Path: chuka.playstation.co.uk!news From: "John \( QuietBloke \)" Newsgroups: scee.yaroze.freetalk.english Subject: Re: Own BG with GsSPRITES Date: Sun, 21 Jul 2002 00:21:45 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 39 Message-ID: References: NNTP-Posting-Host: host213-122-171-25.in-addr.btopenworld.com X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.50.4133.2400 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4133.2400 just a thought... now I seem to recall having a similar unexplained problem where the game would just lock up and I think it was due to the stack address, data address, code address settings for the linker.. one of them overlapped into another.. sorry about being vague but I dont have the yaroze machine here with me. like I said.. just a thought "Rikki Prince" wrote in message news:ahbi4a$pi5@www.netyaroze-europe.com... > "Derek da Silva" wrote in message > news:ahbe0b$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 > >