EA Games - NCAA Football 2001 RAM Layout

Confidential documents, images and information by Sony and miscellaneous hackers for the PlayStation 1
Post Reply
User avatar
Shadow
Verified
Admin / PSXDEV
Admin / PSXDEV
Posts: 2670
Joined: Dec 31, 2012
PlayStation Model: H2000/5502
Discord: Shadow^PSXDEV

EA Games - NCAA Football 2001 RAM Layout

Post by Shadow » September 13th, 2015, 2:42 pm

Taken from: http://colinfahey.com/ncaa_football_200 ... ation.html

It's quite interesting to see how EA laid out their memory mapping. Mind you that the file is called "ncaa_football_2001_old_memory_map", so the retail version may not be represented like this in any way, shape or form.

"NFPSX.CPE" would be their initial setup routines, in which the child processes (overlays) would use. The overlays are static in RAM, and do not alter between PS-EXE jumps. It's a fast way to consume memory, but it also decreases the load times dramatically. The "allocated" memory is dynamic, and would most likely be the heap. These would be setup by the called overlays and called back many times between loading screens. Data loading would mostly just be 'entertainment' data, such as audio and textures, as the BIN's (most likely just headless and or compressed PS-EXE's) are already present in memory, so again, it reduces the load times dramatically.

Image
You do not have the required permissions to view the files attached to this post.
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

Post Reply

Who is online

Users browsing this forum: No registered users and 4 guests