Path: chuka.playstation.co.uk!news From: loonybit Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: TIM Date: Tue, 15 Sep 1998 18:45:31 +0200 Organization: PlayStation Net Yaroze (SCEE) Lines: 30 Message-ID: <35FE99AB.D3A09135@augsburg.baynet.de> References: <35FE90A1.C741958C@augsburg.baynet.de> <35FE94CC.F801DE5@scee.sony.co.uk> NNTP-Posting-Host: dial058.augsburg.baynet.de Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [de] (WinNT; I) Thanks a lot, helped me a lot. James Russell schrieb: > loonybit wrote: > > > > How is an 8 bit CLUT constructed or represented in memory? > > A CLUT entry consists of three 5 bit values packed together into two bytes. The last bit is used to > turn semi-transparency on and off. This means that an 8 bit CLUT will be 512 bytes of RAM, and a 4 > bit CLUT will be 32 bytes of RAM. > > > Are the values in the TIM file indexes for the table (0 is first entry)? > > Yes. Because it is an 8 bit CLUT, there is one index per byte in the file. For a 4 bit CLUT, there > are 2 indexes per byte (one in the high nibble, one in the low nibble). > > Cheers, > > James > > -- > == James_Russell@scee.sony.co.uk +44 (171) 447-1626 > == Developer Support Engineer - Sony Computer Entertainment Europe > > Socrates last words: "I drank WHAT?"