Path: chuka.playstation.co.uk!news From: "Gareth" Newsgroups: scee.yaroze.beginners Subject: Re: Tim Load Function Date: 20 Feb 1999 03:03:40 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 31 Message-ID: <01b9e06f$2d791160$7292a6c3@gareth> References: <7ahmku$btf13@chuka.playstation.co.uk> NNTP-Posting-Host: 114.hiper03.shef.dialup.force9.net X-Newsreader: Microsoft Internet News 4.70.1161 Um, if I understand you correctly, Rikki, then you will want to pass the GsIMAGE as a pointer, for example: GsIMAGE my_picy; // Loads the .tim into VRAM load_tim (&my_picy); // This line in your main function //////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////// void load_logo (GsIMAGE *picy) { RECT dest; GsGetTimInfo ((u_long *) (TIM_ADDR + 4), picy); dest.x = picy->px; dest.y = picy->py; dest.w = picy->pw; dest.h = picy->ph; LoadImage (&dest, picy->pixel); // Test for presence of CLUT, skip this part if not needed. dest.x = picy.cx; dest.y = picy.cy; dest.w = picy.cw; dest.h = picy.cy; LoadImage (&dest, picy.clut); } I'm also in a rush...to get to bed (03:02!!!) so I haven't looked too hard into this little snippet of code. Anyway, this will load the .tim at TIM_ADDR in RAM into VRAM (and the CLUT if neccesary, but I haven't got that code to hand 'cause I haven't needed it yet). Hope this helps 'till someone a little more awake than me replies... Gareth!