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Author Topic: Development of Tlsfmem as Memtlsf Allowed by Chris Hodge  (Read 5534 times)

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Offline ChaosLord

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Re: Development of Tlsfmem as Memtlsf Allowed by Chris Hodge
« on: November 13, 2007, 09:33:39 PM »
TLSFmem Forever!

I haven't detected any bugs yet.

Anxiously awaiting the release of TLSFMungWall  :idea:
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Offline ChaosLord

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Re: Development of Tlsfmem as Memtlsf Allowed by Chris Hodge
« Reply #1 on: November 14, 2007, 10:36:23 AM »
Quote
f the mungwall not work, doesnt matter, because mugwall is not usefull for developing today, because it tracks not poolmem.

True!


Quote
a tool that do that and more is wipeout.it is opensource and with that tlsfmem that work.

I never knew about this!  It sounds awesome!  Why nobody tells me these things?!?! :-D
Wanna try a wonderfull strategy game with lots of handdrawn anims,
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Re: Development of Tlsfmem as Memtlsf Allowed by Chris Hodge
« Reply #2 on: November 15, 2007, 08:53:15 PM »
Quote
it is important that the developers tools work 100% with memtlsf.

Yes!

Quote
memfree on old AOS memallocater is very slow,

Very true!


Quote
but of course i use a modern graphical assembler ide where i can click on a jsr label and the editor jump to the label.this is important to navigate in unknwon programs that do many nestet jumps

Amiblitz Assembler sounds awesome!
Wanna try a wonderfull strategy game with lots of handdrawn anims,
Magic Spells and Monsters, Incredible playability and lastability,
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Re: Development of Tlsfmem as Memtlsf Allowed by Chris Hodge
« Reply #3 on: November 16, 2007, 05:39:05 PM »
That is awesome!  Back when Blitz Basic first came out (1988?) I begged them for that feature!  But they would not do it for me.  :-(   I told them I would pay them $200.00 for that feature so I could just use Blitz Basic as my Assembler.  Oh well... 20 years waiting is better than never. :-)
Wanna try a wonderfull strategy game with lots of handdrawn anims,
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Re: Development of Tlsfmem as Memtlsf Allowed by Chris Hodge
« Reply #4 on: April 27, 2013, 10:14:08 PM »
As u know TLSFmem and MuGuardianAngel don't get along with each other.

Some years back I was discussing this with THOR and to make a long story short: MuGuardianAngel needs to be rewritten to "work the way TLSFmem works".    Currently MuGuardianAngel relies on deeply intricate inner workings of the plain old ancient AmigaOS memory management system.

It really sux that I have to keep nuking TLSFmem and rebooting my machine every time I want to run MuGuardianAngel.

In a perfect world I could run both MuGuardianAngel and TLSFmem all the time on my dev machine and speed up my bug-catching and bug-destroying.

Thor will not rewrite MuGuardianAngel.  So basically we need Bernd or we're all dead.

Help me Berndi-wan Kenobi, ur my only hope.  My only hope.
Wanna try a wonderfull strategy game with lots of handdrawn anims,
Magic Spells and Monsters, Incredible playability and lastability,
English speech, etc. Total Chaos AGA