Path: chuka.playstation.co.uk!news From: Mark Green Newsgroups: scee.yaroze.beginners Subject: Spoke too soon - TIM files..? Date: 6 Aug 1997 20:36:59 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 13 Message-ID: <5san9b$oj9@chuka.playstation.co.uk> NNTP-Posting-Host: antelope.demon.co.uk Ok, I got it working using the ball.h data from the check program, but then i tried to load a TIM file.. and got stuck. Do I load these with LoadImage() or is there some other call? Does a TIM have to full the frame buffer (since the program seems to let you place bitmaps anywhere in the frame buffer?) WHy can't I save the bitmap and the clut in different bitmaps and load them with seperate LoadImages just like the check program does? When I tried to load the sprite from the TIM (loading the TIM at coordinate 0 in the frame buffer), I got garbage. Also, the image was the wrong colour in the Timutil program.. and when I reloaded the tim it created it was a *different* wrong colour! :) What's the deal with this? Mg (pardon my spelling, but from here I'm having to type news into telnet :) )