mirror of https://github.com/stella-emu/stella.git
1341 lines
64 KiB
HTML
1341 lines
64 KiB
HTML
<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 (non-comprehensive) 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 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>Supports Distella 'configuration directives', which may be used to
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override automatic code/data determination in the disassembly. For now,
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the following directives are supported: CODE, GFX, PGFX, DATA, ROW.
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These directives can be entered at the debugger prompt, or (automatically)
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loaded and saved in configuration files.</li>
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<li>Extensive disassembly support, both from the emulation core and with help
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from Distella. Where possible, the disassembly differentiates between code,
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player graphics and playfield graphics (ie, addresses stored in GRPx and PFx)
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and data (addresses used as an operand of a command). Code sections are also
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differentiated between actual code, and 'tentative' code (ie, areas that may
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represent code sections, but haven't actually been executed yet). Such
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tentative code is marked with a '*' symbol.</li>
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<li>Supports visual representation of the bitmap data of graphics areas,
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as well as the ability to directly edit these areas in either hex or binary.</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, symbol names and functions.</li>
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<li>Graphical editor for RIOT and extended 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 and the
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currently selected bank, and manually change banks.</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>Data sources for the CPU SP/A/X/Y registers, showing the resolved/source
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address of of load operands.</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:</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>More "special variables" for the expression parser.</li>
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<li>Possibly a mini-assembler</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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<!--
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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.</p>
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<p>The main debugger window will look similar to the following (note that the
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letters here are for reference in the document below; they aren't actually
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present in the debugger):</p>
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<p><img src="graphics/debugger_main.png"></p>
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<p>For space reasons, the Prompt, TIA, I/O and Audio displays are split into
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4 tabs, only one of which is visible at a time. You can use the mouse or
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keyboard to select which tab you want to view. Pressing Shift with the left
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or right arrow keys cycles between tabs from right-to-left and left-to-right,
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respectively. Pressing Tab cycles between widgets in the current tab (except
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for in the Prompt area, where 'tab' is used for something else).</p>
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<p>You can also enter the debugger at emulator startup 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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<p>Using the ` key will always enter the debugger at the end of the
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frame (scanline 262, for NTSC games). This is because Stella only checks
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for keystrokes once per frame. Once in the debugger, you can control
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execution by stepping one instruction, scanline, or frame at a time
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(or more than one at a time, using commands in the prompt). You can
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also set breakpoints or traps, which will cause the emulator to enter
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the debugger when they are triggered, even if it happens in mid-frame.</p>
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<h2>Change Tracking</h2>
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<p>The debugger tracks changes to the CPU registers and RAM by displaying
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changed locations or registers with a red background after each step,
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trace, scanline, or frame advance. This sounds simple, and it is, but
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it's also amazingly useful.</p>
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<p>One clarification about the change tracking: it only tracks when values
