mirror of https://github.com/stella-emu/stella.git
761 lines
34 KiB
HTML
761 lines
34 KiB
HTML
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<html>
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<head>
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<title>Stella Debugger</title>
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</head>
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<body>
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<h1>Stella Integrated Debugger (a work in progress)</h1>
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<p>The debugger in Stella may never be complete, as we're constantly
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adding new features requested by homebrew developers. However, even in its
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current form it's still quite powerful, and is able to boast at least one
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feature that no other 2600 debugger has; it's <b>completely</b> cross-platform.</p>
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<h2>Here's a list of what the debugger can do so far:</h2>
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<ul>
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<li>Display registers and memory</li>
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<li>Dump state of TIA and RIOT, with things like joystick directions and
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NUSIZx decoded into English (more-or-less).</li>
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<li>Change registers/memory, including toggles for flags in P register</li>
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<li>Single step/trace</li>
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<li>Breakpoints - break running program and enter debugger when the
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Program Counter hits a predefined address. You can set as many
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breakpoints as you want.</li>
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<li>Conditional breakpoints - Break running program when some arbitrary
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condition is true (e.g. "breakif {a == $7f && c}" will break when the
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Accumulator value is $7f and the Carry flag is true, no matter where
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in the program this happens). Unlike the cond breaks in PCAE, Stella's
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are *fast*: the emulation will run at full speed unless you use lots
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of breakif's at the same time, or have a slow CPU.</li>
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<li>Watches - View contents of a location/register before every
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debugger prompt.</li>
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<li>Traps - Like breakpoints, but break on read/write/any access to
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*any* memory location.</li>
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<li>Frame advance (automatic breakpoint at beginning of next frame)
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You can advance multiple frames with one command.</li>
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<li>Disassembly</li>
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<li>Support for DASM symbol files (created with DASM's -s option),
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including automatically loading symbol files if they're named
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romname.sym</li>
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<li>Built-in VCS.H symbols, if no symbol file is loaded</li>
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<li>Symbolic names in disassembly</li>
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<li>Symbolic names accepted as input</li>
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<li>Tab completion for commands and symbol names</li>
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<li>Graphical editor for RIOT RAM. Acts a lot like a spreadsheet.
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Input in hex, with displays for label/decimal/binary for
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currently-selected location.</li>
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<li>GUI CPU state window</li>
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<!--Cheat system (similar to MAME) (still needs a way to save/load cheats)-->
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<li>Reset the 6502</li>
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<li>Start emulator in debugger (via command-line option "-debug")</li>
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<li>Save CLI session to a text file.</li>
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<li>Supports hex, decimal, and binary input and output almost everywhere.
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(disassembly is still hex)</li>
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<li>Support for bank switching. You can see how many banks a cart has,
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and switch banks. There's still more to be done here though.</li>
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<li>Registers/memory that get changed by the CPU during debugging are
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highlighted when they're displayed.<li>
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<li>Scanline advance (like frame advance, break at beginning
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of next scanline).</li>
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<li>TIA display is updated during step/trace, so we can see our
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scanlines being drawn as it happens. This isn't 100% perfect: unlike
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a real TIA, the one in Stella only updates when it's written to.</li>
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<li>Graphical TIA tab, with register names and GUI buttons for
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various bits (e.g. click ENAM0 to turn it on).</li>
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<li>GUI Disassembly window, scrollable, with checkboxes for breakpoints.</li>
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<li>Script (batch) file support, including auto-running a script file
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named after the ROM image.</li>
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<li>Saving the current debugger state to a script file (including
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breakpoints, traps, etc).</li>
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<li>Built-in functions for use with "breakif", to support common conditions
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(such as breaking when the user presses Game Select...)</li>
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<li>Patching ROM in-place.</li>
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<li>Save patched ROM ("saverom filename.bin").</li>
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</ul>
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<h2>Future planned features (post 2.0):</h2>
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<ul>
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<li>GUI for cheat codes (Cheetah and normal codes).</li>
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<li>Perhaps 2 panes in the disassembly window (so you can see 2 parts of the
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code at once).</li>
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<li>Add bookmark support to disassembly window.</li>
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<li>Bankswitch support in the debugger for the few remaining cart types
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that aren't supported.</li>
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<li>Patch ROM support for a few cart types doesn't work. Must fix.</li>
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<li>Some way to control joystick/etc. input from within the debugger.</li>
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<li>Source-level debugging: if a DASM .lst file is available, we'll show
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the listing in the ROM tab instead of a disassembly. This is already
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available in a very crude form ("loadlist" and "list" commands).</li>
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<li>More "special variables" for the expression parser. Currently, you can
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use all the CPU registers and flags in expressions (e.g. "print a+1" does
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what you expect), and the pseudo-variables "_scan" and "_bank" (which
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evaluate the the current scanline and bank number). Need to add more TIA,
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RIOT registers too. Also, more functions for the builtin function lib.</li>
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<li>Possibly a mini-assembler</li>
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<li>Support for extra RAM in Supercharger and other cart types.</li>
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<li>Possibly support for recording and playing back input files, like
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MAME. This isn't a debugger feature per se, but it'll make it easier
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to reliably trigger a bug so you can debug it.</li>
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<li>Graphics ROM view, so you can see your sprite data (it might still
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be upside-down though :)</li>
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<li>Various new GUI enhancements</li>
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</ul>
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<h2>How to use the debugger</h2>
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<p>Pressing ` (aka backtick, backquote, grave accent) toggles the debugger on
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& off. When you exit the debugger, the emulation resumes at the current
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program counter, and continues until either a breakpoint/trap is hit,
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or the ` key is pressed again. Pressing Ctrl-Tab cycles between tabs
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from left to right, and Shift-Ctrl-Tab cycles from right to left.
