Path: chuka.playstation.co.uk!news From: sosman@terratron.com (Steven Osman) Newsgroups: scee.yaroze.freetalk.english Subject: Re: How do I initialize a sprite? Date: Tue, 21 Dec 1999 02:11:26 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 32 Message-ID: <385fe16c.1060484956@news.playstation.co.uk> References: <832etm$mos1@chuka.playstation.co.uk> <833gsg$rb01@chuka.playstation.co.uk> <3856B083.9561B4D8@yahoo.com> NNTP-Posting-Host: 209.27.57.69 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent 1.5/32.452 Hey Daniel, I was wondering. By starting from a char* and casting it to an unsigned long *, are you sure the variables will be properly aligned to be read by the PSX? I know I've been blaming this issue for many things, but remember, that different data types need to be aligned on specific boundaries. Steven On Tue, 14 Dec 1999 21:02:59 +0000, "CONVICT_AT_LARGE@YAHOO.COM" wrote: >Thanks! That was a great help it confirmed what I thought was the correct order >for setting up a sprite. I've written a function to load 16 bit sprites from a >buffer in memory (an array of chars), I've loaded the tim in using the MWbload >function of CodeWarrior. But something really weird keeps happening, the >LoadImage function never seems to successfully load the sprite into VRAM! It >always fails, my programming lecturer has looked at this and he says the code is >sound. We both spent a hour this morning trying to get it to work, I've >attached the offending *.c and *.h files if your interested. > >Cheers, > >Daniel Brown >University of Abertay Dundee > >PS:- I think the their will be a variant of the masters course next year that >will be a distance learning degree I don't know if that is the one you are >looking into...