\r
/* block copy pattern to where we will draw the sprite */\r
vga_setup_wm1_block_copy();\r
- o2 = gvar.video.page[0].pagesize;\r
- o = (0x10000UL - (uint16_t)gvar.video.page[1].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen\r
+ o2 = gvar.video.page[0].pagesize+gvar.video.page[1].pagesize;\r
+ o = ((uint16_t)gvar.video.page[2].data) + (ry * gvar.video.page[0].stridew) + (rx >> 2); // source offscreen 0x10000UL -\r
for (i=0;i < h;i++,o += gvar.video.page[0].stridew,o2 += (w >> 2)) 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
/* 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 = (gvar.video.page[0].width + 3/*round up*/ - x) >> 2;\r
vga_state.vga_draw_stride = w >> 2;\r
- vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize;\r
+ vga_state.vga_graphics_ram = omemptr + gvar.video.page[0].pagesize + gvar.video.page[1].pagesize;\r
\r
/* then the sprite. note modding ram ptr means we just draw to (x&3,0) */\r
draw_vrl1_vgax_modex(x-rx,y-ry,vrl_header,vrl_lineoffs,buffer+sizeof(*vrl_header),bufsz-sizeof(*vrl_header));\r
\r
/* block copy to visible RAM from offscreen */\r
vga_setup_wm1_block_copy();\r
- o = gvar.video.page[0].pagesize; // source offscreen\r
+ o = gvar.video.page[0].pagesize+gvar.video.page[1].pagesize; // source offscreen\r
o2 = (ry * gvar.video.page[0].stridew) + (rx >> 2); // dest visible (original stride)\r
for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += gvar.video.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
{\r
#define INC_PER_FRAME if(enti->q&1) enti->persist_aniframe++; if(enti->persist_aniframe>4) enti->persist_aniframe = 1;\r
\r
-#define GVARVIDEO video\r
-#define VMEMPAGESIZE2 GVARVIDEO->page[0].pagesize+GVARVIDEO->page[1].pagesize\r
-#define VMEMPAGEDATA2 GVARVIDEO->page[2].data\r
unsigned int i,o,o2; int j;\r
int x,y,rx,ry,w,h;\r
\r
}\r
\r
// render box bounds. y does not need modification, but x and width must be multiple of 4\r
- if(!GVARVIDEO->rss){\r
+ if(!video->rss){\r
if (x >= enti->overdraww) rx = (x - enti->overdraww) & (~3);\r
- else rx = -(GVARVIDEO->page[0].dx);\r
+ else rx = -(video->page[0].dx);\r
if (y >= enti->overdrawh) ry = (y - enti->overdrawh);\r
- else ry = -(GVARVIDEO->page[0].dy);\r
+ else ry = -(video->page[0].dy);\r
h = enti->spri->sprite_vrl_cont->vrl_header->height + enti->overdrawh + y - ry;\r
w = (x + enti->spri->sprite_vrl_cont->vrl_header->width + (enti->overdraww*2) + 3 - rx) & (~3) - enti->overdraww;//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
+ if ((rx+w) > video->page[0].width) w = video->page[0].width-rx;\r
+ if ((ry+h) > video->page[0].height) h = video->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
+ o = ((uint16_t)VMEMPAGEDATA2) + (ry * video->page[0].stridew) + (rx >> 2); // source offscreen 0x10000UL -\r
+ for (i=0;i < h;i++,o += video->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
vga_state.vga_draw_stride = w >> 2;\r
vga_state.vga_graphics_ram = omemptr + VMEMPAGESIZE2;\r
}else{ rx=ry=w=h=0; vga_state.vga_graphics_ram = (VGA_RAM_PTR)video->page[0].data; }\r
- vga_state.vga_draw_stride_limit = (GVARVIDEO->page[0].width + 3 - x) >> 2;//round up\r
+ vga_state.vga_draw_stride_limit = (video->page[0].width + 3 - x) >> 2;//round up\r
\r
// then the sprite. note modding ram ptr means we just draw to (x&3,0)\r
#ifndef SPRITE\r
- modexClearRegion(&GVARVIDEO->page[0], x, y, 16, 32, 1);\r
+ modexClearRegion(&video->page[0], x, y, 16, 32, 1);\r
#else\r
draw_vrl1_vgax_modex(\r
x-rx,\r
enti->spri->sprite_vrl_cont->data_size\r
);\r
#endif\r
- if(!GVARVIDEO->rss){\r
+ if(!video->rss){\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
+ o2 = (ry * video->page[0].stridew) + (rx >> 2); // dest visible (original stride)\r
+ for (i=0;i < h;i++,o += vga_state.vga_draw_stride,o2 += video->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
+ vga_state.vga_draw_stride_limit = vga_state.vga_draw_stride = video->page[0].stridew;\r
\r
vga_state.vga_graphics_ram = video->omemptr;\r
}\r
+\r
+\r
+\r
+\r