Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: jamin1@psu.edu (Jamin Frederick) Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: banding tiles/sprites Date: Thu, 04 Jun 1998 14:34:20 GMT Organization: SCEA News Server Lines: 35 Message-ID: <3576af51.143555081@news.scea.sony.com> References: <35747c33.107351303@news.scea.sony.com> Reply-To: jamin1@psu.edu NNTP-Posting-Host: MAXWELL.hq.ensco.com X-Newsreader: Forte Free Agent 1.11/32.235 I got it! The tiles were on uneven coordinates on the texture page, since there were gridlines separating them, and someone from SCEE told me this. I didn't know that GsBG tiles had to be on odd coordinates, so I edited the graphics and it's fine now. Mario told me about sprites and he said 4096 doesn't always work, use 4095 instead, and it did work -- it was only noticable on sprites with thin lines -- the scaling causes those lines to "blink out" for some unknown reason! This kind of stuff should probably be posted on a FAQ. I'll try to work on coming up with a lot of yaroze stuff I've learned in the past, so that people don't have to get hung up on silly stuff like this. Jamin On Tue, 02 Jun 1998 22:33:03 GMT, jamin1@psu.edu (Jamin Frederick) wrote: > > I've been doing 2D stuff with the yaroze for quite a while >now, and have recently noticed something wrong with the display of 2d >tiles or sprites. Occasionally I get a "banding" effect that blurs >just one vertical line of the tile or sprite, and the load to the main >memory is fine b/c I went as far as to look at the byte values of the >tim in there. It seems like the LoadImage() function is transferring >the data into video memory wrong, or the actual hardware is blitting >to the screen wrong. I haven't checked the data in the video mem yet, >but that's what i plan to do next. If you'd like to see a screen shot >of this problem and think you can help, let me know and I'll send you >an attachment. > > >Jamin