Path: chuka.playstation.co.uk!news From: "Max" Newsgroups: scee.yaroze.freetalk.english Subject: More buggery title screens! Date: Mon, 3 Sep 2001 13:57:52 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 42 Message-ID: <9mvuv3$s3h10@www.netyaroze-europe.com> NNTP-Posting-Host: modem-599.aerodactyl.dialup.pol.co.uk 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 Can anyone tell me whats wrong with this code? I have an interlaced 640x512 PAL display and the sprites are flickering, I thought it was my OT setup but it seems fine compared to code that works from other stuff I have done. All the sprites are properly initialised before hand etc... /*-------------------CODE------------------*/ currentBuffer = GsGetActiveBuff(); // find out what the current frame buffer is while(PLAYING) // shell { DealWithPad(1); GsSetWorkBase((PACKET *)packetArea[currentBuffer]); GsClearOt(0,0,&WorldOT[currentBuffer]); GsSortFastSprite(&titleSpr1,&WorldOT[currentBuffer],0); GsSortFastSprite(&titleSpr2,&WorldOT[currentBuffer],0); GsSortFastSprite(&titleSpr3,&WorldOT[currentBuffer],0); GsSortFastSprite(&titleSpr4,&WorldOT[currentBuffer],0); DrawSync(0); vsync = VSync(1); VSync(0); // get the vertical sync interval GsSwapDispBuff(); GsSortClear(0,0,0,&WorldOT[currentBuffer]); GsDrawOt(&WorldOT[currentBuffer]); currentBuffer = currentBuffer^1; } /*-------------------CODE------------------*/ If anyone can suggest anything that might be of use I'd be mighty pleased! Thanks, Max