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Pressing Tab cycles between widgets in the current tab.</p>
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<p>You can also enter the debugger by giving a breakpoint on the command line:
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<pre>
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; will enter the debugger the first time the instruction at "kernel" runs
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stella -break kernel mygame.bin
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; $fffc is the 6502/6507 init vector. This command will break and enter the
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; debugger before the first 6507 instruction runs, so you can debug the
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; startup code:
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stella -break "*($fffc)" mygame.bin
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</pre>
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</p>
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<h2>Prompt tab</h2>
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<p>This is a command-line interface, similar to the DOS DEBUG command
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or Supermon for the C=64. It shows you the current CPU state, including
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the disassembly of the instruction pointed to by the Program Counter.
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This instruction is the NEXT one that will execute, NOT the one that
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just executed!</p>
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<p>Editing keys work about like you'd expect them to: Home, End, Delete,
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arrows, etc. To scroll with the keyboard, use Shift-PageUp and
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Shift-PageDown or Shift-Up and Shift-Down arrow keys. You can also
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scroll with the mouse. Copy and paste is not (yet?) supported.</p>
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<p>To see the available commands, enter "help" or "?". Most commands can
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be abbreviated: instead of "clearbreaks", you can type "clear" or
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even just "cl". However, "c" by itself is the Toggle Carry command.</p>
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<p>Bash-style tab completion is supported for commands and labels (see below)</p>
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<p>For now, there are some functions that only exist in the prompt. We
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intend to add GUI equivalents for all (or almost all?) of the prompt
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commands by the time we release Stella 2.0. People who like command
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prompts will be able to use the prompt, but people who hate them will
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have a fully functional debugger without typing (or without typing
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much, anyway).</p>
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<h4>Status</h4>
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<p>Before each prompt, you'll see a dump of the current processor
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status, plus any watches you've set (see section on watches
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below), plus a disassembly of the instruction at the current
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Program Counter. This is the next instruction that will execute;
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it hasn't been executed yet.</p>
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<pre>
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PC=f000 A=01 X=02 Y=03 S=ff P=21/nv-bdizC Cycle 12345
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$f000 a2 ff LDX #ff ; 2
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>
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</pre>
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<p>This is telling us a lot of information:
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<pre>
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- PC=f000 A=01 X=02 Y=03 S=ff
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The Program Counter, Accumulator, X, Y, and Stack Pointer registers.
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- P=21/nv-bdizC
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The Processor Status register. The "21" is the hex value of the
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register, and the "nv-bdizC" shows us the individual flags. Flags
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with capital letters are set, and lowercase means clear. In this
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example, only the Carry bit is set.
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- Cycle 12345
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This counter gets reset at the beginning of each frame, when
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VSYNC is strobed. In this example, we're 12345 (decimal) cycles
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past the beginning of the frame.
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- $f000 a2 ff LDX #ff ; 2
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Disassembly of the instruction the PC points to. This is the next
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instruction that will execute (when we exit the debugger, or via the
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"step" or "trace" commands). The "a2 ff" is the raw machine code
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for this instruction. The "; 2" is a cycle count: this instruction
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will take 2 cycles to execute.
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WARNING: the cycle count in the disassembly does NOT include extra
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cycles caused by crossing page boundaries. Also, Branch instructions
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are shown as 2 cycles, as though they're not going to be taken. A
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branch that's taken adds a cycle, of course.
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The ">" is where your commands will appear as you type them.
