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AuthorTopic: Memory woes...  (Read 1508 times)

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  • Guest
Memory woes...
« on: October 20, 2002, 10:46:44 PM »
Hi there,
I have 64mb on my Blzz card yet for some reason when I execute either Capital Punishment or T-Zero I get a message saying that not enough memory is free, when I clearly have around 60mb free. Is this a problem with chipmem/slowmem?
 

Offline The_Editor

Re: Memory woes...
« Reply #1 on: October 20, 2002, 10:50:08 PM »
Usually !!

I dont know the game ..But Usually you have to boot with no O/s to free up that last few K
The Reluctant Pom
 

  • Guest
Re: Memory woes...
« Reply #2 on: October 20, 2002, 11:20:17 PM »
Wasn't there a program called mergemem that could merge the two seemlessly? or was that my over imagination?

 

Offline Rob

Re: Memory woes...
« Reply #3 on: October 20, 2002, 11:52:56 PM »
It needs the Chipram for AGA operations I don't think DMA can take
place between the custom chips and fast ram.  I don't think some sort
of mergemem program would work so well with this kind of application.

Best bet is to boot without startup-sequence you might have to run
setpatch to enable AGA before running the game aswell.
 

  • Guest
Re: Memory woes...
« Reply #4 on: October 21, 2002, 12:10:57 AM »
can you get stuff to load into fastmem instead?
 

Offline Doobrey

Re: Memory woes...
« Reply #5 on: October 21, 2002, 12:34:49 AM »
Quote

Cannibal wrote:
can you get stuff to load into fastmem instead?


The OS puts things in fastmem first..but you need free chipmem to show new screens & play sounds as the amigas custom chips can`t access the fastmem.

I bet you`re running a nice 256 colour WB screen, with a lovely pattern or picture on it.
This all eats up precious chipmem, so try going to a lower screen depth and try the game again.
On schedule, and suing
 

  • Guest
Re: Memory woes...
« Reply #6 on: October 21, 2002, 12:45:03 AM »
Nah, only 32 colours, 256 is too slow, i'll drop the screen res and see if that helps.

Thanks.
 

  • Guest
Re: Memory woes...
« Reply #7 on: October 21, 2002, 02:16:33 PM »
As far as I recall, Capital Punishment, absolutely, positively, has to be run from a startup which takes up about 0 chip ram as it uses all of it.  I've never heard of it running succesfully from the workbench.
 

Offline Xand

Re: Memory woes...
« Reply #8 on: October 21, 2002, 02:36:39 PM »
T-Zero requires a ton of chipmem also...
SunBlade 1000 2x1200mhz UltraSparc III+, 8GB RAM, XVR1000, 73GB and 300GB FC drives, DVD, SunPCi IIIpro - 1GB RAM (yes it does work when I set the clock back to 2009), Solaris 10.

Ultra60 2x450MHz UltraSPARC II, 2GB RAM, 9GB U160 and 36GB U320 drives, CDROM
 
A1200T, 603e-240mhz/040-50mhz SCSI, 256mb, MediatorSX, Voodoo3-3000, Soundblaster 128, 10/100 Ethernet, other stuff OS3.9
 

  • Guest
Re: Memory woes...
« Reply #9 on: October 21, 2002, 09:02:59 PM »
CP is a pain to get running - It uses all of the chip RAM there is! Why they programmed this game like this is beyond me.
I never could get CP running on my A1200, even following the publishers guide to the letter. I wish you luck. (anyone want to buy an almost unused game?) :)