Path: chuka.playstation.co.uk!news From: "Rikki Prince" Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: pmode in GsIMAGE Date: Sat, 6 Mar 1999 00:28:42 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 38 Message-ID: <7bpst3$l2g1@chuka.playstation.co.uk> References: <7ba63i$9po27@chuka.playstation.co.uk> <7bbjm6$abn3@chuka.playstation.co.uk> NNTP-Posting-Host: th-en136-203.pool.dircon.co.uk X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Rad wrote in message <7bbjm6$abn3@chuka.playstation.co.uk>... >Hi Rikki, > >Try this: > >switch (tim.pmode) >{ > case 0x08 :sprite->w=tim.pw*4; /* If sprite is 4 bit, make width 4 times >bigger */ > break; > case 0x09 :sprite->w=tim.pw*2; /* If sprite is 8 bit, make width 2 times >bigger */ > break; > default :sprite->w=tim.pw; /* Else set it to width got from tim info */ > break; >} > >That should work. > >Rad. >rad@cyberdude.com >http://www.netyaroze-europe.com/~radpsx > Thanks Rad! Just out of interest, to maybe help boost my minimal intellect (big word that!), could you explain why the cases are 0x08 and 0x09, or should I just take it as a fact that it works, and that it would probably cause my puny brain to implode severely? Thanks again Rikki