Path: chuka.playstation.co.uk!news From: "Alex Herbert" Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: copper backgrounds Date: Wed, 12 Jan 2000 12:36:31 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 38 Message-ID: <85hs4b$k1p1@chuka.playstation.co.uk> References: <84bli3$8m01@chuka.playstation.co.uk> NNTP-Posting-Host: 212.159.64.214 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 Hi all, I used a 256 pixel high 8-bit sprite with the first scanline indexed to colour 0, the next scanline to colour 1 etc etc. Then it's just a case of modifying the CLUT (which is just an array of 256 u_shorts) to create all those cool Copper colour cycling effects. Obviously the sprite doesn't need to be very wide as it can be expanded horizontally to fill the screen width. Herbs Nigel Critten wrote in message news:84bli3$8m01@chuka.playstation.co.uk... > Hi, > > This one will probably only make sense to anyone who used to code or know > anything about the Amiga, it was possible to alter one colour every scanline > so you could have a 256 colour gradient background on a 2 colour screen > (320x256), is there anything similar I can do on the Yaroze. > > I could setup a gradient box, except there is no reference to a Gradient Box > function in the manuals there is a structure for one in the libs however, I > could setup 320 Gradient Lines but that just doesn't sound like the best > way, that I suppose leave setting up a gradient polygon? > > I know this is basic stuff but I'm guilty of not touching the yaroze for a > few months and it's all gone, other stuff has pushed that out of my head, > only limited registers you see :-) (7 at last count) > > Nigel > >