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</pre>
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<h4>Tab completion</h4>
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<p>While entering a command or label, you can type a partial name and
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press the Tab key to attempt to auto-complete it. If you've ever used
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"bash", this will be immediately familiar. If not, try it: load up
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a ROM, go to the debugger, type "print w" (but don't press Enter),
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then hit Tab. The "w" will change to "WSYNC" (since this is the only
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built-in label starting with a "w"). If there are multiple possible
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completions (try with "v" instead of "w"), you'll see a list of them,
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and your partial name will be completed as far as possible.</p>
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<p>Tab completion works on all labels: built-in, loaded from a symbol file,
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or set during debugging with the "define" command. However, it does not
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yet work on functions defined with the "function" command, nor does it
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work on filenames.</p>
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<h4>Expressions</h4>
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<p>Almost every command takes a value: the "a" command takes a
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byte to stuff into the accumulator, the "break" command
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takes an address to set/clear a breakpoint at. These values
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can be as a hex constant ($ff, $1234), or as complex as
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"the low byte of the 16-bit value located at the address
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pointed to by the binary number 1010010110100101" (which
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would be "@<\1010010110100101"). You can also use registers
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and labels in expressions.</p>
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<p>You can use arithmetic and boolean operators in expressions. The
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syntax is very C-like. The operators supported are:</p>
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<pre>
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+ - * / (add, subtract, multiply, divide: 2+2 is 4)
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% (modulus/remainder: 3%2 is 1)
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& | ^ ~ (bitwise AND, OR, XOR, NOT: 2&3 is 2)
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&& || ! (logical AND, OR, NOT: 2&&3 is 1, 2||0 is 0)
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( ) (parentheses for grouping: (2+2)*3 is 12)
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* @ (byte and word pointer dereference: *$80 is the byte stored
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at location $80)
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[ ] (array-style byte pointer dereference: $80[1] is the byte
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stored at location ($80+1) or $81)
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< > (prefix versions: low and high byte. <$abcd is $cd)
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== < > <= >= !=
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(comparison: equality, less-than, greater-than, less-or-equals,
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greater-or-equals, not-equals)
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<< >> (bit shifts, left and right: 1<<1 is 2, 2>>1 is 1)
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</pre>
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<p>Division by zero is not an error: it results in zero instead.</p>
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<p>None of the operators change the values of their operands. There
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are no variable-assignment or increment/decrement operators. This
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may change in the future, which is why we used "==" for equality
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instead of just "=".</p>
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<p>The bitwise and logical boolean operators are different in that the
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bitwise operators operate on all the bits of the operand (just like
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AND, ORA, EOR in 6502 asm), while the logical operators treat their
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operands as 0 for false, non-zero for true, and return either 0 or 1.
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So $1234&$5678 results in $1230, whereas $1234&&$5678 results in 1.
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This is just like C or C++...</p>
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<h4>Prefixes</h4>
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<p>Like some programming languages, the debugger uses prefixed characters
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to change the meaning of an expression. The prefixes are:</p>
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<ul>
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<li>Dereference prefixes:<br>
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<p>"*"<br>
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Dereference a byte pointer. "*a" means "the byte at the address that
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the A register points to". If A is 255 (hex $ff), the result will be
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the value currently stored in memory location 255. This operator
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will be very familiar to you if you're a C or C++ programmer. It's
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equivalent to the PEEK() function in most 8-bit BASICs. Also, the
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debugger supports array-like byte dereferences: *address can be
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written as address[0]. *(address+1) can be written as address[1],
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etc.</p>
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<p>"@"<br>
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Dereference a pointer to a word. This is just like the "*" byte deref,
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except it refers to a 16-bit value, occupying 2 locations, in
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low-byte-first format (standard for the 6507).</p>
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<p>The following are equivalent:</p>
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<pre>
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@address
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*address+$100**(address+1)
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address[0]+#256*address[1]
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</pre>
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<p>(TODO: add (indirect),y and (indirect,x) syntax)</p>
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</li>
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<li>Hi/Lo Byte Prefixes:<br>
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<p>"<"<br>
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Take the low byte of a 16-bit value. This has no effect on an 8-bit
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value: "a" is equal to "<a". However, "<$1234" equals "$34".</p>
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<p>">"<br>
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Take the high byte of a 16-bit value. For 8-bit values such as
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the Accumulator, this will always result in zero. For 16-bit values,
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"<$1234" = "$12".</p>
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</li>
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<li>Number Base Prefixes:<br>
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<p>"#"<br>
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Treat the input as a decimal number.</p>
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<p>"$"<br>
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Treat the input as a hex number.</p>
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<p>"\"<br>
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Treat the input as a binary number.</p>
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<p>These only have meaning when they come before a number, not a
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label or a register. "\1010" means 10 decimal. So do "$0a" and
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"#10". "a" by itself is always the Accumulator, no matter what
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the default base is set to.</p>
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<p>If you don't specify any number base prefix, the number is
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assumed to be in the default base. When you first start Stella,
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the default base is 16 (hexadecimal). You can change it with the
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"base" command.</p>
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<p>Remember, you can use arbitrarily complex expressions with any
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command that takes arguments (except the ones that take filenames,
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like "loadsym").</p>
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</li>
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</ul>
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<h3>Breakpoints, watches and traps, oh my!</h3>
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<h4>Breakpoints</h4>
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<p>A breakpoint is a "hotspot" in your program that causes the emulator
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to stop emulating and jump into the debugger. You can set as many
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breakpoints as you like. The command is "break xx" where xx is any
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expression. If you've created a symbol file, you can use labels.</p>
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<p>Example: you've got a label called "kernel". To break there,
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the command is "break kernel". After you've set the breakpoint,
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exit the debugger ("quit" or click the Exit button). The emulator
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will run until it gets to the breakpoint, then it will enter the
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debugger with the Program Counter pointing to the instruction
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at the breakpoint.</p>
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<p>Breakpoints happen *before* an instruction is executed: the
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instruction at the breakpoint location will be the "next"
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instruction.</p>
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<p>To remove a breakpoint, you just run the same command you used to
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set it. In the example, "break kernel" will remove the breakpoint.
