Quote:
|
Quote:
For altering the executable's header with a chipmem flag, it's not as complicated as it looks. Get number of hunks at +8. Each one has a size longword, they start at +$14. Replace first byte (which is $00) with $40 and you're done. Usually old intros will be single hunk and don't perform allocmems so that's a single byte to change. Don't use a tank to go shopping ;). |
So, I guess, I've got a solution for my case. I tend to use the second code I posted. If it isn't enough, I will patch AllocMem(). Modifying hunks is too complex for me at the moment, but I will keep this in mind.
Thanks everyone for your good ideas and hints. :bowdown As usual, I've learned something. ;) |
Quote:
|
If you use LoadSeg() and want to make this more complex and more interesting: use InternalLoadSeg(), it uses caller defined alloc/free functions..
Quote:
Memory allocator scans nodes one by one until it finds entry that succeeds in memory allocation. It does not care about priority field. |
Quote:
So why not just Remove() memory with FASTRAM attributes from the MemList? |
Quote:
Quote:
|
Quote:
Such bootblocks were often used for game/demo compilations and allowed to run stuff which didn't work with fast memory. |
Quote:
|
Quote:
It was part of assemblers/compilers in these good old days :crazy. If you need, i can look for it. Cheers |
Quote:
Quote:
|
Quote:
|
Quote:
Ok. perhaps it was Amplifier version for EaglePlayer 2. For save chip ram. If FastLoading in EP2 was enabled. |
All times are GMT +2. The time now is 08:21. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.