Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Clint Kelly Newsgroups: scee.yaroze.beginners Subject: Re: Spoke too soon - TIM files..? Date: Thu, 07 Aug 1997 22:40:13 -0400 Organization: Cornell University Lines: 34 Message-ID: <33EA870D.3ADA@erols.com> References: <5san9b$oj9@chuka.playstation.co.uk> NNTP-Posting-Host: rkv-as4s63.erols.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 2.01KIT (Win95; U) Mark Green wrote: > > 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 :) ) Check out http://www.playstation.co.uk/~shadow/ and click on the disk. These demos should get you pointed in the right direction. I went through the same questions about a month ago. Unfortunately I'm leaving on vacation tomorrow so I don't have enough time to write a big explaination... sorry. I'll try to answer some of your questions, though: You load TIM files with a batch file. All of the demos you can download have these. They tell your PC to where in the PSX's memory to put the TIMs and then they put in the main program. The TIM doesn't have to fill the frame buffer. Look at page 154 on the user guide for instructions for using timutil. You can use the Tim Arrangment command to place your textures and cluts. You shouldn't load the TIM to 0,0 on the frame buffer, cos that's the display area. I know that timutil screws up colors. I'm not sure what to do about it. Sorry.... Clint