[Scummvm-devel] Discworld 2 memory issue

Filippos Karapetis philipk79 at hotmail.com
Fri Oct 23 16:33:38 CEST 2009


Yes, tinsel has its own memory manager, and that's what the original engine did for memory allocations too

It's quite tied in to the engine, so I'm not sure how easy it will be to replace it with regular mallocs

Regards
Filippos

From: yotambarnoy at gmail.com
Date: Fri, 23 Oct 2009 15:55:45 +0200
To: scummvm-devel at lists.sourceforge.net
Subject: [Scummvm-devel] Discworld 2 memory issue

The PSP testers just discovered an issue with discworld 2's memory allocations:

Now that the PSP has enough memory to run DW2 due to the plugin system, we thought that it would be possible to run the game. However, because of the way the plugins are currently implemented (they're all loaded into memory, causing other small allocations to be made deep into the heap), it's impossible to allocate the 10MB needed by DW2 when it starts running even though those 10MB are present.



Is it possible to split up the allocation into smaller allocations? What is the reason for having a specialized memory manager for Tinsel anyway? Is that just the way the code came? Would it be possible to just convert it to regular mallocs?



Thanks,
Yotam
 		 	   		  
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