Path: chuka.playstation.co.uk!news From: "Scott Ward" Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: ugly sprite-ling is not changing! Date: Fri, 25 Jun 1999 23:05:30 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 80 Message-ID: <7l0udi$qpv23@chuka.playstation.co.uk> References: <3773B07B.27E19B85@aol.com> NNTP-Posting-Host: p33-crane-gui.tch.virgin.net 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 With regards to TIMTOOL, It's up to you where you want to store your tims, within reason. First set your resolution on the menu bar. Personally, I work in non-interlaced mode so I set it to 320/240 (even though it should be 320/256 for PAL). Set it to whatever you're using and you should see the relevent space on the left hand side go grey or some other colour. Don't load images in to this area. Right, I'm not sure about this but I tend to stay from the last four t-pages on the right, I think these might be used for other things like loading the default font and stuff. Like I say, you're probably better off checking with someone more knowledgable than me. It's probably best to start around (320,0) when loading your images in. The arse about TIMTOOL is that you have to convert the image before you can see it on the 'TIM layout...', which means that unless you know exactly where you want it to go you have to re-save the image after putting it in the right place. However, for some reason TIMTOOL has a knack of not realising when the x/y co-ordinates have been changed and therefore doesn't save the relevent data over the previous file. If this happens then you'll be best re-converting from the original bitmap putting in the new co-ordinates. Aslong as you check, when you load up the tim in TIMTOOL, that the co-ordinates for the texture and CLUT are where you want them to be everything should work fine. Sorry if this answer is a bit obvious but other than these points I can't see where you would be going wrong. Oh yeah, DON'T overlap the images. (another obvious point, sorry) Actually, come to think of it, it's probably your u,v values that are wrong when you initialise the sprite. Remember that your u,v values are relevent to the specific texture page. For example, if your image is loaded into 320,0 this is actually u=0, v=0 in texture page 5. Another point is that depending on what bit resolution you're using the u scale will change. So although the texture pages are 64 units across in TIMTOOL if you were using a 4-bit image the scale would range from 0 -> 256. Assuming every pixel in the frame buffer is 16-bit: 16-bit (64*1) u value= 0 -> 64 8-bit (64*2) u value= 0 -> 128 4-bit (64*4) u value= 0 -> 256 (I hope this is right :o/ it works for me) If after this things don't work it's probably a mistake in the initialisation of the sprites. Hope this is some help, Scott Ward > in regards to the reply to my previous message about the "ugly sprite" > > i was using George Bain's Ch. 4 (sprite collision) tutorial, example > 4-bounding boxes (restore). I tried replacing George's sprites with my > sprites, and that's when the sprites were messed up. actually, i moved > them around a bit and player 2 is fine, but player 1 is cut off at the > top. and before anyone says its the code's fault, i should say that i > modified it to use 2 hex addresses. the cluts are in free vram space, > BUT the problem is that some spots that i move the sprite to in timtool > kind of mutilate it while others semi-mutilate it. WHERE IN TIM TOOL AM > I SUPPOSE TO MOVE THE TIMS?! ( i know not to put them in the green or > brown areas. for some reason it changes the sprite when i move it to > different areas in the light blue FREE areas in tim tool. i guess the > latter questions is giving me the most trouble. > > thank you, > > > Omar > >