コード例 #1
0
ファイル: debug.c プロジェクト: a1an1in/libcutils
debugger_constructor()
{
	CONSTRUCTOR_PRINT("CONSTRUCTOR_PRIORITY_DEBUGGER_CONSTRUCTOR=%d, construct debugger\n",
			          CONSTRUCTOR_PRIORITY_DEBUGGER_CONSTRUCTOR);

	debugger_gp = debugger_creator("dbg.ini",0);
	debugger_init(debugger_gp);

	return 0;
}
コード例 #2
0
ファイル: main.c プロジェクト: ifzz/libcdf
int main()
{
	int ret = 0;

	printf("LIBCDF_VERSION:%s\n",LIBCDF_VERSION);
	register_all_lib_modules();

	debugger_gp = debugger_creator("dbg.ini",0);
	debugger_init(debugger_gp);

	dbg_str(DBG_DETAIL,"debugger is start up");

	test_container();
	test_datastructure();
	test_analyzer();

	dbg_str(DBG_DETAIL,"test end");

	return ret;
}
コード例 #3
0
ファイル: machine.c プロジェクト: bdidier/MAME-OS-X
void running_machine::start()
{
	// initialize basic can't-fail systems here
	config_init(*this);
	m_input = auto_alloc(*this, input_manager(*this));
	output_init(*this);
	palette_init(*this);
	m_render = auto_alloc(*this, render_manager(*this));
	generic_machine_init(*this);
	generic_sound_init(*this);

	// allocate a soft_reset timer
	m_soft_reset_timer = m_scheduler.timer_alloc(timer_expired_delegate(FUNC(running_machine::soft_reset), this));

	// init the osd layer
	m_osd.init(*this);

	// create the video manager
	m_video = auto_alloc(*this, video_manager(*this));
	ui_init(*this);

	// initialize the base time (needed for doing record/playback)
	::time(&m_base_time);

	// initialize the input system and input ports for the game
	// this must be done before memory_init in order to allow specifying
	// callbacks based on input port tags
	time_t newbase = input_port_init(*this);
	if (newbase != 0)
		m_base_time = newbase;

	// intialize UI input
	ui_input_init(*this);

	// initialize the streams engine before the sound devices start
	m_sound = auto_alloc(*this, sound_manager(*this));

	// first load ROMs, then populate memory, and finally initialize CPUs
	// these operations must proceed in this order
	rom_init(*this);
	memory_init(*this);
	watchdog_init(*this);

	// must happen after memory_init because this relies on generic.spriteram
	generic_video_init(*this);

	// allocate the gfx elements prior to device initialization
	gfx_init(*this);

	// initialize natural keyboard support
	inputx_init(*this);

	// initialize image devices
	image_init(*this);
	tilemap_init(*this);
	crosshair_init(*this);

	// initialize the debugger
	if ((debug_flags & DEBUG_FLAG_ENABLED) != 0)
		debugger_init(*this);

	// call the game driver's init function
	// this is where decryption is done and memory maps are altered
	// so this location in the init order is important
	ui_set_startup_text(*this, "Initializing...", true);

	// start up the devices
	const_cast<device_list &>(devicelist()).start_all();

	// if we're coming in with a savegame request, process it now
	const char *savegame = options().state();
	if (savegame[0] != 0)
		schedule_load(savegame);

	// if we're in autosave mode, schedule a load
	else if (options().autosave() && (m_system.flags & GAME_SUPPORTS_SAVE) != 0)
		schedule_load("auto");

	// set up the cheat engine
	m_cheat = auto_alloc(*this, cheat_manager(*this));

	// disallow save state registrations starting here
	m_save.allow_registration(false);
}
コード例 #4
0
ファイル: machine.c プロジェクト: libretro/mame2010-libretro
void running_machine::start()
{
	/* initialize basic can't-fail systems here */
	fileio_init(this);
	config_init(this);
	input_init(this);
	output_init(this);
	state_init(this);
	state_save_allow_registration(this, true);
	palette_init(this);
	render_init(this);
	ui_init(this);
	generic_machine_init(this);
	generic_video_init(this);
	generic_sound_init(this);

	/* initialize the timers and allocate a soft_reset timer
	   this must be done before cpu_init so that CPU's can allocate timers */
	timer_init(this);
	m_soft_reset_timer = timer_alloc(this, static_soft_reset, NULL);

	/* init the osd layer */
	osd_init(this);

	/* initialize the base time (needed for doing record/playback) */
	time(&m_base_time);

	/* initialize the input system and input ports for the game
	   this must be done before memory_init in order to allow specifying
	   callbacks based on input port tags */
	time_t newbase = input_port_init(this, m_game.ipt);
	if (newbase != 0)
		m_base_time = newbase;

	/* intialize UI input */
	ui_input_init(this);

