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Trapping error output?

 
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archimed



Joined: 21 Oct 2005
Posts: 1

PostPosted: Mon Nov 27, 2006 3:17 am    Post subject: Trapping error output? Reply with quote

I've been working on a port of "Out of this World" using source code I found online. So far, I've been able to port it to OS X successfully with a couple minor changes.

I managed to get it to compile under the PSPSDK, and made a kxploit'd eboot. However, when I launch the game, it seems to launch - accesses the memstick a couple of times, then returns to the PSP home screen. I checked stderr.txt etc but they were no warnings. Does anyone know how I could go about trapping errors better, etc? The game is written in SDL and C++, but I don't know any of PSP's native function calls.

I'm about 90% there with this port - I just need to remap the key assignments, and that's pretty much it.
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jimparis



Joined: 10 Jun 2005
Posts: 1179
Location: Boston

PostPosted: Tue Nov 28, 2006 4:56 am    Post subject: Reply with quote

Running it under psplink is usually the best way to figure out what's going on. Also, if you're not using the pspsdk makefiles, make sure your build process is running psp-fixup-exports on the generated executable, otherwise it won't load properly.
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