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The "break" command can be thought of as a *toggle*: it turns the
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breakpoint on & off, like a light switch.</p>
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<p>You could also use "clearbreaks" to remove all the breakpoints. Also,
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there is a "listbreaks" command that will list them all.</p>
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<h4>Conditional Breaks</h4>
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<p>A conditional breakpoint causes the emulator to enter the debugger when
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some arbitrary condition becomes true. "True" means "not zero" here:
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"2+2" is considered true because it's not zero. "2-2" is false, because
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it evaluates to zero. This is exactly how things work in C and lots
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of other languages, but it might take some getting used to if you've
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never used such a language.</p>
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<p>Suppose you want to enter the debugger when the Game Reset switch is
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|
pressed. Looking at the Stella Programmers' Guide, we see that this
|
||
|
switch is read at bit 0 of SWCHB. This bit will be 0 if the switch is
|
||
|
pressed, or 1 otherwise.</p>
|
||
|
|
||
|
<p>To have an expression read the contents of an address, we use the
|
||
|
dereference operator "*". Since we're looking at SWCHB, we need
|
||
|
"*SWCHB".</p>
|
||
|
|
||
|
<p>We're only wanting to look at bit 0, so let's mask off all the other
|
||
|
bits: "*SWCHB&1". The expression now evaluates to bit 0 of SWCHB. We're
|
||
|
almost there: this will be 1 (true) if the switch is NOT pressed. We
|
||
|
want to break if it IS pressed...</p>
|
||
|
|
||
|
<p>So we invert the sense of the test with a logical NOT operator (which
|
||
|
is the "!" operator): !(*SWCHB&1). The parentheses are necessary as
|
||
|
we want to apply the ! to the result of the &, not just the first term
|
||
|
(the "*SWCHB").</p>
|
||
|
|
||
|
<p>"breakif !(*SWCHB&1)" will do the job for us. However, it's an ugly mess
|
||
|
of letters, numbers, and punctuation. We can do a little better:</p>
|
||
|
|
||
|
<p>"breakif { !(*SWCHB & 1 ) }" is a lot more readable, isn't it? If
|
||
|
you're going to use readable expressions with spaces in them,
|
||
|
enclose the entire expression in curly braces {}.</p>
|
||
|
|
||
|
<p>There is one annoyance about this complex expression: once we
|
||
|
remove the conditional break with "delbreakif" or "clearbreaks",
|
||
|
we'd have to retype it (or search backwards with the up-arrow key)
|
||
|
if we wanted to use it again.</p>
|
||
|
|
||
|
<p>We can avoid this by defining the expression as a function, then using
|
||
|
"breakif function_name":</p>
|
||
|
|
||
|
<pre>
|
||
|
function gameReset { !(*SWCHB & 1 ) }
|
||
|
breakif gameReset
|
||
|
</pre>
|
||
|
|
||
|
<p>Now we have a meaningful name for the condition, so we can use it again.
|
||
|
Not only that: we can use the function as part of a bigger expression.
|
||
|
Suppose we've also defined a gameSelect function that evaluates to true
|
||
|
if the Game Select switch is pressed. We want to break when the user
|
||
|
presses both Select and Reset:</p>
|
||
|
|
||
|
<pre>
|
||
|
breakif { gameReset && gameSelect }
|
||
|
</pre>
|
||
|
|
||
|
<p>If you've defined a lot of complex functions, you probably will
|
||
|
want to re-use them in future runs of the debugger. You can save
|
||
|
all your functions, breakpoints, conditional breaks, and watches
|
||
|
with the "save" command. If you name your saved file the same
|
||
|
as the ROM filename, it'll be auto-loaded next time you load the
|
||
|
same ROM in Stella. The save file is just a plain text file called
|
||
|
"filename.stella", so you can edit it and add new functions, etc.</p>
|
||
|
|
||
|
<p>Conditional breaks appear in "listbreaks", numbered starting from
|
||
|
zero. You can remove a cond. break with "delbreakif number", where
|
||
|
the number comes from "listbreaks".</p>
|
||
|
|
||
|
<h4>Watches</h4>
|
||
|
|
||
|
<p>A watch is an expression that gets evaluated and printed before
|
||
|
every prompt. This is useful for e.g. tracking the contents of a
|
||
|
memory location while stepping through code that modifies it.</p>
|
||
|
|
||
|
<p>You can set up to 10 watches (in future the number will be unlimited).
