Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: mperdue@iquest.net (Mario Perdue) Newsgroups: scea.yaroze.programming.2d_graphics,scee.yaroze.programming.2d_graphics Subject: Re: Walz Date: Sun, 22 Jun 1997 01:23:13 GMT Organization: SCEA Net Yaroze News Lines: 29 Message-ID: <33ac7d1c.715313@205.149.189.29> References: <33AC4C04.6D37@erols.com> NNTP-Posting-Host: firewall.hrtc.net X-Newsreader: Forte Free Agent 1.1/32.230 Xref: chuka.playstation.co.uk scea.yaroze.programming.2d_graphics:126 scee.yaroze.programming.2d_graphics:133 On Sat, 21 Jun 1997 17:47:48 -0400, Clint Kelly wrote: >I downloaded the Walz demo as it is pretty similar to a game that I'm >trying to do, and I thought it would be helpful. It was, but I have a >few questions: > >1. Why are there no .tim files? There are no TIM files used in WalZ. All the images are converted from Targa to IMG files. The IMG files are included by the source file that needs them. The advantage to doing it this way is I don't have to figure out new addresses to load TIMs to every time I change the size of my TIM files. The disadvantage is the images need to be compiled and loaded when the program is transfered to the PlayStation. >2. Why are the .img files filled with addresses? They're not. They're filled with image data. The data is pretty much the same as what you get with a TIM file. >3. Where can I find a guide to setting things like "attribute bits" >(p33 in lib ref)? Loading .tim files and assigning them to sprites >seems to be the only problem I have right now. There are several good demos in the download area. Mario