Hitnrun said:
Using the mmu hack/upper memory for some selected things (but not everything, as it seemed to interfere with allegro video buffer), and lowering some limits, like the MAXSAVES which were 15 and now are 2 (and which used 17mb of memory!). I did so many things that I don't remember what really made the difference, bu these were the main things.
As always, squidgehack for the rescue! Squidge is the king of gp2x!
Well those tweaks sound fairly straight-forward (not belittling your porting effort) it's a shame that the Zelda Classic coders didn't pop in the dev channel or what-not to find out about how to use the MMU hack, etc... :/
Anyway it's great that something usable is upon us after all this time, so here's hoping that everything is ok'd regarding an actual release
Yes, seeing the diff after its done there are not too many changes, it was mostly the trial and error to find which parts used more memory, and what could go on the upper ram and what couldn't. The most time was spent trying to learn how the code works, than in fixing it for gp2x.
To make the game really playable for the custom quests, I think it would be needed to change Allegro, because its datafile (which Zelda Classic uses) ALWAYS load EVERYTHING in memory. I downloaded the top custom quest from the site, and it takes 150mb on the PC :blink: If the datafile had some support for loading/unloading on demand, more quests could work.
That being said, the smaller quest do work, I tested some of them.
One thing that does not works are the START and SELECT buttons, maybe gp2x allegro doesn't support them...