(05-15-2014, 09:43 PM)mushroom Wrote:(05-15-2014, 09:24 PM)[Unknown] Wrote: I'm sorry, but it's pretty clear you did not understand my post. I discussed binaries, dynamic loading, and also the decoding stage.
-[Unknown]
Well, stepping by what you wrote it's obvious that what you're saying is wrong:
Quote:Certainly no game binary is 10GB.http://www.examiner.com/article/file-siz...d-xbox-360
Perhaps we have a different idea of "game binary" here. Game "binary" is everything that makes up the game on the medium, not the max capacity of the medium itself. You also have a skewed description by thinking that RAM size must be 1:1 with the size of a binary itself, which couldn't make any sense.
Final Fantasy 7 for PSX takes up over 700 MB for disc 1's total binary image, including all code and data of the entire game; PSX has 2 MB of RAM total. Based on your assumption that a binary can't be larger than the size of RAM, how could the Playstation run the game then?
Game binary usually refers to the executable code, not game data which would be sound and graphic files and such.
When you load a game, either a Windows .exe, a .elf, or something else, you always load that program into memory for the CPU to fetch and execute the instructions. On a really basic level, that is basically what an .exe is, a long list of instructions for the cpu to follow. But this is only the ".exe" part of a game. Everything else such as graphics gets loaded into RAM/VRAM as it is needed, and removed when it isn't needed any more. This can be cached to ram in order to improve loading times (and a smart OS probably will if the data is loaded/unloaded frequently), but hardly any more than that.
Also, [Unknown] is one of the big guys from ppsspp, assume he knows what he is talking about
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