Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: "John Emmer" Newsgroups: scea.yaroze.programming.2d_graphics,scea.yaroze.programming.codewarrior Subject: Re: Sprite/OT trouble Date: 3 Aug 1997 06:54:25 GMT Organization: Justice Center Lines: 27 Message-ID: <01bc9fd2$12d18200$71f135ce@jjustice.iquest.net> References: <01bc9f6f$da300e60$37f135ce@jjustice.iquest.net> <01bc9f7a$4e1bc300$63f135ce@jjustice.iquest.net> Reply-To: "John Emmer" NNTP-Posting-Host: and-002-17.iquest.net X-Newsreader: Microsoft Internet News 4.70.1161 Xref: chuka.playstation.co.uk scea.yaroze.programming.2d_graphics:187 scea.yaroze.programming.codewarrior:157 John Emmer wrote in article <01bc9f7a$4e1bc300$63f135ce@jjustice.iquest.net>... > OK, following up my own post (and adding the CodeWarrior group) to add > something else I've noticed. I currently have this version of the PadRead > function in my program: [snip] > Yes, I'm following up my own post again! It always seems to happen to me that I get things working as soon as I've asked for help... It turns out that I had moved all the code from pad.h and pad.c to my own files, but had forgotten to take the #include "pad.h" out of my includes file. However, CW did not inform me that the functions were defined twice until I had restarted CW and reloaded my project. I'm not sure whether that explains all the problems that I was having displaying my sprites, but perhaps the ill-complied function was throwing off some registers somewhere. Anyway, the program seems to be functioning as expected now. -- John Emmer Video Game Enthusiast, Philosopher, Fledgling Programmer jjustice@cs.bsu.edu jjustice@iquest.net jpemmer@bsuvc.bsu.edu Vectrex; 7800, Supercharger, Lynx, Jaguar; NES, SNES, Virtual Boy; Turbo Duo & Express; SG, SGCD, 32X, Saturn; 3DO; PlayStation, Yaroze; C64, A600, A1200, P100; Arcade Centipede, Spy Hunter, Neo-Geo; BA, MA, ABD