|
||
|
Since the expression isn't evaluated until it's used, you can include
|
||
|
registers: "watch *y" will show you the contents of the location
|
||
|
pointed to by the Y register, even if the Y register changes.</p>
|
||
|
|
||
|
<p>The watches are numbered. The numbers are printed along with the
|
||
|
watches, so you can tell which is which. To delete a watch use the
|
||
|
"delwatch" command with the watch number (1 to whatever). You can
|
||
|
also delete them all with the "clearwatches" command.</p>
|
||
|
|
||
|
<p>Note that there's no real point in watching a label or CPU register
|
||
|
without dereferencing it: Labels are constants, and CPU registers
|
||
|
are already visible in the prompt status.</p>
|
||
|
|
||
|
<h4>Traps</h4>
|
||
|
|
||
|
<p>A trap is similar to a breakpoint, except that it catches
|
||
|
accesses to a memory address, rather than specific location in the
|
||
|
program. They're useful for finding code that modifies TIA registers
|
||
|
or memory.</p>
|
||
|
|
||
|
<p>An example: you are debugging a game, and you want to stop the
|
||
|
emulation and enter the debugger whenever RESP0 is strobed. You'd use
|
||
|
the command "trap RESP0" to set the trap, then exit the debugger. The
|
||
|
emulator will run until the next time RESP0 is accessed (either read
|
||
|
or write). Once the trap is hit, you can examine the TIA state to
|
||
|
see what the actual player 0 position is, in color clocks (or you
|
||
|
can in the future when we implement that feature in the TIA dump!)</p>
|
||
|
|
||
|
<p>Unlike breakpoints, traps stop the emulation *after* the instruction
|
||
|
that triggered the trap. The reason for this is simple: until the
|
||
|
instruction is executed, the emulator can't know it's going to hit
|
||
|
a trap. After the trap is hit, the instruction is done executing,
|
||
|
and whatever effects it may have had on e.g. the TIA state have
|
||
|
already happened... so we don't have a way to run the emulated CPU
|
||
|
in reverse.</p>
|
||
|
|
||
|
<p>Traps come in two varieties: read access traps and write access traps.
|
||
|
It is possible to set both types of trap on the same address (that's
|
||
|
what the plain "trap" command does). To set a read or write only trap,
|
||
|
use "trapread" or "trapwrite". To remove a trap, you just attempt
|
||
|
to set it again: the commands actually toggle the trap on & off. You
|
||
|
can also get rid of all traps at once with the "cleartraps" command.</p>
|
||
|
|
||
|
<p>Use "listtraps" to see all enabled traps.</p>
|
||
|
|
||
|
<h3>Prompt commands:</h3>
|
||
|
|
||
|
<pre>
|
||
|
a - Set Accumulator to value xx
|
||
|
bank - Show # of banks (with no args), Switch to bank (with
|
||
|
1 arg)
|
||
|
base - Set default base (hex, dec, or bin)
|
||
|
break - Set/clear breakpoint at address (default=pc)
|
||
|
c - Carry Flag: set (to 0 or 1), or toggle (no arg)
|
||
|
clearbreaks - Clear all breakpoints
|
||
|
cleartraps - Clear all traps
|
||
|
clearwatches - Clear all watches
|
||
|
colortest - Color Test
|
||
|
d - Decimal Flag: set (to 0 or 1), or toggle (no arg)
|
||
|
define - Define label
|
||
|
delwatch - Delete watch
|
||
|
disasm - Disassemble from address (default=pc)
|
||
|
dump - Dump 128 bytes of memory at address
|
||
|
frame - Advance emulation by xx frames (default=1)
|
||
|
help - This cruft
|
||
|
listbreaks - List breakpoints
|
||
|
listtraps - List traps
|
||
|
listwatches - List watches
|
||
|
loadstate - Load emulator state (0-9)
|
||
|
loadsym - Load symbol file
|
||
|
n - Negative Flag: set (to 0 or 1), or toggle (no arg)
|
||
|
pc - Set Program Counter to address
|
||
|
print - Evaluate and print expression in hex/dec/binary
|
||
|
ram - Show RAM contents (no args), or set RAM address xx to
|
||
|
value yy
|
||
|
reload - Reload ROM and symbol file
|
||
|
reset - Reset 6507 to init vector (does not reset TIA, RIOT)
|
||
|
riot - Show RIOT timer/input status
|
||
|
rom - Change ROM contents
|
||
|
run - Exit debugger, return to emulator
|
||
|
s - Set Stack Pointer to value xx
|
||
|
saveses - Save console session to file
|
||
|
savestate - Save emulator state (valid args 0-9)
|
||
|
savesym - Save symbols to file
|
||
|
step - Single step CPU (optionally, with count)
|
||
|
tia - Show TIA state
|
||
|
trace - Single step CPU (optionally, with count), subroutines
|
||
|
count as one instruction
|
||
|
trap - Trap read and write accesses to address
|
||
|
trapread - Trap read accesses to address
|
||
|
trapwrite - Trap write accesses to address
|
||
|
undef - Undefine label (if defined)
|
||
|
v - Overflow Flag: set (to 0 or 1), or toggle (no arg)
|
||
|
watch - Print contents of address before every prompt
|
||
|
x - Set X Register to value xx
|
||
|
y - Set Y Register to value xx
|
||
|
z - Zero Flag: set (to 0 or 1), or toggle (no arg)
|
||
|
|
||
|
</pre>
|
||
|
<p>This list may be outdated: see the output of the "help" command
|
||
|
for the current list. Commands marked with a * are unimplemented.
