Posté le 04/11/2026 22:00
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Citer : Posté le 05/11/2026 07:02 | #
How did you get Java running on there ?
Also github is supposed to be for source code, otherwise you can publish a program here (my account > my programs) to have a download page
Caltos : G35+EII, G90+E (briquée
Citer : Posté le 05/11/2026 07:03 | #
@Fcalva there is source code, but for some reason it's only under the Releases on the right-hand side: https://github.com/Legendary-Games-Studios/fxj2me/releases/tag/v1.0.0
Citer : Posté le 05/11/2026 07:06 | #
That's not source code, just an automatic zip/tarball of the repo
Caltos : G35+EII, G90+E (briquée
Citer : Posté le 05/11/2026 07:08 | #
Oh my bad, I should've downloaded it to check.
@Meucanman I would definitely recommend publishing a program as Fcalva described in this case
Citer : Posté le 05/11/2026 13:25 | #
I think there was another super old attempt at this... this might the first one that works though
Citer : Posté le 05/11/2026 14:28 | #
How did you get Java running on there ?
Also github is supposed to be for source code, otherwise you can publish a program here (my account > my programs) to have a download page
It's a from-scratch CLDC JVM in C: my own class library prelinked into flash, class files streamed from flash and parsed on demand, and a switch interpreter (~174 opcodes, soft float, mark-sweep GC), all sized for the stock OS's 32 KB add-in window, which the OS heap tops up to ~41 KB in practice. That ~41 KB is the whole budget: ~20 KB for the MIDlet's class metadata, ~14 KB of Java objects. Just be aware, due to fragmentation and how much memory the OS hands you at add-in launch, the memory budget may vary slightly from calc to calc, but it should be about the same.
Also, yes, sorry about that! I just had my agent upload the entire source tree. Should be on there now!