Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
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//////////////////////////////////////////////////////////////////////////////////////////
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//
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// Licensetype: GNU General Public License (GPL)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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//
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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//
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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//
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//////////////////////////////////////////////////////////////////////////////////////////
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2008-09-29 21:22:44 +00:00
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Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
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// Includes
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2008-09-29 21:22:44 +00:00
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2008-10-04 20:15:19 +00:00
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Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
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#include <iostream>
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#include <vector>
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#include <string> // so that we can test std::string == abc
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2008-10-09 04:00:47 +00:00
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#include <math.h> // for the pow() function
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2008-09-29 21:22:44 +00:00
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#ifdef _WIN32
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2008-10-03 10:59:56 +00:00
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#include <windows.h>
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2008-09-29 21:22:44 +00:00
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#endif
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Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
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#include "../Debugger/Debugger.h"
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2008-10-04 20:15:19 +00:00
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#include "../Debugger/PBView.h"
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2008-10-03 10:59:56 +00:00
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#include "Console.h" // open and close console, clear console window
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2008-10-04 20:15:19 +00:00
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#include "../Globals.h"
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#include "../UCodes/UCodes.h"
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#include "../UCodes/UCode_AXStructs.h"
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#include "../UCodes/UCode_AX.h"
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Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
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2008-10-07 00:59:12 +00:00
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Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
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// Externals
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2008-10-03 10:59:56 +00:00
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2008-10-09 04:00:47 +00:00
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extern int nFiles;
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2008-10-04 17:26:12 +00:00
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float ratioFactor; // a global to get the ratio factor from MixAdd
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2008-10-03 10:59:56 +00:00
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int gUpdFreq = 5;
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2008-10-07 00:59:12 +00:00
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int gPreset = 0;
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2008-10-03 10:59:56 +00:00
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u32 gLastBlock;
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2008-10-06 18:40:34 +00:00
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extern bool gSSBM;
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extern bool gSSBMremedy1;
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extern bool gSSBMremedy2;
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2008-10-07 00:59:12 +00:00
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extern bool gSequenced;
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2008-10-11 07:28:18 +00:00
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extern bool gVolume;
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2008-10-07 00:59:12 +00:00
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extern bool gReset;
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bool gOnlyLooping = false;
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extern int gSaveFile;
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
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// Parameter blocks
