spr_oam(oam, sidx++, SPRID_UISLASH, 216, 144, SPR_VRECT | SPR_256COL);
dynspr_base = sidx;
- wait_vblank();
- dma_copy32(3, (void*)OAM_ADDR, oam, sidx * 2, 0);
-
num_enemies = total_enemies = 0;
energy = 5;
vblcount++;
- if(!nframes) return;
-
/* TODO: pre-arrange sprite tiles in gba-native format, so that I can just
* DMA them from cartridge easily
*/