#2615 - cesium - Sun Feb 09, 2003 5:37 am
My code will simply not boot on actual GBA hardware. It emulates fine,
it multiboots fine (I just send 2 copies to the GBA using the Flash 2 Advance, and it pre-pends a loader).
Any ideas?
I have implemented all the suggestions from other topics on crt0.s.
I am using CPP, so I un-commented the CPP section in the lnkscript.
I am using devkit advance, so I copied over the crtbegin and end from
one of the interwork sub-dirs.
I have crt0 as the first of my o files. Should crtbegin be first?
I commented out boot.o.
Headers: whew, headers. I have hammered on my bin file with
every possible header tool on the net. Although none of them ever
seem to come up with the same 'complement check' value.
Flash2Advance: Using ver1.3NT, have tried checking and unchecking all
config options, ktl.
Give a man a fish... and all that. I am really looking for some sound
debugging concepts here... but if standing on my head and left shift
clicking on location 0x0c makes it work... well that's ok too.
Thanks
it multiboots fine (I just send 2 copies to the GBA using the Flash 2 Advance, and it pre-pends a loader).
Any ideas?
I have implemented all the suggestions from other topics on crt0.s.
I am using CPP, so I un-commented the CPP section in the lnkscript.
I am using devkit advance, so I copied over the crtbegin and end from
one of the interwork sub-dirs.
I have crt0 as the first of my o files. Should crtbegin be first?
I commented out boot.o.
Headers: whew, headers. I have hammered on my bin file with
every possible header tool on the net. Although none of them ever
seem to come up with the same 'complement check' value.
Flash2Advance: Using ver1.3NT, have tried checking and unchecking all
config options, ktl.
Give a man a fish... and all that. I am really looking for some sound
debugging concepts here... but if standing on my head and left shift
clicking on location 0x0c makes it work... well that's ok too.
Thanks