thanx. it worked!
sprite glitch disappeared.
but now the problem with the background.
I initialize the sprites in the following way
Code: Select all
for(i=1; i<8; i++)
{
SPR_setVRAMTileIndex (&sprites[i],30000+i);
coord[i].dy=random()%3+1;
coord[i].x=i*50-48;
coord[i].y=10;
SPR_initSprite(&sprites[i], &spider1, coord[i].x, coord[i].y, TILE_ATTR(PAL1, TRUE, FALSE, FALSE));
}
And background:
Code: Select all
VDP_setPalette(PAL0, rebrol.palette->data);
ind = TILE_USERINDEX;
VDP_clearPlan (VDP_PLAN_A,1);
VDP_clearPlan (VDP_PLAN_B,1);
Map *map1;
Map *map2;
u16 ind1= ind ;
VDP_loadTileSet(rebrol.tileset, ind, TRUE);
map1 = unpackMap(rebrol.map, NULL);
ind += rebrol.tileset->numTile;
u16 ind2 = ind ;
VDP_loadTileSet(rebror.tileset, ind, TRUE);
map2 = unpackMap(rebror.map, NULL);
ind += rebror.tileset->numTile;
VDP_setMap(VDP_PLAN_B, map1, TILE_ATTR_FULL(PAL0, FALSE, FALSE, FALSE, ind1), 14,0 );
VDP_setMap(VDP_PLAN_B, map1, TILE_ATTR_FULL(PAL0, FALSE, FALSE, FALSE, ind1), 33,0 );
VDP_setMap(VDP_PLAN_A, map2, TILE_ATTR_FULL(PAL0, FALSE, FALSE, FALSE, ind2), 0,0 );
VDP_setMap(VDP_PLAN_A, map1, TILE_ATTR_FULL(PAL0, FALSE, FALSE, FALSE, ind1), 28,0 );