RESOLVED: game crashes on the second load
by Eaymon Latif · in iTorque 2D · 05/14/2009 (11:48 am) · 14 replies
So, I have built the game onto the iphone using iTGB 1.2
the second time i try to load it by clicking on the game it crashes after the loading screen.
Anyone else had this issue?
Here are the crash logs:
Incident Identifier: E08FAE4C-1ABB-41C7-90DE-490FCB9BC389
CrashReporter Key: ac89f2192150aae72fc1742d3ce727e9238566f4
Process: squished [2421]
Path: /var/mobile/Applications/8341F3F9-C89D-4D4B-A1B9-959D786E9F63/squished.app/squished
Identifier: squished
Version: ??? (???)
Code Type: ARM (Native)
Parent Process: launchd [1]
Date/Time: 2009-05-14 14:43:37.194 -0400
OS Version: iPhone OS 3.0 (7A312g)
Report Version: 104
Exception Type: 00000020
Exception Codes: 0x8badf00d
Highlighted Thread: 0
Application Specific Information:
com.pocoapps.squished failed to launch in time
elapsed total CPU time (seconds): 20.090 (user 16.370, system 3.720), 100% CPU
elapsed application CPU time (seconds): 18.430, 92% CPU
Thread 0:
0 squished 0x002b8518 decode_mcu (jdhuff.c:537)
1 squished 0x002b54ce decompress_onepass (jdcoefct.c:167)
2 squished 0x002b9bc6 process_data_simple_main (jdmainct.c:354)
3 squished 0x002b4ec2 jpeg_read_scanlines (jdapistd.c:173)
4 squished 0x00292e0c GBitmap::readJPEG(Stream&) (bitmapJpeg.cc:120)
5 squished 0x0029a148 constructBitmapJPEG (gBitmap.cc:897)
6 squished 0x00050a40 ResManager::loadInstance(ResourceObject*, bool) (resManager.cc:944)
7 squished 0x00052186 ResManager::loadInstance(char const*, bool) (resManager.cc:910)
8 squished 0x002a4bfe TextureManager::loadBitmapInstance(char const*, bool, bool) (gTexManager.cc:1605)
9 squished 0x002a51dc TextureManager::loadTexture(char const*, TextureHandleType, bool, bool) (gTexManager.cc:1676)
10 squished 0x000db738 TextureHandle::TextureHandle(char const*, TextureHandleType, bool) (gTexManager.h:319)
11 squished 0x000fd94e GuiBitmapCtrl::setBitmap(char const*, bool) (guiBitmapCtrl.cc:106)
12 squished 0x000fdc90 GuiBitmapCtrl::setBitmapName(void*, char const*) (guiBitmapCtrl.cc:32)
13 squished 0x003112c8 SimObject::setDataField(char const*, char const*, char const*) (simBase.cc:1062)
14 squished 0x002f780e CodeBlock::exec(unsigned int, char const*, Namespace*, unsigned int, char const**, bool, char const*, int) (compiledEval.cc:4500)
15 squished 0x0030402a cexec (consoleFunctions.cc:1372)
16 squished 0x002f90c6 CodeBlock::exec(unsigned int, char const*, Namespace*, unsigned int, char const**, bool, char const*, int) (compiledEval.cc:4851)
17 squished 0x002f88e4 CodeBlock::exec(unsigned int, char const*, Namespace*, unsigned int, char const**, bool, char const*, int) (compiledEval.cc:4758)
18 squished 0x002f88e4 CodeBlock::exec(unsigned int, char const*, Namespace*, unsigned int, char const**, bool, char const*, int) (compiledEval.cc:4758)
19 squished 0x002f2a96 CodeBlock::compileExec(char const*, char const*, bool, int) (codeBlock.cc:754)
20 squished 0x002fe7ac Con::evaluate(char const*, bool, char const*) (console.cc:2008)
21 squished 0x0006a98e runEntryScript (main.cc:372)
22 squished 0x0006ab80 initGame (main.cc:409)
23 squished 0x0006acac DemoGame::mainInit(int, char const**) (main.cc:458)
24 squished 0x00326dea _iPhoneRunTorqueMain (iPhoneMain.mm:28)
25 squished 0x0031eb4e -[TGBAppDelegate applicationDidFinishLaunching:] (TGBAppDelegate.mm:22)
