I appreciate the response. You are quite right. These are
the paths I have been following, trying to track down the
problem. I strongly suspect that it is the particular Treo
in this case. But I would sure like to understand why it
is happening. I'll keep looking. Thanks again.
Titus sends
Michal Seliga wrote:
some installed software, especially hacks, can make problems
also if your game usesmore dynamic memory check it if you have enough, it
happened to me that my own treo650 had 300kb more free dynamic memory then
another treo650 (mine was gsm unlocked, this with low memory was sprint), again
it can be because of brand or because of installed apps
the best way to try is to test application on treo after hardreset. if it works
then problem is caused by something installed
Titus wrote:
I have written a Sokoban game. It runs fine on all of
the emulators and simulators that I have. I runs fine
on my Treo680. It runs fine on a friend's Treo650.
BUT--on another Treo650 it has a couple of strange
behaviors. First, the penDownEvent works just fine,
but the penMoveEvent doesn't seem to register. I know
that the Treo in question *can* handle penMove events.
The sliders in other apps work. Second, on the
malfunctioning Treo, some very specific WinDrawBitmap
functions fail.
Does anyone have a "hey, you probably didn't think
about" solution to offer? In the meantime, I'm back
to the debugger.
Titus sends
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