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2008-09-29 21:22:44 +00:00
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2008-10-09 04:00:47 +00:00
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std::vector<u32> gloopPos(64);
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std::vector<u32> gsampleEnd(64);
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std::vector<u32> gsamplePos(64);
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// main
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std::vector<u16> gsrc_type(64);
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std::vector<u16> gis_stream(64);
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2008-10-07 00:59:12 +00:00
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|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
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// PBSampleRateConverter src
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std::vector<u32> gratio(64);
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std::vector<u32> gratiohi(64);
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std::vector<u32> gratiolo(64);
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std::vector<u32> gfrac(64);
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std::vector<u32> gcoef(64);
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2008-10-07 00:59:12 +00:00
|
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|
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
// PBSampleRateConverter mixer
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|
|
|
std::vector<u16> gvolume_left(64);
|
2008-10-09 04:00:47 +00:00
|
|
|
std::vector<u16> gmix_unknown(64);
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
std::vector<u16> gvolume_right(64);
|
2008-10-09 04:00:47 +00:00
|
|
|
std::vector<u16> gmix_unknown2(64);
|
2008-10-07 00:59:12 +00:00
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|
|
std::vector<u16> gmixer_control(64);
|
2008-10-09 04:00:47 +00:00
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|
|
|
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|
|
std::vector<u16> gmixer_vol1(64);
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|
|
std::vector<u16> gmixer_vol2(64);
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|
|
|
std::vector<u16> gmixer_vol3(64);
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|
|
|
std::vector<u16> gmixer_vol4(64);
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|
|
std::vector<u16> gmixer_vol5(64);
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|
|
|
std::vector<u16> gmixer_vol6(64);
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|
|
|
std::vector<u16> gmixer_vol7(64);
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|
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|
std::vector<u16> gmixer_d1(64);
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|
std::vector<u16> gmixer_d2(64);
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|
std::vector<u16> gmixer_d3(64);
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|
std::vector<u16> gmixer_d4(64);
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|
std::vector<u16> gmixer_d5(64);
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|
std::vector<u16> gmixer_d6(64);
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|
std::vector<u16> gmixer_d7(64);
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// PBVolumeEnvelope vol_env
|
2008-10-07 00:59:12 +00:00
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|
std::vector<u16> gcur_volume(64);
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|
std::vector<u16> gcur_volume_delta(64);
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
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|
2008-10-09 04:00:47 +00:00
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|
// PBAudioAddr audio_addr (incl looping)
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|
std::vector<u16> gaudioFormat(64);
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|
std::vector<u16> glooping(64);
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
std::vector<u16> gloop1(64);
|
|
|
|
std::vector<u16> gloop2(64);
|
|
|
|
std::vector<u16> gloop3(64);
|
2008-10-09 04:00:47 +00:00
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|
|
|
|
// PBADPCMInfo adpcm
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
std::vector<u16> gadloop1(64);
|
|
|
|
std::vector<u16> gadloop2(64);
|
|
|
|
std::vector<u16> gadloop3(64);
|
|
|
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|
|
|
|
// updates
|
|
|
|
std::vector<u16> gupdates1(64);
|
|
|
|
std::vector<u16> gupdates2(64);
|
|
|
|
std::vector<u16> gupdates3(64);
|
|
|
|
std::vector<u16> gupdates4(64);
|
|
|
|
std::vector<u16> gupdates5(64);
|
|
|
|
std::vector<u32> gupdates_addr(64);
|
2008-10-09 04:00:47 +00:00
|
|
|
std::vector<u32> gupdates_data(64);
|
2008-09-29 21:22:44 +00:00
|
|
|
|
|
|
|
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
// Counters
|
2008-09-29 21:22:44 +00:00
|
|
|
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
int j = 0;
|
|
|
|
int k = 0;
|
2008-10-09 04:00:47 +00:00
|
|
|
unsigned int l = 0;
|
2008-10-03 10:59:56 +00:00
|
|
|
int iupd = 0;
|
|
|
|
bool iupdonce = false;
|
|
|
|
std::vector<u16> viupd(15); // the length of the update frequency bar
|
|
|
|
int vectorLengthGUI = 8; // length of playback history bar for the GUI version
|
|
|
|
int vectorLength = 15; // for console version
|
2008-10-06 18:40:34 +00:00
|
|
