* Debugger: deleting a breakpoint leaves selection in the Breakpoints list
* Debugger: changed "Load .DEB" checkbox caption to ".DEB files" to emphasize that it also affects saving .deb files, not just loading them * updated docs * Taseditor: fixed extremely rare LagLog bug in History.jump() and RegisterBranching * Taseditor: fixed RegisterLuaChange to also consider LagLog changes [[Split portion of a mixed commit.]]
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@ -151,7 +151,7 @@
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<p><br/></p>
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<p><br/></p>
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<p>A single instruction may be one to three bytes, and will all appear on the line before the assembly code description of that instruction. An instruction with "= #$xx" at the end indicates the value currently in memory at the address referenced by the instruction (before it executes).</p>
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<p>A single instruction may be one to three bytes, and will all appear on the line before the assembly code description of that instruction. An instruction with "= #$xx" at the end indicates the value currently in memory at the address referenced by the instruction (before it executes).</p>
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<p><br/></p>
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<p><br/></p>
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<p>There is an empty column to the left of the memory view. Hovering the mouse here will display at the bottom of the window more detailed information about the location of this code in the iNES file. Left clicking on this column will open the Inline Assembler, which allows you to patch the ROM at runtime. Right clicking on this column will open the Hex Editor, which allows you to directly edit the ROM. Middle-clicking on this column will bring up the <a class="rvts18" href="GameGenieEncoderDecoder.html">Game Genie Encoder</a> at that address, so you can easily make Game Genie codes, for example freeze a range of addresses.</p>
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<p>There is an empty column to the left of the memory view. Hovering the mouse here will display at the bottom of the window more detailed information about the location of this code in the iNES file. Left clicking on this column will open the Inline Assembler, which allows you to patch the ROM at runtime. Right clicking on this column will open the Hex Editor, which allows you to directly edit the ROM. Middle-clicking on this column will bring up the <a class="rvts18" href="GameGenieEncoderDecoder.html">Game Genie Encoder</a> at that address, so you can easily make Game Genie codes.</p>
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<p><br/></p>
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<p><br/></p>
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<p><br/></p>
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<p><br/></p>
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<p><span class="rvts45">Breakpoints</span></p>
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<p><span class="rvts45">Breakpoints</span></p>
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<p><br/></p>
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<p><br/></p>
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<p><span class="rvts45">Other</span></p>
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<p><span class="rvts45">Other</span></p>
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<p><br/></p>
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<p><br/></p>
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<p>The debugger will automatically save debug settings such as breakpoints and bookmarks in a .deb file alongside the NES ROM. If the "Load .DEB" checkbox is checked, this file will be loaded next time you open the ROM.</p>
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<p>If the ".DEB files" checkbox in the lower right corner of the debugger window is checked, the emulator will automatically save debug settings such as breakpoints and bookmarks in a .deb file alongside the NES ROM, and load these settings next time you open the ROM.</p>
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<p><br/></p>
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<p><br/></p>
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<p>There is a "Rom Patcher" button that may be used to apply a small patch to a ROM.</p>
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<p>There is a "Rom Patcher" button that may be used to apply a small patch to a ROM.</p>
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<p><br/></p>
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<p><br/></p>
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@ -56,18 +56,19 @@
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<p><br/></p>
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<p><br/></p>
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<p>Settings related to the emulator's color palette choices.</p>
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<p>Settings related to the emulator's color palette choices.</p>
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<p><br/></p>
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<p><br/></p>
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<p>See </p>
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<p><br/></p>
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<p><br/></p>
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<p><span class="rvts12">NES Palette</span></p>
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<p><span class="rvts12">NES Palette</span></p>
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<p><span class="rvts10"><br/></span></p>
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<p><span class="rvts10"><br/></span></p>
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<p><span class="rvts16">Use Custom Palette</span></p>
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<p>Check or uncheck this to switch between default palette and currently loaded custom palette.</p>
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<p><span class="rvts10"><br/></span></p>
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<p><span class="rvts16">Load Palette</span></p>
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<p><span class="rvts16">Load Palette</span></p>
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<p>Allows you to load a custom color palette (.pal) file to use for the current game loaded.</p>
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<p>Allows you to load a custom color palette (.pal) file to use for the current game loaded.</p>
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<p><br/></p>
