Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - FCEUXD W00t. | |
Pages: 1 2 3Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
Parasyte

Bullet Bill
Level: 35

Posts: 167/514
EXP: 267348
For next: 12588

Since: 05-25-04

Since last post: 104 days
Last activity: 32 days
Posted on 12-18-04 11:04 AM Link | Quote
Originally posted by AWJ
One useful feature would be to see the current state of the mapper--which PRG and CHR banks are loaded at which addresses, which nametable mirroring mode is currently in use (for mappers like MMC1 and MMC3 that can change the mirroring with a register write), et cetera. Right now seeing which banks are currently loaded requires looking at the CPU address space in the debugger and comparing it with a copy of the ROM loaded in a hex editor. And the only way to find out what mirroring a game is using is to trap writes to the mapper register that controls it.

It's not too difficult to find out which PRG bank is swapped into memory at any given moment. All you have to do is scroll to any ROM address in the disassembler and hover your mouse over the vertical "inline assembler" box. Below the disassembly output, it will tell you the memory address, as well as the file address of the hover. This screenshot shows the feature in action. (NOTE: This screenshot is from an older build. The most recent debugger window looks just a bit different.)

Having a seperate window to list current hardware states would be pretty ugly. You would need a seperate handler for each mapper.
On the other hand, name table mirroring shouldn't be difficult to add at all.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 2517/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 12-19-04 02:55 AM Link | Quote
Originally posted by dan
I do hope that turn it into a GB/GBC emulator was a joke, though.

Hell no. I long for a truly powerful, non-buggy GB debugger. It would be a big project but essentially all you'd have to do is change the opcode handlers and such.
GBA, on the other hand... Could be done but not by me.
AJ 187

Micro-Goomba
Level: 7

Posts: 10/15
EXP: 1369
For next: 79

Since: 04-26-04
From: Chicago

Since last post: 177 days
Last activity: 2 hours
Posted on 12-19-04 09:11 AM Link | Quote
HH: Have you tried No$GMB yet? (Or would that fall under "buggy"?)
windwaker

Ball and Chain Trooper
WHY ALL THE MAYONNAISE HATE
Level: 61

Posts: 693/1797
EXP: 1860597
For next: 15999

Since: 03-15-04

Since last post: 4 days
Last activity: 6 days
Posted on 12-19-04 09:36 AM Link | Quote
No$GMB, is kinda both . I've found it to be buggy on occasions, especially when dealing with a lot of sprites on the screen.
dan

Snap Dragon
Level: 43

Posts: 283/782
EXP: 534516
For next: 30530

Since: 03-15-04

Since last post: 20 hours
Last activity: 14 hours
Posted on 12-19-04 04:13 PM Link | Quote
What about BGB? It's got a debugger now.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 2534/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 12-19-04 04:20 PM Link | Quote
NO$ = very buggy, not powerful enough.
BGB = crappy interface, still not powerful enough. (I'm talking a LOT of power here. )
dan

Snap Dragon
Level: 43

Posts: 284/782
EXP: 534516
For next: 30530

Since: 03-15-04

Since last post: 20 hours
Last activity: 14 hours
Posted on 12-19-04 04:38 PM Link | Quote
Seems comparable to FCEUxd to me:

* disassembler
* assembler (change code and ability to save modified rom)
* breakpoints
* break on access
* conditional breakpoints
* singlestepping/tracing/animating/step out/step over
* vram viewer: BG map, tiles, OAM, palette
* IO registers viewer
* break on exceptions (accessing inaccessible VRAM, read unitialized WRAM and HRAM, echo ram access, access locked external ram, disable video outside vblank)

The feature sets for both FCEUxd and BGB seem very similar to me. There's even conditional breakpoints in BGB. BGB has probably the best debugger available in any emulator for any system.
Gavin

Fuzzy
Rhinoceruses don't play games. They fucking charge your ass.
Level: 43

Posts: 355/799
EXP: 551711
For next: 13335

Since: 03-15-04
From: IL, USA

Since last post: 13 hours
Last activity: 13 hours
Posted on 12-20-04 03:46 AM Link | Quote
Originally posted by dan
Seems comparable to FCEUxd to me:

* disassembler
* assembler (change code and ability to save modified rom)
* breakpoints
* break on access
* conditional breakpoints
* singlestepping/tracing/animating/step out/step over
* vram viewer: BG map, tiles, OAM, palette
* IO registers viewer
* break on exceptions (accessing inaccessible VRAM, read unitialized WRAM and HRAM, echo ram access, access locked external ram, disable video outside vblank)

The feature sets for both FCEUxd and BGB seem very similar to me. There's even conditional breakpoints in BGB. BGB has probably the best debugger available in any emulator for any system.


Dan i don't think you heard him, he said a lot of power.

Like, so it can do everything for you!
dan

Snap Dragon
Level: 43

Posts: 288/782
EXP: 534516
For next: 30530

Since: 03-15-04

Since last post: 20 hours
Last activity: 14 hours
Posted on 12-20-04 12:52 PM Link | Quote
Oh! You mean the infamous "Debug My Hack For Me" feature? It doesn't have that. bbit should add that to FCEUxd.
Pages: 1 2 3Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Rom Hacking - FCEUXD W00t. | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.007 seconds.