Path: chuka.playstation.co.uk!news From: cros Newsgroups: scee.yaroze.programming.2d_graphics Subject: sprite adresses in memory... Date: Tue, 15 Dec 1998 18:16:30 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 28 Message-ID: <3676996D.D17B42F2@club-internet.fr> NNTP-Posting-Host: ppp-106-100.villette.club-internet.fr Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii; x-mac-type="54455854"; x-mac-creator="4D4F5353" Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [fr] (Macintosh; I; PPC) hi! i'm in trouble with the adresses... I have two TIM files in 16 bit mode, one with all of my sprites, the other with the start menu screen of my game. In my batch file i wrote: local dload Theship.tim 80100000 (my sprite page) local dload screen.tim 80110000(my first screen image) when i load just one image with the first adress, the games works when i load the two files the sprite are bad : i have the bricks of the download screen of the Netyaroze OS!! I use Tim Util to arrange the position of my files in the buffers. My question now: Is it arbitrary adresses? And if it isn't, How can i find safe adresses for my files? the 0x80100000 and 0x80110000 adresses are taken from a sample game by Ira Rainey.. There is a tip for calculate the space in memory, and also the start adress of my Tim files in memory? Thanks, chris, and sorry for my poor english...