b8 P`XK@ .textM .rdataMMm.dataSS`Ms@.sdata.sbss.bss,*DH0H#FGD1HHd$FGPDHH,%F`GqD1HpH`@&FLH+P5?Kp EEHWKah&Ep&Ez&E'E,'E(E(EWHK`P(F8H P(EP(EHK HK HK HK HK HK HK HK H K  H $ 0o 0  0  030  0O00000000O0O00O0O0O0O0O00O0/0 0o0o0o00O$0?0000 0 0 0? 0 0 0 0 0$ 0/000/0000_00?0?00000000?0mow~003o @0 $ 0o 0  0  030  0O00000000O0O00O0O0O0O0O00O0/0 0o0o0o00O$0?0000 0 0 0? 0 0 0 0 0$ 0/000/0000_00?0?000000000/mp$t 3s  $ 0o 0  0  030  0O00000000O0O00O0O0O0O0O00O0/0 0o0o0o00O$0?0000 '!<$<2@ $!''!C!@<2c$!CCb@!@<2c$!CCïÏHb$ÏƏ! @\eXƌ< J!@<2c$!CCb$C!@<2c$!CCïď Ïb$!@ï! ''!C(`!@<2c$!CC;`!@<2c$!CCb$.C!@<2c$!CCïCï$CÏd$LD$CL@Ï! `<2$!dd$LCÏb$!@Zï!''!į ůƯǯ$C ÏCÏXCÏ\CÏC!''!į@!''!V į¯$ C`!@<2c$!CCb$1C!@<2c$!CCïϏÏpd$! `pDÏb@$CLď_ Tď  T #include "brick.h" #include "brick.img" #include "walzgame.h" #include "brick.def" extern GsOT WorldOT[2]; extern int activeBuff; extern short vabID; GsSPRITE sprtBrick[BRICK_ROWS][BRICK_COLUMNS]; BRICK Brick[BRICK_ROWS][BRICK_COLUMNS]; int BrickCount; /* ** InitBrick * * FILENAME: D:\DevStuff\Sony\Source\WalZ\brick.c * * PARAMETERS: None * * DESCRIPTION: Initialize the brick graphics and sprites * * RETURNS: void * * The Brick[] structure contains the information * about final brick placement. The sprite sprtBrick[] * contains actual screen location. This is use to drop * the bricks into place at screen startup/ * */ void InitBrick() { int col, row; u_short tpage; RECT rect; // Initialize Brick graphics // Load the brick image into the frame buffer rect.x = IMG_BRICK_X; rect.y = IMG_BRICK_Y; rect.w = IMG_BRICK_WW; rect.h = IMG_BRICK_H; LoadImage(&rect, imgBrick); // Load the brick palette into the frame buffer rect.x = PAL_BRICK_X; rect.y = PAL_BRICK_Y; rect.w = PAL_BRICK_WW; rect.h = 1; LoadImage(&rect, palBrick); // Get the texture page for the paddle image tpage = GetTPage(2, 0, IMG_BRICK_X, IMG_BRICK_Y); // Initialize the brick sprite for(row=0; row= 0) { // If a brick is assigned to this location, init it. Brick[row][col].type = BrickDef[screen][row][col]; sprtBrick[row][col].v = Brick[row][col].type*8; // sprtBrick[row][col].x = (rand()%480)-240; // sprtBrick[row][col].y = 0-(rand()%100); BrickCount++; } else { // If no brick is assigned to this location, clear it. Assertion failure! CountNumberOfObjectsInTmdFile(tmdAddress) >= whichObjectInTmdFileAt line %d of file '%s'. Assertion failure! nextFreeID != -1At line %d of file '%s'. object.cAssertion failure! nextFreeID >= 0At line %d of file '%s'. Assertion failure! nextFreeID < MAX_OBJECTSAt line %d of file '%s'. Assertion failure! ObjectArray[nextFreeID] == NULLAt line %d of file '%s'. Assertion failure! objectID >= 0At line %d of file '%s'. Assertion failure! objectID < MAX_OBJECTSAt line %d of file '%s'. Assertion failure! ObjectArray[objectID] != NULLAt line %d of file '%s'. Assertion failure! object->displayFlag == SPRITEAt line %d of file '%s'. Assertion failure! object->imageInfo != NULLAt line %d of file '%s'. Only 4, 8 and 16 bit modes supported Assertion failure! FALSEAt line %d of file '%s'. @@Assertion failure! angle >= 0At line %d of file '%s'. tangent.cAssertion failure! angle < 4096At line %d of file '%s'. Press [F10][F4] for dsave. Dsave[0]: filename %08x %x frame: %d hsync: %d ship pos: %d %d %d ship matrix MATRIX: m: [0]: %d, %d, %d [1]: %d, %d, %d [2]: %d, %d, %d MATRIX: t: %d %d %d num to display: %d Assertion failure! GetVideoMode() == MODE_NTSCAt line %d of file '%s'. Assertion failure! FALSEAt line %d of file '%s'. Assertion failure! object->type == SHIPAt line %d of file '%s'. Assertion failure! object->type == SQUAREAt line %d of file '%s'. Only 4, 8 and 16 bit modes supported  &,29?EKRX^ekqw~!'-4:@FMSY_flrx!'-4:@FMSY_elrx~ %+28>DJPV]ciou{ &,28>DKQW]ciou{ #)/4:@FLRX^djpv|%+17<BHNTY_ekpv| !&,27=BHNSY^djouz $*/4:?EJOUZ_ejouz     " ' , 1 7 < A F K P U Z _ e j o t y ~      " & + 0 5 : ? 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