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PERN Project SDK's and Emulators   Message List  
Reply | Forward Message #4835 of 15019 |
Re: [gbadev] PERN Project SDK's and Emulators

It seems a lot of us have the same goals. Perhaps we can group efforts?
That is, Andrew, if your willing to give up MFC in favor of ATL/WTL ;-)
There's an awesome open source (no license restricted) syntax coloring ATL
control linked from www.codeproject.com, and a cool docking style control I
found for WTL on another site.

Nice thing about ATL/WTL is the code compiles directly in there (they are
all template based frameworks), so its very light. No need to distribute a
bloated MFC DLL around with the app. WTL even has a CString replacement with
no MFC depedencies.

Last night I was also able to recompile GCC v3.0 using Cygwin bash emulator
and its toolset . Tomorrow if I have time I'm going to look into removing
cygwin depedencies on GCC and other bintools. Since, using Cygwin imho isn't
appropiate for an IDE, when such tools can be recompiled using mingw and
only have dependencies on the MSVCRT.DLL file. Anyone have any experience
recompiling under cygwin tools to use mingw based headers? Im still amazed I
managed to recompile GCC on a windows box. My network card went by-bye on my
other machine, so Mandrake will be collecting dust for awhile.

Also, EloGBA is the only open source GBA emulator around. Anyone assess how
difficult it would be to clean it up a bit and add sound support?

Matt

> An alternative would be to generate a map as part of the build process, so
that it wasn't necessary to constantly spawn addr2line. I took a brief look
at the elf docs, but haven't delved in yet. Too many other things on my
plate.
>
> Andrew

>
> I kind of missed this conversation, but I'm guessing it's about adding
full
> C-source debugging to the emulators. Parsing an elf file for debug
> information isn't that hard. I've done it before. That data you are
given
> is pretty easy to work with too. Constantly spawning addr2line would be
a
> bottle neck. If someone plans on parsing an elf file for the debug
data,
> feel free to email me if you get stuck or have questions.






Sun Jul 1, 2001 7:40 pm

matt2000@...
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Message #4835 of 15019 |
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First of all Hat's off to the PERM project and it's author. Such a GREAT way for someone to get started using GBA. Just being able to run the tutor1 demo...
eagle@...
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Jun 30, 2001
6:46 pm

I have never used the project manager that comes with arm sdt as I much prefer the visual C ide. There are a few tools that make compiling directly from the...
Rogers, Jason L. ET2 ...
rogersjl@...
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Jul 1, 2001
2:41 am

By modifying the template, I can actually build [your] tutor.bin directly in the project manager. with a one liner shortcut to a .bat file containing Igba...
eagle@...
Send Email
Jul 1, 2001
3:17 pm

I highly doubt thats possible. I'm investigating the ELF format now, and its use with EloGBA as some sort of source level debugging. But thats way far in ...
Matt Johnson (DH)
matt2000@...
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Jul 1, 2001
3:22 pm

There is a nice little tool that comes with the binutils called addr2line. You can use the debugging information output by the compiler in combination with...
Andrew Rollings
andrew_rollings@...
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Jul 1, 2001
3:47 pm

I dont see emulator authors using it. It seems better to import the information directly from the debug output file. There's no clean way to facilate console...
Matt Johnson (DH)
matt2000@...
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Jul 1, 2001
6:05 pm

When I wrote CGBide, I got console stuff working nicely. What you need is a decent debugging interface to the emulator (shared memory, COM object, or more...
Andrew Rollings
andrew_rollings@...
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Jul 1, 2001
6:55 pm

I kind of missed this conversation, but I'm guessing it's about adding full C-source debugging to the emulators. Parsing an elf file for debug information...
Jeff S
jeff@...
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Jul 1, 2001
7:16 pm

An alternative would be to generate a map as part of the build process, so that it wasn't necessary to constantly spawn addr2line. I took a brief look at the...
Andrew Rollings
andrew_rollings@...
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Jul 1, 2001
7:20 pm

Sounds good. I'm also planning on writing a GBA IDE using ATL and WTL. I recently start doing ATL programming at work so I think this is a good project for me...
Matt Johnson (DH)
matt2000@...
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Jul 1, 2001
10:21 pm

It seems a lot of us have the same goals. Perhaps we can group efforts? That is, Andrew, if your willing to give up MFC in favor of ATL/WTL ;-) There's an...
Matt Johnson (DH)
matt2000@...
Send Email
Jul 1, 2001
10:23 pm

What about this: Is there a way to [at least] via one of the emulators (say, Igba for example), to include some print statements tyhat would go to some kind...
eagle@...
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Jul 2, 2001
9:50 am

... Hash: SHA1 ... Apropos IDE: I plan to add GBA support to the coming KDevelop 3.0 (an Linux/Unix IDE,http://www.kdevelop.org) so it will be a complete IDE...
Sandy Meier
smeier@...
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Jul 2, 2001
9:50 am

I'm thinking that even if you got sound working, there enough things missing from release 1 of EloGBA that you'd end up having to re-write such large portions...
Thomas
sorcererxiii@...
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Jul 2, 2001
7:22 pm

Feedback would be more than welcome. As far as source level debugging I beileve the only option curently available is via jeffs cable and using a stub ( a...
Rogers, Jason L. ET2 ...
rogersjl@...
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Jul 2, 2001
5:04 pm

... that it wasn't necessary to constantly spawn addr2line. I took a brief look at the elf docs, but haven't delved in yet. Too many other things on my plate. ...
Neil Graham
lerc@...
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Jul 2, 2001
5:04 pm

... As addr2line is part of the GNU binutils, the sources are indeed available. However, it is licensed under the GPL, which you must take into account if you...
Anders M Montonen
ammonton@...
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Jul 2, 2001
7:23 pm
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