some progress with multi-bank games disassembly (it now works, but still requires a bit of manual action before)

This commit is contained in:
thrust26 2020-03-30 12:20:59 +02:00
parent f48a96356f
commit 45758ad5b5
1 changed files with 18 additions and 1 deletions

View File

@ -86,7 +86,7 @@ CartDebug::CartDebug(Debugger& dbg, Console& console, const OSystem& osystem)
// We know the address for the startup bank right now
myBankInfo[myConsole.cartridge().startBank()].addressList.push_front(
myDebugger.dpeek(0xfffc));
addLabel("Start", myDebugger.dpeek(0xfffc, Device::DATA));
addLabel("Start", myDebugger.dpeek(0xfffc, Device::DATA)); // TOOD: ::CODE???
// Add system equates
for(uInt16 addr = 0x00; addr <= 0x0F; ++addr)
@ -1040,11 +1040,26 @@ string CartDebug::saveDisassembly()
Disassembly disasm;
disasm.list.reserve(2048);
uInt16 bankCount = myConsole.cartridge().bankCount();
uInt16 oldBank = myConsole.cartridge().getBank();
// prepare for switching banks
myConsole.cartridge().unlockBank(); // TODO: make sure every CartWidget does it like that,
// maybe define a commonly used method.
for(int bank = 0; bank < bankCount; ++bank)
{
myConsole.cartridge().bank(bank);
BankInfo& info = myBankInfo[bank];
// TODO: we have to get the bank disassembled if it had not been debugged before.
// If the debugger is stopped at least once in each bank, the disassembly is mostly* correct.
// So we have to replicate that.
// (* Beamrider is 100% identical, Asteroids has some bytes after the hotspot wrong)
// One problem seems to be, that we do not know where to start. There is no valid addressList
// list for a non-debugged bank.
//disassemble(); // DOES NOT WORK YET!!! (makes it even worse!)
// An empty address list means that DiStella can't do a disassembly
if(info.addressList.size() == 0)
continue;
@ -1137,6 +1152,8 @@ string CartDebug::saveDisassembly()
buf << "\n";
}
}
myConsole.cartridge().bank(oldBank);
myConsole.cartridge().lockBank();
// Some boilerplate, similar to what DiStella adds
auto timeinfo = BSPF::localTime();