// 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 = (video->page[0].width + 3 - spri->x) >> 2;\r
\r
+#ifndef SPRITE\r
+ modexClearRegion(&video->page[0], spri->x, spri->y, 16, 32, 1);\r
+#else\r
draw_vrl1_vgax_modex(\r
spri->x,//-video->page[0].dx,\r
spri->y,//-video->page[0].dy,\r
spri->sprite_vrl_cont->buffer + sizeof(struct vrl1_vgax_header),\r
spri->sprite_vrl_cont->data_size\r
);\r
+#endif\r
\r
// restore stride\r
vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = video->page[0].stridew;\r