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Khaki

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  1. dbgOut in dbgout.c draws the fixed-width characters on the buf argument it is passed. This drawing buffer is linked to the child windows with membuf being attached to the memory debug window, palbuf to the pallette, etc. This is done with the SetDIBitsToDevice call in glds.c I believe.
  2. The *.c files look like they're a mix of formats too, playing havoc with the visual studio editor. ds.c is in UNIX format while mmu.c is in DOS format. Meaning that the line numbers the debugger gives don't match. What child windows do you mean?
  3. Ignore that last post, just saw it mentioned in the Makefile. I'm having great fun converting it into a visual studio project.
  4. Hi, I've tried compiling the latest CVS version of DSEmu with MS Visual Studio.NET and it complains about a missing config.h file referenced in defs.h. Any tips? Thanks
  5. I'm just using the Visual Studio.NET debugger (you can get a more basic version, Debugging Tools for free from the MS website). What are you using? By efficient I mean after browsing your code for a while, I still had no idea what was causing the crash
  6. Hi, I just downloaded the emulator, the ARM code looks very... efficient Anyway, it crashes everytime I try to step into the current game. The call stack is: > gba.dll!ARM7opUNL() Line 417 C gba.dll!ARM7exec() Line 109 C gba.dll!emuStep() Line 188 + 0x5 C dsemu.exe!WinProc(HWND__ * hWnd=0x000f0526, unsigned int msg=273, unsigned int wParam=1104, long lParam=0) Line 335 C and it crashes with a 0xC0000096: Privileged instruction. exception, it seems to come from a bad op.op().
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