Path: chuka.playstation.co.uk!news From: SCEE TECH Newsgroups: scea.yaroze.programming.2d_graphics,scee.yaroze.programming.2d_graphics Subject: Re: Walz Date: Mon, 23 Jun 1997 09:13:42 +0100 Organization: Sony Computer Entertainment Europe Lines: 22 Message-ID: <33AE3036.376F@interactive.sony.com> References: <33AC4C04.6D37@erols.com> Reply-To: N/A-Use-Newsgroups NNTP-Posting-Host: 194.203.13.10 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Xref: chuka.playstation.co.uk scea.yaroze.programming.2d_graphics:127 scee.yaroze.programming.2d_graphics:134 Clint Kelly wrote: > > I downloaded the Walz demo as it is pretty similar to a game that I'm > trying to do, and I thought it would be helpful. It was, but I have a > few questions: > > 1. Why are there no .tim files? > > 2. Why are the .img files filled with addresses? > > 3. Where can I find a guide to setting things like "attribute bits" > (p33 in lib ref)? Loading .tim files and assigning them to sprites > seems to be the only problem I have right now. > > Clint Several of the SCEE demos (eg 2d, 2d2, 3d5) include a function 'LinkSpriteToImageInfo' which links a sprite to an already-loaded TIM; see 'ProperInitialiseTexture' for loading a TIM.