[REALEASE] Special Operations v0.1 beta
Moderators: Shine, Insert_witty_name
-
- Posts: 123
- Joined: Mon Oct 03, 2005 4:25 am
- Location: Netherlands
[REALEASE] Special Operations v0.1 beta
Well, there it is, finally. After 7 months of work the Underminer brings you Special Operations, a splinter cell clone. Please tell me what you think and I 'm always curious for what you've made with it. Make sure you read the readme for buttons and limitations.
I want to thank Romero126 and all of luaplayer forum for their advice.
Enjoy!
Download for 1.50 (temporary download location):
http://home.wanadoo.nl/~d.vanhooff/Spec ... 201.50.rar
I want to thank Romero126 and all of luaplayer forum for their advice.
Enjoy!
Download for 1.50 (temporary download location):
http://home.wanadoo.nl/~d.vanhooff/Spec ... 201.50.rar
Behold! The Underminer got hold of a PSP
-
- Posts: 123
- Joined: Mon Oct 03, 2005 4:25 am
- Location: Netherlands
Similar thing happened with monopoly after a while, but i got around to fixing it. After you set your images/sounds/arrays/etc. to nil do a collectgarbage(). It will probably help you out a lot, ended up giving me around 7 meg. Maybe at the end of each level, set all images un-needed to nil and then call collectgarbage().
Hope it helps!
Hope it helps!
-
- Posts: 123
- Joined: Mon Oct 03, 2005 4:25 am
- Location: Netherlands
Alas!, no. It doesnt help. I started the topic "memory issue" for this problemcools wrote:Similar thing happened with monopoly after a while, but i got around to fixing it. After you set your images/sounds/arrays/etc. to nil do a collectgarbage(). It will probably help you out a lot, ended up giving me around 7 meg. Maybe at the end of each level, set all images un-needed to nil and then call collectgarbage().
Hope it helps!
Maybe that works on 0.20, but not on 0.15 (in my case)
Behold! The Underminer got hold of a PSP
-
- Posts: 123
- Joined: Mon Oct 03, 2005 4:25 am
- Location: Netherlands
cools wrote:Similar thing happened with monopoly after a while, but i got around to fixing it. After you set your images/sounds/arrays/etc. to nil do a collectgarbage(). It will probably help you out a lot, ended up giving me around 7 meg. Maybe at the end of each level, set all images un-needed to nil and then call collectgarbage().
Hope it helps!
Rehash on cools quote.Shine wrote:There was a problem in earlier version of Lua Player. With 0.20 and this code, saved as script.lua:the underminer wrote:that command exists in lua, but I had no results again...
I get the result 9216, 6144, 9216.Code: Select all
white = Color.new(255, 255, 255) screen:print(0, 0, System.getFreeMemory() / 1024, white) test1 = Image.load("Applications/Snake/desert.png") test2 = Image.load("Applications/Snake/desert.png") test3 = Image.load("Applications/Snake/desert.png") screen:print(0, 8, System.getFreeMemory() / 1024, white) test1 = nil test2 = nil test3 = nil collectgarbage() screen:print(0, 16, System.getFreeMemory() / 1024, white) while not Controls.read():start() do screen.waitVblankStart() screen.flip() end
So the right solution would be first to fix the memory problem with loading modules (maybe Oobles has any ideas about it) and then the modules loader for firmware > 1.5.
-
- Posts: 123
- Joined: Mon Oct 03, 2005 4:25 am
- Location: Netherlands