Path: chuka.playstation.co.uk!news From: Philip Gooch Newsgroups: scee.yaroze.beginners,scee.yaroze.programming.codewarrior,scee.yaroze.programming.2d_graphics Subject: Re: Still strugglin' with the basics: broken sprite code (long) Date: Thu, 16 Jul 1998 14:24:24 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 22 Message-ID: <35ADFF08.A310D245@easynet.co.uk> References: <35AC71D4.AA79EB4A@easynet.co.uk> <35AD10B6.153EE9C5@compuserve.com> <35AD2E8E.DEF2C169@nospam.easynet.co.uk> NNTP-Posting-Host: 193.131.140.246 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; I) Xref: chuka.playstation.co.uk scee.yaroze.beginners:419 scee.yaroze.programming.codewarrior:304 scee.yaroze.programming.2d_graphics:445 Toby Hutton wrote: > The stack is also used to store parameters passed to functions and > return addresses. Exhausting the stack is a Bad Thing, as function > calls may misbehave, crash, hang... I honestly don't know how big the > default stack is for the Yaroze - it's determined at compile time. > That's why your code may work for one compiler, but not another. > > Basically, if you have some enormous data structures locally, make > them static. But remember, they'll persist across multiple calls to > the function, though this doesn't matter if you were already treating > them as locals (which don't persist). > -- > Toby. Does the GsOT_TAG structure count as an enormous data structure? Is that why in this case it needed to be global (or static)? Phil