Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Spellweaver Newsgroups: scea.yaroze.freetalk Subject: Re: 2 megs too little? Date: Mon, 02 Jun 1997 01:20:39 -0500 Organization: The Implementor Lines: 20 Message-ID: <33926637.44F4@ix.netcom.com> References: <01bc6e41$e5bc8c40$6473d9ce@mannynaj> <3391af86.1616093@news.scea.sony.com> <3391518E.4538@ix.netcom.com> <33922490.12898697@news.scea.sony.com> Reply-To: spelwevr@ix.netcom.com NNTP-Posting-Host: aus-tx3-13.ix.netcom.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Quoth Rajiv Patel wrote: [ ... ] > Fair enough. Still, there's LOTS left over, and we don't have to > worry (can't worry) about MDEC code for FMV, or Redbook code or > any of the like. I don't think we're facing any real restriction. > > Also, remember that there are libraries that you have to link in > for full-blown PSX development too. I don't doubt that they're > around the same size as the Yaroze libs. True. I'm not disagreeing -- I haven't run into any memory shortage yet (though admittedly most of my Yaroze time has been working on Yaroze/PC tools, and not yet on Yaroze games). I do suspect, though, that although the commercial libs are probably comparable in size, they don't all have to be loaded (whereas we always have Yaroze I/O drivers and such resident). Still, even if we do run out of memory, we can still load code in sections (as most commercial games do, i.e., when changing levels) -- either from a CD, or pipe it down the serial line. I don't think that it will be a major problem, though I think that sooner or later it will at least get in the way a bit.