Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Scott Cartier Newsgroups: scea.yaroze.programming.2d_graphics,scee.yaroze.programming.2d_graphics Subject: Lining up TIMs Date: Thu, 14 Jan 1999 10:30:38 -0800 Organization: SCEA News Server Lines: 10 Message-ID: <369E37CE.4B240B7A@vmlabs.com> NNTP-Posting-Host: vmlabs30.vmlabs.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5 [en] (Win98; U) X-Accept-Language: en Xref: chuka.playstation.co.uk scea.yaroze.programming.2d_graphics:445 scee.yaroze.programming.2d_graphics:855 You'd think I'd know this by now having done 2D stuff since like forever. Do 4-bit TIMs need to be lined up on a word boundary in VRAM? I ask because I have a 14x14 sprite which had a U offset of 18 within the tpage. This was giving me some unexplained vertical bars on the far left of the rendered sprite. When I moved the TIM over so it's on a word boundary (U offset of 20) they went away. Scott