Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Elliott Lee Newsgroups: scee.yaroze.beginners Subject: Re: Getting a sprite to leave a trail Date: Fri, 29 May 1998 10:31:03 -0700 Organization: Cisco Systems Lines: 27 Message-ID: <356EF0D7.9D72D3F@netmagic.net> References: <356C9B7A.C18CCEE4@easynet.co.uk> <6ki72j$lev11@chuka.playstation.co.uk> <356CAE49.AFC4F92E@netmagic.net> <356D2C25.C4E7B0B3@hinge.mistral.co.uk> <356F2542.6F7C@easynet.co.uk> Reply-To: tenchi@cisco.com NNTP-Posting-Host: dhcp-e-39-237.cisco.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; U) philip gooch wrote: [...] > Thanks guys > > So its multiple sprites then to handle the trails. I should be able to > handle that. > > But anyone know how certain other effects are done - for instance I've > seen Yaroze games where the whole screen melts away, starting from the > centre. Is there a way of addressing individual pixels in the frame > buffer to shift them around, apply different transparencies and RGB > values to them etc to create this effect? > > Phil To move VRAM data around, use the MoveImage() command. If you want destructive algorithms, you can just copy the visible frame buffer to the work frame buffer then shift things around. If you want to rotate, scale, or do other stuff, I'd recommend clearing some space in VRAM and maintaining a copy of the frame buffer in there. Then you can treat it as a sprite and paste it back into the work frame buffer. Ben James (SCEE), who did the Psychon game, had some cool effects... - e! tenchi@netmagic.net http://www.netmagic.net/~tenchi/yaroze/