Path: chuka.playstation.co.uk!news From: Majik Newsgroups: scee.yaroze.freetalk.english Subject: Re: Buggery Title Screen!! Date: Thu, 30 Aug 2001 17:35:53 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 26 Message-ID: <3B8E6B69.1346A635@127.0.0.1> References: <9mgsl9$8t81@www.netyaroze-europe.com> <9mjfqr$dra4@www.netyaroze-europe.com> <9mlmco$h6i1@www.netyaroze-europe.com> NNTP-Posting-Host: tide137.microsoft.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.72 [en] (Windows NT 5.0; I) X-Accept-Language: en Max wrote: > > Thanks guys, it turns out it was my call to GsGetTimInfo... strange... it > was (address+4) and should have been (address+1) to work (as it is now) but > before it worked with +4... Yaroze memory really is very strange... can > anyone offer an explanation? Possibly, looking at the code you posted; > > void InitSprite(u_long *addr, GsSPRITE *sprite, short xPos, short yPos) > > { > > RECT rect; // this is a rectangle in which the sprite will be stored > > > > GsIMAGE imageInfo; // this holds the actual sprite data > > > > GsGetTimInfo((u_long *)(addr+4),&imageInfo); // read the TIM and ... you've got a (u_long *) cast in there, was previously a char or u_char type? if it was then that would explain what your seeing. > Now i have the images on screen but they are flickering like mad - must be > my OT setup... any suggestions? at a guess your drawing a buffer empty, perhaps your code is taking two half frames to run? M.