10-21-2014, 11:43 AM
Hi [Unknown],
I'm sorry that I didn't search correctly for the LocoRoco problem when posting - I later discovered the Issue Tracker on GitHub.
Back to the memory problem - is it possible to run PPSSPP in a sort of debug mode so that a comparison of failing runs and those where launching a game actually works can be made which might lead to determine a reliable address space for iOS? I figure a compilation parameter/definition for iOS would be possible so that any sort of workaround would not effect the remaining ports. Maybe I'm thinking to simple here, though.
Unfortunately, I won't be able to track down the problem properly - I could probably set up the develop environment and even compile PPSPP given a certain degree of Unix/Linux experience but then I wouldn't know how to do the actual debugging since I'm not a programmer.
I'm sorry that I didn't search correctly for the LocoRoco problem when posting - I later discovered the Issue Tracker on GitHub.
Back to the memory problem - is it possible to run PPSSPP in a sort of debug mode so that a comparison of failing runs and those where launching a game actually works can be made which might lead to determine a reliable address space for iOS? I figure a compilation parameter/definition for iOS would be possible so that any sort of workaround would not effect the remaining ports. Maybe I'm thinking to simple here, though.
Unfortunately, I won't be able to track down the problem properly - I could probably set up the develop environment and even compile PPSPP given a certain degree of Unix/Linux experience but then I wouldn't know how to do the actual debugging since I'm not a programmer.

