So basically you're reducing the size of the heap, correct? What screen were you on when you had 0x40000 bytes reserved? Do you just do some trial and error to estimate the max amount that a game might need for the heap, and therefore the smallest size you can push it down to? The CSS is actually pretty intense in Melee, partly because the CSS file is so large, and partly because the game pre-loads several character dats for each character when one is chosen. It also allows you to include a codelist in the root of the disc, rather than storing it externally or within the DOL. His implementation of the codehandler is also really great in that it doesn't run on every game frame, like it usually does with Dolphin or MCM. Has a great method for injecting codes into the game as well, which also doesn't require finding much free space in the DOL. I can't remember if he documented it somewhere, but UnclePunch Sounds like a cool methodology/feature that might be useful to add to MCM at some point.
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