Path: chuka.playstation.co.uk!scea!sumner From: sumner@austin.metrowerks.com (Joel Sumner) Newsgroups: scea.yaroze.programming.2d_graphics,scee.yaroze.programming.2d_graphics Subject: Re: TIM vs IMG Date: Fri, 14 Nov 1997 16:04:15 -0600 Organization: Metrowerks Lines: 48 Message-ID: References: <640k0q$854@scea> NNTP-Posting-Host: mtwks208.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 Xref: chuka.playstation.co.uk scea.yaroze.programming.2d_graphics:285 scee.yaroze.programming.2d_graphics:196 In article <640k0q$854@scea>, "Pete Rizzuto" wrote: >Hi... > >Here's a question... I'm using Codewarrior on a PC. [snip] > >hmmm... neither seems very efficient. If I use the IMG files, am I eating >into the amount of RAM allocated for my app? The nice thing about the IMG >files is I don't need to constantly run PSComUtil to get the data into the >Playstation before entering the debugger. However, as soon as I need to use >my own sound data I'll have to do that anyway. > >If I use the TIM data, is there a better way to automate the builds via >CodeWarrior?... at least during development? How about the CodeWarrior >BLoad function? It wasn't clear to me if this function can be used to load >data from the PC's hard drive direct into the Playstation at runtime... if >not, then what's it good for? Hi Pete, There are basically two ways you can download sound/pictures. 1) Use PSComUtil OR the Debugger using a batch file. You mentioned this earlier so you probably understand how to do this. One thing to note is that you can use the batch file you created in the debugger also. After you open the symbol file, the debugger will connect to the Net Yaroze. Now notice that there is a new menu called "PlayStation". There is a menu item that allows you to select a batch file. After you select the batch file, it will read and download everything, just like PSComUtil (it will skip the .pxe file) The advantage to this method is that you can "run" your program multiple times but only download the data once. 2) Use the MWDebugIO.h functions. This allows you to use your PC as an external "Hard Drive" for your Net Yaroze. As long as the program is being run under the Metrowerks debugger or PSComUtil, those commands will work just fine. Please see the Targeting PlayStation OS manual for a better description of what each function does. There is a demo program in the CodeWarrior distribution "Metrowerks Logo" which demonstrates both of these techniques. -Joel -- PlayStation Development Tools Dude Metrowerks