	/* initialize the streams engine before the sound devices start */
	streams_init(this);

	/* first load ROMs, then populate memory, and finally initialize CPUs
	   these operations must proceed in this order */
	rom_init(this);
	memory_init(this);
	watchdog_init(this);

	/* allocate the gfx elements prior to device initialization */
	gfx_init(this);

	/* initialize natural keyboard support */
	inputx_init(this);

	/* initialize image devices */
	image_init(this);

	/* start up the devices */
	m_devicelist.start_all();

	/* call the game driver's init function
	   this is where decryption is done and memory maps are altered
	   so this location in the init order is important */
	ui_set_startup_text(this, "Initializing...", true);
	if (m_game.driver_init != NULL)
		(*m_game.driver_init)(this);

	/* finish image devices init process */
	image_postdevice_init(this);

	/* start the video and audio hardware */
	video_init(this);
	tilemap_init(this);
	crosshair_init(this);

	sound_init(this);

	/* initialize the debugger */
	if ((debug_flags & DEBUG_FLAG_ENABLED) != 0)
		debugger_init(this);

	/* call the driver's _START callbacks */
	if (m_config.m_machine_start != NULL)
		(*m_config.m_machine_start)(this);
	if (m_config.m_sound_start != NULL)
		(*m_config.m_sound_start)(this);
	if (m_config.m_video_start != NULL)
		(*m_config.m_video_start)(this);

	/* set up the cheat engine */    
	cheat_init(this);
	/* set up the hiscore engine */    
    hiscore_init(this);

	/* disallow save state registrations starting here */
	state_save_allow_registration(this, false);
}
コード例 #5
0
ファイル: machine.c プロジェクト: hstampfl/mame2010-libretro
void running_machine::start()
{
	// initialize basic can't-fail systems here
	fileio_init(this);
	config_init(this);
	input_init(this);
	output_init(this);
	state_init(this);
	state_save_allow_registration(this, true);
	palette_init(this);
	render_init(this);
	ui_init(this);
	generic_machine_init(this);
	generic_video_init(this);
	generic_sound_init(this);

	// initialize the timers and allocate a soft_reset timer
	// this must be done before cpu_init so that CPU's can allocate timers
	timer_init(this);
	m_soft_reset_timer = timer_alloc(this, static_soft_reset, NULL);

	// init the osd layer
	osd_init(this);

	// initialize the base time (needed for doing record/playback)
	time(&m_base_time);

	// initialize the input system and input ports for the game
	// this must be done before memory_init in order to allow specifying
	// callbacks based on input port tags
	time_t newbase = input_port_init(this, m_game.ipt);
	if (newbase != 0)
		m_base_time = newbase;

	// intialize UI input
	ui_input_init(this);

	// initialize the streams engine before the sound devices start
	streams_init(this);

	// first load ROMs, then populate memory, and finally initialize CPUs
	// these operations must proceed in this order
	rom_init(this);
	memory_init(this);
	watchdog_init(this);

	// allocate the gfx elements prior to device initialization
	gfx_init(this);

	// initialize natural keyboard support
	inputx_init(this);

	// initialize image devices
	image_init(this);

	// start up the devices
	m_devicelist.start_all();

	// call the game driver's init function
	// this is where decryption is done and memory maps are altered
	// so this location in the init order is important
	ui_set_startup_text(this, "Initializing...", true);
	if (m_game.driver_init != NULL)
		(*m_game.driver_init)(this);

	// finish image devices init process
	image_postdevice_init(this);

	// start the video and audio hardware
	video_init(this);
	tilemap_init(this);
	crosshair_init(this);

	sound_init(this);

	// initialize the debugger
	if ((debug_flags & DEBUG_FLAG_ENABLED) != 0)
		debugger_init(this);

	// call the driver's _START callbacks
	if (m_config.m_machine_start != NULL)
		(*m_config.m_machine_start)(this);
	if (m_config.m_sound_start != NULL)
		(*m_config.m_sound_start)(this);
	if (m_config.m_video_start != NULL)
		(*m_config.m_video_start)(this);

	// if we're coming in with a savegame request, process it now
	const char *savegame = options_get_string(&m_options, OPTION_STATE);
	if (savegame[0] != 0)
		schedule_load(savegame);

	// if we're in autosave mode, schedule a load
	else if (options_get_bool(&m_options, OPTION_AUTOSAVE) && (m_game.flags & GAME_SUPPORTS_SAVE) != 0)
		schedule_load("auto");

	// set up the cheat engine
	if (options_get_bool(&m_options, OPTION_CHEAT))
		cheat_init(this);

	// disallow save state registrations starting here
	state_save_allow_registration(this, false);
}
コード例 #6
0
ファイル: machine.c プロジェクト: fesh0r/old-mame
void running_machine::start()
{
	// initialize basic can't-fail systems here
	config_init(*this);
	m_input = auto_alloc(*this, input_manager(*this));
	output_init(*this);
	palette_init(*this);
	m_render = auto_alloc(*this, render_manager(*this));
	generic_machine_init(*this);

