+ // scroll without iterating engine if player out of sight (mainly due to wrap-around)
+ // (this is needed to prevent broken tapes in case of viewport or tile size changes)
+ while (game_bd.game->out_of_window)
+ {
+ RedrawPlayfield_BD(TRUE);
+
+ BlitScreenToBitmap_BD(backbuffer);
+
+ BackToFront();
+
+ play_game_func(game_bd.game, action[0]);
+ }
+