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Difference between revisions of "OpenTasks"

2 bytes removed ,  12:21, 19 March 2009
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Putting all engines into lodable modules reduces memory usage, as this way during game play only a single  module needs to be in RAM. ScummVM itself is prepared for loadable module support. In fact several of our ports, notably the Windows, Linux and Mac OS X ports,  already support loadable modules. This is easy for them as the operating system already provides loadable modules. But this is not the case on systems like the Dreamcast, Nintendo Gamecube & DS & Wii, the PlayStation Portable, Symbian and others.  
Putting all engines into lodable modules reduces memory usage, as this way during game play only a single  module needs to be in RAM. ScummVM itself is prepared for loadable module support. In fact several of our ports, notably the Windows, Linux and Mac OS X ports,  already support loadable modules. This is easy for them as the operating system already provides loadable modules. But this is not the case on systems like the Dreamcast, Nintendo Gamecube & DS & Wii, the PlayStation Portable, Symbian and others.  


''The Task:''
''The Task:''
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You would have to adapt this to generated and load ELF binaries for ARM processors (for Nintendo DS, WinCE, Symbian, GP2x), or MIPS processors (PS2 and PSP), or PowerPC (Nintendo Wii & Gamecube). The original Dreamcast code is for Sh processors. Ideally, your code is generic enough to be usable for all these platforms, but at least two of these four should be supported, to ensure it is generic enough.
You would have to adapt this to generated and load ELF binaries for ARM processors (for Nintendo DS, WinCE, Symbian, GP2x), or MIPS processors (PS2 and PSP), or PowerPC (Nintendo Wii & Gamecube). The original Dreamcast code is for Sh processors. Ideally, your code is generic enough to be usable for all these platforms, but at least two of these four should be supported, to ensure it is generic enough.


''Required Skills:''
''Required Skills:''
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