Path: chuka.playstation.co.uk!news From: Philip Gooch Newsgroups: scee.yaroze.freetalk.english Subject: Re: Tool Support (was Re: New Yaroze Dev FAQ) Date: Wed, 01 Jul 1998 14:47:42 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 27 Message-ID: <359A3DFD.403AB4B1@easynet.co.uk> References: <6n71c1$4at1@scea> <359e0a8a.18159271@news.playstation.co.uk> <3598D331.C33C9DC2@easynet.co.uk> <3599db5a.22105475@news.reichardt.ch> <35990BCB.576C9429@easynet.co.uk> <3599158b.2586248@news.playstation.co.uk> <35996C8A.E080D423@easynet.co.uk> <3599d64e.1739921@news.reichardt.ch> <6ncqhp$sub11@chuka.playstation.co.uk> <359A203A.58123CAB@easynet.co.uk> <6nd8l5$sub12@chuka.playstation.co.uk> 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) Steve Dunn wrote: > > > Bearing in mind SIOCONS can load CW exes, I'd suggest just before releasing > your code, to incorporate all files that need loading as static data in your > source. Theres a tool 'bin2hex' that will do this. Of course, if your > files exceed the amount of memory, you're stuffed. > bin2hex is available at http://www.netyaroze-europe.com/~steved To run it, > just give it a name of a file, like alien.tim and stream the output to a > filename of your choice, then simply include that filename in your build. > You can stream any amount of data into one source file. > > Like in the test program at the back of the Start Up guide, where all their ball TIM data is stored in ball.c (although they separated the texture from the clut data)? Though they stored their data in an array - is this what I would need to do? This is a great idea though. Thanks Steve. Phil