Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: mperdue@l4software.com (Mario Perdue) Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: Invisible 256x256 TIM limit? Date: Mon, 09 Feb 1998 16:22:02 GMT Organization: L4 Software Lines: 34 Message-ID: <34df2bfb.1599610@205.149.189.29> References: <34DEE117.184D@netmagic.net> NNTP-Posting-Host: firewall.hrtc.net X-Newsreader: Forte Free Agent 1.11/32.235 On Mon, 09 Feb 1998 02:57:27 -0800, dblee wrote: >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. That is correct, tim's are 256x256 pixels regardless of the resolution. It's in the manual (somewhere) and has been discussed here a time or two. >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. This is the same approach I used in "SpaceGuy." >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. I'm not sure why this is happening, but timv probably assumes that you are not exceding the 256 pixel limit. Mario