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: numbers Date: Mon, 09 Jun 1997 17:17:45 GMT Organization: SCEA Net Yaroze News Lines: 45 Message-ID: <339c3a10.11982319@205.149.189.29> References: <339A6CB5.1445@concentric.net> NNTP-Posting-Host: firewall.hrtc.net X-Newsreader: Forte Free Agent 1.1/32.230 Djinn, Those numbers come from the utility TGA2IMG. This is a utility that I wrote in the first week I had my Yaroze system because I didn't know about TIM files yet. If you look at the file FRAME.TGA with an image viewer, you'll see exactly what all those numbers mean. Mario On Sun, 08 Jun 1997 04:26:29 -0400, djinn666 wrote: >hi, >in marios code called firststep, there is a file called frame.img, >in this file it contains the following: > >#define IMG_FRAME_ATTR 0x01000000 >#define IMG_FRAME_WW 116 >#define IMG_FRAME_W 232 >#define IMG_FRAME_H 178 >#define IMG_FRAME_X 320 >#define IMG_FRAME_Y 256 > >static u_long imgFrame[] = > { > 0xF1F1F1F1, 0xF7F7F7F7, 0xEDEFEFF7, 0xEEEEEDED, > 0xFFFFF9FC, 0xF4EEECF7, 0xFCF3F3F4, 0xFEFEFEFE, > 0xFEFEFEFE, 0xFEFEFEFE, 0xFEFEFEFE, 0xF5F9F9FB, > 0xF9F5F5F5, 0xFAFAFAFA, 0xF1F1F1F1, 0xF7F1F1F1, > 0xFFFFF7F7, 0xF1FAFAFA, 0xF1F1F1F1, 0xF1F1F1F1, > 0xF7F7F7F1, 0xEFF7F7F7, 0xEDEDEDEF, 0xFCF4FBEE, > 0xFCFCFCFC, 0xEAF9F9FC, 0xF2EBEBEA, 0xE8E8F2F2, > 0xF2F2F2E8, 0xF9EAEBF2, 0xFCFCFBF9, 0xEDEDEEF4, > 0xF1F1F7EF, 0xF0FAFAFA, 0xECECF3F6, 0xFBFBFBFB, > 0xF8F8F8F8, 0xFCFDFBFD, 0xFDFDFDFD, 0xFDFDFDFD, > 0xFDFDFDFD, 0xFDFDFDFD, 0xFDFDFDFD, 0xFDFDFDFD, > 0xFDFDFBFD, 0xF8F8FDFD, 0xF8F8F8F8, 0xF8F8F8F8, > 0xF8F8F8F8, 0xF8F8F8F8, 0xF8F8F8F8, 0xF8F8F8F8, >ect........................... > >well i was wondering where all these numbers come from and if there is a >pattern that it follows? > >-Djinn