Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: sumner@metrowerks.com (Joel Sumner) Newsgroups: scea.yaroze.programming.codewarrior Subject: Re: System memory Date: Tue, 22 Jul 1997 17:25:55 -0500 Organization: Metrowerks Lines: 38 Message-ID: References: <01bc957d$ffb78880$9fbf43ce@wkwerner> <01bc9580$b51472e0$9fbf43ce@wkwerner> NNTP-Posting-Host: 198.214.227.194 X-Newsreader: Anawave Gravity v1.10 Hi Wayne, There's a more insidious reason that the bricks screen doesn't come back after the program executes... The MWDebugger (and PSComUtil) aren't starting the program properly. We discovered this right before we shipped. This affects program termination also. We'll have it fixed for the CD. Is there some reason that you really need the brick screen to come back? You don't need to reset your Net Yaroze after running the program. The debugger will just re-run it for you (or run another program). In article <01bc9580$b51472e0$9fbf43ce@wkwerner>, wkwerner@con2.com says... > > > Wayne K. Werner wrote > > The > > stack for your project should start at 801FFF00 (change this in your > > targets linker options.) I haven't checked, but this is probably the > > reason that the CW compile of one sprite doesn't come back after > exiting... > > the system stack has been trashed! I will make this fix and see what > > happens. > > > Tried it. The bricks screen still doen't come back to me when the program > terminates. Any ideas out there! I'm keeping the stack value here, > reguardless, as the docs make it very clear that this is the correct value. > > Wayne K. Werner > wkwerner@con2.com > > -- ------------------------- PlayStation Debugger Dude Metrowerks