[Scummvm-devel] Discworld 2 memory issue

Bertrand Augereau bertrand_augereau at yahoo.fr
Mon Oct 26 10:26:50 CET 2009


...and then you might end up with code that is slower and fragments more than the original implementation on a small embedded platform (there is no MMU on the PSP).
Ensuring the launcher preserves a large enough contiguous block really doesn't seem like a bad idea to me : it's only a few lines of #ifdef WHATEVER.
FWIW, most console videogames (before this generation :) ) DID bother about physical allocated memory ranges.

--- En date de : Lun 26.10.09, Paul Gilbert <paulfgilbert at gmail.com> a écrit :

> De: Paul Gilbert <paulfgilbert at gmail.com>
> Objet: Re: [Scummvm-devel] Discworld 2 memory issue
> À: scummvm-devel at lists.sourceforge.net
> Date: Lundi 26 Octobre 2009, 10h08
> On Mon, Oct 26,
> 2009 at 4:26 AM, Bertrand Augereau <bertrand_augereau at yahoo.fr>
> wrote:
> 
> 
> Alternative hack proposal:
> 
> allocate 10Mb+epsilon at main start
> 
> do all the launcher stuff and fragmentation
> 
> free the block
> 
> launch tinsel
> 
> 
> 
> Probably not a good idea to do hacks like this.
> I concur with the prior emails.. off the top of my head, I
> think of any major reason why the Tinsel heap manager
> couldn't be replaced with direct memory
> allocations/freeings with only minor effort. Some of the
> existing code, such as the heap compaction routine,
> couldn't be replicated in a direct allocation scheme,
> but that might not be needed if we leave everything up the
> operating system.
> 
> 
> Paul.
> 
> 
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