Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: David White Newsgroups: scea.yaroze.programming.2d_graphics,scee.yaroze.programming.2d_graphics Subject: Re: TIM vs IMG Date: Sun, 09 Nov 1997 21:57:52 -0800 Organization: SCEA News Server Lines: 21 Message-ID: <3466A25E.7D4C@san.rr.com> References: <640k0q$854@scea> Reply-To: dwhite2@san.rr.com NNTP-Posting-Host: dt3h1n35.san.rr.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01-C-MACOS8 (Macintosh; I; PPC) Xref: chuka.playstation.co.uk scea.yaroze.programming.2d_graphics:271 scee.yaroze.programming.2d_graphics:185 Pete Rizzuto wrote: > > If I use the TIM data, is there a better way to automate the builds via > CodeWarrior?... at least during development? How about the CodeWarrior > BLoad function? It wasn't clear to me if this function can be used to load > data from the PC's hard drive direct into the Playstation at runtime... if > not, then what's it good for? Bload has worked out quite well for me. In fact, my program wouldn't work with out it! It lets you dynamically load data from your hard drive. It allows your game, for example, to load TIM data to the Yaroze's main memory, then transfer it to frame buffer. Then load sound data to the same main memory, then transfer it to sound memory. Then, finally, load your TDM data to the same memory (being careful not to overload the sound data that must remain in main memory). This way you can load far more data than you would normally have room for with a preload. The down side is that you will have to wait for all of your data to load each time you reboot. David White