* added SPR_defragVRAM() function
@@ -172,7 +172,7 @@ typedef struct
u16 numSprite;
VDPSpriteInf **vdpSpritesInf;
Collision *collision;
- TileSet *tileset;
+ TileSet *tileset; // TODO: have a tileset per VDP sprite (when rescomp will be optimized for better LZ4W compression)
s16 w;
s16 h;
u16 timer;
@@ -420,9 +420,14 @@ Sprite* SPR_addSprite(const SpriteDefinition *spriteDef, s16 x, s16 y, u16 attri
void SPR_releaseSprite(Sprite* sprite);
/**
* \brief
- * Returns the number of active sprite (number of sprite added with SPR_addSprite(..) method).
+ * Returns the number of active sprite (number of sprite added with SPR_addSprite(..) or SPR_addSpriteEx(..) methods).
*/
u16 SPR_getNumActiveSprite();
+/**
+ * \brief
+ * Defragment allocated VRAM for sprites, that can help when sprite allocation fail (SPR_addSprite(..) or SPR_addSpriteEx(..) return <i>NULL</i>).
+ */
+void SPR_defragVRAM();
/**
* \brief
