Too much class code = Class doesn't load?
Posted: Sat Apr 03, 2010 9:56 am
Hey again all,
This one I can't see being solved by myself alone, so I'm asking once again for help. To be honest, I'm not really sure how to explain it...
The game I'm currently working on is a heavily class-based project (I.e. everything is a class object), however I'm finding that for no apparent reason if too much code is added to any class, then I essentially get two black screens. No backgrounds, no sprites, no nothing. Thing is, code is still running... Its like the class that handles my visuals is simply breaking, or not loading or something. If I run this .nds through ensata, I get a "Stopped due to abort or undefined instruction in ARM9" error.
If I say, go back into my code and stop my WorldInfo class from being created (This class contains all the necessary code for the game world/level loading), then while I get no level, my sprites will show up. Alternatively, if I stop my InputHandler class from being loaded (a small input wrapper), No$GBA briefly shows a background, before branching to a section of code that is essentially zeroed-out...
Hell I don't really even know what I'm asking here... Are there any compiler issues when dealing with classes?? I mean, I'd be happy to post some code, but the truth is I wouldn't know what to post aside from the whole project (which I'm not wanting to do in a public forum, as you may expect).
I had an old (horribly coded) class-less version of this same game that would not have any errors like this, and had more overall code in it. However, it was also based on a much older version of libnds, so maybe that had something to do with it?
Is this a known issue? Can it be fixed? I'm at wits-end here, lol.
This one I can't see being solved by myself alone, so I'm asking once again for help. To be honest, I'm not really sure how to explain it...
The game I'm currently working on is a heavily class-based project (I.e. everything is a class object), however I'm finding that for no apparent reason if too much code is added to any class, then I essentially get two black screens. No backgrounds, no sprites, no nothing. Thing is, code is still running... Its like the class that handles my visuals is simply breaking, or not loading or something. If I run this .nds through ensata, I get a "Stopped due to abort or undefined instruction in ARM9" error.
If I say, go back into my code and stop my WorldInfo class from being created (This class contains all the necessary code for the game world/level loading), then while I get no level, my sprites will show up. Alternatively, if I stop my InputHandler class from being loaded (a small input wrapper), No$GBA briefly shows a background, before branching to a section of code that is essentially zeroed-out...
Hell I don't really even know what I'm asking here... Are there any compiler issues when dealing with classes?? I mean, I'd be happy to post some code, but the truth is I wouldn't know what to post aside from the whole project (which I'm not wanting to do in a public forum, as you may expect).
I had an old (horribly coded) class-less version of this same game that would not have any errors like this, and had more overall code in it. However, it was also based on a much older version of libnds, so maybe that had something to do with it?
Is this a known issue? Can it be fixed? I'm at wits-end here, lol.