Path: chuka.playstation.co.uk!news From: Developer Support Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: addresses Date: Tue, 05 Aug 1997 10:07:32 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 34 Message-ID: <33E6ED54.406D@interactive.sony.com> References: <33E68AF3.3F1E@erols.com> NNTP-Posting-Host: 194.203.13.10 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Clint Kelly wrote: > > I've had some trouble understanding the system for figuring to which > addresses I should load my tim files. In the past, I just used > addresses from other programs (so that I could be sure that they were > within the range I was supposed to use), but now I have a problem with > my program and I'm pretty sure that it's due to where I'm loading my > files (i.e. I'm either using illegal addresses or my files overlap). > > Anyways, can somebody please either explain the addressing system to me > or else tell me four addresses I could use for these files? > > (all 8-bit) > sizes: 32x32, 384x64, 48x16, 64x32 > > Any help will be GREATLY appreciated. > > Clint You can use anything after 0x80090000, it depends on where your program goes. Its best to put your data before the main program, as the program is more likely to change size than the data. Your files will take up 1x32x32 (0x400), 1x384x64 (0x6000), 1x48x16 (0x300) and 1x64x32 (0x800). If they're TIM files they take up a bit more, you can check how much by using dir from the dos prompt. Then it depends on where you put your program 0x80100000 should be fine in your case. Your problems are probably due to overwritting files. Try 0x80090000, 0x80091000, 0x80098000 and 0x80099000. Stuart