boolean anim=1,noanim=0,zerostoppause=1;\r
\r
bakapee1=malloc(64);\r
- bakapee2=malloc(1024);\r
+ bakapee2=malloc(64);\r
\r
if (argc < 2) {\r
//fprintf(stderr,"drawvrl <VRL file> <palette file>\n palette file optional\n");\r
\r
/* block copy pattern to where we will draw the sprite */\r
vga_setup_wm1_block_copy();\r
- o2 = gvar.video.page[0].pagesize;\r
- o = (0x10000UL - (uint16_t)gvar.video.page[1].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen\r
+ o2 = gvar.video.page[0].pagesize+gvar.video.page[1].pagesize;\r
+ o = ((uint16_t)gvar.video.page[2].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen 0x10000UL -\r
for (i=0;i < h;i++,o += gvar.video.page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);\r
/* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r
vga_restore_rm0wm0();\r
/* replace VGA stride with our own and mem ptr. then sprite rendering at this stage is just (0,0) */\r
vga_state.vga_draw_stride_limit = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2;\r
vga_state.vga_draw_stride = w >> 2;\r
- vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize;\r
+ vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize + gvar.video.page[1].pagesize;\r
\r
/* then the sprite. note modding ram ptr means we just draw to (x&3,0) */\r
draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
\r
/* block copy to visible RAM from offscreen */\r
vga_setup_wm1_block_copy();\r
- o = gvar.video.page[0].pagesize; // source offscreen\r
+ o = gvar.video.page[0].pagesize+gvar.video.page[1].pagesize; // source offscreen\r
o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride)\r
for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += gvar.video.page[0].stridew) vga_wm1_mem_block_copy(o2,o,w >> 2);\r
/* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */\r