Summary

Based on the asset type of the last loaded file, do nothing, push it to vram or push it to spu ram

Behavior

This function consists of a chain of conditionals. Not in this order, if the asset is of type 1 a call to push_asset_to_vram is made followed by a call to wait for all drawing to terminate, then the function returns.

If the asset is of type 0 or greater than 4 the function returns with nothing done.

If the asset is of type 2, 3, or 4 a call to push_asset_to_spu_ram is made. However the parameter passed in depends on the asset type. After the push to spu ram call the function returns.

  • For type 2 pass in a param of 2
  • For type 3 pass in a param of 1
  • For type 4 pass in a param of 3

Notes

Current theory is that asset types 2, 3 and 4 or sound assets, asset type 1 are textures and 0 is everything else that just needs to stay in ram.

Unknowns

Function Signature

Parameters: 2

assetType: the asset type listed in the gameAssetEntry of the asset that was last loaded.
loadAddress: the memory address where the asset file was loaded

Returns: Int

Always 0

References

Calls

Sony Functions:
Custom Functions:

Called By

Memory Referenced