My *.TIM File Problem

Graphic based area of development (Graphics Processing Unit), including the Geometry Transform Engine (GTE), TIM, STR (MDEC), etc.
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MrQuetch
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My *.TIM File Problem

Post by MrQuetch » April 1st, 2018, 9:44 am

Hello, everyone. I am very new here, and this is my first thread and post on the PSXDEV Network. :D

I am quite new to the PS1 Homebrew section, but have been learning the C programming language for over the past. That being said, I am familiar with C code, and have been working with other systems that use C. So, I decided to try PS1. Amazingly, it is much easier than programming for the N64, and I wish I had started PS1 sooner. Anyways...

I have already done my research (I think), and have been looking around for samples that show how to properly setup and use textures in the PS1. I have recently been studying the *.tim file format (Thank you, Shadow, for the link), and have been looking at ddoom's sample "3D Projection & Textured Quad". I have the proper programs to convert my *.bmp files into the proper *.tim format, but even when I use my own texture (That is 8-bits like ddoom's texture), and draw that instead; mine refuses to show up no matter what.

I'm certain the problem has an easy fix somewhere... But, to be completely honest - I'm stumped.

Any help at all is greatly appreciated, even if it is small and simple. Thank you, everyone.

Edit: I managed to get my texture up, but it's constantly flickering. I'll keep working on it and see if I can resolve it.

Edit_2: I've managed to get the primitive showing without flickering, but now the primitive is black. I'm wondering if I have a transparency problem. How can I make sure my texture is completely opaque?

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Post by LameGuy64 » April 1st, 2018, 11:20 am

How do you arrange your TIM image and clut in TIMTOOL? Make sure it does not overlap on the display buffers (usually marked as colored squares, actual size differs on the mode you're running at on the PSX.

Also, you may want to take a look at img2tim. Its similar to bmp2tim but supports a wide variety of image formats and it even supports alpha channel for easy transparency masks.
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Post by MrQuetch » April 1st, 2018, 1:00 pm

LameGuy64 wrote: April 1st, 2018, 11:20 am How do you arrange your TIM image and clut in TIMTOOL? Make sure it does not overlap on the display buffers (usually marked as colored squares, actual size differs on the mode you're running at on the PSX.

Also, you may want to take a look at img2tim. Its similar to bmp2tim but supports a wide variety of image formats and it even supports alpha channel for easy transparency masks.
Hi, LameGuy64.

Thank you for the quick reply. I really appreciate it. Before I began working with textures, I learned how to do colored triangles and vertices; thanks to one of your early 3D samples. :D

As far as the textures are concerned, I do have the IMG2TIM and BMP2TIM programs - I will admit that I overlooked the TIMTOOL program. Would you happen to have a link to that? I can't seem to find it. I will try and find it on my own though.

Again, thank you.

Edit: I found it in the PSY-Q SDK. I honestly thought it was a program that was just a separate download (Probably on the internet). I will let you know if I have any trouble with my textures, etc.

Edit_2: Okay. I have my image in it's own project file, along with it's CLUT. The project is saved, so do I just add it to my project with the PS1 source code?

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Post by MrQuetch » April 3rd, 2018, 4:46 am

Okay, after looking at how other people set up their images in the TIMTOOL, I finally have my textures working. I created the simple mistake of putting the actual texture and pallet on the left side (Yellow and green squares) instead of the right side (Blue squares).

Thank you for all who have helped. Additionally, I have learned how to multiply vertex color with textures - which will create some pretty neat effects later on.

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