len >>= s->quarter_sample;
if (s->real_sprite_warping_points == 1) {
- if (ctx->divx_version == 500 && ctx->divx_build == 413)
+ if (ctx->divx_version == 500 && ctx->divx_build == 413 && a >= s->quarter_sample)
sum = s->sprite_offset[0][n] / (1 << (a - s->quarter_sample));
else
sum = RSHIFT(s->sprite_offset[0][n] * (1 << s->quarter_sample), a);