Sprite tutorial 1 By Tom These tutorials won't explain the hardware of the Net Yaroze, there are tutorials out there that already do that. Instead, I'll try to write simple bits of code that clearly explain how to do various things. In this tutorial... batch.sio siocons / PSComUtil batch file main.c demo code streamlined.c a more streamlined (and specific version) NY.pxe executable sprite.tim simple TIM file readme.txt this file mypad.h button definitions Streamlined.c holds code that is specific to the 'sprite.tim' file and ignores the frame buffering position data held in the TIM file. Instead it just blits the sprite to (320, 0) in the frame buffer and the palette to (320, 32). This is the quickest way to deal with sprites if you only have one or two (like in my chraome mapping demo or the FFVII fade effect demo). If you have more, use TimUtil to organise your graphics on the frame buffer. Directions... Start & Select quit the program (exciting huh?) If you've got any questions or comments, mail me at... tm7130@bristol.ac.uk