void PlayerBrowser::draw(){
	
	s8 i = 0;
	
	PA_SetBrightness(0, -31); // all black
	PA_SetBrightness(1, -31); // all black	
  	
	PA_ResetSpriteSys();
	PA_Init16cBg(1, 0);
	PA_Init16cBg(0, 0);
	PA_LoadTiledBg(1, 1, bgplayer1);  
	PA_LoadTiledBg(0, 1, bgplayer0);  
	PA_LoadSpritePal(0, 1, (void*)pbutton_Pal); 
	PA_KeyboardOut();

	PA_CreateSprite(0, TERM_SCREEN, (void*)term_Sprite, OBJ_SIZE_64X32, 1, 1, 0, 0);  
	PA_CreateSprite(0, PLAYERS_SCREEN, (void*)players_Sprite, OBJ_SIZE_64X32, 1, 1, 64, 0);  
	PA_CreateSprite(0, GAMES_SCREEN, (void*)games_Sprite, OBJ_SIZE_64X32, 1, 1, 128, 0);  
	PA_CreateSprite(0, OPTIONS_SCREEN, (void*)options_Sprite, OBJ_SIZE_64X32, 1, 1, 192, 0);  

	PA_SetSpriteAnim(0, 11, 1);
	
	for(i = -31; i < 0 ; i++){
		PA_SetBrightness(0, i); 
		PA_SetBrightness(1, i); 
		PA_WaitForVBL();		   
	}  	
	PA_16cText(0, 6, 85, 80, 95, "NAMEXXXXXX", 1, 1, 100);
	PA_16cText(0, 88, 85, 127, 95, "[12k*]", 1, 1, 100);
	PA_16cText(0, 128, 85, 136, 95, "X", 1, 1, 100);
	
	PA_16cText(0, 6, 95, 80, 115, "NAMEXXXXXX", 1, 1, 100);
	PA_16cText(0, 88, 95, 127, 115, "[12k*]", 1, 1, 100);
	PA_16cText(0, 128, 95, 136, 115, "X", 1, 1, 100);	 
}
Пример #2
0
// Fonction d'affichage du splashscreen
void splash() {
		int i;                       //  Timer
		//splash 1 : palib,devkitpro,"plus ou moins ds"
		PA_LoadBackground(1, 1, &splashtop);	
		PA_LoadBackground(0, 1, &splashbottom);	
		fonduentree();
		for (i = 0; i < 60*3; i++)
		{
			if(Pad.Newpress.A || Stylus.Newpress) break;	
			PA_WaitForVBL();
		}   
		fondusortie();
		PA_ResetBgSys();
		PA_ResetSpriteSys();
}
Пример #3
0
void PA_Init2D(void){
	// Turn on the screens and 2D cores and switch to mode 0
	powerON(POWER_ALL);
	//  POWER_CR = POWER_ALL_2D;

	REG_POWERCNT &= ~SWITCH_SCREENS; // on s'assure que l'écran est bien
/*
	VRAM_A_CR=VRAM_ENABLE|VRAM_A_MAIN_BG;
	VRAM_B_CR=VRAM_ENABLE|VRAM_B_MAIN_SPRITE;
	VRAM_C_CR=VRAM_ENABLE|VRAM_C_SUB_BG;
	VRAM_D_CR=VRAM_ENABLE|VRAM_D_SUB_SPRITE; */
    videoSetMode(  MODE_0_2D |
                   DISPLAY_SPR_ACTIVE |    //turn on sprites
                   DISPLAY_SPR_1D |        //this is used when in tile mode
				   DISPLAY_SPR_1D_SIZE_128|
                   DISPLAY_SPR_1D_BMP      //and this in bitmap mode
                    );
	videoSetModeSub(  MODE_0_2D |
                   DISPLAY_SPR_ACTIVE |    //turn on sprites
                   DISPLAY_SPR_1D |        //this is used when in tile mode
				   DISPLAY_SPR_1D_SIZE_128|
                   DISPLAY_SPR_1D_BMP      //and this in bitmap mode
                    );

