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Bubble Factory for Game Boy
Currently setting cartridge type to 0x09: ROM+RAM+Battery, which was unused by licensed cartridges. Weird save behavior on SameBoy may be attributable to this. Cartridge type 0x1B will set to MBC5+RAM+Battery.
$node ../img2gb -n logo data/gfx/logo.png src/data_gfx_logo.c
node[248790]: ../src/node_zlib.cc:324:static void node::{anonymous}::CompressionStream<CompressionContext>::Write(const v8::FunctionCallbackInfo<v8::Value>&) [with bool async = false; CompressionContext = node::{anonymous}::ZlibContext]: Assertion `Buffer::HasInstance(args[4])' failed.
1: 0x5597088d0fd1 node::Abort() [node]
2: 0x5597088d1067 [node]
3: 0x5597089ae8dd [node]
4: 0x559708b1a257 v8::internal::FunctionCallbackArguments::Call(v8::internal::CallHandlerInfo) [node]
5: 0x559708b1b03e [node]
6: 0x559708b1b532 [node]
7: 0x559708b1b7e6 v8::internal::Builtin_HandleApiCall(int, unsigned long*, v8::internal::Isolate*) [node]
8: 0x5597092e8859 [node]
[1] 248790 abort (core dumped) node ../img2gb -n logo data/gfx/logo.png src/data_gfx_logo.c
What’s the reasoning behind memoryCopy()
?
It looks pretty much like memcpy
Is it to avoid 16bit n
and to avoid putting the arguments on the stack?
Edit:
I think it was mostly for reusing n
and to avoid the stack.
I kept n
in a variable with the new calling convention, that generates smaller code than memcpy
, but I didn’t look at speed.
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