<div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;"> <br>
The plugins branch<br>
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As far as I know, this is mostly ready for a merge, too. Though it would be good if the people who know could chime in. Also, we need to determine whether to merge it before or after the OpenGL branch. If we decide to wait a couple of weeks with the OpenGL branch, I'd propose to merge the plugins branch first, and as soon as possible.<br>
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One thing we may have to look out for is the Nintendo DS port, which, I think, as usual received changes on the 1.2.0 release branch which have not yet been merged back to trunk... (side note: Neil, I am still not very thrilled about this practice, which makes testing trunk that much harder. The last 2-3 times I performed the merge for you, but I'd appreciate if you could do it ASAP, and not just before 1.3.0 is coming. Right now it should only be a couple minutes of work.)<br>
Anyway, that means that merging the plugins branch could potentially conflict with the 1.2.0 changes. Just something to watch out for.<br>
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To get the branch, do<br>
svn co <a href="https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/branches/gsoc2010-plugins" target="_blank">https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/branches/gsoc2010-plugins</a><br>
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Cheers,<br>
Max<br><br>
</blockquote></div><br><div>Last time I checked the branch was working as far as loading engine plugins in during runtime and running correctly on DS and PS2. However, the only approach implemented thus far for loading one plugin at a time is the "iterate through each plugin, loading then checking if it fits the desired game then unloading, until you find the right one" and with the current implementation there's memory fragmentation after each unload (so successive plugins are loaded further and further in memory). Obviously this is counter to the point of having dynamic plugins on platforms like the DS. I've been meaning to look into this (the idea being to make sure whatever is getting allocated in memory after a plugin load gets loaded before the plugin instead) but unfortunately won't have time due to a terribly packed school schedule (multiple projects/essays/problem sets, etc) until Wednesday night next week. :-(</div>
<div><br></div><div>Tony Puccinelli :-)</div>