RestorePlayfield();
UpdatePlayfield(force_redraw);
-
- BlitScreenToBitmap_SP(backbuffer);
}
void UpdateGameDoorValues_SP()
byte single_player_action = action[0];
int x, y;
- UpdateEngineValues(mScrollX / TILEX, mScrollY / TILEY);
+ UpdateEngineValues(mScrollX / TILEX, mScrollY / TILEY,
+ MurphyScreenXPos / TILEX, MurphyScreenYPos / TILEY);
subMainGameLoop_Main(single_player_action, warp_mode);