//Game-> //Returns Screen->Door[index] for a given DMap and Screen int GetDMapScreenDoor( int dmap, int screen, int index ) //Sets Screen->Door[index] for a given DMap and Screen to 'value' void SetDMapScreenDoor( int dmap, int screen, int index, int value) //Returns Screen->State[index] for a given DMap and Screen bool GetDMapScreenState( int dmap, int screen, int index ) //Sets Screen->State[index] for a given DMap and Screen to 'value' void SetDMapScreenState( int dmap, int screen, int index, bool value) //Returns if the 'Cap FPS' setting is enabled. //! At present you may only check, but not set this value. bool CappedFPS ZASM: THROTTLEFPS //Global /************************************************************************************************************/ void OverlayTile(int firsttile, int secondtile); ZASM Instruction: OVERLAYTILEVV OVERLAYTILEVR OVERLAYTILERV OVERLAYTILERR /** * Overlays secondtile onto firsttile, ignoring all pixels of colour 0. * The valid tile value range is 0 to 65519. * This change is *TEMPORARY* within the quest file * and will not be retained when saving the game. * */ Example Use: //Screen void Quad ( int layer, int x1, int y1, int x2, int y2, int x3, int y3, int x4, int y4, int w, int h, int cset, int flip, int texture, int render_mode); ZASM Instruction: QUADR /** * Draws a quad on the specified layer with the corners x1,y1 through x4,y4. * Corners are drawn in a counterclockwise order starting from x1,y1. ( So * if you draw a "square" for example starting from the bottom-right corner * instead of the usual top-left, the the image will be textured onto the * quad so it appears upside-down. -yes, these are rotatable. ) * * From there a single or block of tiles, combos **or a bitmap** is then texture mapped * onto the quad using the arguments w, h, cset, flip, and render_mode. * A positive vale in texture will draw the image from the tilesheet pages, * whereas a negative value will be drawn from the combo page. 0 will draw combo number 0. * Both w and h are undefined unless 1 <= blockh, blockw <= 16, and it is a power of * two. ie: 1, 2 are acceptable, but 2, 15 are not. * * To specify a bitmap as a texture, sum 65520 with the bitmap ID, or use the constant TEX_BITMAP + Bitmap * Example: Screen->Quad(6, 0, 0, 40, 25, 18, 50, 60, 110, 0, 0, 0, 0, TEX_BITMAP+RT_BITMAP0, PT_TEXTURE); * * * Flip specifies how the tiles/combos should be flipped when drawn: * 0: No flip * 1: Horizontal flip * 2: Vertical flip * 3: Both (180 degree rotation) * (!) See std.zh for a list of all available render_mode arguments. */ Example Use: !#!