Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Nick Newsgroups: scea.yaroze.programming.codewarrior Subject: Re: PSComUtil Reset problem. Could this be the reason? Date: Mon, 30 Mar 1998 23:45:21 -0800 Organization: SCEA News Server Lines: 32 Message-ID: <35209F0D.75B3@bc.sympatico.ca> References: <6dss89$iap20@chuka.playstation.co.uk> Reply-To: Nick_Porcino@studio.disney.com NNTP-Posting-Host: vcta01m02-110.bctel.ca Mime-Version: 1.0 Content-Type: text/plain; charset=iso-2022-jp Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01-C-SYMPA (Macintosh; I; PPC) Joel wrote: >>>>>>>> SIOCONS doesn't really do much, it's just a terminal to the Net Yaroze. All of the "intelligence" is located on the Net Yaroze inside the boot monitor. SIOCONS just sends and receives text from the Net Yaroze. It also does a few other things (manages the download protocol) but it's fairly simple. When a program terminates, the Net Yaroze boot monitor shows you the brick screen (Note, I did not say "resets the Net Yaroze". It doesn't do that. It just cleans up a few things and puts up the brick screen). <<<<<<<< Which begs the question, why don't the bricks come up when using PSComUtil? I can certainly live with it the way it works now because everything works properly, ie multiple downloads/runs in a row work fine. I got tired of seeing the remains of my last run on the screen, so I clear everything before I exit. But - it occurs to me that this is kind of a PR/QA issue for Metrowerks. People always think that PSComUtil isn't working right because the bricks don't come back. It seems to me that making it work that way would cause less people to ask "what about the bricks" and complain about CodeWarrior's nonstandard (compared to siocons) behaviour. Speaking of which, more and more games (particularly from Japan) are using the dload -n option which PSComUtil doesn't recognize. I don't know what the significance of the -n is... - nick