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Author Topic: Early debugging  (Read 1805 times)
hinks
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« on: February 27, 2011, 06:12:48 PM »

I'm trying to follow the game boot from start using USB gecko and GDN.

I did:
 - start the game paused,
 - set exec breakpoint on 0x800018A8

Setting the breakpoint also started the game, right? 'cause I see a lot of action on terminal output and gecko loses connection after a while. Game is also stuck on green screen.. I've tried other address with the same result.

If I just press start the games runs, and setting the breakpoint later also works - just to prove my setup is OK (I guess).

Has anyone tried something like this?
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dcx2
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« Reply #1 on: February 27, 2011, 06:42:40 PM »

Set exec breakpoint on 800018A8 will have the game run until the first execution of whatever the code handler hooks.

I think you might want to try pressing Step instead of Set Breakpoint.  Then you can follow along from the first instruction.  I'm not sure because I never tried this myself.
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megazig
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« Reply #2 on: February 27, 2011, 08:14:43 PM »

_start sets up nintendos debugger. setting up your interrupt handler there means youre only missing os setup but get all of main. _start is the first thing run that calls init_registers, init_hardware, os setup, debugger setup, and then calls main
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hinks
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« Reply #3 on: February 28, 2011, 02:05:51 PM »

[SOLVED]

I've finally figured it out!

What needs to be done is:
 - start game in paused mode,
 - start GDN,
 - USBgecko connects,
 - game waits for USBgecko command,
 - press Pause game button in GDN (mandatory!),
 - now the GDN has put USBgecko in paused state (also Wii screen turns green),
 - in GDN set breakpoint to 0x800018A8,
 - in GDN breakpoints view, click 'Set'
 - GDN should quickly stop execution and disassembly will reflect address of breakpoint

At this point the game is ready to be stepped through!

 Grin
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FL4SHK
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« Reply #4 on: March 01, 2011, 11:19:03 PM »

Would this work with Gecko OS Mod and Gamecube games?
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