Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: "John Emmer" Newsgroups: scea.yaroze.programming.3d_graphics,scee.yaroze.programming.3d_graphics Subject: More dynamic TMD ?s Date: Thu, 16 Jul 1998 02:11:56 -0500 Organization: Justice Center Lines: 23 Message-ID: <6ok8tb$bu01@scea> NNTP-Posting-Host: p16-term1-mun.netdirect.net X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: chuka.playstation.co.uk scea.yaroze.programming.3d_graphics:270 scee.yaroze.programming.3d_graphics:719 I was really happy to find Stuart Ashley's tmd routines, but it would help me organize my program better if I knew how much memory to set aside when I create these things. Could someone maybe provide the number of bytes per polygon type that I should set aside when making these things? Also, is there some way, once I've created the tmd in memory, to send the data to the PC so that it can be saved as a regular tmd file and I could just load it in the next time, rather than creating it dynamically each time? I've considered just printf-ing the appropriate section of memory and cutting and pasting the output - is there a more efficient way? On another note, could anyone tell me where I might be able to download some other fonts to use on the Yaroze? Thanks! -- John Emmer VidEo GAme eNthusiast, Philosopher, Programmer/Analyst, Sun Certified Java Programmer 1.1 jjustice@cs.bsu.edu jjustice@netdirect.net jpemmer@bsuvc.bsu.edu http://www.cs.bsu.edu/~jjustice/ Vectrex; 7800, Supercharger, Lynx, Jaguar; NES, SNES, Virtual Boy; Turbo Duo & Express; SG, SGCD, 32X, Saturn; 3DO; PlayStation, Yaroze; C64, A600, A1200, P166; Arcade Centipede, Spy Hunter, Neo-Geo; BA, MA, ABD