Path: chuka.playstation.co.uk!news From: "Chris Allmark" Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Yaroze - was I right to buy ? Date: 24 Apr 1997 08:04:10 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 47 Message-ID: <01bc5086$cef47be0$02018484@chrisa> References: <01bc5030$6f732280$2f19e8c3@cma> <335F39AE.16E8@dial.pipex.com> NNTP-Posting-Host: ld46-130.lon.compuserve.com X-Newsreader: Microsoft Internet News 4.70.1155 Chris Chadwick wrote in article <335F39AE.16E8@dial.pipex.com>... > I don't know whether the full dev kit librarys have direct CD to frame buffer > functionality (Sony?) but I would guess that they don't and that commercial > games fall under the same restriction, in that respect. Having said that, the > PSX can stream FMV off CD into the frame buffer, but this probably goes through > the CD-ROM buffer memory first... I guess my main worry is that the effort I put into creating various routines will be totally useless outside of the Yaroze environment - I've seen various newsgroup postings about the differences between the full kit and the cut down Yaroze (of which I was fully aware prior to my purchase), but it would perhaps be nice to know EXACTLY what those differences are. Maybe SONY could get some commercial developers to host a newsgroup dedicated to this sort of info ? - I'm sure it's in the commercial developers long term interest to reveal at least some of their development secrets, as by the sounds of it from some of the newsgroup posings to date, we already have a few *good* programmers on board. (don't get a big head Alex) > You must be developing a game with a huge amount of sprites/frames per sprite/ > very large sprites! :-) I find the 1MB (minus double buffers) can hold quite a > sizable amount of sprites (especially if 4/8bit), and you could always shift > textures in and out of RAM/VRAM *quickly* using LoadImage/MoveImage/StoreImage. > (Sorry if I'm blathering on - it's just my oppinion...) ...err I think I might have been using them as 16 bit sprites (hence the size) Whoops. BTW: Once I've loaded my sprites into VRAM can I free the memory they once occupied (or is this done automatically ?). --- Chris Allmark, Zoo Software Solutions "If you can't plug it in - We don't use it !"