if (x > max)
max = x;
}
- min = coord_hw_to_window_x (min >> sprite_buffer_res) + (DIW_DDF_OFFSET << lores_shift);
- max = coord_hw_to_window_x (max >> sprite_buffer_res) + (DIW_DDF_OFFSET << lores_shift);
-
+#if 0
+ min = coord_hw_to_window_x(min >> sprite_buffer_res) + (DIW_DDF_OFFSET << lores_shift);
if (min < playfield_start)
playfield_start = min;
if (playfield_start < visible_left_border)
playfield_start = visible_left_border;
+#endif
+ max = coord_hw_to_window_x(max >> sprite_buffer_res) + (DIW_DDF_OFFSET << lores_shift);
if (max > playfield_end)
playfield_end = max;
if (playfield_end > visible_right_border)