Path: chuka.playstation.co.uk!scea!sumner From: sumner@austin.metrowerks.com (Joel Sumner) Newsgroups: scee.yaroze.beginners Subject: Re: Memory address selection? Date: Wed, 18 Feb 1998 10:10:39 -0600 Organization: Metrowerks Lines: 26 Message-ID: References: <33C3449A.34EB@hotmail.com> <33C34446.520@interactive.sony.com> <6ceskk$beo37@chuka.playstation.co.uk> NNTP-Posting-Host: mtwks137.metrowerks.com Mime-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8bit X-Newsreader: Yet Another NewsWatcher 2.4.0 In article <6ceskk$beo37@chuka.playstation.co.uk>, "JohnT" wrote: >>The Yaroze kernal and base library take up the memory >>from 0x80000000 - 0x8008ffff, so Never load anything before >>0x80090000; this is effectively the starting address. >>The top address is 0x801fffff, but the stack grows down from that >>point, so best to leave it some space; hence you can take >>values like 0x801f0000 or 0x801ff000 as the top-most address. >> >So, what you are saying is that the claims in the documentation we got about >the Net Yaroze is wrong when it states we have 2MB of memory to use! Because >of the kernel we only get 1.44MB. The documentation has a FAQ section in >which is effectively asked "What sort of game can I make in 2MB?" and the >answer is effectively "Anything. Ridge Racer, Tomb Raider etc." I think that >is very misleading and should be re-written to say 1.44MB instead of 2 [snip] Not exactly. "Professional" games have all of the Sony libraries linked in to the executable. Thus, they don't get 2 Megs worth of RAM to use either. They can load their programs lower in memory but they end up using a big chunk of that memory for libraries anyway, just like the Yaroze. -- PlayStation Development Tools Dude Metrowerks