Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: mperdue@iquest.net (Mario Perdue) Newsgroups: scea.yaroze.beginners Subject: Re: Yaroze philosophy Date: Thu, 24 Apr 1997 01:49:49 GMT Organization: SCEA Net Yaroze News Lines: 35 Message-ID: <335eba97.9388537@205.149.189.29> References: <335EB26E.19A3@charlie.cns.iit.edu> NNTP-Posting-Host: ind-0004-24.iquest.net X-Newsreader: Forte Free Agent 1.1/32.230 Ed, One advantage to loading the data seperately is that you don't have to load it each time. You could have two batch files, one that loads everything and one that just loads the executable. Since the graphics and sound normally make up the bulk of a game program, you could save a fair amount of time by not reloading them every time you change your code. So far I havn't done anything big enough to worry about DL time, so tim2img.exe works fine for me. I'm sure there are other advantages, but they don't come to mind right now. Mario On Wed, 23 Apr 1997 20:07:58 -0500, Ed Federmeyer wrote: >I've been looking at the demos, and one thing that seems very common >to me is that people use siocons to load data chunks (TIM, VAB, etc) >into "hard coded" locations, and then use #define VAB_ADDR 0x8011000 >type definitions to let the run-time code know where they are. > >Wouldn't it be easier to include a big array in the code, (ie, >convert the binary datafile into a big, "C" array, like using >tga2img.exe) with the appropriate size, and then just refer to >&array[0] (or just "array" of course) in the code, and let the linker >figure out where it should go? > >I'm not sure if I'm missing the benefit of the multiple load >method. > >Ed Federmeyer