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C code in WRAM SOLUTION!   Message List  
Reply | Forward Message #5975 of 15019 |
Re: [gbadev] C code in WRAM SOLUTION!

> Your solution seems likely to cause so many other problems :)
> .data should be writable, so you should not put its VMA in ROM

In our setup it wasnt. Allowing data to be writable caused far more
problems. I'm not going through all the code marking stuff as const when
there is no need...

> How do you clear the bss section when you don't PROVIDE symbols for it.

If you clear all work ram then the BSS is cleared... as most people do. ??

> Heck, what happens to data in .ao files?

Data in .ao files is added to the end of rom. It works it out from the
memory definitions.

> You should declare iwram to be smaller than it is to leave room for stack.

True.

> C++ couldn't possibly work with this script.

True. We dont use it, hence I dont support it.

> Doing things in linker scripts with specific file names or extensions is
> too hacky for me. Although extensions seem less hacky than whole
> filenames (this is just my opinion however).

It's the least hacky way I have found. If there is a more magical way, let
others know.

Specifying different segments to different functions was a pain in the arse
and caused more problems.

It may be hacky, but it works.

> I come to the conclusion that your simple linker script is too simple ^_^

It works for me, if it doesnt work for you, fix it.

It was put out as an example of how to get code to run -- which many people
have had problems with.

If you can do better, please feel free to share it with everyone.

> I'd tell you to go back to the drawing board, but Jeff should be releasing
> a lnkscript soon which does everything right (well, at least one version

Um, works for me 100%. It was never supposed to be a be all and end all of
linker scripts, I was being thoughtfull and providing other people a
building block to work on.

If you are so great, please feel free to write the mother of all linker
scripts and find some ingenious way of specifying segments for ARM code and
THUMB code without GCC throwing a wobbly.

Best of luck.

--Jim






Wed Aug 1, 2001 6:15 pm

jim@...
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Message #5975 of 15019 |
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... I don't feel so bad now. I don't have much free time to work on GBA stuff and I have been on the scene only 2 months, so all of my time has been spent...
Jason Wilkins
fenix@...
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Aug 3, 2001
2:59 pm

... In our setup it wasnt. Allowing data to be writable caused far more problems. I'm not going through all the code marking stuff as const when there is no...
James Boulton
jim@...
Send Email
Aug 1, 2001
9:49 pm

... Did I really say anything to warrant this kind of response? I only critiqued your script, I felt that it would end up being more trouble than its worth, a...
Jason Wilkins
fenix@...
Send Email
Aug 2, 2001
6:25 am

Hello Jason, JW> I AM writing the "mother of all linker scripts," and I believe that all JW> this linker script nonsense is silly, its like asking people to...
groepaz
groepaz@...
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Aug 2, 2001
10:28 am

... I think that linker scripts are only simple if you are already bringing a lot of knowledge about how tool chains work to the table. On top of that, it...
Jason Wilkins
fenix@...
Send Email
Aug 2, 2001
3:06 pm

Hello Jason, Thursday, August 02, 2001, 4:21:59 PM, you wrote: ... JW> I think that linker scripts are only simple if you are already bringing a JW> lot of...
groepaz
groepaz@...
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Aug 2, 2001
6:14 pm

greopaz, we agree almost 100 percent except on your notion about being a true "coder" To use your phrase, thats nonsense. My whole point was: Good programmers...
Jason Wilkins
fenix@...
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Aug 2, 2001
8:57 pm

Hello Jason, JW> My whole point was: Good programmers should be smart enough to write JW> linker scripts, but they shouldn't have to. my impression is, even...
groepaz
groepaz@...
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Aug 2, 2001
9:45 pm

... As amusing of a pseudo-flame war as this has become =) I'd like to point out that half the problem with creating a linker script is that the documentation...
Dan Potter
bard@...
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Aug 2, 2001
11:08 pm

Hello Dan, Friday, August 03, 2001, 12:52:07 AM, you wrote: ... DP> As amusing of a pseudo-flame war as this has become =) I'd like to point DP> out that half...
groepaz
groepaz@...
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Aug 3, 2001
1:15 pm

... maybe ... Wow, it looked to me as if he was just being a goof. I'm amazed on how serious your taking that....
mike@...
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Aug 3, 2001
1:25 pm

