//4 this dose the sprite? wwww
/* fill pattern offset with a distinctive pattern */
for (i=0;i < gvar.video.page[0].width;i++) {
- o = (i >> 2) + gvar.video.page[1].pattern_ofs;
+ o = (i >> 2) + (0x10000UL - (uint16_t)gvar.video.page[1].data);
vga_write_sequencer(0x02/*map mask*/,1 << (i&3));
for (j=0;j < VMEMHEIGHT;j++,o += gvar.video.page[0].stridew)
vga_state.vga_graphics_ram[o] = (i^j)&15; // VRL samples put all colors in first 15!
/* block copy pattern to where we will draw the sprite */
vga_setup_wm1_block_copy();
o2 = gvar.video.page[0].pagesize;
- o = gvar.video.page[1].pattern_ofs + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen
+ o = (0x10000UL - (uint16_t)gvar.video.page[1].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen
for (i=0;i < h;i++,o += gvar.video.page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);
/* must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally */
vga_restore_rm0wm0();
}
}
//uint16_t
- printf("%u %u\n", (gvar.video.page[1].data), 0x10000UL - gvar.video.page[0].pagesize);
+ printf("%u\n", (0x10000UL - (uint16_t)(gvar.video.page[1].data)));
VGAmodeX(0, 1, &gvar);
free(vrl_lineoffs);
buffer = NULL;