#include "global.h"
-Bitmap *sp_objects;
-
Bitmap *screenBitmap;
struct EngineSnapshotInfo_SP engine_snapshot_sp;
Stage.ScrollTowards = &DDScrollBuffer_ScrollTowards;
Stage.SoftScrollTo = &DDScrollBuffer_SoftScrollTo;
- StretchedSprites.BltEx = &DDSpriteBuffer_BltEx;
+ // StretchedSprites.BltEx = &DDSpriteBuffer_BltEx;
StretchedSprites.BltImg = &DDSpriteBuffer_BltImg;
}
Form_Load();
- SetBitmaps_SP(&sp_objects);
-
-#if 0
- /* too small for oversized levels, but too big for graphics performance */
- /* (the whole playfield is drawn/updated, not only visible/scrolled area) */
- /* !!! FIX THIS !!! */
- screenBitmap = CreateBitmap(60 * TILEX, 24 * TILEY,
- DEFAULT_DEPTH);
-#else
screenBitmap = CreateBitmap(MAX_BUF_XSIZE * TILEX, MAX_BUF_YSIZE * TILEY,
DEFAULT_DEPTH);
-#endif
- DDSpriteBuffer_CreateFromFile("[NONE]", 16, 16);
+ DDSpriteBuffer_Init();
}
void sp_close_all()
/* Supaplex game engine snapshot handling functions */
/* ------------------------------------------------------------------------- */
-static ListNode *engine_snapshot_list_sp = NULL;
-
void SaveEngineSnapshotValues_SP()
{
int i;