Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Sean Kennedy Newsgroups: scea.yaroze.beginners Subject: Re: Stars Date: Fri, 27 Jun 1997 16:40:59 -0400 Organization: Humber College A.A.T. Lines: 21 Message-ID: <33B42551.7F53@admin.humberc.on.ca> References: <339DE578.4466@netcomuk.co.uk> Reply-To: kennedy@moe.acad.humberc.on.ca NNTP-Posting-Host: ratbert.humberc.on.ca Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Macintosh; I; PPC) Ira Rainey wrote: > Another simple step up the routine ladder. > Check out my stars demo at my ftp, showing a four field parallax star > field and sprite rotation and scaling stuff. > Only simple stuff, but ace fun to play with. > Source code available when it's tidy. > Ira > As in the forementioned articles , I too came across the TIM file origin fault, {I changed the STARS.C file and made it into another called CHAMPAGNE.C you all can try to guess why...} when I put a transferred image sprite of my own into the code, and all it generated was the matte cutout in memory. Moving the matte around however lead to the finding of the palette buffer being displayed, and when I rotated the matte, a 1 bit dithered distortion of my sprite materialized {And I wasn't drinking Soda at the time either...} That lead me to look closely at the TIM file used in the STARS version, and I found that the origin was 1/2 of the image screen reference. {Duh, to display a centered sprite, use a center reference..uh Duh..} Aha! that was the trick. I learned a lot from that one.. -sean