Path: chuka.playstation.co.uk!news From: richard.cutting@virgin.net (Richard Cutting) Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Static backgrounds Date: Mon, 24 Aug 1998 07:18:12 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 38 Message-ID: <35e112ee.408085@news.playstation.co.uk> References: <35e075a6.464643@news.playstation.co.uk> <35E09A8E.AD6@manc.u-net.com> NNTP-Posting-Host: p56-falcon-gui.tch.virgin.net X-Newsreader: Forte Free Agent 1.11/32.235 On Sun, 23 Aug 1998 23:41:18 +0100, James Shaughnessy wrote: >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 >----------------------------------------- That bloody NY title screen is the bain of my life as well due to the amount of vram that it occupies. One thing I'd considered was writing some compression/decompression software to compress the TIM and then decompress it on the NY later when I want to use it. Has anyone else played with this sort of approach ?