Path: chuka.playstation.co.uk!news From: Andrew Partington Newsgroups: scee.yaroze.freetalk.english Subject: Re: Hello! (and help!) Date: Wed, 20 Sep 2000 00:46:20 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 45 Message-ID: <39C7FACB.4EB57CD1@yaroze41.freeserve.co.uk> References: <39C536EA.103F7627@yaroze41.freeserve.co.uk> <8q7o35$d8f1@chuka.playstation.co.uk> <8q8hv6$d8f2@chuka.playstation.co.uk> NNTP-Posting-Host: 195.44.215.59 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.72 [en] (Win98; I) X-Accept-Language: en Hi all I solved the problem of sprites being displayed as vertical lines when the packet buffer got over a certain size. I wasn't using GsSortFastSprites (I can't - to save graphics memory I have stored my main sprite rotated 90 degrees,then when I initialise it, I set the rotation to -ONE*90 to display it the right way up), and my graphics were on even boundaries in memory, and there was no strange U values being used for my background map, so it couldn't have been related to any of those restrictions. What Peter wrote in his post about data structures being overwritten got me thinking though, so I changed where my code was being located in memory. I was locating my code at 0x80090000 and putting all my graphics etc above that. Probably not the smartest of moves, no wonder things were being trashed! So I located the program above the data, recompiled it and it works fine! In case you are wondering what i'm up to, at the moment i'm coding a sprite-based alternative for the background functions provided, I want to be able to do zoomable/rotatable maps in my game. I'd say it was about 75% complete: it has the basic zoomrotate functionality, but I want to optimise it further based on the magnification etc - if I didn't have a job i'd say it would take 3 days to finish at most, but at this rate who knows! I do want to get active again though... By the way, for a quality graphics converter, you should try a program called WinJPEG. It does conversions to 15-bit mode (among others), which is handy for Yaroze purposes, and it does a very good job of optimising the colours to fit in smaller palletes. I can't remember where I downloaded it from though... Thanks for all your help Andy "Jon Prestidge (Moose)" wrote: > I have a dummy buffer after my packet area that I initialize before the game > starts and then check every frame refresh to see if it has been corrupted.. > I make it spurt-out a printf if it finds anything in there. It's not > guaranteed to catch all packet buffer overruns (it could crash before the > printf for example) but it's an extra tool. Even when there is no problem > it gives me extra peice of mind that my packet area is big enough. I do a > similar thing with other buffers too. > > Jon