Path: chuka.playstation.co.uk!news From: Christoph Luerig Newsgroups: scee.yaroze.programming.codewarrior Subject: Re: PSComUtil Date: Fri, 21 Aug 1998 09:29:00 +0200 Organization: PlayStation Net Yaroze (SCEE) Lines: 116 Message-ID: <35DD21BB.CF4AD368@immd9.informatik.uni-erlangen.de> References: <35C1ECA7.12DFD52F@ndirect.co.uk> <35C5D332.E2E678AA@easynet.co.uk> <01bdbefb$e9f5a2e0$f30b0a0a@Angela1.intelligent-group.com> <35C5F6A9.8BF63F43@ndirect.co.uk> <35DC3DB6.13AEDBB2@immd9.informatik.uni-erlangen.de> <35DC4DD7.B95003EA@hinge.mistral.co.uk> NNTP-Posting-Host: faui90.informatik.uni-erlangen.de Mime-Version: 1.0 Content-Type: multipart/alternative; boundary="------------35C8D749D44E3306C250B5FD" X-Mailer: Mozilla 4.04C-SGI [en] (X11; I; IRIX 6.3 IP32) --------------35C8D749D44E3306C250B5FD Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Craig Graham wrote: > Christoph Luerig wrote: > > > Hi Alex! > > > > To my experience CW does not seem to be that official. Because I got words from Sony, > > > > that they could not consider a game of mine wrote with CW for the demo disc, > > > > until I rewrite it for GCC. There seems to be a principle difference in the executable format > > > > between GCC and CW what makes trouble to their wrapper program they are using on the demo disc. > > > CW generates full-blown playstation EXE format (same as comercial > games). > GCC produces ECOFF format. > > > Christoph Luerig > > > Craig. Hi Craig! Tell it Sony, since I sent them two test programs to narrow down this problem, I never got a reply any more to my e-mails. One program was to figure out, if their wrapper program can cooporate with a CW executable and the second one was to figure out if their wrapper program does not like it, if I make use of the heap area (what I actually do in the program). Since this point of time I never got any ansewers to my mails. This is especially weired, as Sonys quality assurance wrote two reviews for me. My guess is, that they for some reasons have havy compatibility problems with CW executables and their launcher program and do not want admit it openly. Anyway, I mounted a FireGl grapchics card into my PC and started porting this thing over to DirectX. For the 3D stuff I am using the retained mode. Up to now I only have experience with OpenInventor as a scene graph API, which is SGIs scene graph api built on top of OpenGl. To my mind it is much easier to program than the retained mode. Let us hope, that Fahrenheit will come out soon and replace this chaos. Christoph --------------35C8D749D44E3306C250B5FD Content-Type: text/html; charset=us-ascii Content-Transfer-Encoding: 7bit Craig Graham wrote:
Christoph Luerig wrote:

> Hi Alex!
>
> To my experience CW does not seem to be that official. Because I got words from Sony,
>
> that they could not consider a game of mine wrote with CW for the demo disc,
>
> until I rewrite it for GCC. There seems to be a principle difference in the executable format
>
> between GCC and CW what makes trouble to their wrapper program they are using on the demo disc.
>
CW generates full-blown playstation EXE format (same as comercial
games).
GCC produces ECOFF format.

> Christoph Luerig
>
Craig.

Hi Craig!
Tell it Sony, since I sent them two test programs to narrow down this
problem, I never got a reply any more to my e-mails. One program was to figure out,
if their wrapper program can cooporate with a CW executable and the second one was to
figure out if their wrapper program does not like it, if I make use of the heap area (what I actually do
in the program). Since this point of time I never got any ansewers to my mails. This is especially weired, as
Sonys quality assurance wrote two reviews for me. My guess is, that they for some reasons have havy compatibility
problems with CW executables and their launcher program and do not want admit it openly. Anyway,
I mounted a FireGl grapchics card into my PC and started porting this thing over to DirectX. For the 3D stuff
I am using the retained mode. Up to now I only have experience with OpenInventor as a scene graph API, which
is SGIs scene graph api built on top of OpenGl. To my mind it is much easier to program than the retained mode.
Let us hope, that Fahrenheit will come out soon and replace this chaos.


Christoph
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