I keep reading that the 3DS has 128MB of RAM, and according to
this post, it seems that up to about 64MB should be available to any given game
I'm attempting to use the template from
this post, but when I try to create an array any larger than just over 2MB, the linker complains about overflowing the .bss section. It seems that the included linker script defines the section as "2395K", and since I don't know why that value was chosen, I'm hesitant to modify it
I've noticed that light usage of malloc() will compile and link without error, but link errors do start showing up when I try to use the pointers in some cases, so I assume that means that there just isn't a malloc() implementation at all right now. I've considered faking it for the sake of testing what I'm trying to do right now, but I still don't know how to get a large enough memory pool to use
Is there currently a safe way to use (much) more than 2MB?
Also, in response to the screen capture discussion- If you have an original model 3DS and the money for it,
this works well. I sent away for one myself and got it back pretty quickly, and haven't had any problems with it at all. Just don't try to install it using a USB extension cable; it won't be properly recognized until after it's already been installed by plugging it in directly, but the cable should work fine afterward. I don't know how many have already heard of it and either can't afford it or don't want to risk it, but I mention it because a software capture solution is bound to become a balancing act between quality and performance, and the hardware capture board catches full frames with no effect on performance