|
||
|
Commands marked with a + are partially implemented. Most commands can
|
||
|
be abbreviated just by typing a partial command: "st" for "step", or
|
||
|
"f" for "frame". Where there are conflicts, generally the shortest
|
||
|
name is chosen (so "tra" is "trap", not "trapread").</p>
|
||
|
|
||
|
|
||
|
<h2>CPU Widget</h2>
|
||
|
|
||
|
<p>FIXME: document this</p>
|
||
|
|
||
|
|
||
|
<h2>RAM Widget</h2>
|
||
|
|
||
|
<p>This is a spreadsheet-like GUI for inspecting and changing the contents
|
||
|
of the 2600's RAM. All 128 bytes of RAM are visible on the screen at
|
||
|
once. You can navigate with either the mouse or the keyboard arrow keys.
|
||
|
To change a RAM location, either double-click on it or press Enter while
|
||
|
it's highlighted. Enter the new value (hex only for now, sorry), then
|
||
|
press Enter to make the change. If you change your mind, press Escape
|
||
|
and the original value will be restored.</p>
|
||
|
|
||
|
<p>Nearby there are also some buttons to do various things to the
|
||
|
currently-selected memory location. The buttons are:</p>
|
||
|
|
||
|
<pre>
|
||
|
0 - Set the current location to zero.
|
||
|
Inv - Invert the current location (toggle all its bits).
|
||
|
Neg - Negate the current location (twos' complement negative).
|
||
|
++ - Increment the current location
|
||
|
-- - Decrement the current location
|
||
|
<< - Shift the current location left. Any bits shifted off the left
|
||
|
are lost (they will NOT end up in the Carry flag).
|
||
|
>> - Shift the current location right, like << above.
|
||
|
</pre>
|
||
|
|
||
|
<p>This widget also lets you search memory for values such as lives or remaining
|
||
|
energy, but it's also very useful when debugging to determine which
|
||
|
memory location holds which quantity.</p>
|
||
|
|
||
|
<p>To search RAM, click 'Search' and enter a byte value into the search editbox (0-255).
|
||
|
All matching values will be highlighted in the RAM widget. If 'Search' is clicked
|
||
|
and input is empty, all RAM locations are searched.</p>
|
||
|
|
||
|
<p>The 'Compare' button is used to compare the given value using all
|
||
|
addresses currently highlighted. This may be an absolute number (such as 2),
|
||
|
or a comparitive number (such as -1). Using a '+' or '-' operator
|
||
|
means 'search addresses for values that have changed by that amount'.</p>
|
||
|
|
||
|
<p>The following is an example of inspecting all addresses that have
|
||
|
decreased by 1:
|
||
|
|
||
|
<ul>
|
||
|
<li>Click 'Search' with empty input. All 128 address/values are highlighted</li>
|
||
|
<li>Exit debugger mode and lose a life, let your energy decrease, or
|
||
|
do whatever it is you're trying to debug</li>
|
||
|
<li>Enter debugger mode again, click 'Compare' and and enter a '-1' for input.