26 UIKit 0x308f123c -[UIApplication _performInitializationWithURL:sourceBundleID:] + 540
27 UIKit 0x308f0e14 -[UIApplication _runWithURL:sourceBundleID:] + 576
28 UIKit 0x30937218 -[UIApplication handleEvent:withNewEvent:] + 1512
29 UIKit 0x30936a58 -[UIApplication sendEvent:] + 60
30 UIKit 0x309365e4 _UIApplicationHandleEvent + 4336
31 GraphicsServices 0x32050964 PurpleEventCallback + 1028
32 CoreFoundation 0x30254a70 CFRunLoopRunSpecific + 2296
33 CoreFoundation 0x30254164 CFRunLoopRunInMode + 44
34 UIKit 0x308effec -[UIApplication _run] + 512
35 UIKit 0x308ee72c UIApplicationMain + 960
36 squished 0x003276a8 main (iPhoneMain.mm:194)
37 squished 0x0003f1cc start + 44
Thread 1:
0 libSystem.B.dylib 0x31d41158 mach_msg_trap + 20
1 libSystem.B.dylib 0x31d43ed8 mach_msg + 60
2 CoreFoundation 0x3025454e CFRunLoopRunSpecific + 982
3 CoreFoundation 0x30254164 CFRunLoopRunInMode + 44
4 WebCore 0x3588b2cc __ZL12RunWebThreadPv + 412
5 libSystem.B.dylib 0x31d6a5a0 _pthread_body + 20
Thread 2:
0 squished 0x00087c00 NetAsync::isRunning() (platformNetAsync.unix.h:42)
1 squished 0x00087806 NetAsync::run() (platformNetAsync.unix.cc:94)
2 squished 0x0008786e StartThreadFunc (platformNetAsync.unix.cc:182)
3 squished 0x0032e1dc Thread::run(void*) (iPhoneThread.mm:103)
4 squished 0x0032e2a8 ThreadRunHandler (iPhoneThread.mm:37)
5 libSystem.B.dylib 0x31d6a5a0 _pthread_body + 20
Thread 3:
0 libSystem.B.dylib 0x31d41158 mach_msg_trap + 20
1 libSystem.B.dylib 0x31d43ed8 mach_msg + 60
2 AudioToolbox 0x31fafa80 AURemoteIO::IOThread::Run() + 116
3 AudioToolbox 0x31fb5504 AURemoteIO::IOThread::Entry(void*) + 4
4 AudioToolbox 0x31ea4ffc CAPThread::Entry(CAPThread*) + 208
5 libSystem.B.dylib 0x31d6a5a0 _pthread_body + 20
Unknown thread crashed with unknown flavor: 5, state_count: 1
Binary Images:
0x1000 - 0x3dcfff +squished armv6 <1b5a540ad4f99285e9afe6f88305f588> /var/mobile/Applications/8341F3F9-C89D-4D4B-A1B9-959D786E9F63/squished.app/squished
0x7cb000 - 0x7ccfff dns.so armv6 <7943354b648b9518f46a835d5359e45a> /usr/lib/info/dns.so
0xfb6000 - 0xfe5fff MBXGLEngine armv6 <08e4f5fb48bc5db41a386608df664ad9> /System/Library/Frameworks/OpenGLES.framework/MBXGLEngine.bundle/MBXGLEngine
0x2fe00000 - 0x2fe26fff dyld armv6 <742d62b1d83196969c229c2afa8cc871> /usr/lib/dyld
0x30000000 - 0x30008fff libgcc_s.1.dylib armv6 <1da6faede616da43c6dddeb3187bf1da> /usr/lib/libgcc_s.1.dylib
0x3000c000 - 0x3015bfff libobjc.A.dylib armv6 <d265ac55afc05ab23dd3cdd7e2de8b0e> /usr/lib/libobjc.A.dylib
0x301ca000 - 0x301d8fff libz.1.dylib armv6 <f8a6e8195f2d29a8fe3ff3430100beb0> /usr/lib/libz.1.dylib
0x301fd000 - 0x302a8fff CoreFoundation armv6 <158d9abbaabcca0c8051207bd635d4b3> /System/Library/Frameworks/CoreFoundation.framework/CoreFoundation
0x30501000 - 0x305f5fff Foundation armv6 <10ba0b57a15e0d80377cc11a8dc0e2e6> /System/Library/Frameworks/Foundation.framework/Foundation
0x3071d000 - 0x30729fff CoreVideo armv6 <2a1a0f7f6bf0ec535cb0357cba48587d> /System/Library/PrivateFrameworks/CoreVideo.framework/CoreVideo
0x3073a000 - 0x30760fff AppSupport armv6 <19d6a52607e9a14c340faa1f67e833d8> /System/Library/PrivateFrameworks/AppSupport.framework/AppSupport
0x30778000 - 0x3077dfff liblockdown.dylib armv6 <c2e541fe3626592fa71d488250e6161e> /usr/lib/liblockdown.dylib
0x308ed000 - 0x31520fff UIKit armv6 <5250396932738a25541497e2833fbeb7> /System/Library/Frameworks/UIKit.framework/UIKit
