Path: chuka.playstation.co.uk!news From: "Rikki Prince" Newsgroups: scee.yaroze.freetalk.english Subject: Re: Own BG with GsSPRITES Date: Sat, 20 Jul 2002 12:31:20 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 26 Message-ID: References: NNTP-Posting-Host: pc-62-31-230-115-ba.blueyonder.co.uk X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.3018.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.3018.1300 "Derek da Silva" wrote in message news:ahbe0b$pi4@www.netyaroze-europe.com... > Is your packet workspace reasonably big? Set at 24000. This is getting a right mess now, as I've fixed the problem in my 5 sprite test program - my TIMs were too wide, which is why I couldn't display the 4th and 5th ones. Now I know I can display more than 4 (large) sprites, so it seems the initialisation wrapper isn't the problem. I thought the workspace might be too small, but it's not that small, and with that value I'm easily displaying 5 large sprites, so it's not too small to store more then 4 small sprites. I'll have to have another go at the code I originally posted. I'm sure the problem must be in there somewhere. When you GsSortSprite, does it take all the data it needs, or does it just store the pointer and refer back to the original? As if I'm using one GsSPRITE and keep changing the values and GsSort-ing, when it comes to actually draw, it'll try to get values from the GsSPRITE, which will have changed. Could the problem lie here? Cheers, Rikki