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Resources blowing the memory was a common problem on the PS1. A common trick was to bake the resources into the exe. I worked on a game where the final disc was
by xedarius 11y ago
Resources blowing the memory was a common problem on the PS1. A common trick was to bake the resources into the exe. I worked on a game where the final disc was a directory of 25 exe's. Each exe was a level, even the front end was a separate exe. You could see that the size of each file was under 2mb, so you knew it would work. You would never/hardly ever dynamically allocate memory on the PS1.
There was a lot of duplication, but the CD was a huge resource and memory was thin on the ground. Also meant that we could use the CD for audio during the game.
- Mahn 11y agoThat was the "easy" way of handling it and most devs resorted to it, but then you couldn't load things dynamically and seamlessly in the middle of a "level".
- trumpete 11y agoAs mentioned in the answer, there were levels that were a lot bigger than 2 megabytes. What their goal was to ensure that these bigger levels would seamlessly be in the memory at all times