X = GetStretchX(si);
Y = GetStretchY(si - FieldWidth);
dx = bl & 0x7;
+#if 1
+ StretchedSprites.BltImg(X, Y, aniSpace, 0);
+ StretchedSprites.BltImg(X, Y + TwoPixels * (dx + 1), aniZonk, dx);
+#else
StretchedSprites.BltEx(X, Y, 0);
StretchedSprites.BltEx(X, Y + TwoPixels * (dx + 1), fiZonk);
+#endif
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1;
if (bl == 0x16)
X = GetStretchX(si + 1);
Y = GetStretchY(si);
dx = (bl & 0x7) + 1;
+#if 1
+ StretchedSprites.BltImg(X, Y, aniSpace, 0);
+ StretchedSprites.BltImg(X - (TwoPixels * dx), Y, aniZonkRollLeft, dx - 1);
+#else
StretchedSprites.BltEx(X, Y, 0);
StretchedSprites.BltEx(X - (TwoPixels * dx), Y, aniFramesZonkRollLeft[dx - 1]);
+#endif
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1; // get and increment sequence#
if (bl == 0x24)
X = GetStretchX(si - 1);
Y = GetStretchY(si);
dx = (bl & 0x7) + 1;
+#if 1
+ StretchedSprites.BltImg(X, Y, aniSpace, 0);
+ StretchedSprites.BltImg(X + (TwoPixels * dx), Y, aniZonkRollRight, dx - 1);
+#else
StretchedSprites.BltEx(X, Y, 0);
StretchedSprites.BltEx(X + (TwoPixels * dx), Y, aniFramesZonkRollRight[dx - 1]);
+#endif
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1;
if (bl == 0x34)
X = GetStretchX(si);
Y = GetStretchY(si);
dx = (bl & 0xF) + 1;
+#if 1
+ StretchedSprites.BltImg(X, Y, aniSpace, 0);
+ StretchedSprites.BltImg(X - (TwoPixels * dx), Y, aniZonkRollLeft, dx - 1);
+#else
StretchedSprites.BltEx(X, Y, 0);
StretchedSprites.BltEx(X - (TwoPixels * dx), Y, aniFramesZonkRollLeft[dx - 1]);
+#endif
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1; // retrieve and increment sequence#
if (bl < 0x52)
X = GetStretchX(si);
Y = GetStretchY(si);
dx = (bl & 0x7) + 1;
+#if 1
+ StretchedSprites.BltImg(X, Y, aniSpace, 0);
+ StretchedSprites.BltImg(X + (TwoPixels * dx), Y, aniZonkRollRight, dx - 1);
+#else
StretchedSprites.BltEx(X, Y, 0);
StretchedSprites.BltEx(X + (TwoPixels * dx), Y, aniFramesZonkRollRight[dx - 1]);
+#endif
// +++++++++++++++++++++++++++++++++++++++++++++++++++++
bl = HighByte(PlayField16[si]) + 1;
if (bl < 0x62)