// 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
word dire=10; //direction\r
sword qq; //scroll offset\r
word ls = player[pn].enti.persist_aniframe;\r
-#ifdef SPRITE\r
+#ifndef SPRITO\r
int i=0;\r
#endif\r
switch(scrollswitch)\r
//#define FRAME2 modexClearRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, 32, 1+dire);\r
//#define FRAME3 modexClearRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, 32, dire);\r
//#define FRAME4 modexClearRegion(pip[/*!*/(pip->video->p)].page, x, y, 24, 32, 1+dire);\r
-#ifdef SPRITE\r
-//#define DRAWFRAME if (i == -1) return; oldanimate_spri(player[pn].ent->spri, pip->video)\r
-#define DRAWFRAME if (i == -1) return; animate_spri(player[pn].ent->spri, pip->video)\r
+#ifndef SPRITO\r
+#define DRAWFRAME if (i == -1) return; oldanimate_spri(player[pn].ent->spri, pip->video)\r
+//#define DRAWFRAME if (i == -1) return; animate_spri(player[pn].ent->spri, pip->video)\r
#define NFRAME1 i = set_anim_by_id(player[pn].ent->spri, 2+dire); DRAWFRAME;\r
#define NFRAME2 i = set_anim_by_id(player[pn].ent->spri, 1+dire); DRAWFRAME;\r
#define NFRAME3 i = set_anim_by_id(player[pn].ent->spri, dire); DRAWFRAME;\r
#include <hw/vga/vrl.h>\r
\r
//#define SPRITE\r
+#define SPRITO\r
//#define TILERENDER\r
\r
//extern void modexDrawSpriteRegion(page_t *page, int x, int y, int rx, int ry, int rw, int rh, bitmap_t *bmp);\r