//	DISPLAY_CR = MODE_0_2D | DISPLAY_SPR_1D_LAYOUT | DISPLAY_SPR_ACTIVE|DISPLAY_SPR_1D_SIZE_128|DISPLAY_SPR_1D_BMP;
//	SUB_DISPLAY_CR = MODE_0_2D | DISPLAY_SPR_1D_LAYOUT | DISPLAY_SPR_ACTIVE|DISPLAY_SPR_1D_SIZE_128|DISPLAY_SPR_1D_BMP;


	vramSetMainBanks(VRAM_A_MAIN_SPRITE,VRAM_B_MAIN_BG_0x06000000,VRAM_C_SUB_BG,VRAM_D_SUB_SPRITE);

	// Sprite inits...
	PA_ResetSpriteSys(); // Init's the sprite system
	PA_InitSpriteExtPal(); // Init's sprite extended palettes

	PA_ResetBgSys();
	PA_InitBgExtPal(); // Init's bg extended palettes


	// VBL Inits
	SpriteVBL = PA_UpdateSpriteVBL;

}
Пример #4
0
//------------------------------------------------------------
//------------------------------------------------------------
void resetAllGraphics()
{
	// reset everything
	Sprite::freeAllSprites();
	PA_ResetSpriteSys();
#ifndef DEBUG
	PA_ResetBgSys();

	// attempting to clear VRAM
	memset(VRAM_A, 0, 0x20000);
	memset(VRAM_B, 0, 0x40000);
	memset(VRAM_C, 0, 0x60000);
	memset(VRAM_D, 0, 0x80000);
	memset(VRAM_E, 0, 0x90000);
	memset(VRAM_F, 0, 0x94000);
	memset(VRAM_G, 0, 0x98000);
	memset(VRAM_H, 0, 0xA0000);
	memset(VRAM_I, 0, 0x98000);
#endif
}
Пример #5
0
void LAN() {
	PA_ResetBgSys();
	PA_ResetSpriteSys();
	PA_InitText(MAIN_SCREEN, 0);
	PA_SetTextCol(MAIN_SCREEN, 31, 31, 31);

	if(!IPC_Init()) {
		PA_OutputText(MAIN_SCREEN, 0, 0, "IPC INIT FAILED");
		while(true) {}
	}
	IPC_SetChannelCallback(0, &LWIFI_IPC_Callback);
	PA_VBLFunctionInit(customVBL);
	// inits/preps DS <-> DS

	PA_OutputText(MAIN_SCREEN, 1, 3, "Start Game = Start/nJoin Game = Select");

	fadeIn();

	while(playernumber == -1) {
		if(!lobbyinited) {
			LOBBY_Init();
			LOBBY_SetStreamHandler(0x0001, &receive);
			lobbyinited = true;
		} // inits liblobby
		else if(Pad.Newpress.Start) {
			playernumber = 0;
			LOBBY_SetOwnName("Host");
			LOBBY_CreateRoom(ROOM_NAME, MAX_PLAYERS, GAME_CODE, GAME_VER);
		} // creates a new game
		else if(Pad.Newpress.Select) {
			playernumber = 1;
			LOBBY_SetOwnName("Client");
			LOBBY_JoinRoom(LOBBY_GetRoomByGame(0, GAME_CODE));
		} // joins a created game
		PA_WaitForVBL();
	}
	
	int max = LOBBY_GetUsercountInRoom(LOBBY_GetRoomByUser(LOBBY_GetUserByID(USERID_MYSELF)));
	PA_OutputText(MAIN_SCREEN, 1, 3, "                                         ");
	PA_OutputText(MAIN_SCREEN, 1, 4, "                                         ");
	PA_OutputText(MAIN_SCREEN, 1, 3, "Waiting for connection");
	while(max < 2) {
		max = LOBBY_GetUsercountInRoom(LOBBY_GetRoomByUser(LOBBY_GetUserByID(USERID_MYSELF)));
		PA_OutputText(MAIN_SCREEN, 1, 4, "%d", max);
		PA_WaitForVBL();
	}
	
	players.push_back(new Kirby(512/2 -96 -32, 256/3 -32, 1, players, &display));
	Stage stage = setStage(FINALDESTINATION);
	PA_InitText(MAIN_SCREEN, 1); // inits text on the main screen (displays time)
	PA_SetTextCol(MAIN_SCREEN, 31, 31, 31); // text color = white

