+ sceGuClutLoad((256/8), localPal); // upload 32*8 entries (256)
+ }
+
+ // setup CLUT texture
+
+// sceGuClutMode(GU_PSM_5650,0,0xff,0);
+// sceGuClutLoad((256/8), localPal); // upload 32*8 entries (256)
+// sceGuTexMode(GU_PSM_T8,0,0,0); // 8-bit image
+// sceGuTexImage(0,512,1/*512*/,512,VRAM_STUFF);
+// sceGuTexFunc(GU_TFX_REPLACE,GU_TCC_RGB);
+// sceGuTexFilter(GU_LINEAR,GU_LINEAR);
+// sceGuTexScale(1.0f,1.0f);
+// sceGuTexOffset(0.0f,0.0f);
+// sceGuAmbientColor(0xffffffff);
+
+ // render sprite
+
+// sceGuColor(0xffffffff);
+ vertices = (struct Vertex*)sceGuGetMemory(2 * sizeof(struct Vertex));
+ vertices[0].u = 0; vertices[0].v = 0;
+ vertices[0].x = 0; vertices[0].y = num; vertices[0].z = 0;
+ vertices[1].u = 320; vertices[1].v = 512;
+ vertices[1].x = 320; vertices[1].y = num+1; vertices[1].z = 0;
+ //sceGuDrawArray(GU_SPRITES,GU_TEXTURE_16BIT|GU_VERTEX_16BIT|GU_TRANSFORM_2D,2,0,vertices);
+
+ sceGuFinish();
+#endif