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have <b>changed</b>. If the ROM writes a value into a RAM location that
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already contained the same value, that's not considered a change (old
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value was $whatever, new value is the same, so nothing got tracked). This
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may change in a future version of Stella.</p>
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<!-- ///////////////////////////////////////////////////////////////////////// -->
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<h2><u>(A)</u> 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.</p>
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<p>Editing keys work about like you'd expect them to in Windows, but many
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Bash-style commands are also supported:</p>
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<table border="1" cellpadding="3">
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<tr><td>Home</td><td>Move cursor to beginning of line</td></tr>
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<tr><td>End</td><td>Move cursor to end of line</td></tr>
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<tr><td>Delete</td><td>Remove character to right of cursor</td></tr>
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<tr><td>Backspace</td><td>Remove character to left of cursor</td></tr>
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<tr><td>Control-a</td><td>Same function as 'Home'</td></tr>
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<tr><td>Control-e</td><td>Same function as 'End'</td></tr>
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<tr><td>Control-d</td><td>Same function as 'Delete'</td></tr>
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<tr><td>Control-k</td><td>Remove all characters from cursor to end of line</td></tr>
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<tr><td>Control-u</td><td>Remove all characters from cursor to beginning of line</td></tr>
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<tr><td>Control-w</td><td>Remove entire word to left of cursor</td></tr>
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<tr><td>Shift-PgUp</td><td>Scroll up through previous commands one screen/page</td></tr>
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<tr><td>Shift-PgDown</td><td>Scroll down through previous commands one screen/page</td></tr>
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<tr><td>Shift-Up</td><td>Scroll up through previous commands one line</td></tr>
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<tr><td>Shift-Down</td><td>Scroll down through previous commands one line</td></tr>
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<tr><td>Shift-Home</td><td>Scroll to beginning of commands</td></tr>
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<tr><td>Shift-End</td><td>Scroll to end of commands</td></tr>
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</table>
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<p>You can also scroll with the mouse. Copy and paste is not yet supported.</p>
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<p>To see the available commands, enter "help". Bash-style tab completion is
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supported for commands, labels and functions (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 in future releases. People who like command prompts will be able to
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use the prompt, but people who hate them will have a fully functional
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debugger without typing (or without typing much, anyway).</p>
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<h4>Tab completion</h4>
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<p>While entering a command, label or function, 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. It also works with
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built-in functions and those defined with the "function" command,
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but it doesn't (yet) 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. If you want to change the default base to decimal permanently,
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you can put a "base #10" command in your "autoexec.stella" file (see
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the section on "Startup").</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
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switch is read at bit 0 of SWCHB. This bit will be 0 if the switch is
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pressed, or 1 otherwise.</p>
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<p>To have an expression read the contents of an address, we use the
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dereference operator "*". Since we're looking at SWCHB, we need
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"*SWCHB".</p>
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<p>We're only wanting to look at bit 0, so let's mask off all the other
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bits: "*SWCHB&1". The expression now evaluates to bit 0 of SWCHB. We're
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almost there: this will be 1 (true) if the switch is NOT pressed. We
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want to break if it IS pressed...</p>
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<p>So we invert the sense of the test with a logical NOT operator (which
