Path: chuka.playstation.co.uk!scea!hunt From: hunt@metrowerks.com (Eric Hunt) Newsgroups: scea.yaroze.problems.mac Subject: Re: MAC Problems Running DEMOS Date: Fri, 25 Apr 1997 10:58:12 -0500 Organization: Metrowerks Corporation Lines: 47 Message-ID: References: <335DCFF4.5A5B@handsontoys.com> <335FDA79.34DD@halcyon.com> NNTP-Posting-Host: hunt.metrowerks.com Mime-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8bit X-Newsreader: Yet Another NewsWatcher 2.4.0 In article , wal@blarg.net (wayne a. lee) wrote: > I'm thinking of modifying some of the examples to use the I/O functions to > download the files from the host, anyway, because the lack of batch > downloading on the Mac is driving me nuts! This is exactly what our Playstation engineer recommends as a workaround until a more full-featured PSComUtil is released. Here is his note on this particular subject: Use the HostIO capabilty of the debugger (or PSComUtil) to have the game download the files that are necessary. Add the following code to the beginning of the game: #define DEBUG_IO #include "MWDebugIO.h" int loadFile( in main(), add ... MWRedirectIO(__MWIO_CDROM) int status=bload(,
); // is the file name or // a relative path from the excutable // address is the destination hex address for // the file. ------------------------- That's quick and dirty. However, it doesn't show much status. It might be better for debugging to use the open/read/close calls and only read part of the file at a time. Then separate the loads by printf() statements. At 115K, you'll see a download speed of about 10K per second or so. Note: The debugger and PSComUtil both recognize the file I/O redirection commands. SIOCONS does not. Thus, you must use either the debugger or PSComUtil to run the game. Thanks, Eric Hunt Metrowerks Playstation Tech Support