Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: jamin1@psu.edu (Jamin Frederick) Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Yaroze - was I right to buy ? Date: Wed, 04 Jun 1997 02:47:59 GMT Organization: SCEA Net Yaroze News Lines: 30 Message-ID: <3394d658.17671888@news.scea.sony.com> References: <01bc5030$6f732280$2f19e8c3@cma> <335F39AE.16E8@dial.pipex.com> <01bc5086$cef47be0$02018484@chrisa> <336251ff.2308688@news.playstation.co.uk> NNTP-Posting-Host: nbppp93.cac.psu.edu X-Newsreader: Forte Free Agent 1.11/32.235 So you load your graphics low in k0, starting with 0x80090000 and load your exe high, so that your heap grows down? I'm still not clear on what memory areas we can use. Also, what the ku and k1 segments are for? Jamin Frederick On Thu, 24 Apr 1997 12:44:19 GMT, alex@teeth.demon.co.uk (Alex Amsel) wrote: > >>BTW: Once I've loaded my sprites into VRAM can I free the memory they once >>occupied (or is this done automatically ?). > >The memory is never marked as taken. You should set the heap yourself >at the start of your code. > >I don't allow my heap to cover the gfx data because if you do then you >must download all the graphics every time you run a new test version. > >For those that don't know, the Yaroze DOES NOT clear it's ram when you >quit back to the serial program, so next time you test stuff you can >simply download main + any modified data. Assuming you don't corrupt >your own ram/data. I had to make a few changes to my code to reset >some pointers within data structures dled to the PlayStation, but that >only took 30 secs and overall development time is cut by HUGE amounts!