0x31884000 - 0x318d0fff IOKit armv6 <6a54d6e24f1bbc8bf826bebae385128a> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit
0x318e8000 - 0x31aa1fff CoreGraphics armv6 <708c726d3fccadfc3f3807c308a77acc> /System/Library/Frameworks/CoreGraphics.framework/CoreGraphics
0x31af0000 - 0x31b57fff CFNetwork armv6 <e901d743d4c07960aee65941c7ad0613> /System/Library/Frameworks/CFNetwork.framework/CFNetwork
0x31bb1000 - 0x31bc6fff OpenGLES armv6 <1de6f74d8340f4654faa9c2ef443e97e> /System/Library/Frameworks/OpenGLES.framework/OpenGLES
0x31bcc000 - 0x31cc6fff JavaScriptCore armv6 <330edc9733abcbf3cb512b8783da1e8f> /System/Library/PrivateFrameworks/JavaScriptCore.framework/JavaScriptCore
0x31d40000 - 0x31e63fff libSystem.B.dylib armv6 <054b556a493e1ed61e6c7636c5a14fa1> /usr/lib/libSystem.B.dylib
0x31ea3000 - 0x31ff8fff AudioToolbox armv6 <8da935398e965158b1e41a6bc0eebbca> /System/Library/Frameworks/AudioToolbox.framework/AudioToolbox
0x3204b000 - 0x32055fff GraphicsServices armv6 <4a6f81942ceeaf81e34281b018add6b6> /System/Library/PrivateFrameworks/GraphicsServices.framework/GraphicsServices
0x320a4000 - 0x320d7fff Security armv6 <9cadc7f4e0448e4a8d0701368e7f5467> /System/Library/Frameworks/Security.framework/Security
0x320f1000 - 0x3219dfff ImageIO armv6 <7e1568f1bdd635a5b7cf964ae2171e41> /System/Library/PrivateFrameworks/ImageIO.framework/ImageIO
0x32372000 - 0x323a5fff SystemConfiguration armv6 <17263819076d78fbff55f06ade7bf1ea> /System/Library/Frameworks/SystemConfiguration.framework/SystemConfiguration
0x324cd000 - 0x32528fff CoreAudio armv6 <73dd32fc9579b999e56c62ecf30c22d1> /System/Library/Frameworks/CoreAudio.framework/CoreAudio
0x325b9000 - 0x325d5fff AddressBook armv6 <30c7d417dc297a9d17f1d10949e32798> /System/Library/Frameworks/AddressBook.framework/AddressBook
0x32922000 - 0x329c6fff QuartzCore armv6 <2ec958629c4dc764e7c94d43131d221b> /System/Library/Frameworks/QuartzCore.framework/QuartzCore
0x32a17000 - 0x32a17fff CoreSurface armv6 <ba1c5980aa37d5848b2ed15bfe159e9b> /System/Library/PrivateFrameworks/CoreSurface.framework/CoreSurface
0x32a1c000 - 0x32a1dfff IOMobileFramebuffer armv6 <083835ac911cf137b253d12fa52185fb> /System/Library/PrivateFrameworks/IOMobileFramebuffer.framework/IOMobileFramebuffer
0x32e0b000 - 0x32f0cfff libicucore.A.dylib armv6 <3f026f3dc45c8baa1efd24f7c877e31a> /usr/lib/libicucore.A.dylib
0x3311d000 - 0x33212fff libxml2.2.dylib armv6 <c99411bad5aa643a5ba01a15cd8aa448> /usr/lib/libxml2.2.dylib
0x332c8000 - 0x33371fff WebKit armv6 <0a7584f70cabb31e435da54ac77676bf> /System/Library/PrivateFrameworks/WebKit.framework/WebKit
0x3384d000 - 0x3388afff libCGFreetype.A.dylib armv6 <55c5128827e487f4e7337c7ca21a93f3> /System/Library/Frameworks/CoreGraphics.framework/Resources/libCGFreetype.A.dylib
0x33f15000 - 0x33f2efff OpenAL armv6 <fd0f541d05bf29559eb60bfe182bf6c8> /System/Library/Frameworks/OpenAL.framework/OpenAL
0x34158000 - 0x34161fff SpringBoardServices armv6 <33b5ddc8e2681a40c83ef1d6fb675e65> /System/Library/PrivateFrameworks/SpringBoardServices.framework/SpringBoardServices
0x347f2000 - 0x3480ffff libresolv.9.dylib armv6 <1ca1013c8df236a5526e56c0b267d199> /usr/lib/libresolv.9.dylib
0x34c0c000 - 0x34c12fff MBX2D armv6 <261fdb136ff7a6d47b82cce6f276e151> /System/Library/PrivateFrameworks/MBX2D.framework/MBX2D