|
int vectorLength2 = 100; // for console version
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
|
|
|
|
|
|
|
|
// More stuff
|
2008-09-29 21:22:44 +00:00
|
|
|
|
2008-10-06 18:40:34 +00:00
|
|
|
// should we worry about the additonal memory these lists require? bool will allocate
|
|
|
|
// very little memory
|
|
|
|
std::vector< std::vector<bool> > vector1(64, std::vector<bool>(vectorLength,0));
|
|
|
|
std::vector< std::vector<bool> > vector2(64, std::vector<bool>(vectorLength2,0));
|
2008-10-03 10:59:56 +00:00
|
|
|
std::vector<int> numberRunning(64);
|
2008-09-29 21:22:44 +00:00
|
|
|
|
|
|
|
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
// Classes
|
2008-09-29 21:22:44 +00:00
|
|
|
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
extern CDebugger* m_frame;
|
2008-09-29 21:22:44 +00:00
|
|
|
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
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|
|
|
|
2008-10-09 04:00:47 +00:00
|
|
|
// =======================================================================================
|
|
|
|
// Write title
|
|
|
|
// --------------
|
|
|
|
std::string writeTitle(int a)
|
|
|
|
{
|
|
|
|
std::string b;
|
|
|
|
if(a == 0)
|
|
|
|
{
|
|
|
|
b = " adpcm adpcm_loop\n";
|
|
|
|
b = b + " Nr pos / end lpos | voll volr | isl iss | pre yn1 yn2 pre yn1 yn2 | frac ratio[hi lo]\n";
|
|
|
|
}
|
|
|
|
else if(a == 1)
|
|
|
|
{
|
|
|
|
b = " Nr pos / end lpos | voll volr | src form coef | 1 2 3 4 5\n";
|
|
|
|
}
|
|
|
|
else if(a == 2)
|
|
|
|
{
|
|
|
|
b = " Nr pos / end lpos | voll volr | isl iss | e-l e-s\n";
|
|
|
|
}
|
|
|
|
else if(a == 3)
|
|
|
|
{
|
|
|
|
b = " Nr voll volr dl dr curv delt mixc r | v1 v2 v3 v4 v5 v6 v7 | d1 d2 d3 d4 d5 d6 d7\n";
|
|
|
|
}
|
|
|
|
return b;
|
|
|
|
}
|
|
|
|
// =======================================================================================
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// =======================================================================================
|
|
|
|
// Write main message (presets)
|
|
|
|
// --------------
|
|
|
|
std::string writeMessage(int a, int i)
|
|
|
|
{
|
|
|
|
char buf [1000] = "";
|
|
|
|
std::string sbuf;
|
|
|
|
// =======================================================================================
|
|
|
|
// PRESETS
|
|
|
|
// ---------------------------------------------------------------------------------------
|
|
|
|
/*
|
|
|
|
PRESET 0
|
|
|
|
" Nr pos / end lpos | voll volr | isl iss | pre yn1 yn2 pre yn1 yn2 | frac ratio[hi lo]\n";
|
|
|
|
"---------------|00 12341234/12341234 12341234 | 00000 00000 | 0 0 | 000 00000 00000 000 00000 00000 | 00000 00000[0 00000]
|
|
|
|
|
|
|
|
PRESET 1 (updates)
|
|
|
|
" Nr pos / end lpos | voll volr | src form coef | 1 2 3 4 5\n";
|
|
|
|
"---------------|00 12341234/12341234 12341234 | 00000 00000 | 0 0 0 | 0 0 0 0 0
|
|
|
|
|
|
|
|
PRESET 2
|
|
|
|
" Nr pos / end lpos | voll volr | isl iss | e-l e-s\n";
|
|
|
|
"---------------|00 12341234/12341234 12341234 | 00000 00000 | 0 0 | 000000 000000
|
|
|
|
*/
|
|
|
|
if(a == 0)
|
|
|
|
{
|
|
|
|
sprintf(buf,"%c%02i %08i/%08i %08i | %05i %05i | %i %i | %03i %05i %05i %03i %05i %05i | %05i %05i[%i %05i]",
|
|
|
|
223, i, gsamplePos[i], gsampleEnd[i], gloopPos[i],
|
|
|
|
gvolume_left[i], gvolume_right[i],
|
|
|
|
glooping[i], gis_stream[i],
|
|
|
|
gadloop1[i], gadloop2[i], gadloop3[i], gloop1[i], gloop2[i], gloop3[i],
|
|
|
|
gfrac[i], gratio[i], gratiohi[i], gratiolo[i]
|
|
|
|
);
|
|
|
|
}
|
|
|
|
else if(a == 1)
|
|
|
|
{
|
|
|
|
sprintf(buf,"%c%02i %08i/%08i %08i | %05i %05i | %i %i %i | %i %i %i %i %i %08x %08x",
|
|
|
|
223, i, gsamplePos[i], gsampleEnd[i], gloopPos[i],
|
|
|
|
gvolume_left[i], gvolume_right[i],
|
|
|
|
gsrc_type[i], gaudioFormat[i], gcoef[i],
|
|
|
|
gupdates1[i], gupdates2[i], gupdates3[i], gupdates4[i], gupdates5[i], gupdates_addr[i], gupdates_data[i]
|
|
|
|
);
|
|
|
|
}
|
|
|
|
else if(a == 2)
|
|
|
|
{
|
|
|
|
sprintf(buf,"%c%02i %08i/%08i %08i | %05i %05i | %i %i | %06i %06i",
|
|
|
|
223, i, gsamplePos[i], gsampleEnd[i], gloopPos[i],
|
|
|
|
gvolume_left[i], gvolume_right[i],
|
|
|
|
glooping[i], gis_stream[i],
|
|
|
|
gsampleEnd[i] - gloopPos[i], gsampleEnd[i] - gsamplePos[i]
|
|
|
|
);
|
|
|
|
}
|
|
|
|
/*
|
|
|
|
PRESET 3
|
|
|
|
" Nr voll volr dl dr curv delt mixc r | v1 v2 v3 v4 v5 v6 v7 | d1 d2 d3 d4 d5 d6 d7\n";
|
|
|
|
"---------------|00 00000 00000 00000 00000 00000 00000 00000 0 | 00000 00000 00000 00000 00000 00000 00000 | 00000 00000 00000 00000 00000 00000 00000
|
|
|
|
*/
|
|
|
|
else if(a == 3)
|
|
|
|
{
|
|
|
|
sprintf(buf,"%c%02i %05i %05i %05i %05i %05i %05i %05i %i | %05i %05i %05i %05i %05i %05i %05i | %05i %05i %05i %05i %05i %05i %05i",
|
|
|
|
223, i,
|
|
|
|
gvolume_left[i], gvolume_right[i], gmix_unknown[i], gmix_unknown2[i], gcur_volume[i], gcur_volume_delta[i],
|
|
|
|
gmixer_control[i], (gmixer_control[i] & MIXCONTROL_RAMPING),
|
|
|
|
gmixer_vol1[i], gmixer_vol2[i], gmixer_vol3[i], gmixer_vol4[i], gmixer_vol5[i],
|
|
|
|
gmixer_vol6[i], gmixer_vol7[i],
|
|
|
|
gmixer_d1[i], gmixer_d2[i], gmixer_d3[i], gmixer_d4[i], gmixer_d5[i],
|
|
|
|
gmixer_d6[i], gmixer_d7[i]
|
|
|
|
);
|
|
|
|
}
|
|
|
|
sbuf = buf;
|
|
|
|
return sbuf;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// =======================================================================================
|
|
|
|
|
|
|
|
|
|
|
|
|
2008-10-06 18:40:34 +00:00
|
|
|
// I placed this in CUCode_AX because it needs access to private members of that class.
