///////////////////////////////////////////////////////////////////////////////
// GPU internal sprite drawing functions
///////////////////////////////////////////////////////////////////////////////
// GPU internal sprite drawing functions
((u0 | v0) & 15) || !(gpu_unai.TextureWindow[2] & gpu_unai.TextureWindow[3] & 8)) {
// send corner cases to general handler
packet.U4[3] = u32_to_le32(0x00100010);
((u0 | v0) & 15) || !(gpu_unai.TextureWindow[2] & gpu_unai.TextureWindow[3] & 8)) {
// send corner cases to general handler
packet.U4[3] = u32_to_le32(0x00100010);
draw_spr16_full(&gpu_unai.vram[FRAME_OFFSET(x0, y0)], &gpu_unai.TBA[FRAME_OFFSET(u0/4, v0)], gpu_unai.CBA, h);
}
#endif // __arm__
draw_spr16_full(&gpu_unai.vram[FRAME_OFFSET(x0, y0)], &gpu_unai.TBA[FRAME_OFFSET(u0/4, v0)], gpu_unai.CBA, h);
}
#endif // __arm__
const u16 Data = GPU_RGB16(le32_to_u32(packet.U4[0]));
le16_t *Pixel = &gpu_unai.vram[FRAME_OFFSET(x0, y0)];
const u16 Data = GPU_RGB16(le32_to_u32(packet.U4[0]));
le16_t *Pixel = &gpu_unai.vram[FRAME_OFFSET(x0, y0)];