Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Joshua Meeds Newsgroups: scee.yaroze.freetalk.english Subject: Re: ARS 2.0 with Gnu Date: Fri, 24 Jul 1998 00:33:28 -0700 Organization: SCEA News Server Lines: 43 Message-ID: <35B838C8.83A587AC@sinclair.net> References: <35B58D32.2A241BA6@sinclair.net> <01bdb54a$280ba0e0$f30b0a0a@Angela1.intelligent-group.com> <35B6C9F5.B1EC5F4D@sinclair.net> <01bdb612$0351c900$f30b0a0a@Angela1.intelligent-group.com> NNTP-Posting-Host: dreamer.sincom.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; I) Um... I don't understand, I compiled your things, it worked. I then compiled my things, no changes, and it worked. Gofig... 8+{D In any case, thanks! Not just for the help in getting it working, but the great tools/libs you are making. RSDAnim finally opened up the world of animated models, and ARS just made it so my RPG can be just as cool as I originally imagined. Unfortunately, that means that those without Pro Action Replays won't see the full splendor of my game, but I'll try to make a version for them (a version without the 24-bit color high-res title screen, for example). BTW, ever tried to malloc 900K? It don't work. Gotta split that title screen up :) -- - Joshua Meeds Dreamwriter Dragon dreamer@sinclair.net -=UDIC=- _____________________________________ We are the music-makers, And we are the dreamers of the dreams - Willy Wonka quoting Arthur O'Shaughnessy Craig Graham wrote: > ... > Have you tried compiling the test program that came in the archive > (it's in the test_ars directory)? > When I just did a test build of it using: > gcc -DAR_DEBUG main.c -lar > > It compiled & linked with no errors, and ran as well.... > > I've attatched the files that I used...these definitely compile. > > > - Joshua Meeds > > Craig Graham.