Path: chuka.playstation.co.uk!news From: Anna Newsgroups: scee.yaroze.beginners Subject: Bugger Timutil Date: Tue, 17 Mar 1998 00:52:54 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 23 Message-ID: <350DC966.1D6EFDCE@bournemouth.ac.uk> NNTP-Posting-Host: pc5188.bournemouth.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (WinNT; I) Having a bugger of a time with timutil. I have 2 images, a texture and a background sprite (240 x 240). Now, I just converted these to tim's without a thought for the frame buffer, and amazingly enough they worked fine. It was then suggested to me by some bright spark that I check the positions of the two images in the frame buffer using timutil. This I did, and suddenly the texture is all buggered up. They're not overlapping in memory, they're not overlapping in the frame buffer, they're fine in the preview of the timutil window, but in the yaroze, cack. In the program, I load the sprite first, and this comes out fine, and then the texture, which comes out all bizarre shapes and colours. The sprite is 8 bit, the texture 4 bit, they both have they're own cluts, but would the differing bit depths make any difference? It seems bizarre that they were both working until timutil came on the scene - is their something I don't know about this program? Any suggestions would be greatly recieved. Cheers, Anna.