Path: chuka.playstation.co.uk!news From: James Shaughnessy Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Static backgrounds Date: Sun, 23 Aug 1998 23:41:18 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 28 Message-ID: <35E09A8E.AD6@manc.u-net.com> References: <35e075a6.464643@news.playstation.co.uk> NNTP-Posting-Host: manc.u-net.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0 (Win95; I) Richard Cutting wrote: > Can someone tell me what's the most efficient way to display a static > background screen thats used in a game on the Yaroze ? No scrolling or > anything fancy is required. As far as I can see the choices are; > LoadImage() > MoveImage() > Use sprites > Use a GsBG etc... Move/LoadImage to both buffers and just VSync() until a key is pressed is the easiest method (no OT stuff needed) but it must be 15bit direct data. If you have an 8-bit TIM 320x256 say and want to display that then Loadimage is no use -- I would say the best way is to just use two 160x256 sprites; this makes fade-in/outs etc. real easy too. I guess your asking for displaying the ny_title.tim screen for ECTS/famegame demos? -- I used loadimage orginally but now I'm really stuck for memory in Grav so I had to squash it down to 8bit and use sprites instead. If you have loads of mem spare I'd use 16bit and LoadImage, mainly as the picture will look much better. Later, Jim -- ----------------------------------------- James Shaughnessy james@manc.u-net.com http://www.netyaroze-europe.com/~shaughnj -----------------------------------------