Path: chuka.playstation.co.uk!news From: "JohnT" Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Using BG Maps Date: Tue, 24 Feb 1998 15:49:46 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 35 Message-ID: <6cuptd$as6@chuka.playstation.co.uk> References: <34E86162.16D4@mdx.ac.uk> <34E877F6.7B1A@sms.ed.ac.uk> NNTP-Posting-Host: 194.75.167.131 X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 James Rutherford wrote in message <34E877F6.7B1A@sms.ed.ac.uk>... >Net Yaroze only provides a very limited background handler: >- 16x16 blocks >- fullscreen >- non-scaling >- non-rotating >- non-semi-transparency (I think). > >Some people are trying to work around the 16x16 thing - and there has >been success. There is an 8x8 handler from SCEI that displays a map at >any screen co-ordinates and any size, but you'll have to make up the >comments yourself. > >As far as I'm aware (and I've looked at a lot of these things), no-one >has yet produced anything to get over the scaling, rotating and STP >problems for 2d BGs. > >If you'd like to try, I think your best bet is with GsSPRITES and solid >maths in for-next loops. Otherwise, you might consider building your >background from 3d tiles. Loaded did this, and it has been done better >in a very similar game on a recent PSM coverdisk (the name of which I >can't bring to mind). Even with these limitations using the BG would be a good idea for the simple game I have planned for my first 'test' game. Is there any info available on how to use BG? I have spent half a day looking at the manuals and looking for demos on the net. The manuals are incomplete in this area in that they tell you what various parameters are for the functions and structures but they do not say how they are used. JohnT