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Nintendo 3DS
[Release] Meritous for 3ds (using lib SDL 1.2 )
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<blockquote data-quote="nop90" data-source="post: 7163343" data-attributes="member: 343542"><p>It's easy to understand. Software has always bugs (often also hw has, look at the problems of the just launched Switch) and debugging is very time consuming. So homebrew are unlikely to be perfect.</p><p></p><p>Porting a game to a console like 3ds with a limited amount of resources, small bugs In memory managing that on widows can be ignored, are a big problem.</p><p></p><p>Another problem is the small stack size (on windows the default stack is 4MB <img src="/styles/default/gbatemp/smileys/wacko.gif" class="smilie" loading="lazy" alt=":wacko:" title="wacko :wacko:" data-shortname=":wacko:" />) so the use of large arrays as local variable in a function or an high use of recursion, don't give problems on compiling but will crash the game while running it on the 3ds.</p><p></p><p>Using your savefile I'll try to trace the code execution to find the problem, but without a debugger I have to use the console output and hardcoded breakpoints. Really a dirty work.</p><p></p><p>First I'll try with a quick fix. To solve the problem of local big arrays the easy solution is to declare them static, but this doesn't clear the memory on different calls of the function. Replacing this with malloc/free calls is a cleaner way and could solve a potential bug introduced by me. But if the bug is elsewhere, don't expect that fixing it will be fast.</p></blockquote><p></p>
[QUOTE="nop90, post: 7163343, member: 343542"] It's easy to understand. Software has always bugs (often also hw has, look at the problems of the just launched Switch) and debugging is very time consuming. So homebrew are unlikely to be perfect. Porting a game to a console like 3ds with a limited amount of resources, small bugs In memory managing that on widows can be ignored, are a big problem. Another problem is the small stack size (on windows the default stack is 4MB :wacko:) so the use of large arrays as local variable in a function or an high use of recursion, don't give problems on compiling but will crash the game while running it on the 3ds. Using your savefile I'll try to trace the code execution to find the problem, but without a debugger I have to use the console output and hardcoded breakpoints. Really a dirty work. First I'll try with a quick fix. To solve the problem of local big arrays the easy solution is to declare them static, but this doesn't clear the memory on different calls of the function. Replacing this with malloc/free calls is a cleaner way and could solve a potential bug introduced by me. But if the bug is elsewhere, don't expect that fixing it will be fast. [/QUOTE]
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[Release] Meritous for 3ds (using lib SDL 1.2 )
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