0x3553c000 - 0x35579fff CoreText armv6 <90145e066968e1682b0976be2b454bd2> /System/Library/PrivateFrameworks/CoreText.framework/CoreText
0x355c6000 - 0x355cafff IOSurface armv6 <614db4b3f8be687b99f9eb6e17e6bdb5> /System/Library/PrivateFrameworks/IOSurface.framework/IOSurface
0x35809000 - 0x35f57fff WebCore armv6 <718dddeb19b6122b710a61d2fae2f4ac> /System/Library/PrivateFrameworks/WebCore.framework/WebCore
0x3641f000 - 0x36479fff libsqlite3.dylib armv6 <b8671090b7a4a1fed2215eae30e9b669> /usr/lib/libsqlite3.dylib
0x36487000 - 0x36490fff libkxld.dylib armv6 <ae49124ad72ae215964d32e383e75f14> /usr/lib/system/libkxld.dylib
0x36493000 - 0x364a3fff libbsm.0.dylib armv6 <bf17a4113650f2f18534c4e552ae7b8c> /usr/lib/libbsm.0.dylib
0x3711f000 - 0x37129fff MobileCoreServices armv6 <1b519ea144ba57d5d08281d0b91c75a3> /System/Library/Frameworks/MobileCoreServices.framework/MobileCoreServices
0x37492000 - 0x374fbfff libstdc++.6.dylib armv6 <bbba28384ef561c3d2e03f0eb5368c32> /usr/lib/libstdc++.6.dylib
0x37c7c000 - 0x37c7cfff Accelerate armv6 <f924326f00177ed5b94b933f0f3e13e3> /System/Library/PrivateFrameworks/Accelerate.framework/Accelerate
0x37cd0000 - 0x37d13fff libvDSP.dylib armv6 <e502b2e6d56c4368289fddf9d885b642> /System/Library/PrivateFrameworks/Accelerate.framework/Frameworks/vecLib.framework/libvDSP.dylib
0x37d1a000 - 0x37d1afff vecLib armv6 <5d683b35560cc65915643b04b68e4047> /System/Library/PrivateFrameworks/Accelerate.framework/Frameworks/vecLib.framework/vecLib
the second time i try to load it by clicking on the game it crashes after the loading screen.
Anyone else had this issue?
Here are the crash logs:
Incident Identifier: E08FAE4C-1ABB-41C7-90DE-490FCB9BC389
CrashReporter Key: ac89f2192150aae72fc1742d3ce727e9238566f4
Process: squished [2421]
Path: /var/mobile/Applications/8341F3F9-C89D-4D4B-A1B9-959D786E9F63/squished.app/squished
Identifier: squished
Version: ??? (???)
Code Type: ARM (Native)
Parent Process: launchd [1]
Date/Time: 2009-05-14 14:43:37.194 -0400
OS Version: iPhone OS 3.0 (7A312g)
Report Version: 104
Exception Type: 00000020
Exception Codes: 0x8badf00d
Highlighted Thread: 0
Application Specific Information:
com.pocoapps.squished failed to launch in time
elapsed total CPU time (seconds): 20.090 (user 16.370, system 3.720), 100% CPU
elapsed application CPU time (seconds): 18.430, 92% CPU
Thread 0:
0 squished 0x002b8518 decode_mcu (jdhuff.c:537)
1 squished 0x002b54ce decompress_onepass (jdcoefct.c:167)
2 squished 0x002b9bc6 process_data_simple_main (jdmainct.c:354)
3 squished 0x002b4ec2 jpeg_read_scanlines (jdapistd.c:173)
4 squished 0x00292e0c GBitmap::readJPEG(Stream&) (bitmapJpeg.cc:120)
5 squished 0x0029a148 constructBitmapJPEG (gBitmap.cc:897)
6 squished 0x00050a40 ResManager::loadInstance(ResourceObject*, bool) (resManager.cc:944)
7 squished 0x00052186 ResManager::loadInstance(char const*, bool) (resManager.cc:910)
8 squished 0x002a4bfe TextureManager::loadBitmapInstance(char const*, bool, bool) (gTexManager.cc:1605)
9 squished 0x002a51dc TextureManager::loadTexture(char const*, TextureHandleType, bool, bool) (gTexManager.cc:1676)
10 squished 0x000db738 TextureHandle::TextureHandle(char const*, TextureHandleType, bool) (gTexManager.h:319)
11 squished 0x000fd94e GuiBitmapCtrl::setBitmap(char const*, bool) (guiBitmapCtrl.cc:106)
12 squished 0x000fdc90 GuiBitmapCtrl::setBitmapName(void*, char const*) (guiBitmapCtrl.cc:32)
