Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: mperdue@iquest.net (Mario Perdue) Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: More GsBG questions Date: Thu, 29 May 1997 15:40:01 GMT Organization: SCEA Net Yaroze News Lines: 46 Message-ID: <338da1da.26033398@205.149.189.29> References: <335F08E0.7758@charlie.cns.iit.edu> <335f711f.2848316@205.149.189.29> <33767A65.85D@earthlink.net> <338600ae.70475903@news.scea.sony.com> NNTP-Posting-Host: filter-hrtc1.nortel.net X-Newsreader: Forte Free Agent 1.1/32.230 On Fri, 23 May 1997 20:59:07 GMT, jamin1@psu.edu (Jamin Frederick) wrote: > Yea, this got me wondering...I took a look at some TIM files with a >hex editor and looked at the corresponding bit values...apparently >this is the way the TIM flag is supposed to be: > > > bits meaning > 210 > > 000 4-bit CLUT > 001 8-bit CLUT > 010 15-bit direct > 100 24-bit direct? > >bit meaning > 3 > > 0 No CLUT block > 1 Has CLUT block > >bits 4 - 31 always 0 > >I wish Sony would just write out the bit fields like this in the first >place. I'm going nuts trying to figure out if > >1. >2. >3. >4. > >just means the decimal value or enumerating bits to be flagged. >Let me know if I'm wrong on this. Jamin, The decimal value 0 = 4 bit Mode (CF = 1) 1 = 8 bit mode (CF = 1) 2 = 16 bit mode (CF = 0) 3 = 24 bit mode (CF = 0) Mario