Subject:
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Re: Scout memory map and variable extraction
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Newsgroups:
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lugnet.robotics
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Date:
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Sun, 5 Dec 1999 13:32:03 GMT
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Viewed:
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587 times
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Bert,
I'm not sure that there is much more to be figured out. I think that
everything we might need is now known. Am I wrong?
By the way, I've enjoyed your web pages for quite a while. Thanks for the
nice work.
I'm impressed with how good your English is. My mother is Belgian (Flemish)
but she only spoke English around me as a child so, alas, I don't understand
of word of Dutch.
Mike
Bert van Dam <lego-robotics@crynwr.com> wrote in message
news:000201bf3f00$af4d6ca0$1be6acc1@van-dam...
> Hi Mike,
>
> Yes, you're right, I started counting memory at 1 which should ofcourse have
> been 0, and then the offset indeed makes our findings identical. I've
> corrected the page on my website (and copied your email into it, hope you
> don't mind): page scout/memory
>
> So far it seems not many people are experimenting with the Scout yet, which
> is unfortunate because I think it's a great pBrick. In fact I think I'm the
> only one who has written an actual program for it (page ai/wall avoider).
>
> Are you planning on figuring out what the other stuff in the Scout memory
> is?
>
> CU Bert
>
> Artificial Intelligence and Machine Learning in Lego pBricks www.bvandam.net
>
>
> -----Oorspronkelijk bericht-----
> Van: Mike Kory <kory@advancenet.net>
> Aan: lego-robotics@crynwr.com <lego-robotics@crynwr.com>
> Datum: zaterdag 4 december 1999 16:57
> Onderwerp: Re: Scout memory map and variable extraction
>
>
> > Bert ,
> > If you add your offset then we agree!
> > I was looking at your memmap.dat (I opened in Notepad).
> > I had said hex 233 for the pointer to the start of the first subroutine. To
> > translate this to your memory map: 0x233 - 0x40 + 1 = 0X1F4 which is 500 in
> > decimal. That agrees with you.
> >
> > The address at 500 is 0x249. Converting this to your system we get
> > 0x249-0x3f=0x20a = 522. Now, looking at your web page we see your program
> > dump starting at 522. The first three bytes there are 0xF6. These are the
> > "return" byte codes for the first 3 subroutines, then the first task starts
> > at 525. Converting this back to my style dump, we get 525+0x3f=0x24c. And
> > finally, if you look at the pointer for the first task at 507 in your dump,
> > you see it points to 0x24c.
> >
> > As far as the variables go, you have them starting at 376 which if we
> > convert it, we get 376 + 0x3f = 0x1B7. That's what we find in Scoutdef.h.
> > (By the way, I figured most of it out the hard way too. THEN, I found it in
> > Scoutdef.h).
> >
> > Wow, that's pretty confusing. You may want to start your memory dumps at
> > 0x40 or 64 decimal. If you do that, the program pointers might make more
> > sense. And you will want to use the pointers to find the program. If you add
> > some subroutines, the first task will move up in memory.
> >
> > Its good to see some activity in this area of lugnet lately. Looking foward
> > to seeing what you and others contribute.
> >
> > --Mike Kory
>
>
>
>
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Message is in Reply To:
| | Re: Scout memory map and variable extraction
|
| Hi Mike, Yes, you're right, I started counting memory at 1 which should ofcourse have been 0, and then the offset indeed makes our findings identical. I've corrected the page on my website (and copied your email into it, hope you don't mind): page (...) (25 years ago, 4-Dec-99, to lugnet.robotics)
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