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Snes9x debugger
Snes9x debugger








snes9x debugger snes9x debugger snes9x debugger
  1. #SNES9X DEBUGGER PC#
  2. #SNES9X DEBUGGER WINDOWS#

The I've been messing with the filters to find some adresses which may be used to indicate if that screen is being shown. I've been trying to find a cheat to have the stage passed immediately in Battletoads in Battlemaniacs (U) for SNES, well, that is trying to make the next stage introductory text being shown (where the dark queen appears) Main - ROM Hacking - Breakpoints don't work in Geiger Snes9X Debugger 1.51.ep10r1 Please chime in on a proposed restructuring of the ROM hacking sections.Ġ users currently in ROM Hacking | 3 guests | 1 bot Smaghetti, a new Super Mario Advance 4 editor, is currently in development! Check out the thread HERE! See src/snes/tracer/tracer.h for the API.Breakpoints don't work in Geiger Snes9X Debugger 1.51.ep10r1 - Board 2 Sucks for you guys, though :Pįor the time being, I do have a tracing interface for the CPU and SMP, with optional masking, but you have to compile your own version to enable it. The console is definitely faster and more flexible, but has a steeper learning curve.Īll of that makes a debugger not very useful for others, and me being able to easily manipulate the source means I essentially have the ultimate debugger already (break on the 37th write of an even number to $7e2162 while the screen is enabled on line 216? No problem). I'm also really torn on whether to design a console or a UI-based debugger. The ability to cycle step and such is not something most people would care about, but it does cause issues you don't see in opcode-based emulators, such as H/DMA and DRAM refresh occurring right in between your opcodes. Lastly, there's the fact that bsnes v014 and above were no longer opcode-based emulators. But I really need to think about it before jumping in to writing another debugger. There's some alternatives for the last one: function pointers, derived debug-enabled classes, etc. The old v013 debugger hooks were really nasty and had significant speed hits (just the if(debugger_enabled = true) checks when false in critical areas) unless the entire debugger was compiled out of the emulator. Three, I'd have to figure out a nicer way to add the hooks. Three, I need to see if it's even possible to get as much control as I had with Win32 editboxes to do things like jump the cursor selection around and smooth scroll text to simulate a terminal. Two, I need to determine the actual size of each monospace char, including padding, so that I can dynamically size the debugger window based on this to fit a specific number of XxY characters without scrolling or lots of blank space. One, I need to create an API to specify monospace fonts for controls.

#SNES9X DEBUGGER PC#

I did recently get the font size somewhat under control (the default GTK+ font on my PC is still wider than Tahoma/Win32), but I still have a lot to do there.

#SNES9X DEBUGGER WINDOWS#

The second reason is because I want to keep the Windows and Linux ports in sync. Unlike most PC software, it can take hours to get to a certain point in a SNES program. That alone severely hinders most uses for a SNES debugger. The main reason I haven't re-added it is that I'm unable to implement savestates. I took out the fully functional debugger with a UI and core rewrite in v014.










Snes9x debugger