Path: chuka.playstation.co.uk!news From: "Nigel Critten" Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: argh Date: Thu, 26 Nov 1998 12:56:13 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 51 Message-ID: <73jj6i$9ia13@chuka.playstation.co.uk> References: <73i0rg$9ia6@chuka.playstation.co.uk> <73j1ld$9ia11@chuka.playstation.co.uk> NNTP-Posting-Host: gameware.demon.co.uk X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 I've spent the morning looking at the demos in scrnshot.zip, I've tried implementing both into the test code I've got and they both do the same thing, freeze up. below is what I'm doing to allocate the memory u_long *image; image = (u_long *)malloc ((grabwidth*grabheight/2+5)*4); this causes a freeze, however if I allocate image as u_short image[128000]; it works, I've tried multiplaying the malloc by 8, 16, 32 but always the same? the other thing I tried the screen dump to the console and that does the same thing, freeze up. this is an annoying problem and one I would like to sort out. TIA Nigel George Bain wrote in message <73j1ld$9ia11@chuka.playstation.co.uk>... > >Hi there, > > >Check out the demo in the "other" area of "game demos". >The demo is zipped up to "scrnshot.zip". This should help >you out. > >Regards, > >George@SCEE >>I thought about the snapshot routine and think I can write on that will be >>useful to me, however as I said I know very little about the playstation >>hardware so need a bit of help with a few basics. Just wondering if anyone >>could help out with a formula for calculating the amount of memory needed >>for a StoreImage, at the moment the frame buffer is a mystery to me. >> >>NC >> >> >