < 0)
Z_error(allegro_error);

if(install_mouse() < 0)
Z_error(allegro_error);

if(install_joystick(JOY_TYPE_AUTODETECT) < 0)
Z_error(allegro_error);

LOCK_VARIABLE(logic_counter);
LOCK_FUNCTION(update_logic_counter);
install_int_ex(update_logic_counter, BPS_TO_TIMER(60));

Z_init_timers();
Z_message("OK\n"😉;

// allocate bitmap buffers

Z_message("Allocating bitmap buffers... "😉;
if(used_switch(argc,argv,"-16bit"😉)
{
set_color_depth(16);
}
else
{
set_color_depth(8);
}
framebuf = create_bitmap_ex(8,256,224);
scrollbuf = create_bitmap_ex(8,512,406);
screen2 = create_bitmap_ex(8,320,240);
tmp_scr = create_bitmap_ex(8,320,240);
tmp_bmp = create_bitmap_ex(8,32,32);
fps_undo = create_bitmap_ex(8,64,16);
msgdisplaybuf = create_bitmap_ex(8,256, 176);
pricesdisplaybuf = create_bitmap_ex(8,256, 176);
if(!framebuf || !scrollbuf || !tmp_bmp || !fps_undo || !tmp_scr
|| !screen2 || !msgdisplaybuf || !pricesdisplaybuf)
Z_error("Error"😉;

clear_bitmap(scrollbuf);
clear_bitmap(framebuf);
clear_bitmap(msgdisplaybuf);
set_clip_state(msgdisplaybuf, 1);
clear_bitmap(pricesdisplaybuf);
set_clip_state(pricesdisplaybuf, 1);
Z_message("OK\n"😉;

// load game configurations

load_game_configs();
zcmusic_init();

// int mode = VidMode; // from config file
int tempmode=GFX_AUTODETECT;
int res_arg = used_switch(argc,argv,"-res"😉;

if(used_switch(argc,argv,"-v0"😉) Vsync=false;
if(used_switch(argc,argv,"-v1"😉) Vsync=true;
/*
if(used_switch(argc,argv,"-16bit"😉) {
colordepth=16;
} else {
colordepth=8;
}
set_color_depth(colordepth);
*/
resolve_password(zeldapwd);
debug_enabled = used_switch(argc,argv,"-d"😉 && !strcmp(get_config_string("zeldadx","debug",""😉,zeldapwd);
set_debug(debug_enabled);

bool fast_start = debug_enabled || used_switch(argc,argv,"-fast"😉;

// load the data file

resolve_password(datapwd);
packfile_password(datapwd);

Z_message("Loading data files:\n"😉;
set_color_conversion(COLORCONV_NONE);

sprintf(zeldadat_sig,"Zelda.Dat %s Build %d",VerStr(ZELDADAT_VERSION), ZELDADAT_BUILD);
sprintf(sfxdat_sig,"SFX.Dat %s Build %d",VerStr(SFXDAT_VERSION), SFXDAT_BUILD);
sprintf(fontsdat_sig,"Fonts.Dat %s Build %d",VerStr(FONTSDAT_VERSION), FONTSDAT_BUILD);

Z_message("Zelda.Dat..."😉;
if((data=load_datafile("zelda.dat"😉)==NULL)
{
Z_error("failed"😉;
}
if(strncmp((char*)data[0].dat,zeldadat_sig,23))
{
Z_error("\nIncompatible version of zelda.dat.\nPlease upgrade to %s Build %d",VerStr(ZELDADAT_VERSION), ZELDADAT_BUILD);
}
Z_message("OK\n"😉;

Z_message("Fonts.Dat..."😉;
if((fontsdata=load_datafile("fonts.dat"😉)==NULL)
{
Z_error("failed"😉;
}
if(strncmp((char*)fontsdata[0].dat,fontsdat_sig,23))
{
Z_error("\nIncompatible version of fonts.dat.\nPlease upgrade to %s Build %d",VerStr(FONTSDAT_VERSION), FONTSDAT_BUILD);
}
Z_message("OK\n"😉;

packfile_password(NULL);

Z_message("SFX.Dat..."😉;
if((sfxdata=load_datafile("sfx.dat"😉)==NULL)
{
Z_error("failed"😉;
}
if(strncmp((char*)sfxdata[0].dat,sfxdat_sig,21))
{
Z_error("\nIncompatible version of sfx.dat.\nPlease upgrade to %s Build %d",VerStr(SFXDAT_VERSION), SFXDAT_BUILD);
}
Z_message("OK\n"😉;

mididata = (DATAFILE*)data[ZC_MIDI].dat;

