- and r5, r9, #3\r
- add r5, r5, #1 @ r5=delta\r
- tst r9, #0x10000\r
- rsbne r5, r5, #0 @ Flip X\r
- mov r5, r5, lsl #4\r
+ mov r9, r9, lsl #16\r
+ mov r3, r9, lsr #31 @ priority\r
+ mov r9, r9, lsr #16\r
+ orr r9, r9, r8, lsl #31 @ r9=code|sh[31]\r
+ and r4, r9, #0x6000\r
+ orr r9, r9, r4, lsl #16\r
+ orr r9, r9, #0x10000000 @ r9=scc1 ???? ... <code> (s=shadow/hilight, cc=pal)\r
+ cmp r12,r9, lsr #28 @ sh/hi with pal3?\r
+ cmpne r3, #1 @ if not, is hi prio\r
+ bne DrawSpriteSHi @ non-operator low sprite, already drawn\r
+\r
+ ldr r3, [r0] @ sprite[0]\r
+ ldr r7, =DrawScanline\r
+ mov r6, r3, lsr #28\r
+ sub r6, r6, #1 @ r6=width-1 (inc later)\r
+ mov r5, r3, lsr #24\r
+ and r5, r5, #7 @ r5=height\r