Path: chuka.playstation.co.uk!news From: James Shaughnessy Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Dim bloke with a TIM Date: Fri, 18 Sep 1998 12:45:17 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 24 Message-ID: <360247CD.3E78@manc.u-net.com> References: <3600BC16.1B1AD4F9@cwmail.com> <36015389.64776317@shell.jps.net> Reply-To: james@manc.u-net.com 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) Elliott Lee wrote: > Oh yeah, play around with the CLUTs too---you can accomplish color > cycling with that, too. The problem with that though is that I have found that the cluts get cached so changing actual clut entries often has no immediate effect. Changing the index to the clut (.cx and .cy) is okay and will renew the sprite's clut but does anyone know how to do this without changing the .cx.cy values? (Like if you wanted to use MoveImage to do colour cycling or LoadImage a new clut from normal memory) I asked this a while back and never got the answer so my solution was to have two copies of the same clut, and whenever I manually change an entry I just flip over to the other, double buffer style. (that's how I light up the green race path line in Gravitation's menu mapicon sprites) Is there a better way to renew the cached clut? Cheers, Jim -- ----------------------------------------- James Shaughnessy james@manc.u-net.com http://www.netyaroze-europe.com/~shaughnj -----------------------------------------