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PostPosted: Sat Mar 31, 2007 12:05 pm 
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Komrade
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kickenchicken57 wrote:
why would it "support the ARDS USB port"? if you mean trainer toolkit support it would be the trainrt toolkit USB port.
I was thinking the port on the ARDS itself, used to update from the PC. You could also take advantage of any slot-2 memory expansions for wifi code.

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PostPosted: Sat Mar 31, 2007 12:19 pm 
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Using a RAM expansion has been discussed to some degree here.

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PostPosted: Sat Mar 31, 2007 2:02 pm 
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Krew (Admin)
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Title: All in a day's work.
RAM expansions are fine if you: A) already have one, and B) don't mind the decrease in code execution speed that you will see on the GBA bus.

The speed decreases come from several factors related to the GBA bus. For starters, the GBA bus is very much slower than the RAM bus. The RAM bus has essentially 1 or 2 wait cycles for all accesses (I do not know the exact number), which means the CPU accessing RAM has to pause for 1-2 cycles while it fetches the data. The GBA bus, however, has a configurable wait state setting of 6-18 cycles for the first halfword access, and 4-6 cycles for the second halfword (used as the upper halfword for word accesses). Meaning you're going to see a 10 cycle delay for every ARM instruction (or 6 cycle delay for every Thumb instruction) on the GBA bus at a minimum.

Things are further complicated by the fact that the ROM/RAM chips used on the GBA bus may not be fast enough for the lowest wait state settings! On top of that still, while physical memory may have a 1-2 cycle wait state for all accesses, the ARM9 CPU has an instruction cache which can be used to execute instructions rather than reading each from memory every time. The use of the instruction cache brings it down to 0-1 cycle wait.

That said, there's also a data cache on ARM9, which works quite similarly to the instruction cache, and helps reduce CPU overhead. The GBA bus cannot be cached. :( And finally, even with Thumb instructions on the GBA bus, you may need 2-3 Thumb instructions (or worse, PC-relative loads!) to match an equivalent ARM instruction, slowing it even more.

So yes, it will work! But it's far from efficient. I would not have gone to the trouble of designing an additional LPT port for Xport (it already has one... but it's only 4-bit and the protocol sucks) if efficiency were not important. And I believe USB will be even faster. (The 8-bit LPT port is currently able to do about 2.1mbit/s (~15 seconds for full 4MB RAM dump) with ARM instructions in cached memory on ARM9 with a fully software-based protocol. USB has a hardware-based protocol.) So you will have the option to use external media on the GBA bus if it's all you have or if it's absolutely necessary for any number of reasons, but someone has to work on them. It probably won't be me.

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PostPosted: Fri Apr 06, 2007 5:58 am 
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Wait. The PC side will look like IDA with a debugger! Holy Shit! That's awesome! I'm guessing it will take a while, though.

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PostPosted: Sat Apr 07, 2007 4:09 am 
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Title: All in a day's work.
Yeah, it will. I added something similar to FCEUXD a while back. Too bad it was all Win32 API code (unportable).

http://parasyte.panicus.org/projects/fceuxd/newdis.png
http://parasyte.panicus.org/projects/fc ... s-xref.png
http://parasyte.panicus.org/projects/fc ... -xref2.png
http://parasyte.panicus.org/projects/fc ... -xref3.png

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PostPosted: Mon Apr 16, 2007 9:31 am 
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Title: All in a day's work.
Not a whole lot going on with it yet, but I do have a tiny little tidbit of news: Since I got devkitpro working, I've finally began planning on the client program. I've decided to develop it with GDK/GTK+ which will make portability extremely simple. My development environment is setup to build programs with GTK+ now, and the sample Hello World looks fine. That completes the prerequisites for development.

I will be starting on the disassembler portion right away, which means I have a huge task to work out first: How to make the disassembler as extensible as possible while maintaining portability. If I use a plug-in interface, it will need separate loaders for each OS (EG. a DLL loader for Windows, and a DYLD loader for OS X) -- unless GDK provides such functionality itself. If I use a meta/resource file interface instead, it may not be as robust as it needs. Right now I'm thinking of using meta files, probably in some plain XML format. And of course, sometime in the future I could use a combination of both methods to gain both the robustness of plug-ins and the ease of implementation with XML.

That's it! I'll be studying GTK+ and Glade a bit until I'm comfortable to start making the client happen.

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PostPosted: Mon Apr 16, 2007 10:36 am 
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Wonderful.

I have Windows Shitsta now so if you need testing done there, send it my way. GCNrd works great with it, btw. ;)

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 Post subject: Re: Introducing: Kwurdi!
PostPosted: Mon Mar 30, 2009 4:58 pm 
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Back from the grave, I command thee!

Kwurdi is to be replaced (for the most part) by the "Universal Debugger Project". Which is very much in need of a new name. (I've been calling my pre-alpha client "Descend" but I don't know if I want to stick with that.)

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 Post subject: Re: Introducing: Kwurdi!
PostPosted: Mon Mar 30, 2009 5:28 pm 
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PostPosted: Mon Mar 30, 2009 7:40 pm 
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Ooh! Ooh!

How about

"t3h AVULATOR"

?

Will that work?!

...No?

Then how about...

...uh...

...wait, what's wrong with "Descend"? It's a beautiful metaphor that only requires one word!

I certainly can't top that.

I suppose you could try "Avalanche" if you want something catchier at the cost of relevancy.

I always knew you were a necrophile

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 Post subject: Re: Introducing: Kwurdi!
PostPosted: Tue Mar 31, 2009 10:06 am 
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I usually don't give a crap about a name until the object in question has reached a state of deservence to one.

..if you are also like me, then does that mean this project is near completion?


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 Post subject: Re: Introducing: Kwurdi!
PostPosted: Tue Mar 31, 2009 4:21 pm 
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Title: All in a day's work.
No. It's just a safe bet to have a code name or something by which to refer to the project. Otherwise, how are people going to know what the hell I am talking about? Especially in the blog.

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PostPosted: Wed Apr 01, 2009 10:53 am 
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That's an elegant logo.

I say: stick with "Descend".

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 Post subject: Re: Introducing: Kwurdi!
PostPosted: Wed Apr 01, 2009 1:44 pm 
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A codename will do fine with something like "Unibugger" or whatever.

Universal debugger, Unideg. or Unibugger. or "Deunibug".

I wish people would stop using overly-common names that are a bitch to search for. Descend sounds common, but no one's gonna have "Unibugger".(edit- nevermind, this post didn't come up in a google search, which makes it just an annoyingly useless name after all)

Stick with descend, then.


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PostPosted: Thu Apr 02, 2009 9:33 am 
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I'd expect Para to be above Google bombing. :P

Descend is fine. It's catchy, it's an excellent metaphor (as I've said), and the logo is simple yet elegant (actually, I said this already, too. Are my points just not as convincing to the rest of you?).

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 Post subject: Re: Introducing: Kwurdi!
PostPosted: Thu Apr 02, 2009 4:57 pm 
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Title: All in a day's work.
Eh... Yeah, you won't see the results from KW on Google until the googlebots decide to crawl the forums again.

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