... Serious? Not really. I do enjoy the way he writes as long as he is not out of line. But there could be more heat and less light if you know what I mean....
Jason Wilkins
fenix@...
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Aug 5, 2001
4:01 pm

... Half of what makes a good programmer is knowing when NOT to write something on their own. gcc -o wheel wheel.c...
Jason Wilkins
fenix@...
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Aug 2, 2001
8:59 pm

Hello Jason, ... JW> Half of what makes a good programmer is knowing when NOT to write JW> something on their own. JW> gcc -o wheel wheel.c thats not the...
groepaz
groepaz@...
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Aug 2, 2001
9:13 pm

... This statement is (of course) utter rubbish. ... Indeed, I've never used GCC before, but it all seems fairly straight forward once you know what's kicking...
Jay
Jay@...
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Aug 2, 2001
9:11 pm

Having said that it looks like the assembler is a bit bobbins :( I feel an assembler pre-processor comming on :) Regards Jay...
Jay
Jay@...
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Aug 5, 2001
3:55 pm

Hello Jay, Friday, August 03, 2001, 7:27:53 PM, you wrote: J> Having said that it looks like the assembler is a bit bobbins :( J> I feel an assembler...
groepaz
groepaz@...
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Aug 5, 2001
4:47 pm

... I worked for an archemedes software conversion house years ago and have lots of source in armcode, Speedball2, Cannon Fodder, quite a few others. The...
Jay
Jay@...
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Aug 5, 2001
9:16 pm

Hello Jay, J> I worked for an archemedes software conversion house years ago J> and have lots of source in armcode, Speedball2, Cannon Fodder, quite a ...
groepaz
groepaz@...
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Aug 6, 2001
6:33 am

... There may be a connection there, granted, but only insofar as lazy programmers produce crap, and lazy programmers don't know their tools. But not knowing...
Eddie Edwards
eddie@...
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Aug 3, 2001
1:16 pm

... my demo, ... linker ... Hehe, good point here, Eddie! Er, I have a couple of questions regarding your DevStudio: I checked the source code you posted some...
dbrioso@...
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Aug 3, 2001
3:46 pm

... Yeah, I wanted to clean it up a bit before I posted it - in particular, it's in desperate need of some macros, which is a weekend. Sadly, my PS2 game is ...
Eddie Edwards
eddie@...
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Aug 8, 2001
6:42 pm

... load a ... people will be ... Can't wait to try it!!! The INCBMP things seems like a pretty nice idea to me, which, as a side effect, renders most gfx...
dbrioso@...
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Aug 9, 2001
8:26 pm

... Most definitely. But I'm curious as to why you did it. Was it to learn about the ARM and/or how to write an assembler or was it because current ...
Jason Wilkins
fenix@...
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Aug 5, 2001
3:58 pm

Oh great master of the mundain :p I've been holding off on doing any GBA stuff because of a number of things, among them, crt0.s ... is there a great end-all...
Dennis Munsie
munsied@...
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Aug 5, 2001
4:04 pm

Hello Dennis, DM> Oh yeah, since I brought up C++, is anyone thinking of using the more DM> advanced features of C++ that require runtime support? Like DM>...
groepaz
groepaz@...
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Aug 5, 2001
4:41 pm

My 2 cents worth ... A lot is being written on C++, libc, using code in IWRAM (at 3000000) or EWRAM (at 2000000). Here some facts and my ideas on this: code in...
Rob Jansen
rwjansen@...
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Aug 6, 2001
4:17 am

... I am quite sure I spelled that wrong (mundane that is). ... See the code that Jeff just posted. It should handle almost everything. It need documentation...
Jason Wilkins
fenix@...
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Aug 6, 2001
2:11 pm

Hi groepaz! JW>> lose of efficiency or control. So 99 percent of people should never have JW>> to touch their linker scripts. g> if you cant write a _simple_...
Vitaly Vidmirov
front@...
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Aug 2, 2001
5:35 pm

Hello Vitaly, Thursday, August 02, 2001, 3:17:13 PM, you wrote: VV> Hi groepaz! JW>>> lose of efficiency or control. So 99 percent of people should never have...
groepaz
groepaz@...
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Aug 2, 2001
8:52 pm
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