Assuming your graphics take the most space, one thing you can do is move
bitmaps into separate resource files (as many as needed), and define a new
build target for each one, placing those into segments as needed.  As I
recall, you have to include a dummy .c/.cpp file in each target containing
one function that does nothing in order to get this to work.  I don't have
an example handy, but I may have one at home.

To avoid resource ID conflicts, you'll need to use PilRC, and,
unfortunately, manage the IDs by hand.  You can do a similar thing for other
resources, but for many of those it may be too painful to give up graphical
editing of them.

Mark Peters

"Jeff Ishaq" <[EMAIL PROTECTED]> wrote in message news:[EMAIL PROTECTED]
>
> I know, I know.  You're not supposed to have a segment >64K, so if this
> happens, you convert your app to a multi-segmented app and move the .cpp
> files around until each segment has <64K in size, and there are no
> unresolved 16-bit references, etc.  Been there, done that.
>
> Problem is, I have a Constructor 1.8 .rsrc file with a ton of forms and
> bitmaps, and it's 70K in size.  So it's not like I can just move the
> .rsrc file into a new segment, because anywhere I put it, it's still
> 70K.  What are my options here?  I spend a while trying to minimize the
> resources therein, but there's nothing else I can strip out.
>
> I am targeting a Handspring Visor Deluxe (Palm OS 3.1), and the debug
> 3.1 ROM tells me that OSes less than 3.5 don't handle bloated resources.
>
> Thanks!
> -Jeff Ishaq
>
>
>
>



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