> > 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 -- For information on using the PalmSource Developer Forums, or to unsubscribe, please see http://www.palmos.com/dev/support/forums/
