sprite.cxͲsprite.cx@U0 R`TEXTCWIExͲro//Stuff to do with sprites #include void CalcSprPos (GsSPRITE* sprite, int cx, int cy); void CalcSprPos2 (GsCELL* cell, int cx, int cy); void ProperInitialiseTexture (long address, GsIMAGE* imageInfo); // the second argument is a global declared next to the #define for // the TIM file main memory address; // it allows endless sprites to be easily linked to it later on void ProperInitialiseTexture (long address, GsIMAGE* imageInfo) { RECT rect; // +4 because we need to skip head of TIM file GsGetTimInfo( (u_long *)(address+4), imageInfo); rect.x = imageInfo->px; rect.y = imageInfo->py; rect.w = imageInfo->pw; rect.h = imageInfo->ph; LoadImage( &rect, imageInfo->pixel); // if image needs a CLUT, load it up // (pmode: 8 or 9 ==> texture is 4-bit or 8-bit) if ( (imageInfo->pmode>>3)&0x01) { rect.x = imageInfo->cx; rect.y = imageInfo->cy; rect.w = imageInfo->cw; rect.h = imageInfo->ch; LoadImage( &rect, imageInfo->clut); } // wait for loading to finish DrawSync(0); } ZZRsprite.c Itemstsne patchesllderTEXTCWIExH Monaco9h9h 6 3ZZRs4&RMPSRMWBB*LR