Path: chuka.playstation.co.uk!news From: SCEE Developer Support Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Tim palette mess Date: Wed, 16 Apr 1997 13:51:03 +0100 Organization: Sony Computer Entertainment Europe Lines: 30 Message-ID: <3354CB37.2710@interactive.sony.com> References: <335485F0.6049@mbox.ulisse.it> NNTP-Posting-Host: 194.203.13.10 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Paso wrote: > > I have done a simple demo to use some 2d stuff on a TIM made by me. > With a small TIM (100*80 res 8 bit clut) there's no problems. > If I change TIM res or if I use 16 bit color depth it's a mess.(my > program is written to be compatible with 4, 8, 16 bit TIMs) > My TIM gets some of the wall displayed at the console start-up and show > it along with some fonts. > The program runs correctly but the display has only the shape of my TIM. > I'm trying to fix this bug but I have not a lot of time (I have to study > a lot) so if anyone has got the same problem and has a solution just > tell me, please. > > Thanks Seems like you have more thn one problem: firstly with varying bit depths (GsSPRITEs need flags set for this) and with basic main loop display code (some of the console). The demos 2d1, 2d2 and the 2d routines found in tunelfin and ninth (or modules\ninth) are probably the most robust and easiest to use; you can just attach a sprite directly to a TIM and display the sprite, knowing that the right flags etc have been set, and it works for 4, 8 and 16 bit TIM files. Let me know if they don't do the business Lewis