My resource file has this
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SPRITE maleplayer_sprite "sprite/mainpltown.png" 2 2 -1 10
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#ifndef _RES_SPRITE_H_
#define _RES_SPRITE_H_
extern const SpriteDefinition maleplayer_sprite;
#endif // _RES_SPRITE_H_
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#include <genesis.h>
#include "sprite.h"
#define ANIM_STAND 0
#define ANIM_WALKDOWN 1
#define MIN_POSX FIX32(10)
#define MAX_POSX FIX32(400)
#define MAX_POSY FIX32(156)
// sprites structure (pointer of Sprite)
Sprite* sprites[3];
fix32 posx;
fix32 posy;
fix32 movx;
fix32 movy = 1;
s16 xorder;
s16 yorder;
int main()
{
VDP_drawText("Orlan Rod checking in!", 10, 13);
u16 palette[64];
// disable interrupt when accessing VDP
SYS_disableInts();
// initialization
VDP_setScreenWidth320();
// init sprites engine
SPR_init(0, 256, 256);
// VDP process done, we can re enable interrupts
SYS_enableInts();
posx = FIX32(48);
posy = MAX_POSY;
movx = FIX32(0);
movy = FIX32(0);
xorder = 0;
yorder = 0;
// init player sprite
sprites[0] = SPR_addSprite(&maleplayer_sprite, fix32ToInt(posx), fix32ToInt(posy), TILE_ATTR(PAL1, TRUE, FALSE, FALSE));
SPR_update();
// prepare palettes
memcpy(&palette[0], maleplayer_sprite.palette->data, 16 * 2);
//memcpy(&palette[16], bga_image.palette->data, 16 * 2);
while(1)
{
//read input
//move sprite
//update score
//draw current screen (logo, start screen, settings, game, gameover, credits...)
//wait for screen refresh
// update sprites
SPR_update();
VDP_waitVSync();
}
return (0);
}