spri->curr_anim_list = anim_list;\r
}\r
\r
-\r
int set_anim_by_id(struct sprite *spri, int anim_id)\r
{\r
int new_anim_index = 0;\r
spri->delay--;\r
break;\r
}\r
+ vga_state.vga_graphics_ram = video->omemptr;\r
}\r
\r
\r
#define VMEMPAGEDATA2 GVARVIDEO->page[2].data\r
unsigned int i,o,o2; int j;\r
int x,y,rx,ry,w,h;\r
- int overdraw = 0;//16; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.\r
+ int overdraw = 4;//16; // how many pixels to "overdraw" so that moving sprites with edge pixels don't leave streaks.\r
// if the sprite's edge pixels are clear anyway, you can set this to 0.\r
VGA_RAM_PTR omemptr;\r
\r
spri->delay--;\r
break;\r
}\r
+ vga_state.vga_graphics_ram = video->omemptr;\r
}\r