Path: chuka.playstation.co.uk!news From: alex@teeth.demon.co.uk (Alex Amsel) Newsgroups: scee.yaroze.programming.gnu_compiler Subject: Re: Memory allocation probs... Date: Fri, 31 Oct 1997 23:57:45 GMT Organization: Into Beyond Lines: 32 Message-ID: <3458b58e.3790452@news.playstation.co.uk> 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> Reply-To: alex@teeth.demon.co.uk NNTP-Posting-Host: teeth.demon.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.335 On Thu, 30 Oct 1997 10:32:21 +1300, James Russell did quoth at me: >If I was writing a professional game with CD access instead of SIOCONS, I would >put my code as low as possible. It's possible to determine the size of the Code goes at 0x10000 for commercial stuff usually. >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) Yeah, what is the full game like? I loved the demo. Technically that game is pretty impressive. Have you checked the CD to see what data is stored and so on? I'd love to know how much of it is done with '3d' and how much of it is purely bitmap and bitmap animation based. The character moves so smoothly I thought perhaps it was made from polygons, but I didn't really look very hard and it would seem too clean for that. Anyway, go play a demo of it if you have a sense of humour... Regards, Alex Amsel + Tuna Technologies + Telephone & Fax +44 (0)114 221 0686 + + For all your Win95/NT/Console Game and Tool Development + + And we say, "A good programmer always blames Microsoft" + + I proclaimed "Bring back the Doog!", and so it was done +