Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Clint Kelly Newsgroups: scea.yaroze.programming.2d_graphics Subject: changing resolutions Date: Fri, 01 Aug 1997 11:13:02 -0400 Organization: Cornell University Lines: 242 Message-ID: <33E1FCFE.5F42@erols.com> NNTP-Posting-Host: dam-as7s40.erols.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 2.01KIT (Win95; U) I'm just starting my first program, and right now I'm experimenting with getting my sprites on the screen. This program works fine when SCREEN_WIDTH and _HEIGHT are 320 and 240, but when I change them to 640 and 480 my program doesn't display anything. What's the problem??? (and if you think this looks familiar, yes, this is basically Ira Rainey's 2D tutorial from a couple of months ago.) CliNt #include #include "pad.h" #define BASE_ADDRESS 0x801f0000 #define SHIP_ADDRESS 0x80060000 #define BOOM_ADDRESS 0x800a0000 #define BULLET_ADDRESS 0x80092000 // Total number of sprites plus one #define SPRITE_CNT (3+1) // Screen size detail #define SCREEN_WIDTH (320) #define SCREEN_HEIGHT (240) // Tim address // Load your TIM file here void InitSprite(); static u_long PadRead(long); static long CheckPad(); // Set ordering table length #define OT_LENGTH 1 // Ordering table variables GsOT WorldOT[2]; GsOT_TAG OTTags[2][1<