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
void CUCode_AX::Logging(short* _pBuffer, int _iSize, int a)
|
|
|
|
{
|
|
|
|
|
|
|
|
AXParamBlock PBs[NUMBER_OF_PBS];
|
2008-10-11 07:38:14 +00:00
|
|
|
int numberOfPBs = ReadOutPBs(0, PBs, NUMBER_OF_PBS);
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
|
2008-10-09 04:00:47 +00:00
|
|
|
|
|
|
|
// =======================================================================================
|
|
|
|
// Update parameter values
|
|
|
|
// --------------
|
|
|
|
// We could chose to update these only if a block is currently running - Later I'll add options
|
|
|
|
// to see both the current and the lastets active value.
|
|
|
|
//if (PBs[i].running)
|
|
|
|
int irun = 0;
|
|
|
|
for (int i = 0; i < numberOfPBs; i++)
|
|
|
|
{
|
|
|
|
if(PBs[i].running)
|
|
|
|
{
|
|
|
|
irun++;
|
|
|
|
}
|
|
|
|
|
|
|
|
// write a line if nothing is playing
|
|
|
|
if (i == numberOfPBs - 1 && irun == 0)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < nFiles; i++)
|
|
|
|
{
|
|
|
|
std::string sfbuff;
|
|
|
|
sfbuff = "-----";
|
|
|
|
aprintf(i, (char *)sfbuff.c_str());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ---------------------------------------------------------------------------------------
|
|
|
|
// Prepare conditions
|
|
|
|
// --------------
|
|
|
|
bool Conditions;
|
|
|
|
if (gOnlyLooping)
|
|
|
|
{
|
|
|
|
Conditions = PBs[i].audio_addr.looping;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Conditions = (numberRunning.at(i) > 0 || PBs[i].audio_addr.looping);
|
|
|
|
}
|
|
|
|
// --------------
|
|
|
|
|
|
|
|
|
|
|
|
if(Conditions)
|
|
|
|
{
|
|
|
|
// AXPB base
|
|
|
|
gcoef[i] = PBs[i].unknown1;
|
|
|
|
|
|
|
|
gloopPos[i] = (PBs[i].audio_addr.loop_addr_hi << 16) | PBs[i].audio_addr.loop_addr_lo;
|
|
|
|
gsampleEnd[i] = (PBs[i].audio_addr.end_addr_hi << 16) | PBs[i].audio_addr.end_addr_lo;
|
|
|
|
gsamplePos[i] = (PBs[i].audio_addr.cur_addr_hi << 16) | PBs[i].audio_addr.cur_addr_lo;
|
|
|
|
|
|
|
|
// PBSampleRateConverter src
|
|
|
|
|
|
|
|
gratio[i] = (u32)(((PBs[i].src.ratio_hi << 16) + PBs[i].src.ratio_lo) * ratioFactor);
|
|
|
|
gratiohi[i] = PBs[i].src.ratio_hi;
|
|
|
|
gratiolo[i] = PBs[i].src.ratio_lo;
|
|
|
|
gfrac[i] = PBs[i].src.cur_addr_frac;
|
|
|
|
|
|
|
|
// adpcm_loop_info
|
|
|
|
gadloop1[i] = PBs[i].adpcm.pred_scale;
|
|
|
|
gadloop2[i] = PBs[i].adpcm.yn1;
|
|
|
|
gadloop3[i] = PBs[i].adpcm.yn2;
|
|
|
|
|
|
|
|
gloop1[i] = PBs[i].adpcm_loop_info.pred_scale;
|
|
|
|
gloop2[i] = PBs[i].adpcm_loop_info.yn1;
|
|
|
|
gloop3[i] = PBs[i].adpcm_loop_info.yn2;
|
|
|
|
|
|
|
|
// updates
|
|
|
|
gupdates1[i] = PBs[i].updates.num_updates[0];
|
|
|
|
gupdates2[i] = PBs[i].updates.num_updates[1];
|
|
|
|
gupdates3[i] = PBs[i].updates.num_updates[2];
|
|
|
|
gupdates4[i] = PBs[i].updates.num_updates[3];
|
|
|
|
gupdates5[i] = PBs[i].updates.num_updates[4];
|
|
|
|
|
|
|
|
gupdates_addr[i] = (PBs[i].updates.data_hi << 16) | PBs[i].updates.data_lo;
|
|
|
|
gupdates_data[i] = Memory_Read_U32(gupdates_addr[i]);
|
|
|
|
|
|
|
|
gaudioFormat[i] = PBs[i].audio_addr.sample_format;
|
