I'm finding it really hard to debug memory issues when coding for the Dreamcast. I miss my Valgrind!
Does anyone have any tips on how to detect buffer overflows etc.?
Detecting memory errors
-
- Insane DCEmu
- Posts: 145
- https://www.artistsworkshop.eu/meble-kuchenne-na-wymiar-warszawa-gdzie-zamowic/
- Joined: Tue May 02, 2017 3:11 pm
- Has thanked: 3 times
- Been thanked: 34 times
- BlueCrab
- The Crabby Overlord
- Posts: 5658
- Joined: Mon May 27, 2002 11:31 am
- Location: Sailing the Skies of Arcadia
- Has thanked: 9 times
- Been thanked: 69 times
- Contact:
Re: Detecting memory errors
It certainly doesn't catch as much as valgrind does, but you could enable all of the memory-related debugging features in include/kos/opts.h (make sure to do a full make clean && make on KOS itself and your own code afterwards).