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<p><br/></p>
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<p>A note on on the format of external palettes; Palette files are expected to contain 64 8-bit RGB triplets(each in that order; red comes first in the triplet in the file, then green, then blue). Each 8-bit value represents brightness for that particular color. 0 is minimum, 255 is maximum.</p>
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<p>A note on on the format of external palettes; Palette files are expected to contain 64 8-bit RGB triplets (each in that order; red comes first in the triplet in the file, then green, then blue). Each 8-bit value represents brightness for that particular color. 0 is minimum, 255 is maximum.</p>
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<p><br/></p>
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<p><br/></p>
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<p>Palettes can be set on a per-game basis. To do this, put a palette file in the same directory the game is in, and add the extension "pal". Examples:</p>
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<p>Palettes can be set on a per-game basis. To do this, put a palette file in the same directory the game is in, and add the extension "pal". Examples:</p>
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<p><br/></p>
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<p><br/></p>
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<p> </p>
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<p> File name: Palette file name:</p>
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<p> File name: Palette file name:</p>
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<p> BigBad.nes BigBad.pal</p>
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<p> BigBad.nes BigBad.pal</p>
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<p> BigBad.zip BigBad.pal</p>
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<p> BigBad.zip BigBad.pal</p>
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<p> * Custom global palette.</p>
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<p> * Custom global palette.</p>
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<p> * Default NES palette.</p>
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<p> * Default NES palette.</p>
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<p><br/></p>
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<p><br/></p>
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<p><span class="rvts16">Restore to Default Palette</span></p>
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<p>Restores the color palette to its default settings.</p>
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<p><br/></p>
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<p><span class="rvts16">Force Grayscale</span></p>
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<p><span class="rvts16">Force Grayscale</span></p>
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<p>Applies simple Grayscale filter, no matter what palette is currently used.</p>
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<p>Applies simple Grayscale filter, no matter what palette is currently used.</p>
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<p><br/></p>
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<p><br/></p>
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<p><span class="rvts17">Palette Options</span></p>
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<p><span class="rvts17">Palette Options</span></p>
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<p><br/></p>
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<p><br/></p>
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<p>FCEUX comes packaged with several palette files. This page describes details for each one.</p>
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<p>FCEUX comes packaged with several palette files. This page describes details for each one.</p>
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<p><br/></p>
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<p>To load a palette file, see <a class="rvts18" href="Palette.html">Palette config</a>.</p>
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<p>To load a palette file, see <a class="rvts18" href="Palette.html">Palette config</a>.</p>
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<p><br/></p>
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<p><br/></p>
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<p><br/></p>
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<p><br/></p>
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<p><span class="rvts10">FCEUX.pal</span></p>
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<p><span class="rvts10">FCEUX.pal</span></p>
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<p><br/></p>
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<p><br/></p>
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<p>This is the default palette that FCEUX uses. It is the same palette used in FCEU.12 or earlier, and FCEUD/FCEUXD,FCEUXDSP.</p>
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<p>This is the default palette that FCEUX uses. It is the same palette used in FCEU.12 or earlier, and FCEUD/FCEUXD/FCEUXDSP.</p>
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<p><br/></p>
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<p><br/></p>
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<p><span class="rvts10">FCEU-13-default_nitsuja.pal</span></p>
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<p><span class="rvts10">FCEU-13-default_nitsuja.pal</span></p>
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<p><br/></p>
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<p><br/></p>
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<p><span class="rvts10">FCEU-15-nitsuja-new.pal</span></p>
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<p><span class="rvts10">FCEU-15-nitsuja-new.pal</span></p>
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<p><br/></p>
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<p><br/></p>
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<p>This is the palette added to FCEU.15 rerecording by Nitsuja. It is a slight adjustment to the FCEU.13 palette.</p>
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<p>This is the palette added to FCEU.15 rerecording by Nitsuja. It is a slight adjustment to the FCEU.13 palette.</p>
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<p>This one most closely resembles the default palette of Nestopia.</p>
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<p><br/></p>
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<p>NESTOPIA_RGB.pal & NESTOPIA_YUV.pal</p>
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<p><br/></p>
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<p>Default palettes of Nestopia.</p>