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is the "!" operator): !(*SWCHB&1). The parentheses are necessary as
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we want to apply the ! to the result of the &, not just the first term
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(the "*SWCHB").</p>
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<p>"breakif !(*SWCHB&1)" will do the job for us. However, it's an ugly mess
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of letters, numbers, and punctuation. We can do a little better:</p>
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<p>"breakif { !(*SWCHB & 1 ) }" is a lot more readable, isn't it? If
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you're going to use readable expressions with spaces in them,
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enclose the entire expression in curly braces.</p>
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<p>Remember that Stella only checks for input once per frame, so a break
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condition that depends on input (like SWCHB) will always happen at the
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end of a frame. This is different from how a real 2600 works, but most
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ROMs only check for input once per frame anyway.</p>
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<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>
|
|
|
|
<p>Any time the debugger is entered due to a trap, breakpoint, or
|
|
conditional break, the reason will be displayed in the status area
|
|
near the TIA Zoom display (area <b>H</b>).</p>
|
|
|
|
<h4>Functions</h4>
|
|
|
|
<p>There is one annoyance about complex expressions: 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>User-defined functions appear in "listfunctions", which shows the label
|
|
and expression for each function. Functions can be removed with
|
|
"delfunction label", where the labels come from "listfunctions".</p>
|
|
|
|
<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
|
|
and place it in the ROM directory, it'll be auto-loaded next time you
|
|
load the same ROM in Stella. The save file is just a plain text file
|
|
called "rom_filename.stella", so you can edit it and add new functions, etc.</p>
|
|
<p>You can also create a file called "autoexec.stella" which will be loaded
|
|
when the debugger starts, no matter what ROM you have loaded. The location
|
|
of this file will depend on the version of Stella, as follows:</p>
|
|
|
|
<p><table cellpadding="5" border="1">
|
|
<tr>
|
|
<td><b>Linux/Unix</b></td>
|
|
<td><i>~/.stella/autoexec.stella</i></td>
|
|
</tr>
|
|
<tr>
|
|
<td><b>Macintosh</b></td>
|
|
<td><i>~/Library/Application Support/Stella/autoexec.stella</i></td>
|
|
</tr>
|
|
<tr>
|
|
<td><b>Windows</b></td>
|
|
<td><i>%APPDATA%\Stella\autoexec.stella</i>
|
|
<b>OR</b><br>
|
|
<i>_BASEDIR_\autoexec.stella</i>
|
|
(if a file named 'basedir.txt' exists in the application
|
|
directory containing the full pathname for _BASEDIR_)
|
|
</td>
|
|
</tr>
|
|
</table>
|
|
<p>Note that these '.stella' script files are only accessed if you enter
|
|
the debugger at least once during a program run. This means you can create
|
|
these files, and not worry about slowing down emulation unless you're
|
|
actively using the debugger.</p>
|
|
|
|
<h4>Built-in Functions</h4>
|
|
|
|
<p>Stella has some pre-defined functions for use with the "breakif"
|
|
command. These allow you to break and enter the debugger on various
|
|
conditions without having to define the conditions yourself.</p>
|
|
|
|
<p>Built-in functions and pseudo-registers always start with an _
|
|
(underscore) character. It is suggested that you don't start labels in
|
|
your game's source with underscores, if you plan to use them with the
|
|
Stella debugger.</p>
|
|
|
|
<table border="1" cellpadding="3">
|
|
<tr><th>Function</th><th>Definition</th><th>Description</th></tr>
|
|
<tr><td> _joy0left</td><td> !(*SWCHA & $40)</td><td> Left joystick moved left</td></tr>
|
|
<tr><td> _joy0right</td><td> !(*SWCHA & $80)</td><td> Left joystick moved right</td></tr>
|
|
<tr><td> _joy0up</td><td> !(*SWCHA & $10)</td><td> Left joystick moved up</td></tr>
|
|
<tr><td> _joy0down</td><td> !(*SWCHA & $20)</td><td> Left joystick moved down</td></tr>
|
|
<tr><td> _joy0button</td><td> !(*INPT4 & $80)</td><td> Left joystick button pressed</td></tr>
|
|
<tr><td> _joy1left</td><td> !(*SWCHA & $04)</td><td> Right joystick moved left</td></tr>
|
|
<tr><td> _joy1right</td><td> !(*SWCHA & $08)</td><td> Right joystick moved right</td></tr>
|
|
<tr><td> _joy1up</td><td> !(*SWCHA & $01)</td><td> Right joystick moved up</td></tr>
|
|
<tr><td> _joy1down</td><td> !(*SWCHA & $02)</td><td> Right joystick moved down</td></tr>
|
|
<tr><td> _joy1button</td><td> !(*INPT5 & $80)</td><td> Right joystick button pressed</td></tr>
|
|
<tr><td> _select</td><td> !(*SWCHB & $02)</td><td> Game Select pressed</td></tr>
|
|
<tr><td> _reset</td><td> !(*SWCHB & $01)</td><td> Game Reset pressed</td></tr>
|
|
<tr><td> _color</td><td> *SWCHB & $08</td><td> Color/BW set to Color</td></tr>
|
|
<tr><td> _bw</td><td> !(*SWCHB & $08)</td><td> Color/BW set to BW</td></tr>
|
|
<tr><td> _diff0b</td><td> !(*SWCHB & $40)</td><td> Left difficulty set to B (easy)</td></tr>
|
|
<tr><td> _diff0a</td><td> *SWCHB & $40</td><td> Left difficulty set to A (hard)</td></tr>
|
|
<tr><td> _diff1b</td><td> !(*SWCHB & $80)</td><td> Right difficulty set to B (easy)</td></tr>
|
|
<tr><td> _diff1a</td><td> *SWCHB & $80</td><td> Right difficulty set to A (hard)</td></tr>
|
|
</table>
|
|
|
|
<p>Don't worry about memorizing them all: the Prompt "help" command
|
|
will show you a list of them.</p>
|
|
|
|
<h4>Pseudo-Registers</h4>
|
|
|
|
<p>These "registers" are provided for you to use in your conditional breaks.
