-\r
- omemptr = vga_state.vga_graphics_ram; // save original mem ptr\r
- x=spri->x-4;\r
- y=spri->y;\r
-\r
- // Draw sprite\r
- j = get_vrl_by_id(spri->spritesheet, spri->curr_spri_id, spri->sprite_vrl_cont);\r
- if(j < 0)\r
- {\r
- Quit (gv, "Error retriving required sprite");\r
- }\r
-\r
- // render box bounds. y does not need modification, but x and width must be multiple of 4\r
- if (x >= overdraw) rx = (x - overdraw) & (~3);\r
- else rx = -(GVARVIDEO.page[0].dx);\r
- if (y >= overdraw) ry = (y - overdraw);\r
- else ry = -(GVARVIDEO.page[0].dy);\r
- h = spri->sprite_vrl_cont->vrl_header->height + overdraw + y - ry;\r
- w = (x + spri->sprite_vrl_cont->vrl_header->width + (overdraw*2) + 3 - rx) & (~3);//round up\r
- if ((rx+w) > GVARVIDEO.page[0].width) w = GVARVIDEO.page[0].width-rx;\r
- if ((ry+h) > GVARVIDEO.page[0].height) h = GVARVIDEO.page[0].height-ry;\r
-\r
- // block copy pattern to where we will draw the sprite\r
- vga_setup_wm1_block_copy();\r
- o2 = VMEMPAGESIZE2;\r
- o = (0x10000UL - (uint16_t)VMEMPAGEDATA2) + (ry * GVARVIDEO.page[0].stridew) + (rx >> 2); // source offscreen\r
- for (i=0;i < h;i++,o += GVARVIDEO.page[0].stridew,o2 += (w >> 2)) vga_wm1_mem_block_copy(o2,o,w >> 2);\r
-\r
- // must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally\r
- vga_restore_rm0wm0();\r
-\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 = (GVARVIDEO.page[0].width + 3 - x) >> 2;//round up\r
- vga_state.vga_draw_stride = w >> 2;\r
- vga_state.vga_graphics_ram = omemptr + VMEMPAGESIZE2;\r
-\r
- // then the sprite. note modding ram ptr means we just draw to (x&3,0)\r
- draw_vrl1_vgax_modex(\r
- x-rx,\r
- y-ry,\r
- spri->sprite_vrl_cont->vrl_header,\r
- spri->sprite_vrl_cont->line_offsets,\r
- spri->sprite_vrl_cont->buffer + sizeof(struct vrl1_vgax_header),\r
- spri->sprite_vrl_cont->data_size\r
- );\r
-\r
- // restore ptr\r
- vga_state.vga_graphics_ram = omemptr;\r
-\r
- // block copy to visible RAM from offscreen\r
- vga_setup_wm1_block_copy();\r
- o = VMEMPAGESIZE2; // source offscreen\r
- o2 = (ry * GVARVIDEO.page[0].stridew) + (rx >> 2); // dest visible (original stride)\r
- for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += GVARVIDEO.page[0].stridew) vga_wm1_mem_block_copy(o2,o,w >> 2);\r
- // must restore Write Mode 0/Read Mode 0 for this code to continue drawing normally\r
- vga_restore_rm0wm0();\r
-\r
- // restore 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
- switch(spri->delay){\r
- // Delay = 0 means that sprite should loop. Nothing to change here\r
- case 0:\r
- break;\r
-\r
- // Delay = 1 means that on next time unit sprite should be changed\r
- case 1:\r
- spri->curr_anim_spri++;\r
-\r
- // If we hit the end of an animation sequence, restart it\r
- if(!(spri->curr_spri_id = spri->curr_anim_list[spri->curr_anim_spri].sprite_id)){\r
- spri->curr_anim_spri = 0;\r
- spri->curr_spri_id = spri->curr_anim_list[spri->curr_anim_spri].sprite_id;\r
- }\r
- spri->delay = spri->curr_anim_list[spri->curr_anim_spri].delay;\r
-\r
- // Delay > 1 means that we should not change sprite yet. Decrease delay\r
- default:\r
- spri->delay--;\r
- break;\r
- }\r
-}\r
-*/\r
-//void animate_spri(struct sprite *spri, global_game_variables_t *gv)\r