Path: chuka.playstation.co.uk!news From: James Russell Newsgroups: scee.yaroze.programming.gnu_compiler Subject: Re: Memory allocation probs... Date: Mon, 03 Nov 1997 11:24:39 +1300 Organization: Peace Computers NZ Ltd Lines: 53 Message-ID: <345CFDA7.794B@peace.co.nz> 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> <3458b58e.3790452@news.playstation.co.uk> NNTP-Posting-Host: intro.peace.co.nz Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0Gold (X11; I; IRIX 6.2 IP22) Alex Amsel wrote: > > >If I was writing a professional game with CD access instead of SIOCONS, I would > >put my code as low as possible. > > Code goes at 0x10000 for commercial stuff usually. It interseting to see that most people put their code OVER their area for loading data. My code may change size, but it's in the order of a couple of hundred bytes at a time - It's not going to suddenly overrun my picture area. My BSS is usually quite low too - only 4K I think. Is there anyway to load an image with SIOCONs, run some code (ie, bung the image into VRAM), load another image, bung that into VRAM, etc thus reducing the overhead required? I guess if we knew how SIOCONs worked that would be fine - I recall some source floating around.... > >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. Really good - Like Prince of Persia for the PC, but heaps more puzzles and secrets. Definitely addictive, but not too hard too complete, unfortunately. > 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. They seem to have made synthetic characters in a professional package, and used those for both the movie sequences and the game screens + characters. The result is that the graphics look really high quality, and you even get motion blurring when Abe moves. But essentially the game uses no 'built-in' 3D at all. I'm getting off topic wildly here, but I had a look on the CD at the movie files - they had the extension ".MOV", but obviously weren't Quicktime movies. A quick squizz at the header showed they were of type "RIFF". Anyone heard of this format? That program floating around (PSXVIDEO) couldn't convert it to AVI - Bother. J -- ==PEACE COMPUTERS ==James.Russell@peace.co.nz - 64(9)3730400 -Fax 64(9)3730401 Scratch and Sniff!! [ ] Smells like glass, doesn't it?