	PA_OutputText(MAIN_SCREEN, 1, 3, "                                         ");
	PA_OutputText(MAIN_SCREEN, 1, 4, "                                         ");

	while(true) {
		if(playernumber == 0) {
			players[0] -> act();
			dat[0] = (int)(players[0] -> x);
			dat[1] = (int)(players[0] -> y);
			dat[2] = PA_GetSpriteAnimFrame(MAIN_SCREEN, players[0] -> SPRITENUM);
			LOBBY_SendToUser(LOBBY_GetUserByID(0), 0x0001, (unsigned char *)dat, 10);
		}
		scrollScreen();
		PA_WaitForVBL();
	}
}
Пример #6
0
portTASK_FUNCTION(Unit_Task, pvParameters ) {
	body bd[MAX_BODY_LENGTH];
	int i;
	u8 x = 5;
	u8 y = 5;
	unit.x = 5;
	unit.y = 5;
	u8 pfx;
	u8 pfy;
	u8 pfDirection;
	u8 tempx;
	u8 tempy;
	u8 tempDirection;
	unit.direction = D_DOWN;
	portTickType xLastWakeTime = xTaskGetTickCount();
	PA_LoadSpritePal(DOWN_SCREEN, C_PAL, (void*) C_Pal);
	PA_LoadSpritePal(DOWN_SCREEN, BODY_PAL, (void*) man_Pal);
	PA_CreateSprite(DOWN_SCREEN, C, (void*) C_Sprite, OBJ_SIZE_32X32, TRUE,
			C_PAL,  map[unit.x][unit.y].x-8, map[unit.x][unit.y].y-16);

	while (1) {
		x = unit.x;
		y = unit.y;
		switch (unit.direction) {
		case D_UP:
			y--;
			break;
		case D_DOWN:
			y++;
			break;
		case D_LEFT:
			x--;
			break;
		case D_RIGHT:
			x++;
			break;
		default:
			break;
		}
		if ((map[x][y].state == MAP_STATE_NULL)
				|| (map[x][y].state == MAP_STATE_ITEM)) {
			pfx = unit.x;
			pfy = unit.y;
			pfDirection = unit.direction;
			if ((map[x][y].state == MAP_STATE_ITEM)) {
				if (length < MAX_BODY_LENGTH) // to max length
				{
					length++;
					fireCreate(map);
				}
				if (length == MAX_BODY_LENGTH)
				{
					dropshipCreate(map);
				}
				map[x][y].state = MAP_STATE_NULL;
				PA_StopSpriteAnim(DOWN_SCREEN,map[x][y].itemSpriteNum);
				PA_DeleteSprite(DOWN_SCREEN, map[x][y].itemSpriteNum);
				PA_CreateSprite(DOWN_SCREEN, BODY + (length-1), (void*) man_Sprite,
					OBJ_SIZE_16X32, TRUE, BODY_PAL, 0, 0);
			}
			unit.x = x;
			unit.y = y;
			PA_SetSpriteXY(DOWN_SCREEN, C, map[unit.x][unit.y].x - 8,
					map[unit.x][unit.y].y - 16);
			for (i = 0; i < length; i++) {
				tempx = bd[i].x;
				tempy = bd[i].y;
				tempDirection = bd[i].direction;
				map[tempx][tempy].state = MAP_STATE_NULL;
				bd[i].x = pfx;
				bd[i].y = pfy;
				map[pfx][pfy].state = MAP_STATE_C_BODY;
				bd[i].direction = pfDirection;
				pfx = tempx;
				pfy = tempy;
				pfDirection = tempDirection;
				PA_SetSpriteXY(DOWN_SCREEN, BODY + i, map[bd[i].x][bd[i].y].x,
						(map[bd[i].x][bd[i].y].y)-16);
				if(pfDirection!=bd[i].direction)
					PA_StartSpriteAnim(DOWN_SCREEN, BODY + i, bd[i].direction, bd[i].direction+2, 7);
			}
		}
		if((map[x][y].state == MAP_STATE_WALL) || map[x][y].state == MAP_STATE_C_BODY) //실패
		{
			AS_SoundQuickPlay(die);
			PA_ResetSpriteSys ();
			PA_ResetBgSysScreen (DOWN_SCREEN);
			PA_LoadBackground(DOWN_SCREEN, 3, &FAILSCREEN);
			vTaskSuspend(NULL);
		}
		if(map[x][y].state == MAP_STATE_EXIT)      //클리어
		{
			PA_ResetSpriteSys ();
			PA_ResetBgSysScreen (DOWN_SCREEN);
			PA_LoadBackground(DOWN_SCREEN, 3, &CLEARSCREEN);
			vTaskSuspend(NULL);
		}
		vTaskDelayUntil(&xLastWakeTime, MSEC2TICK(300-(length*10)) );
	}
}
Пример #7
0
int main(){
	// Initialisation de la PAlib de l'affichage et du son
	PA_Init();    // Initialisation de la PALib
	PA_InitVBL(); // Initialisation de l'affichage
	AS_Init(AS_MODE_16CH); //son	
	AS_SetDefaultSettings(AS_PCM_8BIT, 16384, 0); //son (type,rate)
	
