Path: chuka.playstation.co.uk!news From: "Peter Dollochan" Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: multiple clut TIMs Date: Sat, 17 Apr 1999 16:54:49 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 52 Message-ID: <7fab1e$h4l2@chuka.playstation.co.uk> References: <7eba5u$nij3@chuka.playstation.co.uk> <01be887d$fefc7500$c920268a@myfatarse.bath.ac.uk> NNTP-Posting-Host: modem-50.lutetium.dialup.pol.co.uk X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Hi all, I wasn't gonna reply to this until I actually found the file I was thinking of, but I cant so I thought I'd mention it and if anyone else comes across it they can post a link or whatever.. what am i talking about - a while back (month or two ?) I seen a guy saying he had written a prgram to add multiple cluts to a single tim file .. which is what i assume you guys are looking for, I think it was SCEA but hell it could be www.disney.com for all I know ;-) Pete. Phil McCarthy wrote in message <01be887d$fefc7500$c920268a@myfatarse.bath.ac.uk>... > > >HPMAN wrote in article ><7eba5u$nij3@chuka.playstation.co.uk>... >> Hi everyone ! >> >> Does anybody got a tool/method to create TIMs with multiple cluts ? >> >> Thanks ! >> >> > >I've been wondering about this lately. I have a sprite I want to use twice, >but with a different palette in each case. At the moment I'm just using two >separate TIMs to do the job, but obviously this is wasting frame-buffer >space. > >I haven't tried this yet, but I think you could set up multiple TIMs with >different CLUTs, then use Timtool to position the TIMs at the same >coordinates in the frame buffer, but give all of the cluts different >positions. Then when you use GsIMAGE, point to the same place for the pixel >data each time, but cycle through the cluts. This is a pretty poor way to >do it if you want lots of CLUTs for a big sprite, as it has to be loaded >into main memory multiple times. Though I suppose you could make all of the >TIMs 1*1 pixel, except for the last one to get transferred to VRAM. >Hmmm.... > >Or I guess you could even paint lots of cluts onto the frame-buffer using >clearimage. Kind of labour-intensive though, even in 4-bit. Or draw a >picture of a set of cluts and load it up as a 16-bit tim. No, don't do >that. > >If anyone knows a nice way to do this, I'd love to hear it too. > >Cheers, >Phil McCarthy. >