Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Joshua Meeds Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Tims don't work...Someone Help!! Date: Sun, 03 May 1998 23:16:10 -0700 Organization: SCEA News Server Lines: 36 Message-ID: <354D5D2A.6530CCA0@sinclair.net> References: <354b48a1.952500@news.scea.sony.com> NNTP-Posting-Host: dreamer.sincom.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Without seeing the code, I can only offer a suggestion of something to check - using TimTool, make sure your Tims are at a good location - if you are copying Ira's code, try putting your Tims at the same spots (X,Y) as his. Zain Dinath wrote: > > Hello! > > I have another puzzle for someone. I just finished trying to load > sprites using Ira's function which fill GsSprite functions with all > necessary TIM data(GsGetTimInfo) except when the PSX displays my > sprites they are all SCREWED UP! > > The CLUT's are wrong, it's cropping the Tims wrong(it's including > pieces of the boot disks brick pattern!). They are overlapping. I > don't understand. > > In Ira's collide tutorial he has the dog and bone loaded into the > frame buffer and they work fine. I loaded my tim files > similarily(using TimTool) but they get screwed up! What am I doing > wrong? > > All the files are 8-bit. I am gettin' just a little annoyed! Has > anyone had these problems loading 2D tims? > > Please help! > > Later, > Zain -- - Dreamwriter Dragon dreamer@sinclair.net -==UDIC==-