	splash(); //Splashscreen
	
	// Initialisation du texte
	PA_LoadDefaultText(0, 0); //bas
	PA_LoadDefaultText(1, 0); //haut
	PA_SetTextTileCol(1, TEXT_BLACK); // texte en noir (haut)
	PA_SetTextTileCol(0, TEXT_BLACK); // texte en noir (bas)
	
	//Palettes des couleurs pour les sprites des boutons (une seule suffit) (numéro 1)
	PA_LoadSpritePal(0, 1, (void*)plus_Pal);
	
	PA_LoadBackground(1, 1, &titre); // background de l'écran du haut
	
	//Accueil
	AS_SoundDefaultPlay(pinball, pinball_size, 127, 64, true, 0); //musique de fond en boucle
	fonduentree(); //fondu d'entrée 
	if(PA_UserInfo.Language == 2) {
		PA_LoadBackground(0, 1, &jouer);
	}
	else {
		PA_LoadBackground(0, 1, &play);
	}
	PA_OutputText(1, 17, 8, "2.1"); //version
	PA_WaitFor(Pad.Newpress.Anykey || Stylus.Newpress);
	AS_SoundQuickPlay(clic);
	fondusortie();
	
	//Nouvelle partie : etiquette et reset
	debut:
	PA_ClearTextBg(0); //efface tout le texte
	PA_ResetSpriteSys(); //efface tout les sprites
	PA_OutputText(1,1,22,"                                  ");
		
	// Les variables
	u32 nmax = 0; //Nombre maximal
	u32 nmin = 0; //Nombre minimal
	u32 coup = 0; //Nombre de coups
	u32 nombre = 0; //Nombre (valeur de départ)
	u32 diff = 0;
	u32 temps = 0;
	
	//Sélection de la difficulté.
	fonduentree();
	PA_LoadBackground(0, 1, &niveau);
	while(1) {
		
		if(PA_UserInfo.Language == 2) {
			PA_OutputText(0,5,4,"Facile             (B)");
			PA_OutputText(0,5,5,"(entre 10 et 25)");
			PA_OutputText(0,5,11,"Normal             (Y)");
			PA_OutputText(0,5,12,"(entre 10 et 60)");
			PA_OutputText(0,5,18,"Difficile          (X)");
			PA_OutputText(0,5,19,"(entre 10 et 95)");
		}
		else {
			PA_OutputText(0,5,4,"Easy               (B)");
			PA_OutputText(0,5,5,"(between 10 and 25)");
			PA_OutputText(0,5,11,"Normal             (Y)");
			PA_OutputText(0,5,12,"(between 10 and 60)");
			PA_OutputText(0,5,18,"Hard               (X)");
			PA_OutputText(0,5,19,"(between 10 and 95)");
		}
		
