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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - Geiger's Snes9x Debugger Mark 9 | | | |
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Parasyte Bullet Bill Level: 35 Posts: 313/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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I have a few suggestions, mostly unrelated to the debugger: 1) Save the previously-selected options and values in the cheat search window. 2) In the cheat search window, the "previous value" column displays an incorrect "previous value" during the cheat search process. This column should record the value from the previous search. (Or kept blank after reset -- meaning also blank before the first search) It appears to be the same value displayed as the "current value" at all times. 3) Save the debugger and hex editor window positions and sizes. |
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Chickenlump Level: 41 Posts: 488/722 EXP: 474192 For next: 5953 Since: 03-15-04 From: Columbia City Indiana Since last post: 3 hours Last activity: 4 min. |
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Do you have any timeframe in mind for the next release, by chance? I've jumped in head first into FFVI asm (there's so much documentation...) and I must say, this is the most fun I've had since...umm..... your last release. |
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Geiger Buster Beetle Level: 34 Posts: 311/460 EXP: 241080 For next: 12571 Since: 03-15-04 From: Indianapolis, IN, USA Since last post: 6 hours Last activity: 6 hours |
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Mark 9 Release 5 Update: (old link) New Save the debugger and hex editor window positions and sizes. It does this as of Release 4. ---T.Geiger (edited by Geiger on 02-21-05 07:09 PM) (edited by Geiger on 02-22-05 04:52 PM) |
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Parasyte Bullet Bill Level: 35 Posts: 316/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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There appears to be a bug with DMA breakpoints in Release 5. They are triggering when they should not. I am using JRR Tolkien's The Lord of the Rings - Volume 1 (U) [!]. Set a read-breakpoint on 7E0384, you will get two DMA breaks that do not affect that address: DMA[2]: write Mode: 0 0x7E3000->0x2122 Bytes: 512 (inc) V-Line:221 CGRAM: 00 (0) Unless I am misinterpreting the information, these should not break at all in this case. |
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Geiger Buster Beetle Level: 34 Posts: 312/460 EXP: 241080 For next: 12571 Since: 03-15-04 From: Indianapolis, IN, USA Since last post: 6 hours Last activity: 6 hours |
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Mark 9 Release 6 Update: (old link) Fixed ---T.Geiger (edited by Geiger on 04-11-05 09:19 AM) |
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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: 3411/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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As far as identifying breakpoints caused by hardware, I would generally exclude those unless specified not to. Like some sort of checkbox on the breakpoint window (or whatever you use, I haven't actually tried it yet ) that determines whether hardware-based things such as DMA should set them off, or just direct I/O. It could be rather confusing if, say, someone set a breakpoint on the scanline counter and kept getting hits at seemingly random instructions because it was modifying itself. | |||
Geiger Buster Beetle Level: 34 Posts: 313/460 EXP: 241080 For next: 12571 Since: 03-15-04 From: Indianapolis, IN, USA Since last post: 6 hours Last activity: 6 hours |
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As far as identifying breakpoints caused by hardware, I would generally exclude those unless specified not to. I do not know about most other hardware stuff, but DMA is something that will usually be wanted. For example, DMA and Fill RAM are used in Final Fantasy VI to copy the character stats into memory. The user will never see any other read command for that data in the ROM. While I could see an argument for having an on / off switch for DMA, the default setting would probably need to be on. ---T.Geiger |
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MathOnNapkins Math n' Hacks Level: 67 Posts: 1501/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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Geiger, why do I get an error on this latest version that "Zlibwapi.dll not found" no edition up to this gives me this error. I'm using Windows 98se btw, and I think that may be the cultprit but I'd at least like to see whats up. (edited by MathOnNapkins on 02-26-05 01:17 AM) |
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Geiger Buster Beetle Level: 34 Posts: 318/460 EXP: 241080 For next: 12571 Since: 03-15-04 From: Indianapolis, IN, USA Since last post: 6 hours Last activity: 6 hours |
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why do I get an error on this latest version that "Zlibwapi.dll not found" Do not know. Does not do it for me. Make sure you have Zlibwapi.dll in the same directory as GSD. Get the full download if it still does not work. ---T.Geiger |
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Parasyte Bullet Bill Level: 35 Posts: 325/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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Unsure if you are aware of this problem, but Aero The Acro-Bat (U) [!] 'hangs' on the Iguana Entertainment screen. Usually, you're able to pass the screen by pressing a button (which works in both ZSNES and SNES9x 1.43, though not in your debugger r6) Music continues playing, but you're unable to pass that screen. Any ideas? | |||
Geiger Buster Beetle Level: 34 Posts: 319/460 EXP: 241080 For next: 12571 Since: 03-15-04 From: Indianapolis, IN, USA Since last post: 6 hours Last activity: 6 hours |
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Aero The Acro-Bat (U) [!] 'hangs' on the Iguana Entertainment screen. Usually, you're able to pass the screen by pressing a button (which works in both ZSNES and SNES9x 1.43, though not in your debugger r6) Music continues playing, but you're unable to pass that screen. It is in a loop waiting for 7E0104 to change. More than likely, this is supposed to be where part of the joypad data is stored. However, viewing RAM in the Hex Editor, it looks like the joypad data is being stored to 7E0105 and 7E0106 instead. I will take a closer look at it this next week. (edit) Bah. I do not know what I am talking about. It is waiting for 7E0104 to equal 00. Not sure what it is looking for specifically. (edit again) Double bah! I think I was right the first time. ---T.Geiger (edited by Geiger on 02-27-05 09:19 PM) (edited by Geiger on 02-27-05 09:22 PM) |
