Path: chuka.playstation.co.uk!scea!sumner From: sumner@austin.metrowerks.com (Joel Sumner) Newsgroups: scee.yaroze.programming.gnu_compiler Subject: Re: Memory allocation probs... Date: Thu, 30 Oct 1997 09:34:28 -0600 Organization: Metrowerks Lines: 20 Message-ID: References: <34551BB5.58BA@dial.pipex.com> <3454c596.21265918@news.playstation.co.uk> <3456076E.92B9FC58@micronetics.com> <3456FA5F.DB8@dial.pipex.com> <345695E0.6102@peace.co.nz> <3457216F.61478ECA@micronetics.com> <3457AB65.28CC@peace.co.nz> NNTP-Posting-Host: 198.214.227.135 Mime-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8bit X-Newsreader: Yet Another NewsWatcher 2.4.0 In article <3457AB65.28CC@peace.co.nz>, James Russell wrote: >Just out of interest, how big is the kernel for a normal commercial game? We >effectively have 1.5 MB to work with, how much do the pro's get? >I've been playing Abe's Oddysee for the last few days, and I'm wondering >how they managed to get all that graphics data in there! :O) The professional developer's don't really get much more memory to work with. They can link their code lower, however they have to link in the libraries (and there are more of them that do more stuff like control the CD, streaming video, etc...) Thus, the usable code space is only slightly larger. They play other tricks to dynamically load segments when needed, etc... -Joel -- PlayStation Development Tools Dude Metrowerks