		if((PA_StylusInZone(29, 21, 227, 57) && Stylus.Newpress) || Pad.Newpress.A) {
		nombre = 12;
		nmax = 25;
		nmin = 10;
		diff = 1;
		break;
		}
		
		if((PA_StylusInZone(29, 79, 227, 115) && Stylus.Newpress) || Pad.Newpress.A) {
		nombre = 35;
		nmax = 60;
		nmin = 10;
		diff = 2;
		break;
		}
		
		if((PA_StylusInZone(29, 135, 227, 170) && Stylus.Newpress) || Pad.Newpress.A) {
		nombre = 52;
		nmax = 95;
		nmin = 10;
		diff = 3;
		break;
		}
		
		PA_WaitForVBL();
	}
	
	u32 dsnum = PA_RandMinMax(nmin, nmax); //La valeur aléatoire entre 40 et 70
	
	PA_LoadBackground(0, 1, &jeu); //chargement du bg de jeu
	
	//Reset pour effacer l'écran de choix de la difficulté
	PA_ClearTextBg(0);
	
	//Bouton + - et +5 -5
	PA_CreateSprite(0, 0, (void*)plus_Sprite, OBJ_SIZE_32X32, 1, 1, 40, 33);
	PA_CreateSprite(0, 1, (void*)moins_Sprite, OBJ_SIZE_32X32, 1, 1, 40, 110);
	PA_CreateSprite(0, 2, (void*)okb_Sprite, OBJ_SIZE_32X32, 1, 1, 218, 157);
	PA_CreateSprite(0, 4, (void*)moins5_Sprite, OBJ_SIZE_32X32, 1, 1, 75, 110);
	PA_CreateSprite(0, 5, (void*)plus5_Sprite, OBJ_SIZE_32X32, 1, 1, 75, 33);	

	// Boucle principale
	PA_VBLCounterStart(0);
	while (1)
	{
	PA_OutputText(0,8,22,"%d", coup);
	//PA_OutputText(1,1,20,"La DS pense à : %d", dsnum);  // Débug
	//PA_OutputText(1,1,19,"Temps : %d", PA_VBLCounter[0]/60); // Débug
	if(PA_UserInfo.Language == 2) {
		if(diff == 1) {
			PA_OutputText(1,1,22,"Facile (entre %d et %d)",nmin, nmax);
		}
		if(diff == 2) {
			PA_OutputText(1,1,22,"Normal (entre %d et %d)",nmin, nmax);
		}
		if(diff == 3) {
			PA_OutputText(1,1,22,"Difficile (entre %d et %d)",nmin, nmax);
		}
	}
	else {
		if(diff == 1) {
			PA_OutputText(1,1,22,"Easy (between %d and %d)",nmin, nmax);
	}
	if(diff == 2) {
			PA_OutputText(1,1,22,"Normal (between %d and %d)",nmin, nmax);
	}
	if(diff == 3) {
			PA_OutputText(1,1,22,"Hard (between %d and %d)",nmin, nmax);
	}	
	}
	
	if(PA_UserInfo.Language == 2) {
		PA_OutputText(0,4,10,"Votre nombre:");
	}
	else {
		PA_OutputText(0,4,10,"Your number:");
	}
	PA_OutputText(0,4,12,"%d", nombre);
	if(PA_UserInfo.Language == 2) {
		PA_OutputText(0,1,22,"Coups:");
	}
	else {
		PA_OutputText(0,1,22,"Tries:");
	}
	
