Path: chuka.playstation.co.uk!news From: Paso Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Tim palette mess Date: Wed, 16 Apr 1997 18:09:46 +0200 Organization: PlayStation Net Yaroze (SCEE) Lines: 44 Message-ID: <3354F9CA.5607@mbox.ulisse.it> References: <335485F0.6049@mbox.ulisse.it> <3354CB37.2710@interactive.sony.com> Reply-To: giulio@mbox.ulisse.it NNTP-Posting-Host: 194.91.62.198 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01Gold (Win95; I) SCEE Developer Support wrote: > > 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 Hi Lewis and thanks. Before reading your message I have found a partial solution. I had to increase the max GPU packets to hit the spot. Now with my basic code I can display TIMs without problem to a max tested TIM res of 210 * 160 * 16. With a bigger res the problem come back and it's worse! The start up image is corret but when I try to do something like rotate it an half disappears to never come back. I have some good games ideas and I don't want to waste a lot of time trying to master alone PSX programming so I'm going to download these demos to see what is a fast (and safe) way to use 2d objects handlers. I'll tell you if they are ok for my business.