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Parasyte Bullet Bill Level: 35 Posts: 326/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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Oh well, another problem I noticed is that breakpoints are [internally] disabled when a game is reset. The breakpoint window must be opened/closed after resetting to enable the breakpoints which were previously enabled. Quite annoying, especially when you can't figure out why your breakpoints are not hitting, though they were enabled before reset. | |||
Imzogelmo Blue Octorok Level: 11 Posts: 32/41 EXP: 5292 For next: 693 Since: 09-22-04 From: (Longview) Starkville, MS, USA Since last post: 15 days Last activity: 1 day |
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Yeah, I noticed the breakpoint thing too. At first I thought it was just randomly missing them, but then I realized it was coming from the resetting. I wrote a new subroutine (and I knew it had to pass through it), and I put a breakpoint on the starting address of the routine, but it would miss sometimes after I reloaded the game (which was often, since I was simultaneously editing it in a hex editor). | |||
Geiger Buster Beetle Level: 34 Posts: 320/460 EXP: 241080 For next: 12571 Since: 03-15-04 From: Indianapolis, IN, USA Since last post: 6 hours Last activity: 6 hours |
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breakpoints are disabled when a game is reset. I did this initially for a reason, though I cannot remember why at this point. I have gone through about 150 megs of log files looking for the problem with Aero. I have about 900 more to sift through. And that is presuming the problem even is something I can see in a trace. Mostly the difference so far seems to be that Mark 8 took longer to respond to special registers and whatnot than Mark 9 does, resulting in a lot more looping. I do not think that is the cause (or even the symptom) of the problem though. ---T.Geiger |
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Parasyte Bullet Bill Level: 35 Posts: 328/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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The least you could do about disabling breakpoints is having them automatically 'unchecked' in the breakpoint window when reset. But that's the least. A better solution would be keeping them enabled on soft/hard reset, and removing them only when a ROM is loaded. | |||
Euclid Cheep-cheep Level: 23 Posts: 137/193 EXP: 65528 For next: 2195 Since: 03-15-04 From: Australia Since last post: 24 days Last activity: 7 days |
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I think i found a bug with the debugger (i'm using R2, so i wouldn't know if it's been fixed. doesn't seem like it's fixed from the changelog though.) When you have code like this: $00/9000 JML [$0000] (and it goes to say 01:9000) and if i put a exec breakpoint on 01:9000 it won't break. it does if i do the next instruction after 01:9000 though. edit: typos. (edited by Euclid on 03-05-05 10:15 PM) |
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DarkPhoenix Octorok Level: 9 Posts: 1/31 EXP: 2669 For next: 493 Since: 03-08-05 Since last post: 23 days Last activity: 16 hours |
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Brilliant work, Geiger. I haven't run into any new bugs myself, but I have some suggestions for future releases -The ability to scroll through RAM while the game is running. This is more an issue of the fact that SNES9X pauses execution whenever you click on another window, but it'd be nice to be able to scroll through and see at a glance, for example, what parts of RAM are still updating while the game is sitting idle, rather than having to switch back and forth between the game and the hex viewer to scroll and see what's being modified. -A more visual way of looking at the usage map. Perhaps a way to view the hex highlighted as values are used as code or data and such. -and of course,along the same lines, as mentioned before by jman, something to look at the PPU of course, I'm not suggesting anything so complex as this - http://acg.media.mit.edu/people/fry/deconstructulator/ , that specific example is likely beyond the scope of the program, but maybe something simple, so at least things being accessed/modified will stick out a little better. On a side note, I can vouch for the joystick support not working. Not a terrible flaw, but an inconvenience. Granted, it shouldn't be your job to clean up the SNES9x code. |
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Parasyte Bullet Bill Level: 35 Posts: 344/514 EXP: 267348 For next: 12588 Since: 05-25-04 Since last post: 104 days Last activity: 32 days |
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The joystick support works fine for me. Always has. (I can't play any emulator with a keyboard. it's too unnatural and sucks a whole lot. SNES pad all the way!) | |||
dan Snap Dragon Level: 43 Posts: 479/782 EXP: 534516 For next: 30530 Since: 03-15-04 Since last post: 20 hours Last activity: 14 hours |
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The joystick support seems to work fine for me now. Although, sometimes it does seem to assign incorrect buttons when I am attempting to set it up. But as DarkPhoenix said, it's not your job to fix SNES9x's already present flaws. | |||
DarkPhoenix Octorok Level: 9 Posts: 2/31 EXP: 2669 For next: 493 Since: 03-08-05 Since last post: 23 days Last activity: 16 hours |
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oh, something I liked from FCEUXD - the CDL dialogue box gives percentages of what's been interpreted as code and as data. Might be a nice touch to the SNES9x debugger...always nice to know when you're making progress. I love the usage maps (partially because I was trying to do a lot of it more...manually before), and any added functionality to it is much appreciated. |
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Acmlm's Board - I2 Archive - Rom Hacking - Geiger's Snes9x Debugger Mark 9 | | | |