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 14:52:19 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 28 Message-ID: <359A3F13.5AD1DE2D@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: > > > >On a related note, if I produce a game that makes use of MWDebugIO.lib, and > I > >want to enter it for Sony's monthly cover CD competition, what can I do? > Would I > >need to use the _DEBUG_IO switch to activate the standard OS open(), read() > etc > >functions for the CD version? > > > 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. Steve - ignore my previous post. This works like a charm. Would you be willing to release the source code so that I can produce a Mac version (I assume it's written in standard C?) Phil