|
|
|
glooping[i] = PBs[i].audio_addr.looping;
|
|
|
|
gsrc_type[i] = PBs[i].src_type;
|
|
|
|
gis_stream[i] = PBs[i].is_stream;
|
|
|
|
|
|
|
|
// mixer
|
|
|
|
gvolume_left[i] = PBs[i].mixer.volume_left;
|
|
|
|
gvolume_right[i] = PBs[i].mixer.volume_right;
|
|
|
|
|
|
|
|
gmix_unknown[i] = PBs[i].mixer.unknown;
|
|
|
|
gmix_unknown2[i] = PBs[i].mixer.unknown2;
|
|
|
|
|
|
|
|
gmixer_control[i] = PBs[i].mixer_control;
|
|
|
|
gcur_volume[i] = PBs[i].vol_env.cur_volume;
|
|
|
|
gcur_volume_delta[i] = PBs[i].vol_env.cur_volume_delta;
|
|
|
|
|
|
|
|
gmixer_vol1[i] = PBs[i].mixer.unknown3[0];
|
|
|
|
gmixer_vol2[i] = PBs[i].mixer.unknown3[2];
|
|
|
|
gmixer_vol3[i] = PBs[i].mixer.unknown3[4];
|
|
|
|
gmixer_vol4[i] = PBs[i].mixer.unknown3[6];
|
|
|
|
gmixer_vol5[i] = PBs[i].mixer.unknown3[0];
|
|
|
|
gmixer_vol6[i] = PBs[i].mixer.unknown3[2];
|
|
|
|
gmixer_vol7[i] = PBs[i].mixer.unknown3[4];
|
|
|
|
|
|
|
|
gmixer_d1[i] = PBs[i].mixer.unknown4[1];
|
|
|
|
gmixer_d2[i] = PBs[i].mixer.unknown4[3];
|
|
|
|
gmixer_d3[i] = PBs[i].mixer.unknown4[5];
|
|
|
|
gmixer_d4[i] = PBs[i].mixer.unknown4[7];
|
|
|
|
gmixer_d5[i] = PBs[i].mixer.unknown4[1];
|
|
|
|
gmixer_d6[i] = PBs[i].mixer.unknown4[3];
|
|
|
|
gmixer_d7[i] = PBs[i].mixer.unknown4[5];
|
|
|
|
|
|
|
|
// ---------------------------------------------------------------------------------------
|
|
|
|
// Write to file
|
|
|
|
// --------------
|
|
|
|
for (int ii = 0; ii < nFiles; ii++)
|
|
|
|
{
|
|
|
|
std::string sfbuff;
|
|
|
|
if(a == 0) sfbuff = "***"; // note if it's before or after an update
|
|
|
|
else sfbuff = " ";
|
2008-10-11 07:28:18 +00:00
|
|
|
|
|
|
|
// write running
|
|
|
|
char cbuf[10];
|
|
|
|
sprintf(cbuf, "%i", PBs[i].running);
|
|
|
|
sfbuff = sfbuff + cbuf;
|
|
|
|
|
2008-10-09 04:00:47 +00:00
|
|
|
sfbuff = sfbuff + writeMessage(ii, i);
|
2008-10-11 14:35:29 +00:00
|
|
|
|
|
|
|
// write _iSize
|
|
|
|
strcpy(cbuf, ""); sprintf(cbuf, "%i", _iSize);
|
|
|
|
sfbuff = sfbuff + " | _iSize: " + cbuf + "\n";
|
|
|
|
|
2008-10-09 04:00:47 +00:00
|
|
|
aprintf(ii, (char *)sfbuff.c_str());
|
|
|
|
}
|
|
|
|
// --------------
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// ==============
|
|
|
|
|
|
|
|
|
|
|
|
// =======================================================================================
|
|
|
|
// Control how often the screen is updated, and then update the screen
|
|
|
|
// --------------
|
|
|
|
if(a == 0) j++;
|
|
|
|
//if(l == pow((double)2,32)) l=0; // reset l
|
|
|
|
//l++;
|
2008-10-11 07:28:18 +00:00
|
|
|
if (gUpdFreq > 0 && j > (200/gUpdFreq))
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
{
|
|
|
|
|
2008-10-06 18:40:34 +00:00
|
|
|
// =======================================================================================
|
|
|
|
// Move all items back - Vector1 is a vector1[64][100] vector
|
|
|
|
// --------------
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
/*
|
2008-10-03 10:59:56 +00:00
|
|
|
Move all items back like this:
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
1 to 2
|
|
|
|
2 3
|
2008-10-03 10:59:56 +00:00
|
|
|
3 ...
