11 March 2016 - Forum Rules
Started by FAST6191, November 03, 2013, 06:18:58 PM
Quote from: Malias on November 03, 2013, 08:06:47 PMThe feature I'd love in a debugging emulator would be one that could do a memory trace and say exactly where some data in memory came from. It would be such a time saver.
Quote from: STARWIN on November 04, 2013, 01:03:53 PMI have recently read some PS1 (dis)asm as opposed to NES/SNES. It could be about the program (or its complexity), but I suspect that systems with many registers simply have more difficult disassemblies to read.
Quote from: FAST6191 on November 04, 2013, 02:07:11 PMOn many registers, again I suppose it is what you are used to but in general I find it annoying to have to step through a whole bunch of setup code for a function or even simply to do something like load an immediate into a register where the immediate is the size of a register.
Quote from: Kajitani-Eizan on November 04, 2013, 12:47:35 AMQuote from: Malias on November 03, 2013, 08:06:47 PMThe feature I'd love in a debugging emulator would be one that could do a memory trace and say exactly where some data in memory came from. It would be such a time saver.+1, that would be amazingpresumably you hit a button and it savestates and starts logging both a tracelog and the player input, then you use breakpoints or just pause the emulator to get to the point where the value in memory is there, then hit magic reverse trace button to trace backwards to see where it came from. obviously it might get stuck if it reads/writes to intermediate memory steps, but then you just automatically load state and retry again with the new target memory address and the recorded player input. repeat until you find a source or reach the beginning of the log
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