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@ -19,10 +19,6 @@ static const int TILE2D_HEIGHT=12;
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static const int SCREEN_TILE2D_WIDTH=((512/TILE2D_WIDTH)+1);
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static const int SCREEN_TILE2D_HEIGHT=((256/TILE2D_HEIGHT)+1);
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#ifdef __VERSION_DEBUG__
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extern int PretendToBeAPS2;
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#endif
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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@ -114,13 +110,6 @@ int YPos=MapPos.vy>>MapXYShift;
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/*****************************************************************************/
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void CLayerTile::render()
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{
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#ifdef __VERSION_DEBUG__
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if(PretendToBeAPS2)
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{
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return;
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}
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#endif
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sTileMapElem *MapPtr=Map+GetMapOfs();
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s16 TileX,TileY;
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sOT *ThisOT=OtPtr+LayerOT;
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@ -35,10 +35,6 @@ static const int RENDER_Y_OFS =INGAME_SCREENOFS_Y-(SCREEN_TILE_ADJ_U*BLOCK_SIZ
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static const int DeltaTableSizeX=SCREEN_TILE3D_WIDTH+1;
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static const int DeltaTableSizeY=SCREEN_TILE3D_HEIGHT+1;
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#ifdef __VERSION_DEBUG__
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int PretendToBeAPS2=false;
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#endif
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/*****************************************************************************/
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// 0 LUF
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// 1 RUF
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@ -279,12 +275,6 @@ s32 *OutPtr;
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/*****************************************************************************/
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void CLayerTile3d::render()
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{
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#ifdef __VERSION_DEBUG__
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if(PretendToBeAPS2)
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{
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return;
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}
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#endif
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int MapOfs=GetMapOfs();
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sTileMapElem *MapPtr=Map+MapOfs;
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u8 *RGBMapPtr=RGBMap+MapOfs;
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@ -131,6 +131,9 @@
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#include <CHAPTER06_LEVEL04_INF.h>
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#include <CHAPTER06_LEVEL05_INF.h>
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#ifdef __VERSION_DEBUG__
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int PretendToBeAPS2=false;
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#endif
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/*****************************************************************************/
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sLvlTab LvlTable[]=
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@ -665,11 +668,19 @@ void CLevel::shutdown()
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/*****************************************************************************/
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void CLevel::render()
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{
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#ifdef __VERSION_DEBUG__
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// Clever code to make code not so confusing!!
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// Emulate a PS2 by forcing it to run in 50/60 fps...by not drawing much!!
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VidSetClearScreen(PretendToBeAPS2);
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if(!PretendToBeAPS2)
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#endif
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// Render Layers
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for (int i=0; i<CLayerTile::LAYER_TILE_TYPE_MAX; i++)
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{
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if (TileLayers[i]) TileLayers[i]->render();
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}
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#ifdef __SHOW_COLLISION__
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if(CollisionLayer)
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{
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