13 squished 0x003112c8 SimObject::setDataField(char const*, char const*, char const*) (simBase.cc:1062)
14 squished 0x002f780e CodeBlock::exec(unsigned int, char const*, Namespace*, unsigned int, char const**, bool, char const*, int) (compiledEval.cc:4500)
15 squished 0x0030402a cexec (consoleFunctions.cc:1372)
16 squished 0x002f90c6 CodeBlock::exec(unsigned int, char const*, Namespace*, unsigned int, char const**, bool, char const*, int) (compiledEval.cc:4851)
17 squished 0x002f88e4 CodeBlock::exec(unsigned int, char const*, Namespace*, unsigned int, char const**, bool, char const*, int) (compiledEval.cc:4758)
18 squished 0x002f88e4 CodeBlock::exec(unsigned int, char const*, Namespace*, unsigned int, char const**, bool, char const*, int) (compiledEval.cc:4758)
19 squished 0x002f2a96 CodeBlock::compileExec(char const*, char const*, bool, int) (codeBlock.cc:754)
20 squished 0x002fe7ac Con::evaluate(char const*, bool, char const*) (console.cc:2008)
21 squished 0x0006a98e runEntryScript (main.cc:372)
22 squished 0x0006ab80 initGame (main.cc:409)
23 squished 0x0006acac DemoGame::mainInit(int, char const**) (main.cc:458)
24 squished 0x00326dea _iPhoneRunTorqueMain (iPhoneMain.mm:28)
25 squished 0x0031eb4e -[TGBAppDelegate applicationDidFinishLaunching:] (TGBAppDelegate.mm:22)
26 UIKit 0x308f123c -[UIApplication _performInitializationWithURL:sourceBundleID:] + 540
27 UIKit 0x308f0e14 -[UIApplication _runWithURL:sourceBundleID:] + 576
28 UIKit 0x30937218 -[UIApplication handleEvent:withNewEvent:] + 1512
29 UIKit 0x30936a58 -[UIApplication sendEvent:] + 60
30 UIKit 0x309365e4 _UIApplicationHandleEvent + 4336
31 GraphicsServices 0x32050964 PurpleEventCallback + 1028
32 CoreFoundation 0x30254a70 CFRunLoopRunSpecific + 2296
33 CoreFoundation 0x30254164 CFRunLoopRunInMode + 44
34 UIKit 0x308effec -[UIApplication _run] + 512
35 UIKit 0x308ee72c UIApplicationMain + 960
36 squished 0x003276a8 main (iPhoneMain.mm:194)
37 squished 0x0003f1cc start + 44
Thread 1:
0 libSystem.B.dylib 0x31d41158 mach_msg_trap + 20
1 libSystem.B.dylib 0x31d43ed8 mach_msg + 60
2 CoreFoundation 0x3025454e CFRunLoopRunSpecific + 982
3 CoreFoundation 0x30254164 CFRunLoopRunInMode + 44
4 WebCore 0x3588b2cc __ZL12RunWebThreadPv + 412
5 libSystem.B.dylib 0x31d6a5a0 _pthread_body + 20
Thread 2:
0 squished 0x00087c00 NetAsync::isRunning() (platformNetAsync.unix.h:42)
1 squished 0x00087806 NetAsync::run() (platformNetAsync.unix.cc:94)
2 squished 0x0008786e StartThreadFunc (platformNetAsync.unix.cc:182)
3 squished 0x0032e1dc Thread::run(void*) (iPhoneThread.mm:103)
4 squished 0x0032e2a8 ThreadRunHandler (iPhoneThread.mm:37)
5 libSystem.B.dylib 0x31d6a5a0 _pthread_body + 20
Thread 3:
0 libSystem.B.dylib 0x31d41158 mach_msg_trap + 20
1 libSystem.B.dylib 0x31d43ed8 mach_msg + 60
2 AudioToolbox 0x31fafa80 AURemoteIO::IOThread::Run() + 116
3 AudioToolbox 0x31fb5504 AURemoteIO::IOThread::Entry(void*) + 4
4 AudioToolbox 0x31ea4ffc CAPThread::Entry(CAPThread*) + 208
5 libSystem.B.dylib 0x31d6a5a0 _pthread_body + 20
Unknown thread crashed with unknown flavor: 5, state_count: 1
Binary Images:
0x1000 - 0x3dcfff +squished armv6 <1b5a540ad4f99285e9afe6f88305f588> /var/mobile/Applications/8341F3F9-C89D-4D4B-A1B9-959D786E9F63/squished.app/squished
0x7cb000 - 0x7ccfff dns.so armv6 <7943354b648b9518f46a835d5359e45a> /usr/lib/info/dns.so
