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Old 16 January 2008, 16:26   #1
korruptor
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Attached sprite coming out 8 pixels wide (UAE)

Does anyone have any ideas as to why a data structure for a 16 pixel wide sprite would appear on screen, 8 pixels across? (This is in UAE).

I'm trying to create a 32x32pix, 8 colour sprite using 2 sets of 16x32 attached sprites (so, four sprites total). In a stripped out piece of code the data structure tests out fine and the full 32x32 sprite appears with the correct palette. All good.

In the game I'm working on, the same data structure produces 2 8x32pix sprites. It's literally only drawing every other pixel, with no spaces. And even more strangely, if I unattach the sprites, even the single sprite data can be the wrong width. This only appears to happen at certain positions, occasionally I can get the full width (unattached) sprites to appear.

Just wondering if there's anything obvious that could cause this?
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Old 16 January 2008, 16:44   #2
Toni Wilen
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Hires sprites? (Pre-1.4.5 WinUAE hires sprites would appear as half-resolution doubled lores sprites over lores bitplane)
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Old 16 January 2008, 17:02   #3
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Nah, everything's low res.

Edit: hang on, lemme update to the latest UAE and double check.

Last edited by korruptor; 16 January 2008 at 17:10.
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Old 16 January 2008, 17:17   #4
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Ah, ok, 1.4.5 is giving me different results. They are coming out hi-res.

I've no idea how I've made my sprites hi-res, but thanks, that gives me something else to look at
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Old 16 January 2008, 17:20   #5
Toni Wilen
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Originally Posted by korruptor View Post
Ah, ok, 1.4.5 is giving me different results. They are coming out hi-res.

I've no idea how I've made my sprites hi-res, but thanks, that gives me something else to look at
My crystal ball works

Probably bad startup-code that forgets to disable AGA features properly.
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Old 16 January 2008, 17:26   #6
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It's magically sorted itself now and is displaying them low res, so you're probably right, I'll need to swot up more on the startup stuff.

Thanks Toni, I've been staring at this all day.
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Old 16 January 2008, 17:41   #7
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Edit: yeah, sussed it. Wasn't setting bplcon3. Thanks again!
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Old 16 January 2008, 22:20   #8
Toni Wilen
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Edit: yeah, sussed it. Wasn't setting bplcon3. Thanks again!
I really recommend using start-up code that does 2xLoadView(null). Only 100% compatible way. Sets everything even if RTG mode or multiscan mode etc is active.
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Old 17 January 2008, 09:04   #9
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I really recommend using start-up code that does 2xLoadView(null). Only 100% compatible way. Sets everything even if RTG mode or multiscan mode etc is active.
yes, but on AGA + OS 3.0, the 2xLoadView(NULL) set the display in PAL with 0 bitplanes, but don't reset BPLCON3 and BPLCON4 to the default OCS values.
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