Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Pradip Fatehpuria Newsgroups: scea.yaroze.beginners Subject: Re: memory Date: Mon, 25 Aug 1997 17:16:05 -0700 Organization: Sony Computer Entertainment America Lines: 29 Message-ID: <34022045.841@interactive.sony.com> References: <33928AD8.4622@concentric.net> NNTP-Posting-Host: 206.41.6.40 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01Gold (Win95; U) djinn666 wrote: > > hi, > > i was just wondering if anyone could explain to me how memory allocation > for the ny works. i've been looking at sample batch- files and i see the > programmer d-loading tim,main,...ect to memory locations such as > "0x8000....ect". how do they know the size of their file?, how do they > know where to d-load it to? can some one please help. i've read the > whole userguid and still cant grasp the concept. > > -Djinn One of the main reasons, why people load data files like the models, textures and sound data directly at the pre-determined location is to avoid loading the same everytime you make changes to your code. So while debugging your code you can simply reload just the executable which turns out to be a faster proposition. Once you reset the PlayStation, you will have to reload the data once again. Another thing to note is that the run-time library and other necessary data structures take first 0x90000 bytes of main memory. So, I like to load my data starting from 0x90000 memory address and the executable is set to load after the data, so that rest of the memory is available for the bss section and the heap. Pradip K Fatehpuria