Path: chuka.playstation.co.uk!news From: yaroze@theburrow.co.uk (Barry & Robert Swan) Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: User defined fonts Date: Sun, 20 Jun 1999 18:44:34 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 34 Message-ID: <376d35be.13127668@www.netyaroze-europe.com> References: <7kgohf$4fj24@chuka.playstation.co.uk> <7khhk2$33u2@chuka.playstation.co.uk> <7kijaj$33u7@chuka.playstation.co.uk> NNTP-Posting-Host: pEBs11a01.client.global.net.uk X-Newsreader: Forte Free Agent 1.11/32.235 advenutere game has a text handling routine already done. Mine is slightly different to the others. ( i think) I parse the text string once, and use moveImage to copy each letter one at a time from their original location to a part of vram designated as the sentance sprite. This is good, as it means that processing is only done once, after that I just have to draw one sprite to get all my text on screen, thus avoiding slowing the game down every frame by an inordinate amount, although there is still a time 'spike' during the one frame when it gets processed. I meant to avoid that by processing a maximum of 4/5 characters (or one wordc) per frame, which would look nice as you would see the sentance getting written on screen... Off the top of my head, I think its in font.c/h or text.c/h in the adventure game zip file on my web site www.netyaroze-europe.com/~middex2 On Sun, 20 Jun 1999 12:28:43 +0100, "Rikki Prince" wrote: >[snipped all message] > >So in basic terms, that would be the same as using one big sprite with the >font in, but rather than work out the .u and .v as you display the string, >you work them out to start with and stick them in an array, or even an array >of GsSPRITEs? Cool, really cleans it up, doesn't it! > >Thanks >Rikki > >