Path: chuka.playstation.co.uk!news1.scei.co.jp!scea!peter_alau@playstation.sony.com From: Elliott Lee Newsgroups: scea.yaroze.announce Subject: Re: New Yaroze Dev FAQ Date: Mon, 29 Jun 1998 15:58:58 -0700 Organization: Cisco Systems Lines: 113 Message-ID: <35981C32.AC9F87F4@jps.net> References: <6n71c1$4at1@scea> Reply-To: tenchi@jps.net NNTP-Posting-Host: dhcp-m-62-246.cisco.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; U) Sections cut to save space. Jamin Frederick wrote: [...] > Yaroze Dev FAQ 0.5 > > DEFINITIONS > ----------- [...] > CLUT - color look-up table (4-bit or 8-bit) Change to: CLUT - Color Look-Up Table. A color map for 4-bit and 8-bit sprites. [...] > main memory - memory used for normal program storage and operation; also the > initial place for all incoming code and data when a yaroze project is > downloaded Add: Each Playstation contains 2 MB of main memory, of which about 512 KB is used by the operating system (0x80000000-0x8008ffff) leaving approximately 1.4 MB for use. > model - the information making up the 3D representation of a game object; it > includes orientation of the primitives making up the object and their coloring > attributes Probably should be changed to "3D model". You should also add in entries for all the file format types. > > > TIM = image file > RSD = intermediate model file > TMD = playstation format model(s) file You should probably make this into a heirarchy. e.g. FILE FORMATS ------------ Graphics: RSD - intermediate model file TIM - bitmap image file TMD - Playstation format model(s) file Sound: DEF - instrument definition file SEQ - Playstation music sequence file. Usually generated by SMF2SEQ. VAB - soundwave data file containing VAGs and a DEF VAG - individual soundwave data file. Generated by AIFF2VAG or WAV2VAG. VB - soundwave data file generated by splitting a VAB VH - soundwave data file generated by splitting a VAB Utilities: SIO - common SIOCONS batch file extension [...] > IMAGES > ------ > > 1) Where do my images have to be aligned in video memory? They should be aligned on 16-byte boundaries. Try to ensure that your TIM stays within one of the 32 designated texture pages. > 3) Can I have more than one image on a given texture page? Can I arrange > several images next to each other within the texture page? Yes, as long as you abide by #1. > 6) How do you set up transparency for a sprite / texture? Ensure that when you converted your bitmap to TIM format that you have enabled the transparency bit. This can be done by putting a checkmark in the appropriate boxes in TimUtil. Then, when setting up your GsSPRITE structure, make sure the transparency attribute is set correctly. > 8) What do the different translucency settings mean? > > 50% back + 50% polygon > 100% back + 100% polygon > 100% back - 100% polygon > 100% back + 25% polygon This is additive transparency which manipulates the RGB values per pixel based on the new image's RGB values. For example, if you use the "50% back + 50% polygon", then for each pixel in the display buffer (where the new image is being placed) the old pixel's RGB values are reduced by 50% intensity and are added to 50% of the intensitiy of the new image. [...] > **SCEA member sites: Please add: DMS (S3M module player for Yaroze) http://www.scea.sony.com/net/yaroze/pages/elee2.html Mata ne, ... ... - e! ::' tenchi@shell.jps.net ':: (Protocol) :: ACiD -/- ACS -/- pHluid -/- Yaroze -/- Nemesis :: (Tenchikun) ::. http://www.jps.net/tenchi .:: ''' '''