Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Steve LaVietes Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: TIM vs IMG Date: Fri, 14 Nov 1997 08:49:57 -0500 Organization: Satellite at Savannah College of Art and Design Lines: 20 Message-ID: <346C5704.71CF6581@scad.edu> References: <640k0q$854@scea> NNTP-Posting-Host: host167.scad.edu Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (X11; I; IRIX 6.3 IP32) 1) Create the graphics, arrange them with TimTool or TimUtility, save them > out as TIMs, examine the byte size and then manually figure out the > addresses to load them, load them into my app before I enter the debugger > via PSComUtil and a batch file, and then make sprites out of the TIM data > via some generic routine. > I know this might not help you much on your PC, but I've developed a Mac application that provides all the functionality of TimUtility and TimTool, but also automatically generates batch files with the correctly offset addresses. It then creates a header file with #defines for each file name. If anyone wants to give it a try, just let me know. I may port it to Windows if I get a chance. -Steve LaVietes