> It's just that I'd like to be able to take most of my code, and > compile it in eVC3.
just thought about this, and, looked at the code we wrote with MT3D either way, you are probably going to have to write some extra code or modify your code. writing extra code for the PPC layer mapping.. and, you'll need the main PPC event loop/structure we had to have different main 'application core' for each platform and, write the bunch of functions for each API we wanted on each platform :) SHARK just cleaned it up.. so, you dont have to mingle all the code within it. void *_MemPtrNew(uint16 size, boolean storage); void _MemSet(void *ptr, uint16 count, uint8 value); void _MemMove(void *ptrDst, void *ptrSrc, uint16 count); void _MemPtrFree(void *ptr); uint16 _MemPtrSize(void *ptr); void _MemSemaphore(boolean active); these are the memory 'mapping' functions for SHARK, as you can see, they are *very* similar to PalmOS API's - which, does make porting not such a difficult task :) especially if you currently work with Palm development (that was our strongest reference point).. the only unfortunate thing is that these API's are very low level. so, if you have UI code, your going to have to do something specific for each platform anyhow (i am sure PPC UI code is way different from Palm UI code) :P it depends on what you need to do. MT3D was easy to port because we only used a subset of API's - the more API's you use, the more work you need to do :) games tend to not use the system API's so much - so, they are quite easy to port over. --- Aaron Ardiri [EMAIL PROTECTED] CEO - CTO +46 70 656 1143 Mobile Wizardry http://www.mobilewizardry.com/ -- For information on using the Palm Developer Forums, or to unsubscribe, please see http://www.palmos.com/dev/support/forums/
