Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: "Pete Rizzuto" Newsgroups: scea.yaroze.programming.2d_graphics,scee.yaroze.programming.2d_graphics Subject: TIM vs IMG Date: Fri, 7 Nov 1997 21:52:59 -0500 Organization: SCEA News Server Lines: 36 Message-ID: <640k0q$854@scea> NNTP-Posting-Host: cc202408-a.ebnsk1.nj.home.com X-Newsreader: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 Xref: chuka.playstation.co.uk scea.yaroze.programming.2d_graphics:260 scee.yaroze.programming.2d_graphics:179 Hi... Here's a question... I'm using Codewarrior on a PC. From what I understand so far, it seems that there are 2 basic ways of dealing with graphic data: 1) Create the graphics, arrange them with TimTool or TimUtility, save them out as TIMs, examine the byte size and then manually figure out the addresses to load them, load them into my app before I enter the debugger via PSComUtil and a batch file, and then make sprites out of the TIM data via some generic routine. 2) Create the graphics, arrange them with the TimTool or TimUtility, write down the offsets, save them out as BMPs, convert them to TGAs, convert the TGAs to IMG C files using the TGA2IMG utility, include the IMG files in my source code, and then make sprites out of the IMG data via some generic routine. hmmm... neither seems very efficient. If I use the IMG files, am I eating into the amount of RAM allocated for my app? The nice thing about the IMG files is I don't need to constantly run PSComUtil to get the data into the Playstation before entering the debugger. However, as soon as I need to use my own sound data I'll have to do that anyway. If I use the TIM data, is there a better way to automate the builds via CodeWarrior?... at least during development? How about the CodeWarrior BLoad function? It wasn't clear to me if this function can be used to load data from the PC's hard drive direct into the Playstation at runtime... if not, then what's it good for? Any advice appreciated! Thanks, Pete