Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: antony.arciuolo@mail.trincoll.edu (Antony Arciuolo) Newsgroups: scee.yaroze.programming.2d_graphics Subject: I can't stand it anymore! Date: Tue, 02 Jun 1998 03:14:39 GMT Organization: SCEA News Server Lines: 30 Message-ID: <35736e0f.13097051@news.scea.sony.com> NNTP-Posting-Host: nac-btr2-s18.nac.net X-Newsreader: Forte Free Agent 1.11/32.235 For the longest time I tried to load a TIM picture and printf its properties to the console. I always get noise, not proper data. I was so thankful when I stripped the code down to nothing but the loading code. Now I'm trying to put other code back in, and I finally think I figured out what was wrong... It seems that the allocation of all those ordering tables is OVERWRITING the data of the TIM files! I can't come up with any other explanation! I load the code at 0x80090000, then a 4-bit TIM at 0x800A0000, then a 8-bit TIM at 0x800B0000, then a 24-bit TIM at 0x800C0000 and it doesn't work. I comment out the global variables for the ordering tables stuff and it does work. I leave the code in, but I load a 4-bit TIM at 0x80090000, then a 8-bit TIM at 0x800A0000, then a 24-bit TIM at 0x800B0000 then the code at0x800D0000. and it works, kind of (it freezes 1/2-way through the code). WHAT THE HELL IS WRONG?! I will ask the stupid question. How do you load files into main memory and prevent them from being overwritten by the code allocating memory?