Path: chuka.playstation.co.uk!news From: "Peter Armstrong" Newsgroups: scee.yaroze.freetalk.english Subject: Re: Hello! (and help!) Date: Tue, 19 Sep 2000 13:56:21 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 80 Message-ID: <8q7o35$d8f1@chuka.playstation.co.uk> References: <39C536EA.103F7627@yaroze41.freeserve.co.uk> NNTP-Posting-Host: host62-6-26-172.btinternet.com X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Hi Andrew, Not sure I can be of much help but I'll try anyway. If your graphics become corrupted when more sprites are displayed this does suggest a lack of packet space. What most people do is allocate more space than they'll ever need and forget about it. This won't do any harm unless the workspace is overlapping your programs data/code, in CodeWarrior this can happen if you're dynamically allocating the workspace without first initialising the heap. If your sprite images are being displayed as vertical lines when the packet area is extended, then your sprite data structures are being corrupted. Use the debugger to keep an eye on the sprite structures and check the packet work area position in memory. If you havent done so already, take a look at the yaroze FAQ, it contains a lot of useful information: http://www.netyaroze-europe.com/yaroze/newmembers/yarfaq.htm I've had no luck accessing the yaroze site with Freeserve either, and another yarozer said the same. Regards, Peter. Andrew Partington wrote in message news:39C536EA.103F7627@yaroze41.freeserve.co.uk... > Hi everyone > > Its good to be back!! > > I have a few conundrums: > > I am using the Sony GsBG stuff to display two maps on the screen. One > map is made up of 16-bit graphics data, while the other map is made up > from 8-bit graphics. Now, when I start displaying many other sprites on > the screen as well, the 16-bit background does not get displayed > properly (corrupted GFX), but the 8-bit maps work fine!! This only > happens when I display over a certain number of sprites however. I seem > to have plenty of raster time left (vsync(0) hovers between around > 90-120) so I don't think its a timing issue. Could I be running out of > packet workspace? (it's no great hassle to make the 16-bit BG into an > 8-bit one, I just wanna know what's going on!) > > Secondly (sort of following on from before) if I allocate too much > packet workspace, my sprites get displayed as a series of vertical > lines. I define my packet workspace Ira Rainey style, i.e. PACKET > GpuPacketArea[2][512*sizeof(GsSPRITE)]; (thats an example that works > for me) The thing is, i've seen code examples where people define way > more packet workspace than me and their stuff seems to work OK. Is > there some sort of relationship between ordering table depth and packet > workspace, or a formula of some kind like for the GsBG workspace, or > something like that? > > Thirdly, there seems to be a problem accessing this server from > Freeserve, I can get on from work or my Netscape online account, but > Freeserve isn't having any of it. > > Fouthly, the source code for my Java map editor is on my site: > http://www.netyaroze-europe.com/~partinga/ftp/ > If you don't have the Java Development Kit or the Java Runtime > Environment, you can get it from http://www.java.sun.com > I coded it under JDK 1.1, but it works under 1.2. It's seriously alpha > and doesn't double-buffer the screen properly, and needs a reasonably > fast machine, but it works enough to create large maps with! It saves > your map data as a 2D array of u_short, includable as a .h file. > > > Thanks everyone > > Andy > > > >