set_uformat(U_ASCII);
deffont = font;
font = (FONT*)fontsdata[FONT_GUI_PROP].dat;
pfont = (FONT*)fontsdata[FONT_8xPROP_THIN].dat;
lfont = (FONT*)fontsdata[FONT_LARGEPROP].dat;
lfont_l = (FONT*)fontsdata[FONT_LARGEPROP_L].dat;
zfont = (FONT*)fontsdata[FONT_NES].dat;
z3font = (FONT*)fontsdata[FONT_Z3].dat;
z3smallfont = (FONT*)fontsdata[FONT_Z3SMALL].dat;
mfont = (FONT*)fontsdata[FONT_MATRIX].dat;
ztfont = (FONT*)fontsdata[FONT_ZTIME].dat;
sfont = (FONT*)fontsdata[FONT_6x6].dat;
spfont = (FONT*)fontsdata[FONT_6xPROP].dat;
ssfont1 = (FONT*)fontsdata[FONT_SUBSCREEN1].dat;
ssfont2 = (FONT*)fontsdata[FONT_SUBSCREEN2].dat;
ssfont3 = (FONT*)fontsdata[FONT_SUBSCREEN3].dat;
ssfont4 = (FONT*)fontsdata[FONT_SUBSCREEN4].dat;
// text_mode(0);

// load saved games
Z_message("Loading saved games... "😉;
if(load_savedgames()!=0)
{

ps. thats just a bit of the source code. I also got se source code. Realy warlord must get a better firewall.
Also Don't ask me for this source code! become a dev they you will get a copy. Like that will ever happen HAHAHAHAHA

LightningZ, everyone and their dog has the source code to Zelda Classic. And nobody cares. It doesn't make you cool. I don't get why you keep coming around here still. The AGN forums you're looking for don't exist anymore. It's just sad you keep coming back here. This place isn't about Zelda Classic anymore. It's not about getting 10,000 hits a day either. Seriously, I don't see why you keep coming back here. Unless you enjoy wasting your time.

Mot you really need to zip it. I really don't care what you got to say. if you don't like me don't post. are you trying to set me off. if so an't going to work. I am really trying to be a member here so step off. and no i an't trying be cool if i was i would titte this post zeldaclassic source but everyone always prov it. thats why i post up a bit of source. also mot I really do still like you as a buddy. if you ever need a host e-mail me or a domain name.

You're trying to be a member? Oh, please. Members don't boast about their hacker friends, or try to show off how cool they are by posting the source-code to an open source project.

If you want people to take you seriously, you need to stop acting like an 8 year old. Proper grammer helps, too. And you REALLY need to stop insulting people to try and big yourself up. You're fooling no-one but yourself.

Well if people stop asking me to prov myself then i would not post post of the source. Also i have never said anything about hacker friends. Also its not open source. ps you or just mad because i don't offer you free webspace and a domain name. also i don't spell that well don't know grammer eather so I have help from my team when doing code that needs it. by for i am happy yopu all really don't know who i am. also who was i insulting? just face it i give free webspace and domain names to who i fill is in need. i don't mean no harm I just like like helping others. also if its so open source where can i get it? anyways if everyones so bord with me why do my post have alot of replys? by the way where on zeldaclassic.com do they show a link to the source code????

shadowboxer2007 wrote:Well if people stop asking me to prov myself then i would not post post of the source.

We weren't asking you to prove yourself, we were asking you to STFU and GTFO. There's a difference.

shadowboxer2007 wrote:ps you or just mad because i don't offer you free webspace and a domain name.

I'm pretty sure he'd still hate you if you offered him some.

shadowboxer2007 wrote: also i don't spell that well don't know grammer eather so I have help from my team when doing code that needs it.

Is this that million-man team from earlier, or did they finally kick you out and force you to make your own team?

shadowboxer2007 wrote:also who was i insulting?

You just mock all of humankind by your continued existance, that's all.

shadowboxer2007 wrote: just face it i give free webspace and domain names to who i fill is in need.

You're the Santa Claus of the internet!

shadowboxer2007 wrote:anyways if everyones so bord with me why do my post have alot of replys?

Because you're mildly entertaining.

also i don't spell that well don't know grammer eather so I have help from my team when doing code that needs it.

Soooo....you can code, but no one ever told you that the first letter of a sentance or I is always capitilized. Or that bored has an e in it?

Or are you just lazy.

Dammit, Kairyu beat me to the slaughter. Still, there was one thing you failed to pick apart which I'm happy to pick on.

shadowboxer2007 wrote:Also i have never said anything about hacker friends.

Uh-huh.
shadowboxer2007 wrote:I do got hook-ups oh by the way they would have been warez people. I am still a majer support of some hacks to get games running.

You are an idiot. The sooner you shut up, the better.

Darth Marsden wrote:Dammit, Kairyu beat me to the slaughter. Still, there was one thing you failed to pick apart which I'm happy to pick on.

Uh-huh.

You are an idiot. The sooner you shut up, the better.

and the sooner you stop replying i will.

I think it's time we all learn how to ignore certain posters (ie: shadowboxer2007) and hopefully after a short length of time with no reaction to anything they say or do... maybe they'll actually go away.

I don't know. Looking at the two most active threads currently, they're both started and fueled by people who have absolutely nothing to say.

I say yay for spam.