	// allocate a soft_reset timer
	m_soft_reset_timer = m_scheduler.timer_alloc(timer_expired_delegate(FUNC(running_machine::soft_reset), this));

	// init the osd layer
	m_osd.init(*this);

	// create the video manager
	m_video = auto_alloc(*this, video_manager(*this));
	ui_init(*this);

	// initialize the base time (needed for doing record/playback)
	::time(&m_base_time);

	// initialize the input system and input ports for the game
	// this must be done before memory_init in order to allow specifying
	// callbacks based on input port tags
	time_t newbase = m_ioport.initialize();
	if (newbase != 0)
		m_base_time = newbase;

	// intialize UI input
	ui_input_init(*this);

	// initialize the streams engine before the sound devices start
	m_sound = auto_alloc(*this, sound_manager(*this));

	// first load ROMs, then populate memory, and finally initialize CPUs
	// these operations must proceed in this order
	rom_init(*this);
	m_memory.initialize();

	// initialize the watchdog
	m_watchdog_timer = m_scheduler.timer_alloc(timer_expired_delegate(FUNC(running_machine::watchdog_fired), this));
	if (config().m_watchdog_vblank_count != 0 && primary_screen != NULL)
		primary_screen->register_vblank_callback(vblank_state_delegate(FUNC(running_machine::watchdog_vblank), this));
	save().save_item(NAME(m_watchdog_enabled));
	save().save_item(NAME(m_watchdog_counter));

	// allocate the gfx elements prior to device initialization
	gfx_init(*this);

	// initialize image devices
	image_init(*this);
	m_tilemap = auto_alloc(*this, tilemap_manager(*this));
	crosshair_init(*this);
	network_init(*this);

	// initialize the debugger
	if ((debug_flags & DEBUG_FLAG_ENABLED) != 0)
		debugger_init(*this);

	// call the game driver's init function
	// this is where decryption is done and memory maps are altered
	// so this location in the init order is important
	ui_set_startup_text(*this, "Initializing...", true);

	// register callbacks for the devices, then start them
	add_notifier(MACHINE_NOTIFY_RESET, machine_notify_delegate(FUNC(running_machine::reset_all_devices), this));
	add_notifier(MACHINE_NOTIFY_EXIT, machine_notify_delegate(FUNC(running_machine::stop_all_devices), this));
	save().register_presave(save_prepost_delegate(FUNC(running_machine::presave_all_devices), this));
	start_all_devices();
	save().register_postload(save_prepost_delegate(FUNC(running_machine::postload_all_devices), this));

	// if we're coming in with a savegame request, process it now
	const char *savegame = options().state();
	if (savegame[0] != 0)
		schedule_load(savegame);

	// if we're in autosave mode, schedule a load
	else if (options().autosave() && (m_system.flags & GAME_SUPPORTS_SAVE) != 0)
		schedule_load("auto");

	// set up the cheat engine
	m_cheat = auto_alloc(*this, cheat_manager(*this));

	// allocate autoboot timer
	m_autoboot_timer = scheduler().timer_alloc(timer_expired_delegate(FUNC(running_machine::autoboot_callback), this));

	// initialize lua
	m_lua_engine.initialize();

	// disallow save state registrations starting here
	m_save.allow_registration(false);
}
コード例 #7
0
ファイル: main.c プロジェクト: olivierchatry/HolbertonWar
int main(int ac, char** av) {
	vm_t*					vm;
	display_gl_t*	display = NULL;
	int						bound;
	int						i;
	debugger_t*		debugger = NULL;

	vm = vm_initialize();

	if ( (parse_arguments(vm, ac, av) <= 0) || (check_core_endianess(vm) < 0)) {
		return -1;
	}

	bound = VM_MEMORY_SIZE / (vm->core_count - 1);
	for (i = 0; i < vm->core_count; ++i) {
		vm->cores[i]->bound.start = vm->cores[i]->start_address;
		vm->cores[i]->bound.size = bound;
	}

	memory_access_initialize(is_cpu_big_endian() != vm->big_endian);

