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
// 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
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