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Setup for Debugging on PS2?

 
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telva



Joined: 27 Jan 2004
Posts: 3
Location: South Africa

PostPosted: Wed Jan 28, 2004 12:21 am    Post subject: Setup for Debugging on PS2? Reply with quote

Hi,

Firstly thanks to all those generous people who have figured all this out, created the tools and written the tutorials.

I have downloaded various tools, configured the development environment and tested it all by compiling and downloading some sample source. At the moment I have my PC connected to the PS2 via a PL-2301 USB cable.

Can I debug my code running on the PS2? What are the most basic hardware requirements to do this? What solution gives the best results?

thanks for the help.
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blackdroid



Joined: 17 Jan 2004
Posts: 564
Location: Sweden

PostPosted: Wed Jan 28, 2004 3:34 am    Post subject: Reply with quote

Most common way of debug is ofcourse printf. for naplink you have something call npm_printf that will send message to the console, otherwise you have scr_printf to write to the screen, other than that there is a gdb stub in cvs that you can include in your elf.
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MrHTFord



Joined: 10 Feb 2004
Posts: 35
Location: England

PostPosted: Tue Feb 17, 2004 12:20 am    Post subject: ps2gdb Reply with quote

As blackdroid says, there's a stub you can use in cvs. I only hacked it up to show that it could be done, and as mentioned elsewhere, it's painfully slow to use, due to the fact that it uses ps2ip and lwip for it's comms.

As you're using naplink, the stub in it's current form is of no use.

One solution (the best option) is for someone who's got the SIO stuff going to spend a few hours hacking it into useability. If I had the hardware (or could solder to save my life), I'd do it myself, but I don't and can't, respectively.

Another solution would be to buy a network adapter and write a version of the stub that communicates via SMAP in as direct a fashion as possible. I've not looked into the feasability of this though.

Have fun.
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