Search found 5 matches
- Thu Sep 06, 2012 6:41 pm
- Forum: devkitARM
- Topic: Building Animanatee problem
- Replies: 8
- Views: 13846
Re: Building Animanatee problem
DekuTree64 wrapped the malloc and free calls in functions that keep track of how many bytes are allocated, and where the app crashes there should only be 256 kB used up. Also, the linker will yell at you if memory is statically used up, right? This might be worth trying out (Use the Wayback machine ...
- Tue Sep 04, 2012 12:37 pm
- Forum: devkitARM
- Topic: Building Animanatee problem
- Replies: 8
- Views: 13846
Re: Building Animanatee problem
Now it turns out the drawing code fails because the buffer for the undo image is not allocated. On DrawMenu.c ln 113 it attempts to allocate menuVars.undoUncompLayer and returns a null pointer (Confirmed with a console debug). I've been searching the forum and Google for clues as to why malloc is ...
- Mon Sep 03, 2012 5:35 pm
- Forum: devkitARM
- Topic: Building Animanatee problem
- Replies: 8
- Views: 13846
Re: Building Animanatee problem
Well, I found something. In GameInit() from Game.c, an array of pointers, gGameGlobals.uncompLayer was accessed before the pointers were initialized with malloc. Having fixed that, Animanatee will start up like normal after building with release 41 (before nothing would show up) only now it crashes ...
- Wed Aug 29, 2012 7:52 am
- Forum: devkitARM
- Topic: Building Animanatee problem
- Replies: 8
- Views: 13846
Re: Building Animanatee problem
Well, it builds just fine on an older release of devkit so I'll stick with that.
- Tue Aug 28, 2012 7:55 am
- Forum: devkitARM
- Topic: Building Animanatee problem
- Replies: 8
- Views: 13846
Building Animanatee problem
I thought about adding an image-loading feature to Animanatee so it will display on the background layer and you can draw over it on the onion layer. Before analyzing the code, I wanted to make sure it would readily build on Release 41. It would build after removing the -fno-fpu option and changing ...