Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: dblee Newsgroups: scea.yaroze.programming.2d_graphics Subject: Invisible 256x256 TIM limit? Date: Mon, 09 Feb 1998 02:57:27 -0800 Organization: SCEA News Server Lines: 25 Message-ID: <34DEE117.184D@netmagic.net> Reply-To: dblee@netmagic.net NNTP-Posting-Host: ppp1-16.sj.netmagic.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Hello, I played around with the sprite functions over the weekend and ran into a problem with a 320x240 TIM. Apparently the width was clipped to 256 pixels. I don't remember reading about this limitation in the documentation or in any message in this newsgroup. When displaying the image back (I tried 8-bit CLUT and 15-bit direct versions of it), I got about 3/4 of it. Coordinates (0,0)-(255,239) seemed to be fine, but (256,0)-(319,239) seemed to be just a wrap-around of the first 64 pixels. I eventually gave up and chopped the image in half (two 160x240x8 TIMs) and that filled out the screen. :P If anyone knows why this happens, please let me know if I'm doing something wrong. p.s.: the TimUtil.exe viewer converted it fine. The preview showed a full 320x240 image just fine. However the timv.bat viewer only ended up showing a 64x240 window of the image stretched out over the entire screen. Odd. Puzzled, - e! tenchi@netmagic.net http://www.netmagic.net/~tenchi/yaroze/