Makefile and Debug Switch

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Knight Captain
Posts: 1219
Joined: Thu May 14, 2020 1:34 pm

Makefile and Debug Switch

Post by Knight Captain »

At the moment the Conquests mod is stuck at the Fawn Trial on the first day, where the party member / defendant never is brought into the room. The Usecode around the Fawn Trial is particularly gnarly, with at least one global flag getting recycled. FawnTrialBarks 0x939 is the only case where there are stack underflows in the Usecode that I know of.

I am on Windows at home, and would like to enable the additional Usecode output so I can try to debug this scene. How can I do that?
Dominus
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Joined: Thu May 14, 2020 1:34 pm

Re: Makefile and Debug Switch

Post by Dominus »

Heya, can you compile Exult on your own?
If you do that, you can enable stuff like this on building:

Code: Select all

make -f Makefile.mingw DEBUG=1 DEBUG_SYMBOLS=1 USECODE_CONTAINER=1 USECODE_DEBUGGER=1 SHOW_NONREADIED_OBJECTS=1 debug studioinstall toolsinstall plugininstall
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Dominus
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Re: Makefile and Debug Switch

Post by Dominus »

If you can't build it yourself, speak up quickly before I go in holidays :)
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Knight Captain
Posts: 1219
Joined: Thu May 14, 2020 1:34 pm

Re: Makefile and Debug Switch

Post by Knight Captain »

I would be grateful for a Windows version of this. Not sure if others like AgentOrangeMan would also benefit.

It looks like some of the spaghetti usecode uses getPathEgg, which is just so incredibly wrong as a practice.
Dominus
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Re: Makefile and Debug Switch

Post by Dominus »

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