though it's generally bad programming practice to declare uninitialized variables along with initialized ones, it works just fine to declare multiple int variables in such a fashion. Doesn't require hard looking at all...
KickinAezz:
It helps to use the search here and try your exception cause (0x10000010) as the search parameter. http://forums.ps2dev.org/viewtopic.php? ... 0x10000010
See tyranid's reply towards the bottom of that thread, might help you out (along with the info on using partition alloc.)
On that note, is there any documentation/notes that apply to the exception info that would help decipher the info it gives? More specifically cause and status?
though it's generally bad programming practice to declare uninitialized variables along with initialized ones, it works just fine to declare multiple int variables in such a fashion. Doesn't require hard looking at all...
KickinAezz:
It helps to use the search here and try your exception cause (0x10000010) as the search parameter. http://forums.ps2dev.org/viewtopic.php? ... 0x10000010
See tyranid's reply towards the bottom of that thread, might help you out (along with the info on using partition alloc.)
On that note, is there any documentation/notes that apply to the exception info that would help decipher the info it gives? More specifically cause and status?
Will try that at my earliest convenience (size first, then *buf)
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Why doesn't tyranid upgrade PSPLINK to show CAUSE's Descriptive text? :(
Intrigued by PSP system Since December 2006.
Use it more for Development than for Gaming.
"Exception - Address load/inst fetch" wasn't clear enough for you, for fucks sake.
The error says it is a load exception, i.e. you gave a garbage address to something. The faulting instruction is a load word from $a0 and $a0 is set to 0x7FE and obvious garbage address. No doubt you could have then looked at your code and probably found your module was that length and you could have worked this out yourself. Damn if people can't read an exception dump they shouldn't be coding in kernel mode at all....
Find yourself a MIPS manual which should tell you about all the exception stuff you need (they are mostly the same in all MIPS revisions).
TyRaNiD wrote:"Exception - Address load/inst fetch" wasn't clear enough for you, for fucks sake.
The error says it is a load exception, i.e. you gave a garbage address to something. The faulting instruction is a load word from $a0 and $a0 is set to 0x7FE and obvious garbage address. No doubt you could have then looked at your code and probably found your module was that length and you could have worked this out yourself. Damn if people can't read an exception dump they shouldn't be coding in kernel mode at all....
Find yourself a MIPS manual which should tell you about all the exception stuff you need (they are mostly the same in all MIPS revisions).
You got too serious. I never thought CAUSE's description was the one shown during an exception, my mistake!
Damn if people can't read an exception dump they shouldn't be coding in kernel mode at all....
I never had to interpret Crash dumps because I code that good. And, they only occur during years that end with a 8 and very Rarely too.
Creating creative applications doesn't need that we have to write bad code (using trial and error) and end up with crashes like most people.
The 'wrong' prototype isn't in the SDK - if you are using a different firmware than the one you are using. As far as I can tell, it's still mainly geared towards 1.50 with a bit of 2.71 stuff in there.
TyRaNiD wrote:Find yourself a MIPS manual which should tell you about all the exception stuff you need (they are mostly the same in all MIPS revisions).
Thanks for that TyRaNiD - I was mainly curious as to where you 'enumerated' it from yourself as any such document may well have further background info beyond a 1 liner ("MIPS32 Architecture For Programmers Volume III" - login required - has some great info on exceptions and interrupts.) Aiming for understanding, myself - though my search method mentioned above has gotten me out of a few binds (thanks to ps2dev gurus.)