Path: chuka.playstation.co.uk!news From: "Matt Verran" Newsgroups: scee.yaroze.freetalk.english Subject: Re: Vertical Borders Date: Tue, 20 Feb 2001 16:17:03 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 30 Message-ID: <96u582$ivd4@www.netyaroze-europe.com> References: <96u2su$ivd3@www.netyaroze-europe.com> NNTP-Posting-Host: host213-122-202-201.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 > Hmmm . . . > > I've been thinking about ways of freeing up more VRAM space in Xenon 2000 (a > vertically scrolling shoot-'em-up). One idea I've been toying with is > vertical borders - since I'm running in 640x512 I could have a black 64 > pixel border on each side of the screen giving me a viewable area of 512x512 > and some extra VRAM space. But why don't I just use the 512x512 screen mode > you ask? Because it messes up the aspect ratio, which looks bad (worse than > having borders IMO). > > Implementing them is a bit of a problem though. It's easy to clip drawing > to a width of 512 with GsClip2D and shift the screen over 64 pixels with > GsDISPENV but on the right the bricks screen and part of my extra VRAM is > visible which looks real nasty. Any ideas on how to do hide this or if it's > really a sensible idea? > > Derek I've seen this happen when setting the GsDISPENV variables. I've found that whatever screenmode I'm using I have to set "GsDISPENV.screen.w" and "GsDISPENV.screen.h" both to 255 to stop other bits of the vram being visible at the sides of the screen. Maybe altering these value might help?