User Tag List

Results 1 to 4 of 4

Thread: Using GDB debugger?

  1. #1
    Banned
    Join Date
    May 2015
    Posts
    141
    Mentioned
    34 Post(s)
    Tagged
    1 Thread(s)
    vBActivity - Stats
    Points
    667
    Level
    9
    vBActivity - Bars
    Lv. Percent
    14.48%

    Question Using GDB debugger?

    I've been trying to figure this out all day, with no luck. How exactly do I use the gdb debugger included with MingW to debug code? A change I made consistently crashes zelda-w.exe whenever the code I added activates, and all I'm getting is a segfault when starting the program using gdb, with not much other info other than a machine code instruction. Any assistance would be appreciated.

  2. #2
    The Time-Loop Continues ZC Developer
    Gleeok's Avatar
    Join Date
    Apr 2007
    Posts
    4,826
    Mentioned
    259 Post(s)
    Tagged
    10 Thread(s)
    vBActivity - Stats
    Points
    12,958
    Level
    33
    vBActivity - Bars
    Lv. Percent
    26.12%
    First of all, did you build ZC with debugging symbols? Secondly, it's much easier to use gdb from inside an IDE which can integrate with it, such as C::B for instance. I don't recommend command-line or printf debugging.
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  3. #3
    Banned
    Join Date
    May 2015
    Posts
    141
    Mentioned
    34 Post(s)
    Tagged
    1 Thread(s)
    vBActivity - Stats
    Points
    667
    Level
    9
    vBActivity - Bars
    Lv. Percent
    14.48%
    I added the -g flags in the makefile to CC = G++ (CC = G++ -g), but yeah, no debug symbols detected. Also, I've been using it from inside MSYS.

    Either way, I fixed the crash. It was something stupid involving wPhantom weapons. Still be nice to have this in the future.

  4. #4
    The Timelord
    QDB Manager
    ZC Developer

    Join Date
    Oct 2006
    Location
    Prydon Academy
    Posts
    1,396
    Mentioned
    112 Post(s)
    Tagged
    1 Thread(s)
    vBActivity - Stats
    Points
    4,762
    Level
    21
    vBActivity - Bars
    Lv. Percent
    69.14%
    Quote Originally Posted by Gleeok View Post
    First of all, did you build ZC with debugging symbols? Secondly, it's much easier to use gdb from inside an IDE which can integrate with it, such as C::B for instance. I don't recommend command-line or printf debugging.
    I should note here, that using MSVC 2008, if I try to build ZC/ZQuest/and all, in Debug mode, the linker crashes. I have not been able to successfully build them using the CMake files, in Debug mode, and I have no idea why.

    I would not touch wPhantom with a 10 metre cattle prod. Your best option in any case, is to set the weapons with the scripted collision off. That would have the same overall result, would preserve their type, and would enable the user to enable their collision if they so desire.

    wPhantom is reserved for very specific drawing effects tied to the Link class, and as such, is yet another abomination.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
About us
Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
Social