I come from the world of C, where dynamic memory allocation is done at runtime using malloc()/free(). I've been doing some experiments with various old consoles using C (with newlib) and I've read that dynamic memory allocation on such a resource-constrained, embedded system is a no-no. So the most performant way to use memory on retrodev projects requires an alternative, however, this is not an idiom I am familiar with or experienced with.
I'm going to begin building out a framework for my SNES projects, all in pure 65816 assembly. That being said, I'm not immediately sure what is normally done in a world without malloc or dynamic memory allocation in general. On either the NES or SNES, what is your method or approach to using RAM on the console without dynamic allocation? Would it be the same as utilising a compile-time allocated char[] in C, on the stack?
I'm going to begin building out a framework for my SNES projects, all in pure 65816 assembly. That being said, I'm not immediately sure what is normally done in a world without malloc or dynamic memory allocation in general. On either the NES or SNES, what is your method or approach to using RAM on the console without dynamic allocation? Would it be the same as utilising a compile-time allocated char[] in C, on the stack?