Path: chuka.playstation.co.uk!news From: Philip Gooch Newsgroups: scee.yaroze.freetalk.english Subject: Re: New Yaroze Dev FAQ Date: Tue, 30 Jun 1998 17:01:15 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 25 Message-ID: <35990BCB.576C9429@easynet.co.uk> References: <6n71c1$4at1@scea> <359e0a8a.18159271@news.playstation.co.uk> <3598D331.C33C9DC2@easynet.co.uk> <3599db5a.22105475@news.reichardt.ch> NNTP-Posting-Host: 193.131.140.246 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; I) Daniel Hartmeier wrote: > > Alternatively, if you have Codewarrior, you can use the MWDebugIO.lib functions to > > load in graphics and whatever from the PC/Mac at run-time, as and when required. > > That way, Net Yaroze members could produce and distribute much larger games. This > > definitely works if the data is on the host machine's hard drive - haven't tried > > using the Codewarrior functions to read from the computer's CD drive yet. > > First of all, not all members are working with CodeWarrior. They would > not be able to run your program. > Hang on, are you saying that if I create a Yaroze executable with Codewarrior and make use of MWopen(...), MWread(...), then anyone trying to run this without having Codewarrior on their PC/Mac won't be able to run it? That's completely wrong. All anyone who wanted to run the executable would need to do would be to make sure they remain connected to the PC via the serial link while playing the game. Phil