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: Wed, 15 Jul 1998 14:26:56 GMT Organization: SCEA News Server Lines: 74 Message-ID: <35acb9e3.589477230@news.scea.sony.com> References: <35747c33.107351303@news.scea.sony.com> <3575A107.789BF738@netmagic.net> <3576585C.D2416D3A@compuserve.com> NNTP-Posting-Host: 204.240.38.127 X-Newsreader: Forte Free Agent 1.11/32.235 So probably the best way to arrange sprites when the artist is drawing them, is to make the gridlines (which will not be blitted) fall on boundaries that are a multiple of 4 minus 1, i.e. 3, 7, 11, 15, etc., so that the immediate pixel after the vertical gridline will be a multiple of 4. Gridlines are not necessary, but they are help the artist to see what is going on. Another point, is that it is probably best to have variable sizes of sprites, since if you have a small sprite (like a gunshot) within a large bounding box, you're doing a lot of unnecessary blitting -- all that space for just one little object in the middle. It's better to use a smaller sprite box, cutting down the blitting time, and also cutting down on TIM size as well. You just have to make sure you specify the different sprite sizes when creating your sprites, which is easy. Jamin On Thu, 04 Jun 1998 09:18:36 +0100, Nick Slaven wrote: >I've had exactly the same problem, it was weird as the "unpainted" bit >of the sprite will still mask out the background. I sorted mine out by >making sure all the sprite images fell on 4 bit boundaries, (this was >for a 16 colour sprite image). I guess if you are using TIM Util then >you won't have this prob as it will make sure they align correctly. >I am packing as many sprites into one image as possible, with >a utility I am developing, to save time, (i've got about 200 sprites >or so). > >cheers > > >Nick (S) >-- > >http://www.netyaroze-europe.com/~nslaven/ > > >Elliott Lee wrote: >> >> Are you absolutely sure that you didn't stick your CLUT into the >> image? I accidentally did that a couple times. My output was that >> no matter where I moved the image, it displayed fine except for one >> of the lines had garbage in it. Upon closer examination I realized >> I had positioned the clut wrong and it ended up smack in the middle >> of the TIM. Bwahahahaa.... >> >> - e! >> >> 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 >> >> -- >> - e! >> tenchi@netmagic.net >> http://www.netmagic.net/~tenchi/yaroze/