#if defined(_DEBUG)
		vm->full_screen = 0;
#endif

#ifdef RENDER_GL
	display = display_gl_initialize(1980, 1080, vm->full_screen);
	if (vm->step != -1) {
		debugger = debugger_init(vm->dbg_same_window ? display_gl_get_window(display) : NULL);
	}
#endif

	while (vm->process_count && !display_gl_should_exit(display)) {
		int32 i;
		int update_display = 0;


		if (vm->cycle_barrier == vm->cycle_total) {
			for (i = 0; i < vm->core_count; ++i) {
				vm->cores[i]->bound.start = 0;
				vm->cores[i]->bound.size = vm->memory_size;
			}
		}

		if (vm->step != 0) {
			vm->cycle_current++;
			vm->cycle_total++;

			int32 process_count = vm->process_count;
			for (i = process_count; i > 0; --i) {
				process_t* process = vm->processes[i - 1];
				process->cycle_wait--;
				if (process->cycle_wait <= 0) {
					vm_reset_process_io_op(process);
					vm_execute(vm, process);
					update_display = 1;
					if (vm->step > 0 && (vm->step_process == NULL || vm->step_process == process) ) {
						vm->step --;
					}
				}
			}

			if (vm->cycle_current > vm->cycle_to_die) {
				vm->cycle_current = 0;
				vm_kill_process_if_no_live(vm);
				vm_clean_dead_process(vm);
			}
		} else {
			update_display = 1;
		}

	#ifdef RENDER_GL
		update_display |= display_gl_update_input(display);
		if (update_display)
		{
			float y = 1;
			y = display_gl_text(display, 0, y, 0xffffffff, "cycle to die   %d", vm->cycle_to_die);
			y = display_gl_text(display, 0, y, 0xffffffff, "live count     %d ", vm->live_count);
			y = display_gl_text(display, 0, y, 0xffffffff, "process count  %d ", vm->process_count);
			y = display_gl_text(display, 0, y, 0xffffffff, "cycle          %d ", vm->cycle_total);
			y = display_gl_text(display, 0, y, 0xffffffff, "barrier        %d ", vm->cycle_barrier);
			for (i = 0; i < vm->core_count; ++i) {
				core_t* core = vm->cores[i];
				char* name = core->header ? core->header->name : "Unknow";
				y = display_gl_text(display, 0, y, 0xffffffff, "%s %d", name, core->live_count);
			}
			display_gl_step(vm, display);
			display_gl_swap(display);
		}

		if (debugger && vm->step != 1) {
			debugger_render(debugger, vm);
		}
	#endif
	}

	print_winning_core(vm);
	if (debugger) {
		debugger_destroy(debugger);
	}
#ifdef RENDER_GL
	display_gl_destroy(display);
#endif
	vm_destroy(vm);
}
コード例 #8
0
ファイル: yard-ice.c プロジェクト: powertang/yard-ice
int main(int argc, char ** argv)
{
	int ret;

	DCC_LOG_INIT();
	DCC_LOG_CONNECT();

	stdio_init();
	printf("\n---\n");

	cm3_udelay_calibrate();
	thinkos_init(THINKOS_OPT_PRIORITY(0) | THINKOS_OPT_ID(0));
	trace_init();

	tracef("## YARD-ICE " VERSION_NUM " - " VERSION_DATE " ##");

	stm32f_nvram_env_init();

	bsp_io_ini();

	rtc_init();

	supervisor_init();
	__os_sleep(10);

#if ENABLE_NETWORK
	DCC_LOG(LOG_TRACE, "network_config().");
	network_config();
#endif

	DCC_LOG(LOG_TRACE, "modules_init().");
	modules_init();

	tracef("* Starting system module ...");
	DCC_LOG(LOG_TRACE, "sys_start().");
	sys_start();

	tracef("* Initializing YARD-ICE debugger...");
	DCC_LOG(LOG_TRACE, "debugger_init().");
	debugger_init();

	tracef("* Initializing JTAG module ...");
	DCC_LOG(LOG_TRACE, "jtag_start().");
	if ((ret = jtag_start()) < 0) {
		tracef("jtag_start() failed! [ret=%d]", ret);
		debugger_except("JTAG driver fault");
	}

#if (ENABLE_NAND)
	tracef("* Initializing NAND module...");
	if (mod_nand_start() < 0) {
		tracef("mod_nand_start() failed!");
		return 0;
	}
#endif

#if (ENABLE_I2C)
	tracef("* starting I2C module ... ");
	i2c_init();
#endif

	tracef("* configuring initial target ... ");
	init_target();

#if (ENABLE_VCOM)
	tracef("* starting VCOM daemon ... ");
	/* connect the UART to the JTAG auxiliary pins */
	jtag3ctrl_aux_uart(true);
	vcom_start();
#endif

#if (ENABLE_COMM)
	tracef("* starting COMM daemon ... ");
	comm_tcp_start(&debugger.comm);
#endif

#if (ENABLE_TFTP)
	tracef("* starting TFTP server ... ");
	tftpd_start();
#endif

#if (ENABLE_GDB)
	tracef("* starting GDB daemon ... ");
	gdb_rspd_start();
#endif

#if ENABLE_USB
	tracef("* starting USB shell ... ");
	usb_shell();
#endif

#if ENABLE_TELNET
	tracef("* starting TELNET server ... ");
	telnet_shell();
#endif

	return console_shell();
}