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
*/
|
|
|
|
for (int i = 0; i < 64; i++)
|
|
|
|
{
|
|
|
|
for (int j = 1; j < vectorLength; j++)
|
|
|
|
{
|
|
|
|
vector1.at(i).at(j-1) = vector1.at(i).at(j);
|
|
|
|
}
|
2008-10-09 04:00:47 +00:00
|
|
|
}
|
2008-09-29 21:22:44 +00:00
|
|
|
|
2008-10-09 04:00:47 +00:00
|
|
|
// Save the latest value
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
for (int i = 0; i < numberOfPBs; i++)
|
|
|
|
{
|
2008-10-08 18:57:33 +00:00
|
|
|
vector1.at(i).at(vectorLength-1) = PBs[i].running ? true : false;
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
}
|
2008-10-06 18:40:34 +00:00
|
|
|
// ==============
|
|
|
|
|
|
|
|
|
|
|
|
// =======================================================================================
|
|
|
|
// Have a separate set for which ones to show
|
|
|
|
// --------------
|
|
|
|
/*
|
|
|
|
Move all items back like this:
|
|
|
|
1 to 2
|
|
|
|
2 3
|
|
|
|
3 ...
|
|
|
|
*/
|
|
|
|
for (int i = 0; i < 64; i++)
|
|
|
|
{
|
|
|
|
for (int j = 1; j < vectorLength2; j++)
|
|
|
|
{
|
|
|
|
vector2.at(i).at(j-1) = vector2.at(i).at(j);
|
|
|
|
}
|
2008-10-09 04:00:47 +00:00
|
|
|
}
|
2008-10-06 18:40:34 +00:00
|
|
|
|
2008-10-09 04:00:47 +00:00
|
|
|
// Save the latest value
|
2008-10-06 18:40:34 +00:00
|
|
|
for (int i = 0; i < numberOfPBs; i++)
|
|
|
|
{
|
|
|
|
vector2.at(i).at(vectorLength2-1) = PBs[i].running;
|
|
|
|
}
|
|
|
|
// ==============
|
|
|
|
|
2008-09-29 21:22:44 +00:00
|
|
|
|
2008-10-03 10:59:56 +00:00
|
|
|
// =======================================================================================
|
|
|
|
// Count how many we have running now
|
|
|
|
// --------------
|
|
|
|
int jj = 0;
|
|
|
|
for (int i = 0; i < 64; i++)
|
|
|
|
{
|
2008-10-06 18:40:34 +00:00
|
|
|
for (int j = 0; j < vectorLength2-1; j++)
|
2008-10-03 10:59:56 +00:00
|
|
|
{
|
2008-10-06 18:40:34 +00:00
|
|
|
if (vector2.at(i).at(j) == 1)
|
2008-10-03 10:59:56 +00:00
|
|
|
{
|
|
|
|
jj++;
|
|
|
|
}
|
|
|
|
numberRunning.at(i) = jj;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// ==============
|
|
|
|
|
2008-10-07 00:59:12 +00:00
|
|
|
|
2008-10-03 10:59:56 +00:00
|
|
|
// =======================================================================================
|
|
|
|
// Write header
|
|
|
|
// --------------
|
|
|
|
char buffer [1000] = "";
|
|
|
|
std::string sbuff;
|
2008-10-09 04:00:47 +00:00
|
|
|
sbuff = writeTitle(gPreset);
|
2008-10-03 10:59:56 +00:00
|
|
|
// ==============
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
|
2008-10-07 00:59:12 +00:00
|
|
|
|
2008-10-03 10:59:56 +00:00
|
|
|
// go through all running blocks
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
for (int i = 0; i < numberOfPBs; i++)
|
|
|
|
{
|
2008-10-07 00:59:12 +00:00
|
|
|
|
2008-10-09 04:00:47 +00:00
|
|
|
// ---------------------------------------------------------------------------------------
|
|
|
|
// Prepare conditions. TODO: We use this in two places now, make it only one
|
2008-10-07 00:59:12 +00:00
|
|
|
// --------------
|
|
|
|
bool Conditions;
|
|
|
|
if (gOnlyLooping)
|
|
|
|
{
|
|
|
|
Conditions = PBs[i].audio_addr.looping;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Conditions = (numberRunning.at(i) > 0 || PBs[i].audio_addr.looping);
|
|
|
|
}
|
2008-10-09 04:00:47 +00:00
|
|
|
// --------------
|
2008-10-07 00:59:12 +00:00
|
|
|
|
2008-10-09 04:00:47 +00:00
|
|
|
|
|
|
|
// use the condition
|
2008-10-07 00:59:12 +00:00
|
|
|
if (Conditions)
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
{
|
|
|
|
|
2008-09-29 21:22:44 +00:00
|
|
|
|
2008-10-03 10:59:56 +00:00
|
|
|
// Playback history for the GUI debugger --------------------------
|
|
|
|
if(m_frame)
|
|
|
|
{
|
|
|
|
std::string guipr; // gui progress
|
|
|
|
|
|
|
|
for (int j = 0; j < vectorLengthGUI; j++)
|
|
|
|
{
|
|
|
|
if(vector1.at(i).at(j) == 0)
|
|
|
|
{
|
|
|
|
