My game is intended to be played in "landscape mode", on a phone rotated 90 degrees left or right.
I'm using:
The ammount of memory needed to copy screen to a buffer image (and rotate it) depends on color depth and resolution of the screen. It's not a big problem on 16-bit screens, even in 320x240 (SE k800i) - as "only" 500 kilobytes are needed - but the game tends not to work on many 24-bit 320x240 screens (Nokia 6300).Code:private Graphics g; private Graphics saved; private Image offscreen; private rotateHow = Sprite.TRANS_ROT90; private void draw(Graphics g) { saved = g; if (offscreen != null) { g = offscreen.getGraphics(); } if( g != saved ) { saved.drawRegion (offscreen, 0, 0, SCREEN_X, SCREEN_Y, rotateHow, 0, 0, 0); } }
Any suggestions?
Is there a way to decrease color depth?

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