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Thread: Beta 9: Misc Bug Reports

  1. #1
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    Beta 9: Misc Bug Reports

    1. Active Box Objects button pushed condition does not work.

    2. VTA game crashes after 2nd frame (Download Here) Note: Does not crash in Apple Idevice simulator, only on Idevice itself, on a Ipod touch running 4.2

    3. No add ink effect (Andos reports fixed in next version)



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    Re: Beta 9: Misc Bug Reports

    I can confirm that the game exits on the device. It happens because your game uses too much memory which iOS doesn't like.

    Big graphics and lots of sounds will consume a whole lot of precious RAM. When iOS sees that an app takes too much of it, it gives it warnings. When the app is unable to free any memory after receiving those warnings it is just closed immediately.

    I found a bug (spelling mistake) that prevented the runtime from clearing any unused memory. With the fix the frame will now load, but iOS still looks like it doesn't like how much RAM you use

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    Re: Beta 9: Misc Bug Reports

    I cannot reproduce the active system box button press bug. It works perfectly in a simple test app. Can you make a simple example that displays the bug?

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    Re: Beta 9: Misc Bug Reports

    How much RAM are we talking about? How does a game creator know they are doing too much in MMF before they transfer to Xcode?

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    Re: Beta 9: Misc Bug Reports

    Thats a excellent question, we will need to find a way to dump unused portions of a game or manage the memory better Cause the file you are looking at only reps like 30% of the game planned, If we cannot do complex games with this runtime, it will seriously devalue it in professional circles.

    Spelling mistake? Was it something I did or something in the Compilers code, was unsure what you ment Andos. THANKS FOR LOOKING AT IT!!!



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    Re: Beta 9: Misc Bug Reports

    Yes Chris, we will look into ways to preserve memory. I have an idea.
    I just read in the iPhone doc, that the application and its resources had to be loaded in memory before being launched. The size of the cci file is 21 megs. I need to access this file interbally, so I reserve a 21 mb buffer (I am obliged to do that). So we are already at 42Mb. Then you have the images, uncompressed. When you run your app under mmf, you get 37Mb of memory taken, which should be close to the amount needed on the iphone. So we are now at 80Mb. I do not know on what device you have tested, but for a 128mb device, ios takes more than half, so it would not work.
    With my idea, we could reduce the size of the images in memory, but still you will have to work on your side. Like for example, reduce the size of the intro animations (which seem to be huge).

    The spelling mistake is an error I did in the iPhone sources.

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