0xfb6000 - 0xfe5fff MBXGLEngine armv6 <08e4f5fb48bc5db41a386608df664ad9> /System/Library/Frameworks/OpenGLES.framework/MBXGLEngine.bundle/MBXGLEngine
0x2fe00000 - 0x2fe26fff dyld armv6 <742d62b1d83196969c229c2afa8cc871> /usr/lib/dyld
0x30000000 - 0x30008fff libgcc_s.1.dylib armv6 <1da6faede616da43c6dddeb3187bf1da> /usr/lib/libgcc_s.1.dylib
0x3000c000 - 0x3015bfff libobjc.A.dylib armv6 <d265ac55afc05ab23dd3cdd7e2de8b0e> /usr/lib/libobjc.A.dylib
0x301ca000 - 0x301d8fff libz.1.dylib armv6 <f8a6e8195f2d29a8fe3ff3430100beb0> /usr/lib/libz.1.dylib
0x301fd000 - 0x302a8fff CoreFoundation armv6 <158d9abbaabcca0c8051207bd635d4b3> /System/Library/Frameworks/CoreFoundation.framework/CoreFoundation
0x30501000 - 0x305f5fff Foundation armv6 <10ba0b57a15e0d80377cc11a8dc0e2e6> /System/Library/Frameworks/Foundation.framework/Foundation
0x3071d000 - 0x30729fff CoreVideo armv6 <2a1a0f7f6bf0ec535cb0357cba48587d> /System/Library/PrivateFrameworks/CoreVideo.framework/CoreVideo
0x3073a000 - 0x30760fff AppSupport armv6 <19d6a52607e9a14c340faa1f67e833d8> /System/Library/PrivateFrameworks/AppSupport.framework/AppSupport
0x30778000 - 0x3077dfff liblockdown.dylib armv6 <c2e541fe3626592fa71d488250e6161e> /usr/lib/liblockdown.dylib
0x308ed000 - 0x31520fff UIKit armv6 <5250396932738a25541497e2833fbeb7> /System/Library/Frameworks/UIKit.framework/UIKit
0x31884000 - 0x318d0fff IOKit armv6 <6a54d6e24f1bbc8bf826bebae385128a> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit
0x318e8000 - 0x31aa1fff CoreGraphics armv6 <708c726d3fccadfc3f3807c308a77acc> /System/Library/Frameworks/CoreGraphics.framework/CoreGraphics
0x31af0000 - 0x31b57fff CFNetwork armv6 <e901d743d4c07960aee65941c7ad0613> /System/Library/Frameworks/CFNetwork.framework/CFNetwork
0x31bb1000 - 0x31bc6fff OpenGLES armv6 <1de6f74d8340f4654faa9c2ef443e97e> /System/Library/Frameworks/OpenGLES.framework/OpenGLES
0x31bcc000 - 0x31cc6fff JavaScriptCore armv6 <330edc9733abcbf3cb512b8783da1e8f> /System/Library/PrivateFrameworks/JavaScriptCore.framework/JavaScriptCore
0x31d40000 - 0x31e63fff libSystem.B.dylib armv6 <054b556a493e1ed61e6c7636c5a14fa1> /usr/lib/libSystem.B.dylib
0x31ea3000 - 0x31ff8fff AudioToolbox armv6 <8da935398e965158b1e41a6bc0eebbca> /System/Library/Frameworks/AudioToolbox.framework/AudioToolbox
0x3204b000 - 0x32055fff GraphicsServices armv6 <4a6f81942ceeaf81e34281b018add6b6> /System/Library/PrivateFrameworks/GraphicsServices.framework/GraphicsServices
0x320a4000 - 0x320d7fff Security armv6 <9cadc7f4e0448e4a8d0701368e7f5467> /System/Library/Frameworks/Security.framework/Security
0x320f1000 - 0x3219dfff ImageIO armv6 <7e1568f1bdd635a5b7cf964ae2171e41> /System/Library/PrivateFrameworks/ImageIO.framework/ImageIO
0x32372000 - 0x323a5fff SystemConfiguration armv6 <17263819076d78fbff55f06ade7bf1ea> /System/Library/Frameworks/SystemConfiguration.framework/SystemConfiguration
0x324cd000 - 0x32528fff CoreAudio armv6 <73dd32fc9579b999e56c62ecf30c22d1> /System/Library/Frameworks/CoreAudio.framework/CoreAudio
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#2
I have our games load time down to 16 seconds on the iPhone - it used to be around 25. There are a few things we did to help with the load time - for example using custom datablocks and the use of a "Tap to Start" screen. On startup, our game only loads the "Tap to Start" splash screen, and then once the user taps the screen, the rest of our menu system is loaded.
