Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!utgpu!water!watnot!watmath!clyde!rutgers!ames!ucbcad!ucbvax!sdcsvax!jww From: jww@sdcsvax.UUCP Newsgroups: comp.sys.mac Subject: Re: SE with Dark Castle & SmartAlarms Message-ID: <2911@sdcsvax.UCSD.EDU> Date: Fri, 27-Mar-87 01:33:35 EST Article-I.D.: sdcsvax.2911 Posted: Fri Mar 27 01:33:35 1987 Date-Received: Sat, 28-Mar-87 11:27:27 EST References: Organization: Western Software Technology, Vista, CA Lines: 33 Summary: alt screen buffer In article , ch2f#@andrew.cmu.edu (Charles Huff) writes: > Just got my SE and was playing Dark Castle on it (installed it on the hard > disk, no problem). The program seemed to work fine. But I really got the > machine to do work on, so I later installed SmartAlarms in the system file on > the hard disk. Now Dark Castle says "there is a problem with the way memory > is allocated. (3524 high bytes used). This could be due to other software > that is already installed in memory." Is this a problem on the Mac Plus too, > or is is just specific to the SE? Thanks for any hints. > > -Chuck Huff Dark Castles, like many animation games, uses the alternate screen buffer. There are two ways to install memory-resident tasks on the Mac. Put it in the system heap (discouraged for the pre-Mac Plus; later machines have larger system heaps) or steal it from high memory. Unfortunately, stealing it from high memory prevents one from ever having an alternate screen buffer. Somewhere there's a PD program that pre-allocates the alternate screen buffer (so it will be there later) BEFORE other programs steal the memory. If not, it's easy enough to do -- just write a program that sets the appropriate _Launch parameter before calling your program. -- Joel West {ucbvax,ihnp4}!sdcsvax!jww (ihnp4!gould9!joel once I fix news) jww@sdcsvax.ucsd.edu if you must