--- In gbadev@y..., "Maciej Sinilo" <yrp@a...> wrote:
...
> > and I get the same flaky behaviour and similar crashes.
> Strange behaviour may be caused by memory overwrites, examine this
> possibility.
Yep this is a likely reason, but if my code is overwriting the wrong
memory, how can it work flawlessly with the standard allocator?
Theres a LOT happening for this kind of bug to go un-noticed, large
parallax scrolling background - 40-60 actors, dynamic Sprite vram
managment, dynamic background tile managment, multi-channel direct
sound, score, lives, radar, collision testing etc etc... There are
many objects being constructed and deleted as the game progresses...
I find it hard to believe that there is a bug in the engine of this
type that dosn't effect the standard new and delete...
There probably is though :-|
Now I have to chase that wild goose! (again)
> ;-). The thing is that my new/delete operators prototypes differ a
>little bit from "standard" one because new takes additional
>arguments (zone). If you want I may send you
> my version, you may test it and see if it still crashes.
sounds very interesting, I thought 'new' was passed just a Size_t
arguement automatically by the system as part of the construction
process, and I had no control over this! What is the syntax for your
extra arguement?
It would be cool to have a look at your source.
cheers,
col