Quote:
Originally Posted by Thomas Richter
*Sigh* In case this was not clear to begin with: OpenScreen() and friends will allocate the same amount of chip ram for the bitmap than you would have to allocate, except that you have to do a lot more footwork, plus the risk to do it wrong. There is nothing to "allocate again". OpenScreen allocates the memory for you - and you find this memory in screen->RastPort.BitMap and the bitmap pointers therein.
There is really an Os to do the work for you, with tested and working functions. It does not make sense to re-invent the wheel. The Os knows the corner cases of the chipset, its quirks, such as alignment requirements on the bitmap, independent on the chipset revision and the host system.
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Not all of us do everything through the OS, if this (sigh) offends you then maybe move swiftly on to another thread.
As I've tried to explain... I am short on chip ram, I don't want to allocate upwards of 64kb for a bitmap when I already have that ram available in a previous allocation to load and unpack files from.
My question was simple, can I use LoadView() to point to a simple copper list that I previously created... it seems the answer is "no"... that's all you had to say instead of jabbering on.
Also, when I take over the system I do a call to Disable(), when the game is done I make a call to Enable() and release all ram and everything comes back fine, minutes may have passed during the interval.