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Memory Management - Part Two
  16th April, 2018
Bah, humbug!
After spending hours writing a lovely function, the other week, which takes .png images and chops them down to 1/16th their size, so that they work better in the 3DS's memory, it seems that the memory required to load those initial images before chopping is actually too much for the poor little 3DS to cope with.

After having tried the same engine with the same images, but pre-scaled down, the whole framework is running a LOT better.
This means that..
A ) I'm going to have to do all the bloomin' image scaling by hand.
B ) I'll be needing to remember this when compiling 3DS targets, as it casually ignores anything that isn't already pre-scaled, so it's not really noticeable when you're testing!
but..
C ) I can at least bother to make a better looking Quit button, because..



..just looks terrible!

I also need to try and figure out what's going on with the font rendering, as it's all getting a bit ... weird!!

Views 21, Upvotes 3, 16th April, 2018
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Blog - Memory Management - Part Two - AGameAWeek