We have recently added a bunch of behaviors, and I noticed our initial load time went up by several seconds. I fixed this by moving the behavior exec stuff out of common/projectManagement.cs and into our custom startup loading script that loads the game after the "Tap to Start" splash screen. This shaved 3 seconds of load time off.
I was able to shave off another 3 seconds of load time by removing everything we didn't use out of common folder - most of the gui stuff in there as well as all of the networking scripts.
I suspect there are quite a few more optimization that could be made. I believe a blank iTGB project still takes about 10 seconds to load up, so there is also so much you can do.
05/14/2009 (12:15 pm)
FYI you won't see these crashes when debugging through Xcode since it disables the watchdog timer.I have our games load time down to 16 seconds on the iPhone - it used to be around 25. There are a few things we did to help with the load time - for example using custom datablocks and the use of a "Tap to Start" screen. On startup, our game only loads the "Tap to Start" splash screen, and then once the user taps the screen, the rest of our menu system is loaded.
We have recently added a bunch of behaviors, and I noticed our initial load time went up by several seconds. I fixed this by moving the behavior exec stuff out of common/projectManagement.cs and into our custom startup loading script that loads the game after the "Tap to Start" splash screen. This shaved 3 seconds of load time off.
I was able to shave off another 3 seconds of load time by removing everything we didn't use out of common folder - most of the gui stuff in there as well as all of the networking scripts.
I suspect there are quite a few more optimization that could be made. I believe a blank iTGB project still takes about 10 seconds to load up, so there is also so much you can do.
#3
05/14/2009 (12:15 pm)
Let me guess, the only way to fix it is to code at the C++ level?
#4
05/14/2009 (12:18 pm)
I got mine to 10 seconds loading the main screen gui, and the main screen gui is all basic script. Mine was at 23-27 seconds before I went to custom datablocks. There's a thread I used and recently replied to related, it made a HUGE difference for me.
#5
05/14/2009 (12:35 pm)
yeah, most of the changes you can actually just make in script.
#7
05/14/2009 (2:58 pm)
@Eaymon No it's this thread: http://www.garagegames.com/community/forums/viewthread/86451/1#comment-620571
#8
i didnt know that the 1.5-2mb of images would take up the last 15 seconds to load....
05/14/2009 (7:05 pm)
thanks bretti didnt know that the 1.5-2mb of images would take up the last 15 seconds to load....
#9
Right now my level loads are around 10-15 seconds with 15 512x512 sprite sheets, about 10 or so 64x64 PNG's and about 75 sprite animations. I really wanted my characters/monsters to be able to move diagonal but that would require me to have 30 512x512 sprite sheets instead of 15 and I'm not sure I can fit that many sprite animations into a single level with all the other desired graphics.
Object creation in general seems to be expensive, and sprite animations and data blocks create a lot of objects.
05/15/2009 (8:05 am)
Yea it take a while to load images and create all the sprite animations. I believe this is because of the time to load and decompress the images. I'm thinking about trying to set the PNG compression to as low as possible somewhere and see if it makes a difference.Right now my level loads are around 10-15 seconds with 15 512x512 sprite sheets, about 10 or so 64x64 PNG's and about 75 sprite animations. I really wanted my characters/monsters to be able to move diagonal but that would require me to have 30 512x512 sprite sheets instead of 15 and I'm not sure I can fit that many sprite animations into a single level with all the other desired graphics.
Object creation in general seems to be expensive, and sprite animations and data blocks create a lot of objects.
#10
I have 10 spriteSheets each with only 4 frames in, maybe a total of 12 animations...
Then its just the buttons.... and the 5 gui screens. each screen is only 60kb.
I guess most of your time is being spent on optimizations...
05/15/2009 (8:29 am)
wow thats a lot!I have 10 spriteSheets each with only 4 frames in, maybe a total of 12 animations...
Then its just the buttons.... and the 5 gui screens. each screen is only 60kb.
I guess most of your time is being spent on optimizations...
#11
This seems really useful to me given the limited amount of resources on the iphone and the large amount of resources that torque uses for certain things. Perhaps we should create a resource for this that goes over the process so anyone can use it easily?
