Path: chuka.playstation.co.uk!news From: James Rutherford Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Using BG Maps Date: Thu, 26 Feb 1998 16:49:21 +0000 Organization: The Hex Heroes Lines: 34 Message-ID: <34F59D11.63D9@sms.ed.ac.uk> References: <34E86162.16D4@mdx.ac.uk> <34E877F6.7B1A@sms.ed.ac.uk> <6cuptd$as6@chuka.playstation.co.uk> NNTP-Posting-Host: atl4-035.publab.ed.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.03 (Win95; I) Hi John, I agree, the manuals aren't clear what is supposed to be going on with BGs. I hadn't a clue what was meant to be happening to start with and in the end I bit the bullet and just started typing (before I understood what I ought to be typing). The GsBG structure is in fact very sensibly designed. I could tell you how to do it (if I could remember without a reference guide, that is), but I reckon it would be more helpful in terms of developing your Yaroze skills if I instead gave you a couple of pointers... - Your background is built from 16x16 pixel tiles contained within the frame buffer. You need to set up each different type of block as a GsCELL. - GsMAP (I think) provides a nice way of linking which tiles you want where for a particular map (a 2d value table) with which GsCELLs you want to use in it. - GsBG is the top-level handle which can be registered into an OT. - Don't forget to set up the working memory area as well. I hope this helps. If you're still stuck, maybe Jason Jones' (SCEA) map designer and associated routines will help. I'll try and get round to posting a bitmap library myself when I've got a bit more time (2 weeks from now?). Good luck, and let me know how you get on... James (~mrfrosty).