Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Clint Kelly Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: addresses Date: Tue, 05 Aug 1997 18:45:09 -0400 Organization: Cornell University Lines: 56 Message-ID: <33E7ACF5.702B@erols.com> References: <33E68AF3.3F1E@erols.com> <33E6ED54.406D@interactive.sony.com> NNTP-Posting-Host: dam-as4s44.erols.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 2.01KIT (Win95; U) Developer Support wrote: > > 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 I tried what you said, and it didn't work. Here's what my batch file looks like: local dload base.tim 0x80090000 <-- 32x32 local dload boom.tim 0x80091000 <-- 384x64 local dload bullet.tim 0x80098000 <-- 48x16 local dload ship.tim 0x80099000 <-- 64x32 local load ny.pxe go I also tried subbing the second-last line with local load ny.pxe 0x80100000 and local dload ny.pxe 0x80100000 Every time, I get the following error: The PlayStation has generated a Bus Error on Data Load exception at instruction address 0x800229e8. Huh? Clint