latest daily build 15. sept. 2002. OS: Win2000 Adv. Server. Checked with "Day of the Tentacle", played the intro for 10-20 seconds then exited. I've used numegas boundschecker for this. I'm not sure if boundschecker works 100 % perfect. 1.) main.cpp 52 bytes allocated code: scummcfg = new Config(scummhome, "scummvm"); 2.) map.h 52 bytes allocated code: node = new Node(key, prevNode); 3.) str.cpp 4 bytes allocated code: _refCount = new int(1); 5.) str.cpp 21 bytes allocated code: _str = (char *)calloc(1, _capacity+1); 6.) map.h 40 bytes allocated code: _header = new Node(); 7.) str.h 4 bytes allocated code: String() : _capacity(0) { _refCount = new int(1); } 8.) map.h 52 bytes allocated code: _header = new Node(); 9.) gameDetector.cpp 16 bytes allocated code: String() : _gameDataPath = strdup(val); 11.) imuse.cpp 4 bytes allocated code: IMuse *i = new IMuse; 12.) gameDetector.cpp 16 bytes allocated code: _gameDataPath = (char *)malloc((strlen(slashless) + 2) * sizeof(char)); 13.) sdl.cpp 176 bytes allocated code: return new OSystem_SDL_Normal(); 14.) mididrv.cpp 32 bytes allocated code: return new MidiDriver_WIN(); 15.) enigne.cpp 11356 bytes allocated code: engine = new Scumm_v6(detector, syst); 15.) enigne.cpp 160 bytes allocated code: _mixer = new SoundMixer(); 16.) mixer.cpp 512 bytes allocated code: _volumeTable = (int16 *)calloc(256 * sizeof(int16), 1); 17.) scummvm.cpp 3592 bytes allocated code: _gui = new Gui(); 18.) scummvm.cpp 84 bytes allocated code: _timer = new Timer(this); 19.) resource.cpp 40 bytes allocated code: res.address[id] = (byte **)calloc(num, sizeof(void *)); 20.) resource.cpp 84 bytes allocated code: _timer = new Timer(this); 21.) resource.cpp 10 bytes allocated code: res.flags[id] = (byte *)calloc(num, sizeof(byte)); 21.) resource.cpp 50 bytes allocated code: _arrays = (byte *)calloc(_numArray, 1); 22.) scummvm.cpp 30636 bytes allocated code: _bundle = new Bundle(); 22.) scummvm.cpp 1300 bytes allocated code: _sound = new Sound(this); 23.) imuse.cpp 5096 bytes allocated code: IMuseInternal *i = new IMuseInternal; 24.) imuse.cpp 360 bytes allocated code: driv = new IMuseGM(midi); 25.) resource.cpp 4166 bytes allocated code: CHECK_HEAP ptr = (byte *)calloc(size + sizeof(MemBlkHeader) + SAFETY_AREA, 1); 26.) scummvm.cpp 11520 bytes allocated code: _actors = new Actor[MAX_ACTORS]; 27.) sound.cpp 8 bytes allocated code: File * file = new File(); 28.) resource.cpp 256 bytes allocated code: _shadowPalette = (byte *)calloc(_shadowPaletteSize, 1); 29.) resource.cpp 800 bytes allocated code: _objectOwnerTable = (byte *)calloc(_numGlobalObjects, 1); 30.) resource.cpp 800 bytes allocated code: _objectStateTable = (byte *)calloc(_numGlobalObjects, 1); 31.) resource.cpp 3200 bytes allocated code: _classData = (uint32 *)calloc(_numGlobalObjects, sizeof(uint32)); 32.) resource.cpp 100 bytes allocated code: _newNames = (uint16 *)calloc(_numNewNames, sizeof(uint16)); 33.) resource.cpp 160 bytes allocated code: _inventory = (uint16 *)calloc(_numInventory, sizeof(uint16)); 34.) resource.cpp 1500 bytes allocated code: _verbs = (VerbSlot *)calloc(_numVerbs, sizeof(VerbSlot)); 35.) resource.cpp 5600 bytes allocated code: _objs = (ObjectData *)calloc(_numLocalObjects, sizeof(ObjectData)); 36.) resource.cpp 1600 bytes allocated code: _vars = (int16 *)calloc(_numVariables, sizeof(int16)); 37.) resource.cpp 256 bytes allocated code: _bitVars = (byte *)calloc(_numBitVariables >> 3, 1); 38.) resource.cpp 397 bytes allocated code: res.roomno[id] = (byte *)calloc(num, sizeof(byte)); 39.) resource.cpp 1588 bytes allocated code: res.roomoffs[id] = (uint32 *)calloc(num, sizeof(uint32)); according to boundschecker all this allocated but never freed.