+ int i, sx, sy;
+
+#if 1
+
+ int screen_x_min = TILEX;
+ int screen_y_min = TILEY;
+ int screen_x_max = (lev.width - (SCR_FIELDX - 1)) * TILEX;
+ int screen_y_max = (lev.height - (SCR_FIELDY - 1)) * TILEY;
+ int offset = (setup.scroll_delay ? 3 : 0) * TILEX;
+ int stepsize = TILEX / 8;
+ int nr = 0; /* !!! FIX THIS (CENTERED TO PLAYER 1) !!! */
+
+ sx = (frame * ply[nr].oldx + (8 - frame) * ply[nr].x) * stepsize
+ - ((SCR_FIELDX - 1) * TILEX) / 2;
+ sy = (frame * ply[nr].oldy + (8 - frame) * ply[nr].y) * stepsize
+ - ((SCR_FIELDY - 1) * TILEY) / 2;
+
+ /* calculate new screen scrolling position, with regard to scroll delay */
+ screen_x = (sx < screen_x - offset ? sx + offset :
+ sx > screen_x + offset ? sx - offset : screen_x);
+ screen_y = (sy < screen_y - offset ? sy + offset :
+ sy > screen_y + offset ? sy - offset : screen_y);
+
+ /* check minimal and maximal boundaries for screen scrolling position */
+ screen_x = (screen_x < screen_x_min ? screen_x_min :
+ screen_x > screen_x_max ? screen_x_max : screen_x);
+ screen_y = (screen_y < screen_y_min ? screen_y_min :
+ screen_y > screen_y_max ? screen_y_max : screen_y);
+
+#else