Path: chuka.playstation.co.uk!news From: "James Banks" Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: convert TIM data in SPRITE Date: Sun, 2 Aug 1998 19:17:05 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 139 Message-ID: <6q2ah4$fvf21@chuka.playstation.co.uk> References: <35C478F9.6AD5@club-internet.fr> NNTP-Posting-Host: p26-bittern-gui.tch.virgin.net Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="----=_NextPart_000_002E_01BDBE4A.22E8A050" X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 This is a multi-part message in MIME format. ------=_NextPart_000_002E_01BDBE4A.22E8A050 Content-Type: multipart/alternative; boundary="----=_NextPart_001_002F_01BDBE4A.22E8A050" ------=_NextPart_001_002F_01BDBE4A.22E8A050 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable Hi, I'm no expert in the field of displaying sprites on the Yaroze = but the u and v arguments allow you to set up numerous sprites from 1 = TIM file (this helps messing about with numerous TIM files). The u and v = correspond to the x and y offset in the TIM file, so each TIM file could = contain many sprites that can be accessed by setting the u and v values = to each sprites width (u) and/or height (v) offset. If the TIM file you = are using contains only 1 sprite set the u and v to 0. I have attached a = TIM file called bricks that contains 7 coloured bricks. I am using this = file in a breakout game, to change the brick colour I just set the value = u to 16 * the brick number (Black brick is 0, Red brick is 1 and so on). = The value 16 is each bricks width in pixels. Hope this helps, James PS. There may be an easie way to explain this but above is how I = understand u and v are used. MAGNIER Francis wrote in message <35C478F9.6AD5@club-internet.fr>... >hello > >I have a problem with a part of a code, >I load in VRAM TIM data but for convert them in a sprite >I don't understand the arguments "u" and "v" >someone can explain me that please ... > >thanks, nicolas ------=_NextPart_001_002F_01BDBE4A.22E8A050 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable
    Hi, I'm no expert in the field of displaying = sprites on=20 the Yaroze but the u and v arguments allow you to set up numerous = sprites from 1=20 TIM file (this helps messing about with numerous TIM files). The u and v = correspond to the x and y offset in the TIM file, so each TIM file could = contain=20 many sprites that can be accessed by setting the u and v values to each = sprites=20 width (u) and/or height (v) offset. If the TIM file you are using = contains only=20 1 sprite set the u and v to 0. I have attached a TIM file called bricks = that=20 contains 7 coloured bricks. I am using this file in a breakout game, to = change=20 the brick colour I just set the value u to 16 * the brick=20 number (Black brick is 0, Red brick is 1 and so on). The = value 16=20 is each bricks width in pixels.
 
Hope this helps,
 
 
 
James
 
PS.
    There may be an easie way to explain this but above is = how I=20 understand u and v are used.
 
MAGNIER Francis wrote in message <35C478F9.6AD5@club-interne= t.fr>...
>hello
>
>I=20 have a problem with a part of a code,
>I load in VRAM TIM data but = for=20 convert them in a sprite
>I don't understand the arguments = "u"=20 and "v"
>someone can explain me that please=20 ...
>
>thanks, nicolas ------=_NextPart_001_002F_01BDBE4A.22E8A050-- ------=_NextPart_000_002E_01BDBE4A.22E8A050 Content-Type: application/octet-stream; name="Bricks.tim" Content-Transfer-Encoding: base64 Content-Disposition: attachment; filename="Bricks.tim" EAAAAAkAAAAMAgAAQAEAAAABAQAAgAACEAAQAhBA/wMAQHhj4AMfAB98AHz/ewCAAIAAgACAAIAA gACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACA AIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAA gACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACA AIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAA gACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACA AIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAA gACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACA AIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAAgACAAIAA gACAAIAAgACAAIAAgACAAIAAgIwDAABAAQAAOAAIAAAAAAAAAAAAAAAAAAAAAAAJCQkJCQkJCQkJ CQkJCQkCBQUFBQUFBQUFBQUFBQUFAwgICAgICAgICAgICAgICAELCwsLCwsLCwsLCwsLCwsGCgoK CgoKCgoKCgoKCgoKBAwMDAwMDAwMDAwMDAwMDAcAAAAAAAAAAAAAAAAAAAAACQkJCQkJCQkJCQkJ CQkJAgUFBQUFBQUFBQUFBQUFBQMICAgICAgICAgICAgICAgBCwsLCwsLCwsLCwsLCwsLBgoKCgoK CgoKCgoKCgoKCgQMDAwMDAwMDAwMDAwMDAwHAAAAAAAAAAAAAAAAAAAAAAkJCQkJCQkJCQkJCQkJ CQIFBQUFBQUFBQUFBQUFBQUDCAgICAgICAgICAgICAgIAQsLCwsLCwsLCwsLCwsLCwYKCgoKCgoK CgoKCgoKCgoEDAwMDAwMDAwMDAwMDAwMBwAAAAAAAAAAAAAAAAAAAAAJCQkJCQkJCQkJCQkJCQkC BQUFBQUFBQUFBQUFBQUFAwgICAgICAgICAgICAgICAELCwsLCwsLCwsLCwsLCwsGCgoKCgoKCgoK CgoKCgoKBAwMDAwMDAwMDAwMDAwMDAcAAAAAAAAAAAAAAAAAAAAACQkJCQkJCQkJCQkJCQkJAgUF BQUFBQUFBQUFBQUFBQMICAgICAgICAgICAgICAgBCwsLCwsLCwsLCwsLCwsLBgoKCgoKCgoKCgoK CgoKCgQMDAwMDAwMDAwMDAwMDAwHAAAAAAAAAAAAAAAAAAAAAAkJCQkJCQkJCQkJCQkJCQIFBQUF BQUFBQUFBQUFBQUDCAgICAgICAgICAgICAgIAQsLCwsLCwsLCwsLCwsLCwYKCgoKCgoKCgoKCgoK CgoEDAwMDAwMDAwMDAwMDAwMBwAAAAAAAAAAAAAAAAAAAAAJCQkJCQkJCQkJCQkJCQkCBQUFBQUF BQUFBQUFBQUFAwgICAgICAgICAgICAgICAELCwsLCwsLCwsLCwsLCwsGCgoKCgoKCgoKCgoKCgoK BAwMDAwMDAwMDAwMDAwMDAcAAAAAAAAAAAAAAAAAAAAAAgICAgICAgICAgICAgICAgMDAwMDAwMD AwMDAwMDAwMBAQEBAQEBAQEBAQEBAQEBBgYGBgYGBgYGBgYGBgYGBgQEBAQEBAQEBAQEBAQEBAQH BwcHBwcHBwcHBwcHBwcH ------=_NextPart_000_002E_01BDBE4A.22E8A050--