Path: chuka.playstation.co.uk!news From: "George Bain" Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Displaying 4/8/16 bit TIMs Date: Wed, 30 Sep 1998 21:52:13 +0100 Organization: Sony Computer Entertainment Europe Lines: 34 Message-ID: <6uvfi8$gul13@chuka.playstation.co.uk> References: <6uvd90$gul12@chuka.playstation.co.uk> NNTP-Posting-Host: mailgate.scee.sony.co.uk X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Hi there, Check out the Net Yaroze FAQ and the Net Yaroze Programming Tutorial on the memebers website. They will help you out. Regards, George@SCEE Maurice Sibrandi wrote in message <6uvd90$gul12@chuka.playstation.co.uk>... >Hi Yarozians, > > >I have a 4 bit TIM which is loaded at 680,384. The size is 160,128. The >actual >size is off course 40,128 since it is 4 bit. The problem occurs when I >display >the sprite : the left side of the sprite is distorted. When I multiply the u >value with 4 the left side will be ok, but sprite's right side is clipped. > >What am I doing wrong? I think it has something to do with with the u and v >parameters. >Should sprite's be alligned to some value? If so, why doesn't timtool tell >me so! > >The same occurs also for 8 bit TIMs, but when I multiply u by 2 it will >display >correctly. All is swell for 16 bit TIMs.