|
|
They're not registers in the conventional sense, since they don't exist in
|
|
a real system. For example, while the debugger keeps track of the number
|
|
of scanlines in a frame, a real system would not (there is no register
|
|
that holds 'number of scanlines' on an actual console).</p>
|
|
<table border="1" cellpadding="3">
|
|
<tr><th>Function</th><th>Description</th></tr>
|
|
<tr><td> _bank</td><td> Currently selected bank</td></tr>
|
|
<tr><td> _rwport</td><td> Last address to attempt a read from the cart write port</td></tr>
|
|
<tr><td> _fcount</td><td> Number of frames since emulation started</td></tr>
|
|
<tr><td> _cclocks</td><td> Color clocks on a scanline</td></tr>
|
|
<tr><td> _scan</td><td> Current scanline count</td></tr>
|
|
<tr><td> _vsync</td><td> Whether vertical sync is enabled (1 or 0)</td></tr>
|
|
<tr><td> _vblank</td><td> Whether vertical blank is enabled (1 or 0)</td></tr>
|
|
</table>
|
|
|
|
<p><b>_scan</b> always contains the current scanline count. You can use
|
|
this to break your program in the middle of your kernel. Example:</p>
|
|
<pre>
|
|
breakif _scan==#64
|
|
</pre>
|
|
<p>This will cause Stella to enter the debugger when the TIA reaches the
|
|
beginning of the 64th scanline.</p>
|
|
|
|
<p><b>_bank</b> always contains the currently selected bank. For 2K or 4K
|
|
(non-bankswitched) ROMs, it will always contain 0. One useful use is:</p>
|
|
|
|
<pre>
|
|
breakif { pc==myLabel && _bank==1 }
|
|
</pre>
|
|
|
|
<p>This is similar to setting a regular breakpoint, but it will only trigger
|
|
when bank 1 is selected.</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 CPU Widget</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... but we don't have a way to run the emulated VCS in reverse,
|
|
so the best we can do is stop before the next instruction runs.</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>
|
|
|
|
<p>Type "help" to see this list in the debugger.</p>
|
|
|
|
<pre>
|
|
a - Set Accumulator to value xx
|
|
bank - Show # of banks, or switch to bank xx
|
|
base - Set default base (hex, dec, or bin)
|
|
break - Set/clear breakpoint at address xx (default=PC)
|
|
breakif - Set breakpoint on condition xx
|
|
c - Carry Flag: set (0 or 1), or toggle (no arg)
|
|
cheat - Use a cheat code (see manual for cheat types)
|
|
clearbreaks - Clear all breakpoints
|
|
clearconfig - Clear Distella config directives [bank xx]
|
|
cleartraps - Clear all traps
|
|
clearwatches - Clear all watches
|
|
cls - Clear prompt area of text and erase history
|
|
code - Mark 'CODE' range in disassembly
|
|
colortest - Show value xx as TIA color
|
|
d - Decimal Flag: set (0 or 1), or toggle (no arg)
|
|
data - Mark 'DATA' range in disassembly
|
|
define - Define label xx for address yy
|
|
delbreakif - Delete conditional breakif xx
|
|
delfunction - Delete function with label xx
|
|
delwatch - Delete watch xx
|
|
disasm - Disassemble address xx [yy lines] (default=PC)
|
|
dump - Dump 128 bytes of memory at address xx
|
|
exec - Execute script file xx
|
|
exitrom - Exit emulator, return to ROM launcher
|
|
frame - Advance emulation by xx frames (default=1)
|
|
function - Define function name xx for expression yy
|
|
gfx - Mark 'CFX' range in disassembly
|
|
help - This cruft
|
|
jump - Scroll disassembly to address xx
|
|
listbreaks - List breakpoints
|
|
listconfig - List Distella config directives [bank xx]
|
|
listfunctions - List user-defined functions
|
|
listtraps - List traps
|
|
loadconfig - Load Distella config file [from file xx]
|
|
loadstate - Load emulator state xx (0-9)
|
|
loadsym - Load symbol file named xx
|
|
n - Negative Flag: set (0 or 1), or toggle (no arg)
|
|
pc - Set Program Counter to address xx
|
|
pgfx - Mark 'PGFX' range in disassembly
|
|
print - Evaluate/print expression xx in hex/dec/binary
|
|
ram - Show ZP RAM, or set address xx to yy1 [yy2 ...]
|
|
reset - Reset 6507 to init vector (excluding TIA/RIOT)
|
|
rewind - Rewind state to last step/trace/scanline/frame
|
|
riot - Show RIOT timer/input status
|
|
rom - Set ROM address xx to yy1 [yy2 ...]