	if(Pad.Newpress.Up || (Stylus.Newpress && PA_SpriteTouched(0))) {
		nombre++;
		AS_SoundQuickPlay(clic);
	}
	if(Pad.Newpress.Down || (Stylus.Newpress && PA_SpriteTouched(1))) {
		nombre--;
		AS_SoundQuickPlay(clic);
	}	
	if(Pad.Newpress.Left || (Stylus.Newpress && PA_SpriteTouched(4))) {
		nombre = nombre - 5;
		AS_SoundQuickPlay(clic);
	}	
	if(Pad.Newpress.Right || (Stylus.Newpress && PA_SpriteTouched(5))) {
		nombre = nombre + 5;
		AS_SoundQuickPlay(clic);
	}
	if(nombre < nmin) {
		nombre = nmin;
	}		
	if(nombre > nmax) {
		nombre = nmax;
	}
	if((PA_SpriteTouched(2) && Stylus.Newpress) || Pad.Newpress.A) {
		coup++;
		AS_SoundQuickPlay(clic);
		if (dsnum > nombre)
		{
			PA_OutputText(0,25,11,"          ");
			PA_OutputText(0,25,11,"Plus !");
		}
		if (dsnum < nombre)
		{
			PA_OutputText(0,25,11,"          ");
			if(PA_UserInfo.Language == 2) {
				PA_OutputText(0,25,11,"Moins !");
			}
			else {
				PA_OutputText(0,25,11,"Minus !");
			}
		}
		if (dsnum == nombre)
		{
			temps = PA_VBLCounter[0]/60;
			PA_WaitFor(Stylus.Released || Pad.Released.A);
			PA_ResetSpriteSys();
			PA_LoadBackground(0, 1, &gagne);
			PA_ClearTextBg(0); //efface tout le texte
			AS_SoundQuickPlay(ok);
			//Smiley qui applaudit	
			PA_LoadSpritePal(0, 0, (void*)applaudissement_Pal); // la palette du smiley (num 0)
			PA_CreateSprite(0, 3,(void*)applaudissement_Sprite, OBJ_SIZE_32X32,1, 0, 180, 45);
			PA_StartSpriteAnimEx(0, 3, 0, 4, 12, ANIM_LOOP, 7);
			
			if(PA_UserInfo.Language == 2) {
				PA_OutputText(0,15,6,"Gagné !");
				PA_OutputText(0,6,8,"Vous avez trouvé %d", dsnum);
				PA_OutputText(0,6,9,"en %d secondes", temps);
				PA_OutputText(0,6,10,"et %d coups.", coup);
				PA_OutputText(0,6,16,"START ou touchez");
				PA_OutputText(0,6,17,"l'écran pour rejouer.");
			}
			else {
				PA_OutputText(0,15,6,"Win !");
				PA_OutputText(0,6,9,"You find %d", dsnum);
				PA_OutputText(0,6,10,"in %d seconds", temps);
				PA_OutputText(0,6,11,"and %d tests. ", coup);
				PA_OutputText(0,6,15,"START or touch");
				PA_OutputText(0,6,16,"the screen to replay.");
			}
			
			//Recommencer le jeu avec l'etiquette debut
			PA_WaitFor(Stylus.Newpress || Pad.Newpress.Start);
			AS_SoundQuickPlay(clic);
			goto debut;
		}
	}
	PA_WaitForVBL(); //Rafraichissement à ne pas bouger/enlever	
	}

return 0;
}
Пример #8
0
Board::Board(int m):root_story(-1, -1, 0)
{
#ifdef CKM_STORED
//  pIgs = NULL;
#endif

	
	
  size = 19;
 // UI = new FlBoard();
 // time_color = UI->black_time->text_background();
 //time_color2 = UI->black_time->text_color();
  //UI->b = this;
  set_size(size);
  cur_player = BLACK;
  for (int i=0; i<19; i++)
    for (int j=0; j<19; j++) {
      b[i][j] = EMPTY;
      root_story.b[i][j] = EMPTY;
    }
  s = &root_story;

