Path: chuka.playstation.co.uk!dialup-06-43.netcomuk.co.uk!user From: shad.dev@netcomuk.co.uk (Ira Rainey) Newsgroups: scea.yaroze.beginners Subject: Re: Stars Date: Sat, 28 Jun 1997 00:36:16 +0100 Organization: shadow developments Lines: 31 Message-ID: References: <339DE578.4466@netcomuk.co.uk> <33B42551.7F53@admin.humberc.on.ca> NNTP-Posting-Host: dialup-06-43.netcomuk.co.uk X-newsreader: MT-NewsWatcher 2.2.2 In article <33B42551.7F53@admin.humberc.on.ca>, kennedy@moe.acad.humberc.on.ca wrote: > 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 I'm glad it's coming to some use! Ira -- "The difference between the impossible and the possible lies in determination" -- Tommy Lasorda