+#endif
+
+void setup_sprite_untextured_simple(psx_gpu_struct *psx_gpu, s32 x, s32 y,
+ s32 u, s32 v, s32 width, s32 height, u32 color)
+{
+ u32 r = color & 0xFF;
+ u32 g = (color >> 8) & 0xFF;
+ u32 b = (color >> 16) & 0xFF;
+ u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
+ psx_gpu->mask_msb;
+ u32 color_32bpp = color_16bpp | (color_16bpp << 16);
+
+ u16 *vram_ptr16 = psx_gpu->vram_out_ptr + x + (y * 1024);
+ u32 *vram_ptr;
+
+ u32 num_width;
+
+ if(psx_gpu->num_blocks > MAX_BLOCKS)
+ {
+ flush_render_block_buffer(psx_gpu);
+ }
+
+ while(height)
+ {
+ num_width = width;
+
+ vram_ptr = (void *)vram_ptr16;
+ if((long)vram_ptr16 & 2)
+ {
+ *vram_ptr16 = color_32bpp;
+ vram_ptr = (void *)(vram_ptr16 + 1);
+ num_width--;
+ }
+
+ while(num_width >= 4 * 2)
+ {
+ vram_ptr[0] = color_32bpp;
+ vram_ptr[1] = color_32bpp;
+ vram_ptr[2] = color_32bpp;
+ vram_ptr[3] = color_32bpp;
+
+ vram_ptr += 4;
+ num_width -= 4 * 2;
+ }
+
+ while(num_width >= 2)
+ {
+ *vram_ptr++ = color_32bpp;
+ num_width -= 2;
+ }
+
+ if(num_width > 0)
+ {
+ *(u16 *)vram_ptr = color_32bpp;
+ }
+
+ vram_ptr16 += 1024;
+ height--;
+ }
+}