Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: "Steve Spiller" Newsgroups: scea.yaroze.problems.pc Subject: Debugging, debugging... Date: Mon, 27 Jul 1998 13:28:39 -0700 Organization: SCEA News Server Lines: 66 Message-ID: <6pind1$ep36@scea> NNTP-Posting-Host: gateway.connext.com X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 I should have know it would happen when I bought my Yaroze... The development tools uprising has claimed another victim! Me! Here is the background: I'm working on a dungeon exploration game (It's cooler than that, but you'll have to wait for me to get off my duff and create a web site for it). In the interest of saving space and of replayability, I don't have static dungeon levels, but instead have written a generator to create random dungeons. The size of this game has kept it from being a single person project, so my friends and I (collectively soon to be known as Microdot Games) are all working on different parts of it. Since I'm the only Yaroze member, I'm doing the display engine. So that my friends can also work on this, we're also doing a PC engine. Anyway, the point is that our project cross-compiles between PC and PSX via a compiler define. Here is the problem: I've got the dungeon generator working perfectly on the PC. No problems what so ever! The only difference in the code between PC and PSX is how I seed the random number generator. So, I figure, great! Let me compile it on the Yaroze and see my map in 3D! But alas, it hangs during the generation. So yesterday, after hours of mental preparation, I decide to dive into the world of GDB. Unfortunately, the waters are shallow... I've seen posts about people having problems with GDB in the past and I searched the archives, but there was never any resolution posted. I'm continually plagued with the heuristic-fence-post (I had nightmares...). When you first load GDB and type 'start-remote-debugging', I have never NOT had that fail with fence. I did successfully run a debug version of my program and found that it was getting a seg fault in a call to free(). That was the only time I got it to work, I wish I knew how I did it. I'm using com1 @115200. I don't think baud has anything to do with it, since I've tried it all the way down to 2400 (*shudder*) and disabling all my other com ports. Most of the time when I get it to run, it just hangs. Pressing CTRL-A then typing continue sometimes helps a little bit... It gets further to display the ResetGraph output, but then it usually hangs again before I can get anywhere. Another interesting bit... I FTP'd the x86 version of DJGPP and compiled and ran the program. It works fine. Why, why does it only crash on the PSX? *cry* Anyone have any ideas for me as to what else I can try to get GDB to reliably debug my Yaroze projects? Thanks, Steve Steve Spiller C/C++ Developer ConnexT, Inc. http://www.connext.com ICQ# 15056972 "The dumber people think you are, the more surprised they're going to be when you kill them." -- William Clayton