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<p><br/></p>
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<p><span class="rvts10">BMF_final2.pal & BMF_final3.pal</span></p>
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<p><br/></p>
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<p>These palettes were designed by BMF. He customized these by looking at snapshots of his television screen and attempting to replicate them as close as possible.</p>
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<p><br/></p>
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<p><br/></p>
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<p><span class="rvts10">ASQ_realityA.pal & ASQ_realityB.pal</span></p>
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<p><span class="rvts10">ASQ_realityA.pal & ASQ_realityB.pal</span></p>
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<p><br/></p>
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<p><br/></p>
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<p>BMF palettes had some flaws. AspiringSquire tweaked BMF's palettes and came up with this. They fix issues mostly related to brightness.</p>
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<p>BMF palettes had some flaws. AspiringSquire tweaked BMF's palettes and came up with this. They fix issues mostly related to brightness.</p>
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<p><br/></p>
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<p><br/></p>
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<p><br/></p>
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<p><br/></p>
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<p><span class="rvts10">BMF_final2.pal & BMF_final3.pal</span></p>
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<p><br/></p>
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<p><br/></p>
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<p>These palettes were designed by BMF. He customized these by looking at snapshots of his television screen and attempting to replicate them as close as possible.</p>
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<p><br/></p>
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<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com">Full featured Documentation generator</a></p>
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<p class="rvps2"><span class="rvts13">Created with the Personal Edition of HelpNDoc: </span><a class="rvts14" href="http://www.helpndoc.com">Full featured Documentation generator</a></p>
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</div>
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</div>
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<p><span class="rvts24"><br/></span></p>
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<p><span class="rvts24"><br/></span></p>
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<p><span class="rvts23">Debugger</span></p>
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<p><span class="rvts23">Debugger</span></p>
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<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
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<ul style="text-indent: 0px; margin-left: 24px; list-style-position: outside;">
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<li><span class="rvts22">General window layout cleanup; bigger font; "Load .DEB" can be switched off; etc</span></li>
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<li><span class="rvts22">General window layout cleanup; bigger font; ".DEB files" can be switched off; etc</span></li>
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<li><span class="rvts22">Deleting a breakpoint leaves selection in the Breakpoints list</span></li>
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<li><span class="rvts22">Fixed mysterious out of bounds condition while editing breakpoints</span></li>
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<li><span class="rvts22">Fixed mysterious out of bounds condition while editing breakpoints</span></li>
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<li><span class="rvts22">Fixed RAM peek by a rightclick on left pane</span></li>
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<li><span class="rvts22">Fixed RAM peek by a rightclick on left pane</span></li>
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<li><span class="rvts22">Allow Frame Advancing when Debugger is in breakpoint state</span></li>
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<li><span class="rvts22">Allow Frame Advancing when Debugger is in breakpoint state</span></li>
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<li><span class="rvts22">Show the number of breakpoints (enabled and total) above the breakpoints list</span></li>
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<li><span class="rvts22">Show the number of breakpoints (enabled and total) above the breakpoints list</span></li>
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<li><span class="rvts22">">" shows current line in disassembly</span></li>
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<li><span class="rvts22">">" shows current line in disassembly</span></li>
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<li><span class="rvts22">Improved stack display</span></li>
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<li><span class="rvts22">Improved stack display</span></li>
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<li><span class="rvts22">Added "CPU cycles" and "Instructions" counters (cumulative and delta) useful for profiling</span></li>
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<li><span class="rvts22">Added "CPU cycles" and "Instructions" counters (cumulative and delta)</span></li>
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<li><span class="rvts22">Added "Cycles counter exceeds N" and "Instructions counter exceeds N" type of breakpoints</span></li>
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<li><span class="rvts22">Added "Cycles counter exceeds N" and "Instructions counter exceeds N" type of breakpoints</span></li>
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<li><span class="rvts22">Doubleclick on the disassembly prompts "Add Execute breakpoint here" dialog</span></li>
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<li><span class="rvts22">Doubleclick on the disassembly prompts "Add Execute breakpoint here" dialog</span></li>
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<li><span class="rvts22">"Display ROM offsets" option shows real ROM addresses in the Disassembly window</span></li>
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<li><span class="rvts22">"Display ROM offsets" option shows real ROM addresses in the Disassembly window</span></li>
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