Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Scott Cartier Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: Multiple CLUT TIMs Date: Thu, 22 Apr 1999 11:32:57 -0700 Organization: SCEA News Server Lines: 19 Message-ID: <371F6B59.F5ABEA69@vmlabs.com> References: <7fnkot$k6r2@chuka.playstation.co.uk> NNTP-Posting-Host: vmlabs26.vmlabs.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5 [en] (Win98; U) X-Accept-Language: en > Does anybody knows a way to make TIMs with more than 1 CLUT ? Hopefully some of the responses you got on the SCEE newsgroup were useful. Here's my take on it. Some of the sprites in my game use multiple CLUTs. However, rather than packing them into the TIM itself, I compute them at runtime. These new CLUTs are all generated procedurally using the original CLUT as a base. They could just as easily be hardcoded rather than procedure-based. I store the new CLUTs directly below the original in the VRAM. If I want to change a sprite's CLUT it's just a matter of altering the "cy" attribute in the GsSPRITE struct. If you really want to pack multiple CLUTs in a single TIM then I'm afraid I can't be much help. Scott