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DARK HAYABUSA
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« on: August 21, 2009, 03:08:58 AM » |
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Sorry but I need to ask if there are any command to RAM liver after a level, entities or panels wanted to eliminate levels completed. And also need to know if the animated gif in openbor occupy RAM somehow I noticed that the mods will fall faster when they have bigger animated gif.
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My strength comes from training not from some curse in my blood.
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CE
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« Reply #1 on: August 21, 2009, 10:57:05 AM » |
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Animated GIFs do not occupy RAM if used via 'scene' command in levels.txt or via 'playgif' command within a level.
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Mr.Q®
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« Reply #2 on: August 21, 2009, 11:19:57 AM » |
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What about skipping the 'next' value on levels.txt? Does that affect RAM? I was wondering about not using the level complete screen at all, but would that affect the RAM cleanup?
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Q (L) Reika
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kaino
Newbie
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Posts: 16
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« Reply #3 on: August 21, 2009, 11:35:12 AM » |
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yeah i was thinking the same do we always have to do a level completed screen does it affect the game if you dont use it
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killin the games (making nothing but really good games(
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MatMan
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« Reply #4 on: August 21, 2009, 12:26:43 PM » |
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I think being able to release/unload or un-cache entities via script or even at the end of stage feature is a rather important especially for low memory systems like the psp phat and DC.
I've asked this question before and didn't receive a reply and I've kinda looked at the code and was unable to see anything regarding this. So i'm guessing there isn't anything that can do this. Which will become a major headache for my mod.
Edit.
There is a free(handle) script feature but i don't believe that does what we would like it todo regarding this subject.
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« Last Edit: August 21, 2009, 12:28:50 PM by MatMan »
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Damon Caskey
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« Reply #5 on: August 21, 2009, 01:47:43 PM » |
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It's been looked into, but isn't nearly as easy as it sounds to add. We haven't found a way yet that wouldn't seriously disrupt engine functionality.
DC
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DARK HAYABUSA
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« Reply #6 on: August 21, 2009, 10:19:53 PM » |
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Animated GIFs do not occupy RAM if used via 'scene' command in levels.txt or via 'playgif' command within a level.
Thanks for the response CE, but as that of ( 'playgif' command within a level) perhaps a command to reproduce existing animated gif in the middle of a level? 
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My strength comes from training not from some curse in my blood.
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DARK HAYABUSA
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« Reply #7 on: August 21, 2009, 10:22:08 PM » |
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What about skipping the 'next' value on levels.txt? Does that affect RAM? I was wondering about not using the level complete screen at all, but would that affect the RAM cleanup?
In this respect according to my tests with Angel-0 NEXT command does nothing to RAM.
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My strength comes from training not from some curse in my blood.
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DARK HAYABUSA
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« Reply #8 on: August 21, 2009, 10:26:14 PM » |
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yeah i was thinking the same do we always have to do a level completed screen does it affect the game if you dont use it
According HANZO51 the OPENBOR is the basis of STREET OF RAGE Sega Genesis and I thought of the latest 16MEG cartridges and therefore this implies the lack of a command Cleaning of RAM.
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My strength comes from training not from some curse in my blood.
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DARK HAYABUSA
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« Reply #9 on: August 21, 2009, 10:33:42 PM » |
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I think being able to release/unload or un-cache entities via script or even at the end of stage feature is a rather important especially for low memory systems like the psp phat and DC.
I've asked this question before and didn't receive a reply and I've kinda looked at the code and was unable to see anything regarding this. So i'm guessing there isn't anything that can do this. Which will become a major headache for my mod.
Edit.
There is a free(handle) script feature but i don't believe that does what we would like it todo regarding this subject.
It is true what you say MatMan, but concideras which is technically not possible for any game engine does not have a command Cleaning of RAM, not because the PC has for example RAM 2GIGABITES going to occupy it in its entirety and then finish with Ultramega slow PC.
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My strength comes from training not from some curse in my blood.
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SX
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« Reply #10 on: August 25, 2009, 08:13:04 PM » |
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This has been implemented long ago unless I'm not understanding the request properly..... Refer to this link here!
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DARK HAYABUSA
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« Reply #11 on: August 26, 2009, 04:09:48 AM » |
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Thanks for responding SX! Bloodbane says he is not sure this works and in my case also did not evidence in this matter and given me a result but still continue to experiment with forms for this. Still if anyone knows how to do this would be bad not to notice and be grateful for that. (maybe it could be with SCRIPT) 
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My strength comes from training not from some curse in my blood.
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SX
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« Reply #12 on: August 26, 2009, 10:27:55 AM » |
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I can tell you that it works perfectly. BonusJZ uses it to the max in his Night Slashers X. If he did not use it, then his mod would have never been playable in the PSP and he would of have to cripple it significantly to stay within memory. This unloading feature after a level has completed allows you to have more flexibility from level to level with the sacrifice of load times. BonusJZ feel free to chime in and state your experience with this feature.
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Damon Caskey
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« Reply #13 on: August 26, 2009, 10:31:14 AM » |
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I was under the impression this command didn't work at all, and was put on the back burner.
Would be nice to find out I'm wrong.
DC
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Saint Antuan
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« Reply #14 on: August 26, 2009, 10:59:49 AM » |
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With that command (load ImAnEnemy 1) i unload entity from ram when level finish, but is only for load models in models.txt or works too with "know" entity in models.txt Know declared entitys are in ram too? or only load entity are in ram and could be release from them with "load ImAnEnemy 1" Thanks 
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