The file weighs in at 39.5 MB (41,482,460 bytes), and below are some details from the official site (linked above) for those interested.
The Debugger for PlayStation 3 is an evolution of the SN Systems Debugger which is in use on current generation consoles. The Debugger allows you to view source code, disassembly, memory, registers, variables, processes/threads, TTY and the call stack.
A split-pane system allows unlimited configuration of pane layout. Projects allow persistence of settings specific to each ELF. The Debugger provides comprehensive support for PPU and SPU registers, memory, instructions and opcodes.
The Debugger includes the following features:
• Full support for the processor
Debugging multi-thread PPU applications
Debugging multiple SPU threads simultaneously
Dynamic SPU code loading schemes
Auto synchronization of SPU views as threads are created
255w ago - As a follow-up to last week's post, this week we deliver more information on the SN Systems suite of products, specifically the Target Manager and ProDG Debugger for PS3.
As most recall, for ages SN Systems tools have required license files, usually based off a PC's MAC address and only available to licensed developers. We managed to 'acquire' a few for our PS3 Devs, but in addition to those each EXE had to be modified... but it was not a problem for one of our talented DEVs!
In the video below (clear version HERE), it demonstrates adding the SN license file, and showing that it is valid.
After that the Target Manager (which facilitates PC/PS3 communications) is started up, the old TEST removed, and then readded. Upon readding we take a quick browse around the program, while connecting to the PS3. It shows the PS3's IP address, SDK version (at 2.40) among other information.
Next the PS3 Debugger is started up, and we show its base operations. From in here one can load in a SELF, along with the ELF, and debug the code that one...