Path: chuka.playstation.co.uk!news From: sceetech Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: GsIMAGE pmode 8 (LARGE) Date: Mon, 07 Apr 1997 11:39:54 +0100 Organization: SCEE Lines: 38 Message-ID: <3348CEFA.4183@interactive.sony.com> References: <01bc289b$f6314fc0$c793989e@fourny.demon.co.uk> <33422052.4C18@interactive.sony.com> <01bc28b3$29e10100$c793989e@fourny.demon.co.uk> <33450DEC.7AE5@interactive.sony.com> <01bc29a2$9bf69300$c793989e@fourny.demon.co.uk> Reply-To: ps_yaroze@interactive.sony.com NNTP-Posting-Host: 194.203.13.10 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) grim wrote: > > Lewis wrote: > > > Firstly: code generated should be independent of the difference > > between siocons and CodeWarrior, so that people using either > > can run it easily. Hence, ALL CodeWarrior-specific functions > > should go in special procedures, only to be called > > (eg) ifdef CODEWARRIOR. Failure to make a clean separation > > will prevent people without Codewarrior from using your > > code. > > Is the PC-side of MWbload not supported in SIOCONS, only in PSCOMUTIL? I > kind of assumed it was in both. MWbload is useful. I was going to use it a > lot because then I wouldn't have to manually keep a map of where everything > is going in memory which kind of makes me gag. > I appreciate this seems awkward, but the trouble with dynamic loading into main memory is that it is both enormously slow, and makes your program far more error-prone than one, single batch load of everything. You're honestly much better off with a fixed, one-D memory map of Yaroze RAM space (really not hard to build and maintain) than with dynamic loading. Sadly, the siocons tool does not support direct loading invoked from game code for files on PC hard disk; it does for the CD, but that is rather limited. Hence, if you want your games to be playable by the (large) number of non-CodeWarrior Yarozers, you must build the code to be easily remakeable under both environments; hence all MW_ functions bundled into specific functions, not into general init_texture functions. Please look at the 2d, 2d2 and other demos which load 2d images for a simpler way of initialising textures; this may save you a lot of time compared to debugging a given code fragment.