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
// Events go here\r
\r
\r
- //omemptr = vga_state.vga_graphics_ram; // save original mem ptr\r
omemptr = (VGA_RAM_PTR)video->page[0].data;//vga_state.vga_graphics_ram; // save original mem ptr\r
x=spri->x;\r
y=spri->y;\r
);\r
#endif\r
// restore ptr\r
- //vga_state.vga_graphics_ram = video->omemptr;\r
vga_state.vga_graphics_ram = omemptr;\r
\r
// block copy to visible RAM from offscreen\r
vga_restore_rm0wm0();\r
\r
// restore stride\r
- //vga_state.vga_draw_stride_limit= video->vga_draw_stride_limit; vga_state.vga_draw_stride= video->vga_draw_stride;\r
vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = GVARVIDEO->page[0].stridew;\r
\r
// Depending on delay, update indices\r
spri->delay--;\r
break;\r
}\r
+ vga_state.vga_graphics_ram = video->omemptr;\r
}\r