Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Jack Copper Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: More GsBG questions Date: Sun, 11 May 1997 22:03:17 -0400 Organization: ArcanaTech Lines: 37 Message-ID: <33767A65.85D@earthlink.net> References: <335F08E0.7758@charlie.cns.iit.edu> <335f711f.2848316@205.149.189.29> Reply-To: impmeister@earthlink.net NNTP-Posting-Host: 1Cust6.Max10.Cleveland.OH.MS.UU.NET Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; U) Mario Perdue wrote: > > Hi Ed, > SNIP SNIP > > That's just the way the data is stored. I'll post my file on the TIM > format today. It's not the 'official' document, but it's based on a > fax of that document. It will be a lot clearer after you see the > format. > Mario, I think there's a minor error in the TIM document- The CF flag is actually bit 3, with the pixel mode bits being bits 0-2; it appears that modes are stored as codes (i.e., 0,1,2,3 in bits 0-2) and the CLUT flag is a single bit (set/clear). That said, I more or less figured out CLUT tables and file formats, but I confess I don't understand the background stuff (the rest of this connected thread). Put simply, I am trying to load a 512 x 240 8-bit color bitmap as a fixed background. It shows up where I expect if I load the corresponding TIM file into TIMTool (as an aside, any documentation on TIMtool- it's not clear to me at all what a "project" is, or how one uses TIMtool projects). Anyway, I guess the most confusing issue is the relationship between the cell and background map structures, when what I have is the entire image (basically, I just wanted display the image). I've looked at the ricochet code, as well as Ed's samples, but to no avail. It seems to me that this ought to be simple, but.... TIA Jack Copper