Please help debug my winappmanifest file

WaveLightGames

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Jun 19, 2014
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Hi,

I'm trying to restrict download of my game only those devices with more than 512 MB RAM. However, the changes I've made to the WMAppManifest.xml doesn't seem to be doing this. Can someone help me debug it? All I've done is take the standard manifest file and manually added the lines for restricting access by memory, as per the Microsoft documentation:

<?xml version="1.0" encoding="utf-8"?>
<Deployment xmlns="http://schemas.microsoft.com/windowsphone/2012/deployment" AppPlatformVersion="8.0">
<DefaultLanguage xmlns="" code="en-US" />
<App xmlns="" ProductID="{2774CFC4-2A15-4FEC-B434-852D1AAC2D44}" Title="Gun Frenzy" RuntimeType="Silverlight" Version="1.0.0.0" Genre="apps.normal" Author="Wave Light Games" Description="A Wave Light Games Production." Publisher="Wave Light Games" PublisherID="{36e0404a-2921-4b73-8632-3bf364496337}">
<IconPath IsRelative="true" IsResource="false">PhoneIconNew300.png</IconPath>
<Capabilities>
<Capability Name="ID_CAP_IDENTITY_DEVICE" />
<Capability Name="ID_CAP_MEDIALIB_AUDIO" />
<Capability Name="ID_CAP_MEDIALIB_PLAYBACK" />
<Capability Name="ID_CAP_NETWORKING" />
<Capability Name="ID_CAP_SENSORS" />
<Capability Name="ID_CAP_IDENTITY_USER" />
<Capability Name="ID_CAP_PHONEDIALER" />
<Capability Name="ID_CAP_MEDIALIB_PHOTO" />
<Capability Name="ID_CAP_WEBBROWSERCOMPONENT" />
</Capabilities>
<Tasks>
<DefaultTask Name="_default" NavigationPage="MainPage.xaml" />
</Tasks>
<Tokens>
<PrimaryToken TokenID="GunFrenzyToken" TaskName="_default">
<TemplateFlip>
<SmallImageURI IsRelative="true" IsResource="false">PhoneIconNew300.png</SmallImageURI>
<Count>0</Count>
<BackgroundImageURI IsRelative="true" IsResource="false">PhoneIconNew300.png</BackgroundImageURI>
<Title>Gun Frenzy</Title>
<BackContent></BackContent>
<BackBackgroundImageURI></BackBackgroundImageURI>
<BackTitle></BackTitle>
<LargeBackgroundImageURI IsRelative="true" IsResource="false">Store Wide Logo 2.png</LargeBackgroundImageURI>
<LargeBackContent />
<LargeBackBackgroundImageURI IsRelative="true" IsResource="false"></LargeBackBackgroundImageURI>
<DeviceLockImageURI></DeviceLockImageURI>
<HasLarge>True</HasLarge>
</TemplateFlip>
</PrimaryToken>
</Tokens>
<ActivatableClasses>
<InProcessServer>
<Path>BridgeInterface.winmd</Path>
<ActivatableClass ActivatableClassId="UnityEngineDelegates.IBridge" ThreadingModel="both" />
</InProcessServer>
<InProcessServer>
<Path>WinRTBridge.dll</Path>
<ActivatableClass ActivatableClassId="WinRTBridge.WinRTBridge" ThreadingModel="both" />
</InProcessServer>
<InProcessServer>
<Path>UnityEngineProxy.dll</Path>
<ActivatableClass ActivatableClassId="UnityEngineProxy.InternalCalls" ThreadingModel="both" />
</InProcessServer>
<InProcessServer>
<Path>UnityPlayer.dll</Path>
<ActivatableClass ActivatableClassId="UnityPlayer.UnityApp" ThreadingModel="both" />
</InProcessServer>
</ActivatableClasses>
<ScreenResolutions>
<ScreenResolution Name="ID_RESOLUTION_WVGA" />
<ScreenResolution Name="ID_RESOLUTION_WXGA" />
<ScreenResolution Name="ID_RESOLUTION_HD720P" />
</ScreenResolutions>
<Requirements>
<Requirement Name="ID_REQ_MEMORY_300" />
</Requirements>
<FunctionalCapabilities>
<FunctionalCapability Name="ID_FUNCCAP_EXTEND_MEM" />
</FunctionalCapabilities>
</App>
</Deployment>
<!-- WPSDK Version 8.0.9900 -->
 

sinime

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Sep 13, 2011
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Not sure if this is the correct answer.... But try removing these lines:
Code:
<FunctionalCapabilities>
<FunctionalCapability Name="ID_FUNCCAP_EXTEND_MEM" />
</FunctionalCapabilities>


According to the page I'm linking below, that line allows it to run on 512 devices, but is granted the higher memory allocation instead of the default lower level. So, I think "ID_FUNCCAP_EXTEND_MEM" (which let's it run on 512) is overriding "ID_REQ_MEMORY_300"

App memory limits for Windows Phone 8
 

WaveLightGames

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Looks like that might have worked as my submitted file going through certification now has "High Memory" as a requirement, which I don't think was there before.

However, I now got feedback that it works on the 630 with Cyan update! So now I don't know if it's because of the better processor on the 630 or better memory management on the Cyan update. It's all very frustrating ... perhaps I should remove it once Cyan is released / more widespread? Is the Cyan update in general release yet or still not officially released?
 

WaveLightGames

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No, I just submitted version 1.2.0.0 today and it's going through certification right now. Hopefully it will be live in the store tomorrow or the day after. If you could check for me again at that time when you see version 1.2.0.0 ... that would be really helpful.
 

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