guipr = guipr + "0";
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
guipr = guipr + "1";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
u32 run = atoi( guipr.c_str());
|
|
|
|
m_frame->m_GPRListView->m_CachedRegs[1][i] = run;
|
|
|
|
guipr.clear();
|
|
|
|
}
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
|
2008-10-03 10:59:56 +00:00
|
|
|
|
|
|
|
// Playback history for the console debugger --------------------------
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
for (int j = 0; j < vectorLength; j++)
|
|
|
|
{
|
|
|
|
if(vector1.at(i).at(j) == 0)
|
|
|
|
{
|
2008-10-03 10:59:56 +00:00
|
|
|
sbuff = sbuff + " ";
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2008-10-03 10:59:56 +00:00
|
|
|
sprintf(buffer, "%c", 177);
|
|
|
|
sbuff = sbuff + buffer; strcpy(buffer, "");
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
}
|
|
|
|
}
|
2008-10-03 10:59:56 +00:00
|
|
|
// ---------
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
|
|
|
|
|
2008-10-03 10:59:56 +00:00
|
|
|
// hopefully this is false if we don't have a debugging window and so it doesn't cause a crash
|
|
|
|
if(m_frame)
|
|
|
|
{
|
|
|
|
m_frame->m_GPRListView->m_CachedRegs[2][i] = gsamplePos[i];
|
2008-10-09 18:47:53 +00:00
|
|
|
m_frame->m_GPRListView->m_CachedRegs[3][i] = gsampleEnd[i];
|
|
|
|
m_frame->m_GPRListView->m_CachedRegs[4][i] = gloopPos[i];
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
|
2008-10-09 18:47:53 +00:00
|
|
|
m_frame->m_GPRListView->m_CachedRegs[5][i] = gvolume_left[i];
|
|
|
|
m_frame->m_GPRListView->m_CachedRegs[6][i] = gvolume_right[i];
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
|
2008-10-09 18:47:53 +00:00
|
|
|
m_frame->m_GPRListView->m_CachedRegs[7][i] = glooping[i];
|
|
|
|
m_frame->m_GPRListView->m_CachedRegs[8][i] = gloop1[i];
|
|
|
|
m_frame->m_GPRListView->m_CachedRegs[9][i] = gloop2[i];
|
|
|
|
m_frame->m_GPRListView->m_CachedRegs[10][i] = gloop3[i];
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
|
2008-10-09 18:47:53 +00:00
|
|
|
m_frame->m_GPRListView->m_CachedRegs[11][i] = gis_stream[i];
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
|
2008-10-09 18:47:53 +00:00
|
|
|
m_frame->m_GPRListView->m_CachedRegs[12][i] = gaudioFormat[i];
|
|
|
|
m_frame->m_GPRListView->m_CachedRegs[13][i] = gsrc_type[i];
|
|
|
|
m_frame->m_GPRListView->m_CachedRegs[14][i] = gcoef[i];
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
|
2008-10-09 18:47:53 +00:00
|
|
|
m_frame->m_GPRListView->m_CachedRegs[15][i] = gfrac[i];
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
|
2008-10-09 18:47:53 +00:00
|
|
|
m_frame->m_GPRListView->m_CachedRegs[16][i] = gratio[i];
|
|
|
|
m_frame->m_GPRListView->m_CachedRegs[17][i] = gratiohi[i];
|
|
|
|
m_frame->m_GPRListView->m_CachedRegs[18][i] = gratiolo[i];
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
|
2008-10-09 18:47:53 +00:00
|
|
|
m_frame->m_GPRListView->m_CachedRegs[19][i] = gupdates1[i];
|
|
|
|
m_frame->m_GPRListView->m_CachedRegs[20][i] = gupdates2[i];
|
|
|
|
m_frame->m_GPRListView->m_CachedRegs[21][i] = gupdates3[i];
|
|
|
|
m_frame->m_GPRListView->m_CachedRegs[22][i] = gupdates4[i];
|
|
|
|
m_frame->m_GPRListView->m_CachedRegs[23][i] = gupdates5[i];
|
2008-10-03 10:59:56 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// add new line
|
2008-10-09 04:00:47 +00:00
|
|
|
sbuff = sbuff + writeMessage(gPreset, i); strcpy(buffer, "");
|
2008-10-03 10:59:56 +00:00
|
|
|
sbuff = sbuff + "\n";
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
|
2008-10-03 10:59:56 +00:00
|
|
|
|
|
|
|
} // end of if (PBs[i].running)
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
|
|
|
|
} // end of big loop - for (int i = 0; i < numberOfPBs; i++)
|
|
|
|
|
|
|
|
|
|
|
|
|
2008-10-03 10:59:56 +00:00
|
|
|
// =======================================================================================
|
|
|
|
// Write global values
|
|
|
|
