diff --git a/docs/debugger.html b/docs/debugger.html index 9e13c6f00..de8ec3405 100644 --- a/docs/debugger.html +++ b/docs/debugger.html @@ -732,7 +732,26 @@ course, you can clear all the collisions with the CXCLR Strobe button.
drawn in the current color. Changing a color register will change the color of this rectangle. -FIXME - Christian and Thomas, you probably want to add something here ...
+Both player graphics registers (GRP0 and GRP1) come in two versions: +a "new" and an "old" register. Writing GRP0 updates the value in the "new" +version of GRP0 and, at the same time, copies the value in the "new" GRP1 +register into its "old" counterpart. Writing to GRP1 behaves the same way, +with the roles of GRP0 and GRP1 switched. The debugger shows both registers, +the "old" register being located below the "new" one. If VDEL is off, the +TIA displays the content of the "new" register, and the debugger tab reflects +this by crossing out the old register. If VDEL is enabled, the TIA displays +the "old" register, and the lines are removed in the tab.
+ +The "enable ball" register (ENABL) also comes in a "new" and an "old" +version. The content of "new" is copied into "old" on writes to GRP1, and +VDELBL selects the register that is used to control the ball. This is +visualized in the debugger in the same way as the two copies of GRP0 and +GRP1
+ +For many registers, writes don't take effect immediatelly as the +TIA takes some color clocks to change state. In Stella's TIA core, this +is implemented by queueing the writes, and the contents of this queue +are visualized in the debugger in the queued writes area of the TIA tab.