Path: chuka.playstation.co.uk!chuka.playstation.co.uk!chuka.playstation.co.uk!not-for-mail From: Lewis_Evans@Playstation.sony.com Newsgroups: scee.yaroze.programming.2d_graphics Subject: debug font image size Date: 2 Mar 1998 10:02:04 -0000 Organization: Sony Computer Entertainment Europe - 119.SS5 Lines: 46 Sender: news@chuka.playstation.co.uk Message-ID: <6de02s$q6o1@emeka.playstation.co.uk> Reply-To: Lewis_Evans@Playstation.sony.com NNTP-Posting-Host: emeka.playstation.co.uk From: Lewis_Evans@Playstation.sony.com To: news@playstation.co.uk From looking at VRAM after some token loop, it looks like the text font pixels go in at 960, 256 and occupy a 32x32 area; however there is also a CLUT, albeit a very small one (a single white dot by the look of it), at position 960, 384 or thereabouts. If you make two small 16-bit TIMs, of the right sizes for the areas taken up by the font, and add these to your project in TimTool, you can see what is taken up visually, and by checking the 'overlap' area. Lewis To: Lewis Evans cc: From: news @ playstation.co.uk Subject: debug font image size:scee.yaroze.programming.2d_graphics From: Chris Chadwick Newsgroups: scee.yaroze.programming.2d_graphics Subject: debug font image size Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Hi, Does anyone know the exact size of the debug font image? The manual says it's a 4bit texture 256x128 (exactly half a tpage) but when I load my own font image (8bit 128x128 - also exactly half a tpage) below it, the debug font image obviously gets corrupted as none of the debug text gets displayed. It'd be a pain if the image is bigger than 256x128 as I would have to relocate my own font into another page and VRAM room is starting to get a bit tight. Thanks in advance, -Chris