I am stuck with bugs in the two approaches I planned to use to allow shop-for-bonus in-between levels. Kind of bugs that are difficult to track with regular debugging, and that may even crash the emulator or the debugger itself.
So it's time for me to start doing more professional testing on my code base, dropping rendering and things alike so that I have more control on memor allocation and objects lifecycle. For that I need that access to NDS registers can still be performed although it will be a regular x86 program running under linux. I thought I could use a custom linker map to force the declaration of a regular area where the registers are expected, which you use with -T linker-script-file. But being sure that all of C++ sections will remain in place might be harder than creating a custom layout for an operating system kernel.
Hopefully, the memory map is somewhat compatible with the default locations for a 32-bit linux process. A few mmap calls and I can have valid read/write memory mapped at the place where NDS registers are expected. That should be all I need.
I will need to track what memory area are still alive after the end of a level, to know whether some could still reference dead objects and lead to memory corruption. I'll need too, to know who allocated such block so that I can understand their nature and purpose. I remember of Tim Robinson explaining how he embedded a call trace leading to *alloc. I'll try and do the same. It's not quite completely working at the moment.
this is the right place for quickstuff
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