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Re: reading binarys

Ok, well that didnt work.  First off our game has too many safety
protocols that prevent me from creating a stub and not clearing the
memory, so that goes out the window.  I actually found the structure I
needed (luckly) by looking at the map file, I'm stuck
going through the memory (outputed into HEX) and associating each
portion in memory with a specific varible.  Its a long and tedious

Is there anything out there that I can give it a .h file and I can say
"this structure starts here, output the full listing of my variables"?
Or , is there anything that can take a .h file and output a nice easy
to parse listing that can give me type, name, and structure it belongs
too?  I tried Etags/Ctags, but that doesnt give me type.  Any other

On 1/25/07, Jason Erickson <> wrote:
I''l give that a shot. Thanks

On 1/25/07, Mike Stump <> wrote:
> On Jan 25, 2007, at 2:11 PM, Jason Erickson wrote:
> > I'm working on a project where every so often one of our games comes
> > back and we pull the ram off the game for saving, and sometimes for
> > anaylisis.  Currently the only varibles in ram that we can physically
> > look at are the static members.  The information that we would love to
> > get to is the heap memory and be able to know what dynamically
> > allocated structure that heap memory belongs to.
> Heap objects can be found by looking at stack and global variables.
> > What I need to know, is there some way to read the binary with some
> > program to figure out which order everything in memory is being
> > allocated, so that I can write a program to read the memory dump and
> > figure out which memory locations belong to which pointer varibles.
> > Our code is written in C with litteraly tons of pointers.  It runs on
> > the i960 processor (yeah I know...soo old...but it works and it costs
> > a lot of money to change once its been approved).
> >
> > Any ideas would be appricated to be able to read the binary to figure
> > out the order in which varibles get loaded onto the heap.
> First, wrong list.  gcc-help is closer, but that is for compiler
> help.  Your question really has little to do with the compiler, but
> rather, debugging.  You could create a gdb remote stub for your game
> and then just fire up gdb with the `core file'.  Assumes that you've
> enhanced gdb to read your core files.  You can save off the -g built
> game and point the debugger at that code.  You then debug any data
> structures you want, using gdb.  If you just want a memory map, see
> the ld documentation.
> If you're question is how do I write a debugger, please, don't do
> that, just reuse gdb.  It supports remote debugging and i960s just fine.

-- Jennys Website

Jennys Website

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