  pos = 0;
  root_story.score[0] = score[0] = 0; 
  root_story.score[1] = score[1] = 0.5;
  mode = 0;
  set_mode(m);
//  owner = 0; //< pointer on the possibly associated IGS game
  memset(inib, EMPTY, 19*19);
  memset(dead, EMPTY, 19*19);
  memset(territory, EMPTY, 19*19);
    memset(b, EMPTY, 19*19);
 // memset(old_c, 0, sizeof(old_c)); //time color
  next = first;
  first = this;
  if (!stn) {
    stn = new Stone();
    stn->set_size(20);
  //  stn->init_image();
  }
 // UI->black_box->image(stn->img[0]);
 // UI->white_box->image(stn->img[1]);
 // UI->black_name->hide();
//  UI->white_name->hide();
//  UI->black_time->hide();
  //UI->white_time->hide();
 // UI->moves_browser->board = this;
 // UI->observer_browser->callback(observer_cb, this);
  //  UI->moves_browser->type(Fl_Browser::VERTICAL | Fl_Browser::MULTI_BROWSER);
  strcpy(blackname, "");
  strcpy(blackrank, "");
  strcpy(whitename, "");
  strcpy(whiterank, "");
  filename = 0;
  title = 0;
 
  
  PA_ResetBgSys();
  PA_ResetSpriteSys();
	PA_Init3D(); 
	PA_Reset3DSprites();
	
	PA_LoadTiledBg(0, 3, board19); 
	PA_LoadTiledBg(1, 1, bgscoreigs); 
	PA_Init16cBg(1, 0);
	PA_16cText(1, 120, 10, 255, 192, "chris28ttttt [17k]", 1, 2, 100);	
	//	PA_LoadSpritePal(0, 1, (void*)pass_Pal); 
		
	
 
 	
 	
		PA_3DProcess();  // Update sprites

		PA_WaitForVBL();
		
		if (!ptn) {
    ptn = new Pointer();
    
  }
  u16 gfx[6];
 gfx[PASSBUTTON] = PA_3DCreateTex((void*)pass_Texture, 64, 32, TEX_256COL);
    PA_3DCreateSpriteFromTex(PASSBUTTON, gfx[PASSBUTTON], 64, 32,  2, 33, 164);
    	PA_3DProcess();  // Update sprites
	PA_WaitForVBL();

      
//	while (COND_PLAY_MOVE) {
	while(!(mode&BOARD_OBSERVE)) {
		ptn->move();
		
		//add_move(ptn->xpointer, ptn->ypointer);
		
		 if (mode&BOARD_SCORING) {
  		  //  if (s->nbvariants) return 1;
    	  if (mode&BOARD_PLAYING) {
				if (!dead[ptn->xpointer][ptn->ypointer]) {
	 				char c = 'a'+ptn->xpointer;
	  				if (c>='i') c++;
	  				char s[10];
	 				// sprintf(s, "%c%d", c, this->size-my);
	 				//	 owner->igs->send(s);
				}
     	 }
     	 else {
			if (0)//(mk == 1) event button 
	 		 remove(ptn->xpointer,ptn->ypointer, cur_board->b[ptn->xpointer][ptn->ypointer], !dead[ptn->xpointer][ptn->ypointer]);
			else {
	 		 	if (b[ptn->xpointer][ptn->ypointer] == EMPTY)
	   		 	dead[ptn->xpointer][ptn->ypointer] = dead[ptn->xpointer][ptn->ypointer] == 2? 0:2;
			}
			//	cur_board->dead[mx][my] = !cur_board->dead[mx][my];
			//	refresh();
			//	redraw();
			update_territory();
     	 }
    	}
    
    else if (b[ptn->xpointer][ptn->ypointer] == EMPTY) {
      if (mode&BOARD_PLAYING) { //IGS
		char s[10];
		char c = 'a'+ptn->xpointer;
		if (c>='i') c++;
		//sprintf(s, "%c%d", c, this->size-my);
		//owner->igs->send(s);
      }
      else { // edit mode
      
		add_move(ptn->xpointer, ptn->ypointer);
	//	refresh();
		update_pos();
      }
    }
		// sprintf(debug,"player : %d",cur_player);
		// PA_16cText(1, 10, 30, 255, 192, debug, 1, 2, 100);	
	//	refresh();
	//	update_pos();
	}
		
 //	PA_CreateSprite(0, 1, (void*)pass_Sprite, OBJ_SIZE_64X32, 1, 1, 1, 60);  
}