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Trace logger doesn't get along with some symbolic debug I can't say if it important for my current issue (because I'm not a programmer), like will it still keep working independently if you revert r3362 or something, so check it out. When several can be triggered, it shows you which one from the list have their condition met, but it can be annoying sometimes as well.Īlso, r3363 contains an additional bugfix for 790 issue.
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I actually don't know which one is better. Starting from r3362, only 1 beakpoint can be triggered at a time. In versions older then r3362, there could be several triggers on the same instruction at the same time, for example if you add 2 Read breakpoints for $0100 and press Run after 1st triggers, then the 2nd one also pauses emulator instead of moving on with emulation. If I disable Execute, then Read breakpoint triggers normally. Read breakpoint should trigger all the time because of the infinite loop, however that Execute breakpoint blocks the trigger while being enabled. This breakpoint never triggers because its condition never meets. Then I add an Execute breakpoint for $8000-$8100 range with A= #10 condition. I have a test ROM which loops infinitely in $8000-$FFF7 range. And I'm not talking about Forbit breakpoints.Ī breakpoint blocks triggers of other breakpoints if all these are true:Ĥ - its triggering CPU address includes an address where breakpoint below should trigger Games with WRAM and no battery that have relevant lack-of-initialization bugs might be a very small set. Other option I guess is just ignore it and maybe it'll never come up, or take a long time to.
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I am not sure if making movies that record from start Close and re-Init the cart would be appropriate, or if every mapper that has WRAM should explicitly check for no battery and initialize- this is a lot of cases, but not horribly too much, and it could be an excuse to replace a lot of them with more generic shared WRAM code though. I'm wondering if the 3 existing examples cover cases where it's come up before? I don't know how severe this problem is in practice. and edit some hex values around $6000, record a movie, notice these values aren't kept.)
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Since implicit WRAM is pretty common, and it appears that recording a movie from start only does Power, not Init, that it's easy to intentionally produce a divergent WRAM memory state from a movie. Not sure if these were motivated by past problems, though they do manage to cover a lot of games between them. I found 3 exceptions, which explicitly initialize WRAM at Power if not battery backed. While reviewing the various mappers' WRAM initialization code for this pull request, I noticed that while WRAM seems to always be initialized by a board Init, it is not generally initialized by Power. Forkers movsb dragon2snow aquanull pyg2008 larroy chrisbroome bbbradsmith lbmeng mordenkainennn Gannio asdlei99 alexisbietti skystare SineSwiper wannabelikeyoda X33R00 sgadrat morskoyzmey mzaman07 Dwedit chrisledet enomlap fbmly007 corthon b004004 hxlnt JERUKA9 Moliman gauauu Andypro1 fang2x bonimy wvware yksoft1 Widlar v5100v5100 hexregex norill fractal161 charygao soarqin jeffli678 jamesgrams johnsonhit pp1992m HiZhaoxiaoyang AgentEnder seehuily alcharkov cooper-zhzhang g0me3 iPTF14hls wowjinxy hanaokaiwa ktan-ccsf bridgeduan ridgewayli Sanmorin Ben754 Xchuanshuo thunderlai kevin-su ChiaYen-Kan ClarkGuan npinochet chemelnucfin jsj2008 kakusaku JasonWThompson gyyfifafans sugear AntumDeluge wallmasterr ClusterM barbeque kilgariff fongoses Darth-Yoshi randomCharacter mossheim i-spark aldenprudent binsu996 libTorrentUser threecreepio icpeanut Phukndeeveesss dilmukhametovar PearlNeon tch69 fserve fflydev jnahmias tailscreatesstuff32 schdub ktanable1 owomomo qrikko tadryanom dankmemes999-creator