Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: "John Emmer" Newsgroups: scea.yaroze.programming.sound Subject: Re: Which function Plays Sound effects? Date: 9 Aug 1997 20:13:53 GMT Organization: Justice Center Lines: 26 Message-ID: <01bca4f7$d16277e0$dbf135ce@jjustice.iquest.net> References: <33C360ED.3922@cobradev.demon.co.uk> <33C4A88F.6A7@interactive.sony.com> <33C9A08B.834@dfwmm.net> <33C9FA5E.6EDE@interactive.sony.com> <01bca2c8$b2ffd1c0$a7f135ce@jjustice.iquest.net> <5sgc7f$bis2@scea> Reply-To: "John Emmer" NNTP-Posting-Host: 206.53.241.219 X-Newsreader: Microsoft Internet News 4.70.1161 > You shouldn't have to re-download the sound information each time. Once the > debugger (or PSComUtil) is connected to the Net Yaroze, you don't need to > reset it (as long as you don't do a "run" and leave it running). That way, > you only have to download the sound file once. You can run to a breakpoint or > to the end, and then run the code again without re-downloading the file. > Whoops - sorry, I discovered that in another thread elsewhere just after posting this. I had just assumed, since I was staring at a blank screen, that the Yaroze wasn't ready for further instructions. Also, the CW Debugger says that the host must be manually 'reset' - which I assumed meant pressing the RESET button. Things are going much faster now - thanks! -- John Emmer Video Game Enthusiast, Philosopher, Fledgling Programmer jjustice@cs.bsu.edu jjustice@iquest.net jpemmer@bsuvc.bsu.edu Vectrex; 7800, Supercharger, Lynx, Jaguar; NES, SNES, Virtual Boy; Turbo Duo & Express; SG, SGCD, 32X, Saturn; 3DO; PlayStation, Yaroze; C64, A600, A1200, P100; Arcade Centipede, Spy Hunter, Neo-Geo; BA, MA, ABD