Path: chuka.playstation.co.uk!scea!sumner From: sumner@austin.metrowerks.com (Joel Sumner) Newsgroups: scea.yaroze.programming.codewarrior Subject: Re: PSComUtil Reset problem. Could this be the reason? Date: Fri, 03 Apr 1998 16:35:21 -0600 Organization: Metrowerks Lines: 30 Message-ID: References: <6dss89$iap20@chuka.playstation.co.uk> <35209F0D.75B3@bc.sympatico.ca> NNTP-Posting-Host: mtwks187.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 In article <35209F0D.75B3@bc.sympatico.ca>, Nick_Porcino@studio.disney.com wrote: >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. I'll see what we can do to find some way to make this more clear to the user. Unfortunately, it is impossible to make the Net Yaroze display the brick screen. >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... You can use the syntax "local load ". This is the same as load -n. -Joel -- PlayStation Development Tools Dude Metrowerks