Path: chuka.playstation.co.uk!news From: "Rikki Prince" Newsgroups: scee.yaroze.freetalk.english Subject: Re: Own BG with GsSPRITES Date: Sun, 21 Jul 2002 14:31:25 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 34 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 "Chris Wallace" wrote in message news:ahe899$pi16@www.netyaroze-europe.com... > ok, dunno if its anyuse but here is my BG loop: > > > for(x=0;x<10;x++) file://10 on x > for(y=0;y<8;y++) file://8 on y > { > BGsprite.u = ter_type[level][y][x]*32; > > /*selects from the 3D array the level being played, the y and x cords and > uses x, and y to find the tile type*/ > > BGsprite.v = (level/3)*32; > > /* uses the level number to find the v value, as the terain type (sand,grass > etc) go down the graphic and different tile across*/ > > BGsprite.x = x*32; > BGsprite.y = y*32; > GsSortSprite(&BGsprite, &world_ordering_table[output_buffer_index], 2); > /*display each tile as it is proceced*/ > } I thought this is what mine should be doing :-S What size is your BGsprite? I mean, what size (in pixels) is the TIM? Cheers, Rikki