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Nintendo Ingrish

Name: Anonymous 2011-12-02 10:51

Following lines were found in Nintendo DS SDK.

        // If the 8th bit of the data length storage byte is 0, it not an encoding data sequence.
    u4  RLDstCount;    // Expansion data size in bytes

    u4  RLSrcCount;    // Size of data that is targeted for expansion in bytes--after processing
        if ( srcp[ RLSrcCount ] & 0x80 )    // decoding process (run length encoded)

        {

            length = srcp[ RLSrcCount++ ] & 0x7f; // store data length (three geta are worn, so consider it actually +3)
// Data expansion control function (Because it auto expands, it will not run if at the end there is no header for raw data expansion.)
    u8  *startp;        // Points to the beginning of data that is the compression target for one process loop.
    pCompList = compList;       // Points to the array that holds the compression sequence.
    // Process to add a NULL header (pseudo header for data before it is compressed)
            tmp =  srcp[i] & 0x0f;          HuffTable[tmp].Freq++;  // The concern is the encoding floor

            // search target data must be data from before two byte.

            //

            // offset is stored as 12-bit so less than 4096

Name: Anonymous 2011-12-03 11:59

>>40
Really?

Name: Anonymous 2011-12-03 12:07

>>41
Because C++ has no garbage collection.

Name: Anonymous 2011-12-03 12:09

mikology

Name: Anonymous 2011-12-03 13:27

check 'em

Name: Anonymous 2011-12-03 16:29

>>40
if malloc returns 0, it's as good as crashed anyway.
Cowardly lies.

Next you're going to tell me you can't have any more than 128 sprites on-screen.

Name: Anonymous 2011-12-04 0:27

>>45
Did you mean: 256 sprites on a scanline?

Name: Anonymous 2011-12-04 1:17

>>18
power of 2 bits
But I'm using a PDP-10. What now, faggot?

Name: Anonymous 2011-12-04 2:36

>>46
NES had stricter limit.

Name: Anonymous 2011-12-04 4:04

>>46
No, I meant something obviously false, like >>40's statement.

Name: Anonymous 2011-12-04 5:06

>>49
So, what do you do, when malloc tells you to fuck off?

Name: Anonymous 2011-12-04 5:08

>>50
Halt and catch fire.

Name: Anonymous 2011-12-04 5:09

>>51
malloc does that for you.

Name: Anonymous 2011-12-04 6:46

>>50
It really depends on the situation. Blender waits and tries again. Doom prints an error (and perhaps could have even recovered automatically.) Small-console games may be able to recover by doing less, but they would more likely be designed to work within the memory limits with no possibility of overusing it. Memory pack enabled systems can fail over to the external (slower) memory.

Name: Anonymous 2011-12-04 15:16

>>50

flush the caches!

Name: Anonymous 2011-12-05 6:17

dump for weeboo rage

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