Path: chuka.playstation.co.uk!news From: James Russell Newsgroups: scea.yaroze.programming.2d_graphics,scee.yaroze.programming.2d_graphics Subject: Re: Lining up TIMs Date: Fri, 15 Jan 1999 11:56:19 +0000 Organization: Sony Computer Entertainment Europe Lines: 15 Message-ID: <369F2CE3.D78B6935@scee.sony.co.uk> References: <369E37CE.4B240B7A@vmlabs.com> NNTP-Posting-Host: mailgate.scee.sony.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5 [en] (Win95; I) X-Accept-Language: en Xref: chuka.playstation.co.uk scea.yaroze.programming.2d_graphics:446 scee.yaroze.programming.2d_graphics:856 Scott Cartier wrote: > > Do 4-bit TIMs need to be lined up on a word boundary in VRAM? I ask > because I have a 14x14 sprite which had a U offset of 18 within the > tpage. This was giving me some unexplained vertical bars on the far > left of the rendered sprite. When I moved the TIM over so it's on a > word boundary (U offset of 20) they went away. The FAQ has some info on this. The U coordinates have to be even to get rid of the vertical bars. -- == James_Russell@scee.sony.co.uk +44 (171) 447-1626 == Developer Support Engineer - Sony Computer Entertainment Europe Who were the Beta Testers for Preparations A through G???