Path: chuka.playstation.co.uk!news From: alex@teeth.demon.co.uk (Alex Amsel) Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: TIM(e) to re-write the manuals... Date: Sat, 12 Apr 1997 11:02:15 GMT Organization: Into Beyond Lines: 23 Message-ID: <334f6b17.3523370@news.playstation.co.uk> References: <01bc472d$46e45200$6a1ce8c3@cma> Reply-To: alex@teeth.demon.co.uk NNTP-Posting-Host: teeth.demon.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.335 On 12 Apr 1997 10:34:11 GMT, "Chris Allmark" did quoth at me: >The windows TIM manager allows you to align the TIMs up in memory etc. and >tells you all the useful byte offsets etc. but are these actually inherent >properties of the TIM itself ? In other words when I DLOAD the data down to >the PS are the TIMs automatically loaded / aligned within the frame buffer >or do I have to use LoadImage (or equiv) to actually shift the data there >myself ? Frame buffer and CLUT location information is stored in the TIM itself. Check out some of the example demos on the Yaroze site - almost all of them load up tim data. The sourcecode lines required are very small so you shouldn't have any problems pretty much ripping them out. FYI siocons dls your tim to main memory, and then you have to copy that into vram, using the location stored in the tim structure. * Alex Amsel * Into Beyond Web Design & JAVA Programming * * http://www.intobeyond.com * WWFC Play off ****ers'97 * MM: "Hand the opposition the lead, the supporters love it"