bugfix to windows debugger and mainloop, enhanced docs

This commit is contained in:
zeromus 2006-08-01 07:40:00 +00:00
parent 4025828176
commit e20b6b82d9
8 changed files with 91 additions and 44 deletions

78
AUTHORS
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@ -1,28 +1,68 @@
A list of people who have contributed code to FCE Ultra, or have had their code placed in
FCE Ultra by others.
Please note that the "Contributions" field may not be all inclusive;
the coder may have done more than what is listed.
A list of people who have contributed code to FCE Ultra, or have had their code
placed in FCE Ultra by others.
Name/Alias Contributions Contact Information
------------------------------------------------------------------------------
Aaron Oneal Many changes to compile http://www.morphgear.com
with MSVC and first frame
skipping code.
-----------------------------------------
<2.0 - These authors contributed exclusively to pre-2.0 versions,
but much of their code remains in 2.0 builds
Lukas Sabota build system punkrockguy318 at comcast.net
BERO - bero at geocities.co.jp
Base FCE code.
BERO Base FCE code. bero at geocities.co.jp
Xodnizel
Most of the base FCE Ultra code
CaH4e3 Some mapper code. CaH4e3 at mail dot ru
Aaron Oneal - http://www.morphgear.com
Many changes to compile with MSVC and first frame skipping code
Joe Nahmias man pages.
Joe Nahmias
Man pages
Mitsutaka YM2413 emulator.
Okazaki
Paul Kuliniewicz - kuliniew at purdue.edu
Various code for the official SDL port.
Paul Various code for the official kuliniew at purdue.edu
Kuliniewicz SDL port.
Quietust - quietust at ircN dot org
VRC7 "translation" code.
Quietust VRC7 "translation" code. quietust at ircN dot org
Ben Parnell
Windows debugging tools
Xodnizel Most of the FCE Ultra code. http://xodnizel.net/
Parasyte & bbitmaster
Enhanced Windows debugging tools
blip & nitsuja
Rerecording support
-----------------------------------------
>= 2.0 - Incorporates new contributions from:
CaH4e3 - CaH4e3 at mail dot ru
Mappers
Luke Gustafson - document thyself
Windows TAS and movie recording enhancements
SP - document thyself
Enhanced Windows debugging tools
zeromus - mgambrell at gmail dot com
Core architecture refactoring
Windows driver maintenance
Lukas Sabota - punkrockguy318 at comcast.net
Build system
Soules - document thyself
Radsaq - document thyself
-----------------------------------------
Included components:
Mitsutaka Okazaki
YM2413 emulator.
Andrea Mazzoleni
Scale2x/Scale3x scalers
Gilles Vollant
unzip.c PKZIP fileio

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@ -1,3 +1,3 @@
To compile and install FCE Ultra, follow these steps:
1. Ensure that SCons is installed on your system.
1. Ensure that SCons and SDL are installed on your system.
2. Run "scons"

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@ -26,10 +26,10 @@ Configfile parsing - lukas
* verify in windows - zeromus
Do we really need vc7 project? Cah4e3? - zeromus
Source code docs cleaning - zeromus
Homepage docs - zeromus
Move to sourceforge SVN = zeromus
What is the proper gnu way to do CREDITS from the homepage? e.g. Marat Fayzullin - General NES information
Freenode registration - lukas
* homepage update
@ -39,11 +39,15 @@ Default hotkey philosophy (there are different philosophies from XD and TAS) - A
Netplay - FUTURE STUFF
Move server code into tree - DONE
Ensure netplay compiles
verify netplay
----done-----
Move to scons - DONE
Merge garnet and sf repos - DONE
* Ensure gnome frontend is in repo - DONE
* Move to sourceforge SVN - DONE
--strategic--

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@ -272,9 +272,13 @@ void FCEUI_FDSSelect(void);
int FCEUI_DatachSet(const uint8 *rcode);
///returns flags indicating whether emulation is paused (bit0) and whether it is single-stepping (bit1)
int FCEUI_EmulationPaused(void);
void FCEUI_SetEmulationPaused(int val); //mbg merge 7/18/06 added
///sets the EmulationPaused flags
void FCEUI_SetEmulationPaused(int val);
///toggles the paused bit (bit0) for EmulationPaused. caused FCEUD_DebugUpdate() to fire if the emulation pauses
void FCEUI_ToggleEmulationPause(void);
void FCEUI_FrameAdvance(void);
/* AVI Output */