|
||
|
This finds all values that have decreased by 1 (as compared to their current
|
||
|
values)</li>
|
||
|
<li>Repeatedly following these steps may help to narrow number of
|
||
|
addresses under consideration, and eventually you'll find the
|
||
|
memory address you're looking for</li>
|
||
|
<li>The 'Reset' button restarts the whole procedure (ie, clear the highlighted
|
||
|
addresses and allow another search</li>
|
||
|
</ul>
|
||
|
|
||
|
<h2>TIA Tab</h2>
|
||
|
|
||
|
<p>FIXME</p>
|
||
|
|
||
|
<h2>ROM Widget</h2>
|
||
|
|
||
|
<p>FIXME</p>
|
||
|
|
||
|
<h2>Global Buttons</h2>
|
||
|
|
||
|
<p>There are also buttons on the right that always show up no matter which
|
||
|
tab you're looking at. These are always active. They are: Step, Trace,
|
||
|
Frame+1, Scan+1 and Exit.</p>
|
||
|
|
||
|
<p>When you use these buttons, the prompt doesn't change. This means the
|
||
|
status lines with the registers and disassembly will be "stale". You
|
||
|
can update them just by pressing Enter in the prompt.</p>
|
||
|
|
||
|
<p>You can also use the Step, Trace, Frame+1 and Scan+1 buttons from anywhere in
|
||
|
the GUI via the keyboard, with Alt-S, Alt-T, Alt-F and Alt-L.</p>
|
||
|
|
||
|
|
||
|
<h2>Tutorial: How to hack a ROM</h2>
|
||
|
|
||
|
<p>Here is a step-by-step guide that shows you how to use the debugger to
|
||
|
actually do something useful. No experience with debuggers is necessary,
|
||
|
but it helps to know at least a little about 6502 programming.</p>
|
||
|
|
||
|
<ol>
|
||
|
<li>get the Atari Battlezone ROM image. Make sure you've got the
|
||
|
regular NTSC version. Load it up in Stella and press TAB to get to
|
||
|
the main menu. From there, click on "Game Information". For "Name", it
|
||
|
should say "Battlezone (1983) (Atari) [!]" and for MD5Sum it should say
|
||
|
"41f252a66c6301f1e8ab3612c19bc5d4". The rest of this tutorial assumes
|
||
|
you're using this version of the ROM; it may or may not work with the
|
||
|
PAL version, or with any of the various "hacked" versions floating around
|
||
|
on the 'net.</li>
|
||
|
|
||
|
<li>Start the game. You begin the game with 5 lives (count the tank
|
||
|
symbols at the bottom of the screen).</li>
|
||
|
|
||
|
<li>Enter the debugger by pressing the ` (backquote) key. Don't get
|
||
|
killed before you do this, though. You should still have all 5 lives.</li>
|
||
|
|
||
|
<li>In the RAM Widget, click the "Search" button and enter "5" for input.
|
||
|
This searches RAM for your value and highlights all addresses that match
|
||
|
the input. You should see two addresses highlighted: "00a5" and "00ba".
|
||
|
These are the only two addresses that currently have the value 5, so they're
|
||
|
the most likely candidates for "number of lives" counter. (However, some
|
||
|
games might actually store one less than the real number of lives, or
|
||
|
one more, so you might have to experiment a bit. Since this is a "rigged
|
||
|
demo", I already know Battlezone stores the actual number of lives.
|
||
|
Most games do, actually).</li>
|
||
|
|
||
|
<li>Exit the debugger by pressing ` (backquote) again. The game will
|
||
|
pick up where you left off.</li>
|
||
|
|
||
|
<li>Get killed! Ram an enemy tank, or let him shoot you. Wait for
|
||
|
the explosion to finish. You will now have 4 lives.</li>
|
||
|
|
||
|
<li>Enter the debugger again. Click the "Compare" button in RAM widget and enter
|
||
|
a value of 4. Now the RAM widget should only show one highlighted address:
|
||
|
"00ba". What we did was search within our previous results (the ones that
|
||
|
were 5 before) for the new value 4. Address $00ba used to have the value 5,
|
||
|
but now it has 4. This means that Battlezone (almost certainly) stores the
|
||
|
current number of lives at address $00ba.</li>
|
||
|
|
||
|
<li>Test your theory. Go to the RAM widget and change address $ba to
|
||
|
some high number like $ff (you could use the Prompt instead: enter "ram
|
||
|
$ba $ff"). Exit the debugger again. You should now see lots of lives
|
||
|
at the bottom of the screen (of course, there isn't room to display $ff
|
||
|
(255) of them!)... play the game, get killed a few times, notice that
|
||
|
you have lots of lives.</li>
|
||
|
|
||
|
<li>Now it's time to decide what sort of "ROM hack" we want to
|
||
|
accomplish. We've found the "lives" counter for the game, so we can
|
||
|
either have the game start with lots of lives, or change the game
|
||
|
code so we can't get killed (AKA immortality), or change the code
|
||
|
so we always have the same number of lives (so we never run out, AKA
|
||
|
infinite lives). Let's go for infinite lives: it's a little harder than
|
||
|
just starting with lots of lives, but not as difficult as immortality
|
||
|
(for that, we have to disable the collision checking code, which means
|
||
|
we have to find and understand it first!)</li>
|
||
|
|
||
|
<li>Set a Write Trap on the lives counter address: "trapwrite $ba"
|
||
|
in the Prompt. Exit the debugger and play until you get killed. When
|
||
|
you die, the trap will cause the emulator to enter the debugger with the
|
||
|
Program Counter pointing to the instruction *after* the one that wrote
|
||
|
to location $ba.</li>
|
||
|
|
||
|
<li>Once in the debugger, look at the ROM widget. The PC should be at address
|
||
|
$f238, instruction "LDA $e1". You want to examine a few instructions before
|
||
|
the PC, so scroll up using the mouse or arrow keys. Do you see
|
||
|
the one that affects the lives counter? That's right, it's the "DEC $ba"
|
||
|
at location $f236.</li>
|
||
|
|
||
|
<li>Let's stop the DEC $ba from happening. We can't just delete the
|
||
|
instruction (it would mess up the addressing of everything afterwards,
|
||
|
if it were even possible), but we can replace it with some other
|
||
|
instruction(s).
