Path: chuka.playstation.co.uk!scea!pro1-173.barrie.connex.net!user From: skennedy@bconnex.net (Sean Kennedy) Newsgroups: scee.yaroze.freetalk.english,scea.yaroze.freetalk Subject: Re: TestCard() issue Date: Thu, 17 Sep 1998 22:09:59 -0500 Organization: Wooden Tulip Ltd. Lines: 81 Message-ID: References: <35FC10F2.3841CEE6@bigfoot.com> <35FD49AC.7FA76186@augsburg.baynet.de> <3600CE30.98A32F71@easynet.co.uk> NNTP-Posting-Host: pro1-173.barrie.connex.net Xref: chuka.playstation.co.uk scee.yaroze.freetalk.english:2372 scea.yaroze.freetalk:952 In article <3600CE30.98A32F71@easynet.co.uk>, Phil Gooch wrote: > > Yep, and a GCC code or CodeWarrior code bit Will Work. > > Except while in the Debugger. > > When Codewarrior is used for downloading code, they envoke the run-time > > debugger at startup communcation, watch the NTSC console, then look at the > > terminal window and try running the debugger from there. HEH, have a Nice > > Day.... > > THIS DEBUGGER SHOULD NOT BE USED THIS WAY. I was Illustrating here a flaw in the CW IDE environment in its use of the HSS.EXE application on the Net Yaroze PSX Disk. I personally have a low opinion of the first generation of PsCommUtil. The Second Generation is a bit better in that it can interpret batch files, but the real goal should have been a Zterm Interface to the terminal window on the PSX_NY in the first place, that would make it consistent with the GNU programmers working on Intel. HSS.EXE is what PsCommUtil uses to do the data transfer to the PSX_NY when you are doing development work. HSS.EXE has its own binary transfer mechanism. HSS.EXE is used in conjunction with GDB {Gnu DeBugger} outside of SIOCONS. It is a SECOND application that runs real-time above your code, and it had severe performance penalties. All debuggers have this really, it only is good for single stepping through problematic portions of your code. SIOCONS however has the binary file loader [BLOAD] protocol built into it. once BLOAD has finished you are back to the terminal screen {or PSX_NY Command Line Monitor} and you can run your code. > When I tried TestCard() in Codewarrior it crashed the PSX and I wasn't usingv the > debugger. So it must be a PSComUtil issue, if the compiled code runs OK from > SIOCONS. Again, the real point of the exersise is NOT to use PsCommUtil, its dependence on HSS.EXE makes it a moot point. HSS.EXE may or may not sit on top of where the monitor has the testcard() library code. > > > > In the other newsgroup someone tested my code and confirmed that it > > > > crashes the yaroze when compiled with codewarrior. This would seem to be > > > > a serious problem... I'm suprised that no one has run into it before. > > > > 'Darco > > > You're not the only one with that problem. I have the same problem with > > > CodeWarrior. > > > Unfortunately i don't no any solutions. > > > Maybe, Metrowerks knows an answer to this problem. > > > > They do, I don't know if Joel Sumner has been able to make any changes in > > regards to this, since those who wish to try their hand at Assembler are > > pretty well cooked in the CW IDE environment. Hence my deviation to GCC > > running on MkLinux. > I haven't tried any assembler yet, but I'm pretty sure the CW docs show you how > to do it within the IDE. Why do you say 'your're cooked' if you want to do > assembler within CW? > Phil Actually I apologise for the wrong point given for that context of reference. You are able to do Assembler in CW. But the point of doing a code snippet in Assembler is to go past a hurdle in performance that coding using a Lib reference my impose on you. Because of the CW IDE dependence on PsCommUtil {Mac Yarozers will attest} the use of HSS.EXE directly interferes with the operation of Real-time-OS code portions due to its intrusive nature in the application. Again, I found that using a SIOCONS session to DL the code to the PSX_NY and going back to Zterm on my Mac was the best way of prototyping my code without interference by HSS.EXE. It means having to dedicate a PC to doing this, or compiling a code snippet to add BLOAD to a terminal program in MkLinux. Or putting up with the impact of the HSS.EXE when you are testing code. Real-Time is the reality of modern game technology coding from a technical point of view, but it does not effect the end result of a superb design philosophy in a game. Great games are the ones we play all the time. -sean