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Post by JJesusfreak01 on Jan 3, 2006 23:19:01 GMT 1
Well, because you have 19261 free memory. UDMH can't get memory out of nowhere. ;D Now why not??? Seriously though, if I cant pretend to have more than that, then it shouldnt let me think I can.
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Post by Tinnus on Jan 4, 2006 0:56:37 GMT 1
It doesn't let you think you can. It tries to foll the program into thinking it has more free memory than it really has. Or something like it.
And as dmitry likes to say, this feature is not to be used in normal circunstances. (ie: use only if everything else fails)
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Post by JJesusfreak01 on Jan 4, 2006 2:45:00 GMT 1
It doesn't let you think you can. It tries to foll the program into thinking it has more free memory than it really has. Or something like it. And as dmitry likes to say, this feature is not to be used in normal circunstances. (ie: use only if everything else fails) Right, well, thats okay. I hope in the future some advancements will be made that can let it work.
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veggie
Full Member
Plm tx +2 2gb kingston sd+nexxtec IR keyboard= portable gaming machine and organizer.
Posts: 226
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Post by veggie on Jan 4, 2006 3:43:10 GMT 1
thats impossible. tinnus already told u it CANT make heap memory if there's no memory to start with. the only thing it does is converts normal memory into heap memory.
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Post by JJesusfreak01 on Jan 4, 2006 4:53:30 GMT 1
thats impossible. tinnus already told u it CANT make heap memory if there's no memory to start with. the only thing it does is converts normal memory into heap memory. You never know... And dont go saying something is not possible. Thats both discouraging, and more often than not, incorrect.
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Post by Tinnus on Jan 4, 2006 16:55:11 GMT 1
No, not incorrect. What you told me would still not get memory from nowhere And the only thing it DOES it convert storage into dynamic. Notice DOES in the present.
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veggie
Full Member
Plm tx +2 2gb kingston sd+nexxtec IR keyboard= portable gaming machine and organizer.
Posts: 226
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Post by veggie on Jan 4, 2006 17:26:02 GMT 1
No, not incorrect. What you told me would still not get memory from nowhere And the only thing it DOES it convert storage into dynamic. Notice DOES in the present. wut does DOES in present mean?
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Post by Tinnus on Jan 5, 2006 0:46:47 GMT 1
Well, it means that currently it's that way, but no one knows what could happen in the future.
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veggie
Full Member
Plm tx +2 2gb kingston sd+nexxtec IR keyboard= portable gaming machine and organizer.
Posts: 226
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Post by veggie on Jan 5, 2006 6:18:07 GMT 1
tinnus: u always talk in riddles bout upcoming projects. its kinda annoying.
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Post by Tinnus on Jan 5, 2006 21:27:24 GMT 1
I can only feel sorry; I was always like that. It's intrinsic (sp?) Also, that's not a riddle. It's a way of thinking. I can't know what will happen with UDMH in the future since I don't have any contacts with dmitry... but considering the crazy things he already did... oh well.
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xpike
New Member
Posts: 5
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Post by xpike on Jan 15, 2006 21:25:27 GMT 1
hey there, sorry for the long abscense. I (as some of you may know) have a LD too, and im able to play every game I have, except for SNES and GEN ones... not even with UMDH. it sucks... but its ok, since the LD uses a weird way of managing memory. I tink its weird that some people cant play games... I have everything on the HD, the roms and such. and, at least for me, UMDH just doesnt work...
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Post by Tinnus on Jan 15, 2006 23:18:07 GMT 1
Make sure the trial is not ran out and try DBCacheTool.
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Post by _Em on Jan 16, 2006 18:46:04 GMT 1
Something that I found (see other thread) is that even though UDMH does a great job of freeing up space for the dynamic heap, LJP also requires a minimum of around 6.3MB of contiguous DBCache for the SNES module, and around 4.8MB of contiguous DBCache for the Genesis module (Wonderswan module also needs a fair chunk). After doing a bunch of testing, it appears a number of apps pre-load data into the DBCache on boot, and some lock that data so it can't be purged. Notable apps that do this include anything that has the ability to operate in the background, as well as Blazer (get Dmitry's MemFix for TX and LD to fix this) and a few other apps. DBCacheTool (I install it but use the DA to do the actual purging once I'm running LJP, DON'T use the auto setting as it slows down your palm and can make it quite unstable) is often able to free up enough space that the LJP emulator modules can load. If it can't, you might have to remove/zip a few DBCache-hungry apps and soft reset (to defragment the cache) to get things working. The LD and TX appear to have space for around 20MB of DBCache; however, I've found that 7MB of that is pretty much always tied up by the apps that come pre-loaded; I've been able to keep the other locked cache down to around 2MB from stuff I've added myself. However, this can still fragment the cache so that 2MB or less of contiguous space is available for any given program; this is where the reset button in LJP comes in handy Use the DBCache DA to check and see if you have enough space after clearing the cache, and if it's still too low, reset, then use the recent apps menu to go directly into LJP -- you should find you now have enough space. Tinnus, is it possible to write up some documentation detailing how much Cache each module actually requires? --it doesn't appear to depend on ROM size or anything, just on the cache requirements for the actual emulation code. A nifty idea would be to include a check in the Launcher, and disable the emulators (or put up an alert) that require more DBCache than is currently available. Also, is it possible to do some tweaking to lower the cache requirements for SNES? the various settings seem to lower the Dynamic Heap requirements, but they don't appear to affect the Cache requirements.
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Post by Tinnus on Jan 17, 2006 1:23:16 GMT 1
If you're using UDMH, cache and heap melt into the same thing. Anyways... The space you need on cache (not considering UDMH) is just the ROM and something around 500kb. But if you use UDMH what you need is... module code size + rom size + emulation runtime data (HUGE for SNES) - dynamic heap size (we subtract the heap size since it doesn't go in the cache calc) Module code size is around 3.5 for SNES and Genesis (maybe even 4 or more for SNES, I can't remember exactly), and 2MB or below for the others. Most likely you won't have problems with anything other than SNES or Genesis so that's it.
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Post by arbrandes on Jan 20, 2006 15:38:06 GMT 1
Oh thank you, thank you, thank you Mr. _Em!!! Because of your post, and learning about all those nifty free apps, I have finally gotten SNES emulation going in my LD with LJP.
My mission is now to divulge a detailed HOWTO to the world. Look for a new thread here soon.
Afoldo
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