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@ -485,8 +485,12 @@ void UpdateRegs(HWND hwndDlg) {
X.PC = GetEditHex(hwndDlg,307);
}
///indicates whether we're under the control of the debugger
bool inDebugger = false;
void FCEUD_Update(uint8 *XBuf, int32 *Buffer, int Count); //HACK
void FCEUD_DebugBreakpoint() {
inDebugger = true;
DoDebug(1);
UpdateLogWindow();
if(hMemView)UpdateMemoryView(0);
@ -494,6 +498,7 @@ void FCEUD_DebugBreakpoint() {
FCEUD_Update(0,0,0);
//FCEUD_BlitScreen(XBuf+8); //this looks odd, I know. but the pause routine is in here!!
//if(logging)LogInstruction(); //logging might have been started while we were paused
inDebugger = false;
}
void UpdateDebugger() {
@ -1128,7 +1133,6 @@ BOOL CALLBACK DebuggerCallB(HWND hwndDlg, UINT uMsg, WPARAM wParam, LPARAM lPara
if (FCEUI_EmulationPaused()) {
UpdateRegs(hwndDlg);
FCEUI_ToggleEmulationPause();
UpdateDebugger();
}
break;
case 105: //Step Into
@ -1151,7 +1155,7 @@ BOOL CALLBACK DebuggerCallB(HWND hwndDlg, UINT uMsg, WPARAM wParam, LPARAM lPara
else dbgstate.jsrcount = 0;
dbgstate.stepout = 1;
FCEUI_SetEmulationPaused(0);
UpdateDebugger();
//UpdateDebugger();
}
break;
case 107: //Step Over

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@ -21,6 +21,8 @@ extern void AddBreakList();
void UpdateDebugger();
void DoDebug(uint8 halt);
extern bool inDebugger;
#endif

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@ -36,6 +36,7 @@
#include "../../types.h"
#include "../../fceu.h"
#include "../../state.h"
#include "../../debug.h"
#include "ppuview.h"
#include "debugger.h"
#include "input.h"
@ -67,7 +68,6 @@ int SetMainWindowStuff(void);
int GetClientAbsRect(LPRECT lpRect);
void UpdateFCEUWindow(void);
HWND hAppWnd=0;
HINSTANCE fceu_hInstance;
@ -817,13 +817,22 @@ void FCEUD_Update(uint8 *XBuf, int32 *Buffer, int Count)
FCEUD_BlitScreen(XBuf);
_updateWindow();
//delay until we unpause
while(FCEUI_EmulationPaused())
//delay until we unpause. we will only stick here if we're paused by a breakpoint or debug command
while(FCEUI_EmulationPaused() && inDebugger)
{
Sleep(50);
BlockingCheck();
}
//something of a hack, but straightforward:
//if we were paused, but not in the debugger, then unpause ourselves and step.
//this is so that the cpu won't cut off execution due to being paused, but the debugger _will_
//cut off execution as soon as it makes it into the main cpu cycle loop
if(FCEUI_EmulationPaused() && !inDebugger) {
FCEUI_ToggleEmulationPause();
FCEUI_Debugger().step = 1;
}
// if(soundo) //&& temp_fps_scale >= 64
// {

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@ -1783,10 +1783,6 @@
RelativePath="..\src\conddebug.h"
>
</File>
<File
RelativePath="..\src\crc32.h"
>
</File>
<File
RelativePath="..\src\debug.h"
>
@ -1799,10 +1795,6 @@
RelativePath="..\src\driver.h"
>
</File>
<File
RelativePath="..\src\endian.h"
>
</File>
<File
RelativePath="..\src\fceu.h"
>
@ -1823,10 +1815,6 @@
RelativePath="..\src\filter.h"
>
</File>
<File
RelativePath="..\src\general.h"
>
</File>
<File
RelativePath="..\src\git.h"
>
@ -1847,10 +1835,6 @@
RelativePath="..\src\input.h"
>
</File>
<File
RelativePath="..\src\md5.h"
>
</File>
<File
RelativePath="..\src\memory.h"
>