I noticed this for a while when linking to the new lcd_blit API with SDL 1.2.
When you use the 8bpp mode then quit, it will just crash.
One game where i noticed this was Worship Vector. I also noticed it in other games at the time but forgot whom.
I also debugged the game on PC and found that there was no leaks sooo yeah.
https://github.com/gameblabla/worship-vector
worship.tns.zip
Thought using a newer ndless would have fixed this but sadly, it doesn't.
EDIT: Oh and yeah, it didn't have the SDL_FreeSurface for its main screen surface, which i added later.
Despite this, and the fact that the game never attempts to allocate memory in the heap, it still crashes.
EDIT2:
Vogtinator/nSDL@22fddb3
It seems to me that buffer2 is never being freed. In fact, it seems that even buffer is also seemingly not freed from memory.
However i did just that (made a small patch against it) and it still crashes and reboots the calc unfortunately.
I noticed this for a while when linking to the new lcd_blit API with SDL 1.2.
When you use the 8bpp mode then quit, it will just crash.
One game where i noticed this was Worship Vector. I also noticed it in other games at the time but forgot whom.
I also debugged the game on PC and found that there was no leaks sooo yeah.
https://github.com/gameblabla/worship-vector
worship.tns.zip
Thought using a newer ndless would have fixed this but sadly, it doesn't.
EDIT: Oh and yeah, it didn't have the SDL_FreeSurface for its main screen surface, which i added later.
Despite this, and the fact that the game never attempts to allocate memory in the heap, it still crashes.
EDIT2:
Vogtinator/nSDL@22fddb3
It seems to me that buffer2 is never being freed. In fact, it seems that even buffer is also seemingly not freed from memory.
However i did just that (made a small patch against it) and it still crashes and reboots the calc unfortunately.