03 December 2007, 20:22 | #1 |
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replay breakpoints
When I set a breakpoint with Action Replay 3.xx (all versions) it doesn't actrivate
When I set same breakpoint with winuae's debugger it activates, so is the replay faulty or emulation? Any ideas? |
03 December 2007, 20:27 | #2 |
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Your question is faulty
I guess you mean normal AR3 instruction breakpoints, they do work but note that they only work in ram and they can be overwritten (if code is self-modifying etc..) |
03 December 2007, 20:30 | #3 |
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Okay here is what I am trying to do
Captive loads its mapgen to a certain location then naturally jumps to that location to execute now I cannot find the jump (I guess it's using registers and stuff) so I figured i'd breakpoint the location it starts and then hopefully it'd jump in there I tried using the debugger but I need the emulation to pause when returning to winuiae so I can activate the debugger and single step thru (I prefer action replay to debugger for some reason!) |
03 December 2007, 20:50 | #4 |
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Pause won't help because while paused winuae won't pass any events to emulated side.
Possible solution: use built-in debugger breakpoint normally, when it breaks, use H or HH commands to check last few instructions until you find better breakpoint location. (that is not unpacked/loaded from disk) |
03 December 2007, 21:14 | #5 |
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is it possible to pause emulation but maybe still read instructions, so I can just go straight into replay when unpaused
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03 December 2007, 22:59 | #6 |
move.w #$4489,$dff07e
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A lame solution bippy is to activate AR while the code is still being loaded/decrunched but the start of it is already there. If you breakpoint the address now it should then fire AR when it is run.
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