|
||
|
|
||
|
<p>Since we just want to get rid of the instruction, we can replace it with
|
||
|
NOP (no operation). From looking at the disassembly, you can see that
|
||
|
"DEC $ba" is a 2-byte long instruction, so we will need two one-byte
|
||
|
NOP instructions to replace it. From reading the prompt help (the "help"
|
||
|
command), you can see that the "rom" command is what we use to patch ROM.
|
||
|
|
||
|
<p>Unfortunately, Stella doesn't contain an assembler, so we can't just
|
||
|
type NOP to put a NOP instruction in the code. We'll have to use the
|
||
|
hex opcode instead.
|
||
|
|
||
|
<p>Now crack open your 6502 reference manual and look up the NOP
|
||
|
instruction's opcode... OK, OK, I'll just tell you what it is: it's $EA
|
||
|
(234 decimal). We need two of them, so the bytes to insert will look like:
|
||
|
|
||
|
<pre> $ea $ea</pre>
|
||
|
|
||
|
<p>Select the line at address $f236 and enter 'ROM patch' mode. This is done
|
||
|
by either double-clicking the line, or pressing enter. Then delete the bytes
|
||
|
with backspace key and enter "ea ea". Another way to do this would have been
|
||
|
to enter "rom $f236 $ea $ea" in the Prompt widget.
|
||
|
</li>
|
||
|
|
||
|
<li>Test your patch. First, set location $ba to some number of
|
||
|
lives that can be displayed on the screen ("poke $ba 3" or enter directly into
|
||
|
the RAM widget). Now exit the debugger and play the game. You should see 3
|
||
|
lives on the screen.</li>
|
||
|
|
||
|
<li>The crucial test: get killed again! After the explosion, you
|
||
|
will *still* see 3 lives: Success! We've hacked Battlezone to give us
|
||
|
infinite lives.</li>
|
||
|
|
||
|
<li>Save your work. In the prompt: "saverom bzhack.bin". You now
|
||
|
have your very own infinite-lives version of Battlezone. The file will
|
||
|
be saved in the current directory (NOT your ROM directory), so you might
|
||
|
want to move it to your ROM directory if it isn't the current directory.
|
||
|
This can also be accomplished by right-clicking on the ROM widget and
|
||
|
selected 'Save ROM'.</li>
|
||
|
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<li>Test the new ROM: exit Stella, and re-run it. Open your ROM
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|
(or give its name on the command line) and play the game. You can play
|
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|
forever! It worked.</li>
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|
</ol>
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|
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|
<p>Now, try the same techniques on some other ROM image (try Pac-Man). Some
|
||
|
games store (lives+1) or (lives-1) instead of the actual number,
|
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|
so try searching for those if you can't seem to make it work. Also,
|
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|
some cartridge types include their own RAM. The debugger doesn't (yet)
|
||
|
know how to access on-cartridge RAM, so you'll have to use the "bank" and
|
||
|
"ram" commands to manually search the address space for the value you're
|
||
|
looking for (future versions of the debugger will be smarter about this).</p>
|
||
|
|
||
|
<p>If you successfully patch a ROM in the debugger, but the saved version
|
||
|
won't work, or looks funny, you might need to add an entry to the
|
||
|
stella.pro file, to tell Stella what bankswitch and/or TV type to use.
|
||
|
That's outside the scope of this tutorial :)</p>
|
||
|
|
||
|
<p>Of course, the debugger is useful for a lot more than cheating and
|
||
|
hacking ROMs. Remember, with great power comes great responsibility,
|
||
|
so you have no excuse to avoid writing that game you've been thinking
|
||
|
about for so long now :)</p>
|