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Thread: Incomming args?
  

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  1. #1 Question Incomming args? 
    nodots is offline Member
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    Does uLE read it's own name from the input args, so it can know it's own .elf name? Meaning: Is the code present? I am learning C and I was wondering, as I don't know enough C to be able to tell.

    I want to make a side project out of the source of uLE (can be done with anything that loads USB and HDD drivers, really).
    1. get it's own name from the input args
    2. load a CNF file and parse for the read name from args (the code is there to read and parse)
    3. determine from CNF if ("%s.elf", callednamefromargs) is in mass:/APPS/(path) or HDD:+APPS/(path) or even HDD:+OPL/(path)
    4. load driver needed (USB or HDD) to load new ELF (this code is there)
    5. run target ELF from USB/HDD, with any args specified from CNF (this code is there)

    Only if debugging is turned on will anything but "Loading drive:path/file.elf...\nplease wait." appear on the screen, centered. I will call the program ELF Short Cut (ESC).

    I am already working on making it, just would love some pointers.
    My systems:
    PS2 (39001), FMCB 1.8c, 40GB HDD, OPL 0.9 beta, uLE 4.42a
    PSP 2001 "Imperial white", 6.60 PRO-B10
    Xbox 1.6, 20GB HDD (fonts=>nkpatcher 10)
    Xbox 1.0, X2 Duo, 50GB HDD (128MB/VGA mods soon)
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  2. #2  
    yoshi314's Avatar
    yoshi314 is offline linux junkie
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    there is debug info section in ule and IIRC it lists the file name ulaunchelf launched from (haven't checked that in a while).

    i think any C app includes a code that sets up parameter arrays, so ulaunchelf should too.

    i think it's either in c library or in crt0.s
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  3. #3  
    nodots is offline Member
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    Quote Originally Posted by yoshi314 View Post
    there is debug info section in ule and IIRC it lists the file name ulaunchelf launched from (haven't checked that in a while).
    Yeah, I found that after posting. I have a lot of reading ahead of me to understand where all the code is and what it does. It's been a long time since I programmed in ASM and all the languages I know now are interpreted. I sooo wish I had a PS2 TOOL along side my retail box.

    It's not going to help that I am moving next Monday from Boise, ID to Dallas, TX. (Micron and HP are great if you're not a temp, so I hear. The Boise area floods with layoffs almost yearly it seems.)
    My systems:
    PS2 (39001), FMCB 1.8c, 40GB HDD, OPL 0.9 beta, uLE 4.42a
    PSP 2001 "Imperial white", 6.60 PRO-B10
    Xbox 1.6, 20GB HDD (fonts=>nkpatcher 10)
    Xbox 1.0, X2 Duo, 50GB HDD (128MB/VGA mods soon)
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  4. #4  
    yoshi314's Avatar
    yoshi314 is offline linux junkie
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    Quote Originally Posted by nodots View Post
    Yeah, I found that after posting. I have a lot of reading ahead of me to understand where all the code is and what it does. It's been a long time since I programmed in ASM and all the languages I know now are interpreted. I sooo wish I had a PS2 TOOL along side my retail box.
    is it that useful ?

    i think you should get by with ps2link just fine.
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  5. #5  
    nodots is offline Member
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    is it that useful ?
    I assume you speak of the TOOL? A PS2 with a PC in the same case, intertwined for debugging purposes? The PS2 unit having 128MB RAM? I think it would be.
    My systems:
    PS2 (39001), FMCB 1.8c, 40GB HDD, OPL 0.9 beta, uLE 4.42a
    PSP 2001 "Imperial white", 6.60 PRO-B10
    Xbox 1.6, 20GB HDD (fonts=>nkpatcher 10)
    Xbox 1.0, X2 Duo, 50GB HDD (128MB/VGA mods soon)
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  6. #6  
    nodots is offline Member
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    Oh, and for debugging on the retail console -- I am waiting for Silverbull and SP193 to make the DMA version of the IEEE1394 driver for debugging.
    My systems:
    PS2 (39001), FMCB 1.8c, 40GB HDD, OPL 0.9 beta, uLE 4.42a
    PSP 2001 "Imperial white", 6.60 PRO-B10
    Xbox 1.6, 20GB HDD (fonts=>nkpatcher 10)
    Xbox 1.0, X2 Duo, 50GB HDD (128MB/VGA mods soon)
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