> > http://palmpowerups.com/modules.php?name=Content&pa=showpage&pid=2
> >
> > you can use UDMH to actually increase the amount of dynamic heap
> > available on the devices in question.
>
> Looks Nice!

it should be a last resort - becuase; it costs money :)

> > in most cases; you can use the storage heap instead of the dynamic heap
> > for memory storage (as long as its read only). you shouldn't need > 1MB
> > of dynamic heap in general, even if you paged memory yourself; its do-able.
>
> My game is in beta phase and I need to make it work for 500kb heap
> devices as it is not working in such devices due to the amount of
> graphics used and the way that I am using (decompress jpeg and store at
> heap as a bmp resource)
>
> What is the best/easiest way to use the memory storage in this case?
> Store it as a database Resource? using DmNewResource()/dmWrite()

when we wrote Lemmings; we had a number of memory issues.

i believe Lemmings now runs with a heap of around 64kb. this includes
over 400kb of "sprites". the point is; we managed to get the amount of
memory that needed to be read/writable down to 64kb.

all our sprites; once loaded and decompressed could be put on the
storage heap. storage heap means creating a database; and, using
DmGetResource() and MemHandleLock() to get a pointer to the data.

your screen/audio buffers should be in the heap; as should your
game globals. everything else; unless its being modified on the fly
should be on the storage heap :)

--
// Aaron Ardiri

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