Path: chuka.playstation.co.uk!news From: Alex Herbert Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Sprite bug ? or me ? Date: Mon, 06 Jul 1998 16:46:23 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 28 Message-ID: <35A0F14F.C43A88CF@ndirect.co.uk> References: <359E28D7.4E53@livemedia.co.uk> <359F45A0.D1846764@compuserve.com> <359fa89f.1123741@www.netyaroze-europe.com> Reply-To: aherbert@ndirect.co.uk NNTP-Posting-Host: dialin0-47.ndirect.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Robert Swan wrote: > I assume its got something to do with the way 4bit clut and 8bit clut > lookup sprites are stored. If thats right, then 4bit clut sprites > should be 4bit aligned, 8bit clut sprites should be 2bit aligned, and > 15bit colour can be anything > That sounds a little confusing, but I get what you're saying. Maybe I can be rude enough to re-phrase. Sprite data (or TIMs) should be horizontally aligned on 16-bit bounderies. i.e. 4-bit images should be on 4 pixel bounderies, and 8-bit images on 2 pixel bounderies. This should also applied to image width. i.e. the width of a 4-bit image should be a multiple of 4 pixels etc. I found this when trying to use a 7x7, 4-bit sprite and got grabage on the 8th pixel across. There is an exception with 1x1 sprites tho, although I beleive they should still be aligned correctly. Hope this is of some help. Herbs