05/15/2009 (9:12 am)
I am going to need a similar amount of loaded assets to what you are using Bret, what things from that thread you linked do you need to add to get loading datablocks on level loading working, and does it also remove the assets when a different level is loaded?This seems really useful to me given the limited amount of resources on the iphone and the large amount of resources that torque uses for certain things. Perhaps we should create a resource for this that goes over the process so anyone can use it easily?
#12
The main point not discussed in there is that when I add/edit resources in the editor I have to cut and paste the changes from the managed/datablocks.cs into the appropriate <level>datablocks.cs file and the once again clear the amanged/datablocks.cs file. The managed/datablocks.cs file is loaded on game start so you want it to be empty so you can only load the resources as the levels are loaded.
When I load a new level I have to click the project->refresh objects to get the items for that level to show up in the editor, other than that it works great.
I'm pretty excited now because it turned out to be a LOT easier to have per level resources than I was expecting, and I knew I was going to need it.
I also added in there the ability to exec() a level specific script so I can install any level specific handlers/objects or actions I need to perform on level load.
Personally I think iTGB should do all of this built in and not need tweaking to do it, but it wasn't terribly hard to do so with the help of that thread (would of been hard without it though).
Everytime I get worried about something being impossible/hard in iTGB I find out it's really easy. I'm really impressed with iTGB now that I've been working with it. Though I can understand why others would be frustrated/upset if their doing complex and/or performance intensive stuff in script because that is very slow. But I only intend to use script for non-performance sensitive stuff like object interactions and scripted encounters.
05/15/2009 (9:33 am)
I used pretty much the entire thread and made one contribution of my own to it.The main point not discussed in there is that when I add/edit resources in the editor I have to cut and paste the changes from the managed/datablocks.cs into the appropriate <level>datablocks.cs file and the once again clear the amanged/datablocks.cs file. The managed/datablocks.cs file is loaded on game start so you want it to be empty so you can only load the resources as the levels are loaded.
When I load a new level I have to click the project->refresh objects to get the items for that level to show up in the editor, other than that it works great.
I'm pretty excited now because it turned out to be a LOT easier to have per level resources than I was expecting, and I knew I was going to need it.
I also added in there the ability to exec() a level specific script so I can install any level specific handlers/objects or actions I need to perform on level load.
Personally I think iTGB should do all of this built in and not need tweaking to do it, but it wasn't terribly hard to do so with the help of that thread (would of been hard without it though).
Everytime I get worried about something being impossible/hard in iTGB I find out it's really easy. I'm really impressed with iTGB now that I've been working with it. Though I can understand why others would be frustrated/upset if their doing complex and/or performance intensive stuff in script because that is very slow. But I only intend to use script for non-performance sensitive stuff like object interactions and scripted encounters.
#13
Each cell in my sprite sheets are 128x128 and the sheets are 4x4 for 512x512. All my background/tile graphics are 64x64 and I only use 1 tile layer.
I've given up on keeping my game under 10megabytes, just too many animations needed for an action RPG. I'm just trying to optimize loadtime, memory, and speed to ensure it runs reliably and stable.
I'm not targeting 1st generation iPhones, though I do care about 1st gen ipod touches so I might have to indirectly anyway. The market loss for leaving out 1st generation is acceptable to me, but not desireable so still shooting for it.
I also turn off Filterpad, because it would double the memory capacity of my sprite sheets and I turn on Pre-load so that frame rates don't drop during gameplay to load graphics.
05/15/2009 (9:41 am)
BTW: Keep in mind that I optimized everything to be exactly square and a power of 2, so I don't have any wasted space. Even the cells of my sprite sheets are square/power of two.Each cell in my sprite sheets are 128x128 and the sheets are 4x4 for 512x512. All my background/tile graphics are 64x64 and I only use 1 tile layer.
I've given up on keeping my game under 10megabytes, just too many animations needed for an action RPG. I'm just trying to optimize loadtime, memory, and speed to ensure it runs reliably and stable.
I'm not targeting 1st generation iPhones, though I do care about 1st gen ipod touches so I might have to indirectly anyway. The market loss for leaving out 1st generation is acceptable to me, but not desireable so still shooting for it.
I also turn off Filterpad, because it would double the memory capacity of my sprite sheets and I turn on Pre-load so that frame rates don't drop during gameplay to load graphics.
#14
05/30/2009 (1:47 pm)
Marking this as resolved since crashes due to load time have already been logged.
Torque Owner Zeinad
The reason it plays the first time is when it is built and installed on the phone it ignores the 25 second limit.