[EMAIL PROTECTED] wrote: > I usually produce sprites which contain mode4, mode 8 and mode 33 versions > indise the code. To find out what they look like in practice I use my own > "tspr" program which displays the sprites against a 3-colour background. This > program is part of TurboPTR. > > Perhaps that would be useful?
Thanks, but in this case the problem was to check whether GD2 mode 0, 3, 4, 7, 8, 15, 16, 32, 33 and 64 sprites work. Those will all be supported in v3.00 (mostly thanks to Jerome Grimbert). And as I then had to also implement them in the Aurora driver I needed a way to test my new conversion routines. And there were indeed some bugs, but all should be fine now. Marcel
