[Scummvm-tracker] [ScummVM :: Bugs] #14407: 3DS: Utilize linear heap for handling heavy data amounts
ScummVM :: Bugs
trac at scummvm.org
Fri Apr 14 00:55:05 UTC 2023
#14407: 3DS: Utilize linear heap for handling heavy data amounts
-------------------------+-------------------------------------------------
Reporter: BallM4788 | Owner: (none)
Type: feature | Status: new
request |
Priority: normal | Component: Common
Version: | Keywords: 3ds nintendo stream memory texture
| tinygl freescape grim myst3 stark tetraedge
Game: | wintermute
-------------------------+-------------------------------------------------
The 3DS has two types of heaps: a regular heap and a linear heap.
[https://raw.githubusercontent.com/wwylele/misc-3ds-
diagram/master/memory.svg Here is a visualization]. Regular heap is used
via the typical methods (new, malloc, calloc, realloc, free, etc.), while
linear heap must be accessed via
[https://github.com/devkitPro/libctru/blob/master/libctru/include/3ds/allocator/linear.h
these]
[https://github.com/devkitPro/libctru/blob/master/libctru/source/allocator/linear.cpp
functions] provided by ctrulib.
On the O3DS (Original 3DS), the main program memory, the regular heap, and
the linear heap combined can be no greater than 64MB by default; this can
be increased up to 96MB when building ScummVM as a .cia file by
[https://github.com/scummvm/scummvm/blob/master/backends/platform/3ds/app/scummvm.rsf#L62
editing the .rsf file]. Similarly, on the N3DS (New 3DS), the combined
memory cannot exceed 124MB by default, but can be increased to 178 by
[https://github.com/scummvm/scummvm/blob/master/backends/platform/3ds/app/scummvm.rsf#L79
editing the .rsf file]. However, per internal 3DS documentation from the
Nintendo gigaleaks (find it yourself), the regular heap is capped to 96MB,
even on the N3DS.
Currently, the 3DS port of ScummVM uses the default regular and linear
heap sizes
[https://github.com/devkitPro/libctru/blob/master/libctru/source/system/allocateHeaps.c
as defined in ctrulib] (<=24MB and <=32MB, respectively). Not only does it
mean that there is tons of available memory currently being unused (up to
152+MB, not accounting for stack memory and screen buffers in the linear
heap), but it also means the TinyGL-powered games all segfault during
initial loading, if not immediately. As far as I know, the only 3D game
that can be run on the 3DS port is Blade Runner, and that's only because
it uses voxel-based character models.
I have experimented with maxxing out the regular heap to its 96MB cap, and
in both Grim Fandango and The Longest Journey, the intro cutscenes plays
in their entirety and the starting areas load up successfully (most of
Manny's office in GF, and the Arcadia cliffside in TLJ). Attempting to
progress beyond this (accessing Manny's inventory, moving right to the
screen with his computer, or leaving his office in GF; walking right to
the White Dragon's nest or further in TLJ) causes a segfault.
If the 3DS's linear heap could be used to hold memory-intensive data, such
as textures, streaming data, etc., it might very well be possible to get
all the 3D games to run in the 3DS port. Except for Penumbra Overture, of
course. That would be a fool's errand.
--
Ticket URL: <https://bugs.scummvm.org/ticket/14407>
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