Path: chuka.playstation.co.uk!news From: sosman@terratron.com (Steven Osman) Newsgroups: scee.yaroze.freetalk.english Subject: Re: Buggery Title Screen!! Date: Fri, 31 Aug 2001 03:58:11 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 32 Message-ID: <3b920b2f.35932458@www.netyaroze-europe.com> References: <9mgsl9$8t81@www.netyaroze-europe.com> <9mjfqr$dra4@www.netyaroze-europe.com> <9mlmco$h6i1@www.netyaroze-europe.com> <3B8E6B69.1346A635@127.0.0.1> NNTP-Posting-Host: dsl092-099-074.nyc2.dsl.speakeasy.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent 1.5/32.452 The cast is after the addition takes place (because of the nesting) -- it's the function header that changed. On Thu, 30 Aug 2001 17:35:53 +0100, Majik wrote: >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.