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Makefile and Debug Switch

Posted: Tue Aug 04, 2020 5:19 am
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?

Re: Makefile and Debug Switch

Posted: Wed Aug 05, 2020 7:56 pm
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

Re: Makefile and Debug Switch

Posted: Wed Aug 05, 2020 8:02 pm
by Dominus
If you can't build it yourself, speak up quickly before I go in holidays :)

Re: Makefile and Debug Switch

Posted: Thu Aug 06, 2020 2:12 am
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.

Re: Makefile and Debug Switch

Posted: Thu Aug 06, 2020 4:31 pm
by Dominus