// ---------------
|
2008-10-11 14:35:29 +00:00
|
|
|
sprintf(buffer, "\nThe parameter blocks span from %08x to %08x | distance %i | num. of blocks %i | _iSize %i\n",
|
|
|
|
m_addressPBs, gLastBlock, (gLastBlock-m_addressPBs), (gLastBlock-m_addressPBs) / 192, _iSize);
|
2008-10-03 10:59:56 +00:00
|
|
|
sbuff = sbuff + buffer; strcpy(buffer, "");
|
|
|
|
// ===============
|
|
|
|
|
2008-10-06 18:40:34 +00:00
|
|
|
|
|
|
|
// =======================================================================================
|
|
|
|
// Write settings
|
|
|
|
// ---------------
|
2008-10-11 07:28:18 +00:00
|
|
|
sprintf(buffer, "\nSettings: SSBM fix %i | SSBM rem1 %i | SSBM rem2 %i\nSequenced %i | Volume %i | Reset %i | Only looping %i | Save file %i\n",
|
|
|
|
gSSBM, gSSBMremedy1, gSSBMremedy2, gSequenced, gVolume, gReset, gOnlyLooping, gSaveFile);
|
2008-10-06 18:40:34 +00:00
|
|
|
sbuff = sbuff + buffer; strcpy(buffer, "");
|
|
|
|
// ===============
|
|
|
|
|
2008-10-03 10:59:56 +00:00
|
|
|
|
|
|
|
// =======================================================================================
|
|
|
|
// Show update frequency
|
|
|
|
// ---------------
|
|
|
|
sbuff = sbuff + "\n";
|
|
|
|
if(!iupdonce)
|
|
|
|
{
|
|
|
|
/*
|
|
|
|
for (int i = 0; i < 10; i++)
|
|
|
|
{
|
|
|
|
viupd.at(i) == 0;
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
viupd.at(0) = 1;
|
|
|
|
viupd.at(1) = 1;
|
|
|
|
viupd.at(2) = 1;
|
|
|
|
iupdonce = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int i = 0; i < viupd.size(); i++) // 0, 1,..., 9
|
|
|
|
{
|
|
|
|
if (i < viupd.size()-1)
|
|
|
|
{
|
|
|
|
viupd.at(viupd.size()-i-1) = viupd.at(viupd.size()-i-2); // move all forward
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
viupd.at(0) = viupd.at(viupd.size()-1);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Correction
|
|
|
|
if (viupd.at(viupd.size()-3) == 1 && viupd.at(viupd.size()-2) == 1 && viupd.at(viupd.size()-1) == 1)
|
|
|
|
{
|
|
|
|
viupd.at(0) = 0;
|
|
|
|
}
|
|
|
|
if(viupd.at(0) == 0 && viupd.at(1) == 1 && viupd.at(2) == 1 && viupd.at(3) == 0)
|
|
|
|
{
|
|
|
|
viupd.at(0) = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int i = 0; i < viupd.size(); i++)
|
|
|
|
{
|
|
|
|
if(viupd.at(i) == 0)
|
|
|
|
sbuff = sbuff + " ";
|
|
|
|
else
|
|
|
|
sbuff = sbuff + ".";
|
|
|
|
}
|
|
|
|
// ================
|
|
|
|
|
|
|
|
|
|
|
|
// =======================================================================================
|
|
|
|
// Print
|
2008-10-09 04:00:47 +00:00
|
|
|
// ----------------
|
2008-10-03 10:59:56 +00:00
|
|
|
ClearScreen();
|
|
|
|
wprintf("%s", sbuff.c_str());
|
|
|
|
sbuff.clear(); strcpy(buffer, "");
|
2008-10-09 04:00:47 +00:00
|
|
|
// ================
|
2008-10-03 10:59:56 +00:00
|
|
|
|
2008-09-29 21:22:44 +00:00
|
|
|
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
// New values are written so update - DISABLED - It flickered a lot, even worse than a
|
2008-10-09 04:00:47 +00:00
|
|
|
// console window. So for now only the console windows is updated.
|
|
|
|
/*
|
|
|
|
if(m_frame)
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
{
|
2008-10-09 04:00:47 +00:00
|
|
|
m_frame->NotifyUpdate();
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
}
|
2008-10-09 04:00:47 +00:00
|
|
|
*/
|
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
|
|
|
|
|
|
|
k=0;
|
|
|
|
j=0;
|
|
|
|
|
2008-10-09 04:00:47 +00:00
|
|
|
} // end of if (j>20)
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Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case.
There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash.
Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why.
TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option.
Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
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} // end of function
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