Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: "Michael C. Lee, Jr." Newsgroups: scea.yaroze.beginners Subject: Re: Ira's sprite stuff Date: Wed, 13 Aug 1997 01:45:43 -0700 Organization: SCEA News Server Lines: 126 Message-ID: <33F17437.5EE2@hubcap.clemson.edu> References: <33E95AC7.6F5C@hubcap.clemson.edu> <01bca379$f47e00c0$8fbf43ce@wkwerner> <5so7cj$d576@chuka.playstation.co.uk> NNTP-Posting-Host: pm4-4.innova.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0Gold (Win95; I) Ira Rainey wrote: > > Mike said: > > >I cant get anything to come up. > >I run it under CodeWarrior. > >I run the ny.psx file under the PSComutil and > >nothing shows up. > >I ran the download.sio and it did the same thing. > >Just a black screen that has nothing on it. > >this is frustrating. > >Where does it load the *.tim files? > >If i create a drawing, I do i get my file to recognize it. > >What is this address stuff at the beginning? > > Ira says: > > First off, the "download.sio" file is actually a batch file for downloading > all the relevant files to the correct addresses. I use the ".sio" extension > because that's just how CW documented it when they first implemented it and > I haven't got round to changing it, and seeing as has I write all my code on > my Mac the extension is irrelevant. Try opening it using CW and you will see > the files and the addresses that it loads. > > Secondly, if you are compiling code using the GNU stuff make sure your > makefile sets your object code in at 0x8009000. If you're using CW still, > then go to your project settings and check the same thing (0x8009000 is the > default address space used by CW). > > Eli said: > > >I haven't looked at Ira's code, but there are basically three ways it > >could be loading the .TIM: > > > >1) Static data in the program - ugly and probably not how he's doing it. > > Urghh, what a horrid thought! If that method was a woman, she'd be a moose! > > >2) Using the Metrowerks BLoad (or whatever it is) to simulate the CD and > > load it automatically from within the program. > > A nice tool, but I didn't use these tools so that people without CW could > still benefit. > > >3) Pre-loading the .TIM to memory using a batch file. > > Spot on! > > >A) Check for a Windoze batch file (.BAT) if its there you should be able > >to use it in the new version of PSComUtil or read the addresses out and > >use the load data function in PSComUtil to put them in the right places. > > "download.sio" is the one you want. > > >You may also be compiling your code to the wrong address - make sure that > >the address in your project preferences matches the one in the Makefile > >(it there is one) > > Wayne said: > > >Looking at Ira's code, (Ira being a member of the Euro group, this is no > >suprise) I see the following line: > > > > SetVideoMode(MODE_PAL); > > > >Since the default is NTSC, you could just remove this line. Just as well, > >you could substitute it with: > > > > SetVideoMode(MODE_NTSC); > > > >Further, you must replace the vertical height with 240 (not the PAL value > >of 256). > > > >#define SCREEN_HEIGHT 240 > > Ira says: > > I noticed I did put this line in some of my very early code, but I changed > the whole web site thing about a month ago and changed all the code. None of > the demos include this line now, purely for reasons of international > compatability. > > Also I always use 320x240, in all of the demos and stuff that I have done so > far. No real reason but because I do there should be no PAL/NTSC clashes. > > Mike said: > > >The documentation SUCKS and im starting to get pissed. > >Im very intelligent and this is making no sense. > > Wayne said: > >And try not to get too POed. The learning curve here is STEEP! > > Ira says: > > Cool out Mike. Just step back take a deep breath and count to ten. You're > probably trying too hard and failing to see the wood for the trees. It took > me about five or six weeks to get my head round the basics of this thing, > and boy did I want to beat the crap out of the little bastard thing > sometimes, but I just turned it off, went to bed and tried again the next > day. Until one day everything hit me like a ton of bricks. > > We're all on a huge learning curve here and it doesn't make it any easier > that Sony haven't provided us with any kinda decent documentation, or real > starter stuff. I've never said that any of my docs are the best or that I'm > the best coder, far from it, but the very fact that you've been able to > download some docs and source code that someone - namely me - has taken > their own time and effort to write for no reason other than to help people > like yourself, and to ensure we can all get some value for money out of this > thing, is something you should be grateful for. When I got my yaroze back in > March we had diddly squat to work with. > > Don't knock it, just keep working at it. > > Ira > -- > "The difference between the impossible and the possible lies in > determination" > -- Tommy Lasorda Im not knocking you. Im very happy you wrote the sprite stuff. Its all I have to go on. I just wish Sony had provided something better. check out spells of fury if you want to see a good work of documentation. I think once i start to get some of this stuff, ill write something. later, mike