|
|
row - Mark 'ROW' range in disassembly
|
|
run - Exit debugger, return to emulator
|
|
runto - Run until string xx in disassembly
|
|
runtopc - Run until PC is set to value xx
|
|
s - Set Stack Pointer to value xx
|
|
save - Save breaks, watches, traps to file xx
|
|
saveconfig - Save Distella config file [to file xx]
|
|
saverom - Save (possibly patched) ROM to file xx
|
|
saveses - Save console session to file xx
|
|
savestate - Save emulator state xx (valid args 0-9)
|
|
scanline - Advance emulation by xx scanlines (default=1)
|
|
step - Single step CPU [with count xx]
|
|
tia - Show TIA state (NOT FINISHED YET)
|
|
trace - Single step CPU over subroutines [with count xx]
|
|
trap - Trap read/write access to address(es) xx [to yy]
|
|
trapread - Trap read access to address(es) xx [to yy]
|
|
trapwrite - Trap write access to address(es) xx [to yy]
|
|
type - Show disassembly type for address xx [to yy]
|
|
undef - Undefine label xx (if defined)
|
|
v - Overflow Flag: set (0 or 1), or toggle (no arg)
|
|
watch - Print contents of address xx before every prompt
|
|
x - Set X Register to value xx
|
|
y - Set Y Register to value xx
|
|
z - Zero Flag: set (0 or 1), or toggle (no arg)
|
|
</pre>
|
|
|
|
|
|
<!-- ///////////////////////////////////////////////////////////////////////// -->
|
|
<br>
|
|
<h2><u>(B)</u> TIA Tab</h2>
|
|
|
|
<p>When selected, this tab shows detailed status of all the TIA registers
|
|
(except for audio; use the Audio tab for those).</p>
|
|
<p><img src="graphics/debugger_tiatab.png"></p>
|
|
|
|
<p>Most of the values on the TIA tab will be self-explanatory to a 2600
|
|
programmer. The top line (with all the hex values) displays the raw
|
|
values read from the TIA locations, as they would be seen by the CPU.<p>
|
|
|
|
<p>Many of the variables inside the TIA can only be written to by the
|
|
6502. The debugger lets you get inside the TIA and see the contents
|
|
of these variables. These include the color registers, player/missile
|
|
graphics and positions, and the playfield.</p>
|
|
|
|
<p>You can control almost every aspect of the TIA from here, too: most
|
|
of the displays are editable. You can even toggle individual bits in
|
|
the GRP0/1 and playfield registers (remember to double-click).</p>
|
|
|
|
<p>The group of buttons labelled "Strobes" allows you to write to any
|
|
of the strobe registers at any time.</p>
|
|
|
|
<p>The collision registers are displayed in decoded format, in a table.
|
|
You can see exactly which objects have hit what. These are read-only
|
|
displays; you can't toggle the bits in the current release of Stella. Of
|
|
course, you can clear all the collisions with the CXCLR Strobe button.</p>
|
|
|
|
<p>To the right of each color register, you'll see a small rectangle
|
|
drawn in the current color. Changing a color register will change the
|
|
color of this rectangle.</p>
|
|
|
|
|
|
<!-- ///////////////////////////////////////////////////////////////////////// -->
|
|
<br>
|
|
<h2><u>(C)</u> I/O Tab</h2>
|
|
|
|
<p>When selected, this tab shows detailed status of the Input, Output,
|
|
and Timer portion of the RIOT/M6532 chip (the RAM portion is accessed
|
|
in another part of the debugger).</p>
|
|
<p><img src="graphics/debugger_iotab.png"></p>
|
|
|
|
<p>As with the TIA tab, most of the values here will be self-explanatory to a 2600
|
|
programmer, and almost all can be modified. However, the SWCHx registers need
|
|
further explanation:<p>
|
|
<p>SWCHx(W) can be modified; here, the (W) stands for write. Similarly,
|
|
SWACNT/SWBCNT can be directly modified. However, the results of reading back from
|
|
the SWCHx register are influenced by SWACNT/SWBCNT, and SWCHx(R) is a read-only display
|
|
reflecting this result.</p>
|
|
|
|
|
|
<!-- ///////////////////////////////////////////////////////////////////////// -->
|
|
<br>
|
|
<h2><u>(D)</u> Audio Tab</h2>
|
|
|
|
<p>This tab lets you view the contents of the TIA audio registers. In
|
|
the current release of Stella, these are read-only displays. This tab
|
|
will grow some features in a future release.</p>
|
|
|
|
|
|
<!-- ///////////////////////////////////////////////////////////////////////// -->
|
|
<br>
|
|
<h2><u>(E)</u> TIA Display</h2>
|
|
|
|
<p>In the upper left of the debugger, you'll see the current frame of
|
|
video as generated by the TIA. If a complete frame hasn't been drawn,
|
|
the partial contents of the current frame will be displayed up to the
|
|
current scanline, with the contents of the old frame (in black &
|
|
white) filling the rest of the display. Note that if 'phosphor mode'
|
|
has been enabled for a ROM, you will see the effect here as well. That
|
|
is, no flicker will be shown for 30Hz display, even though a real
|
|
system would alternate between drawing frames (and hence produce
|
|
flicker).</p>
|
|
|
|
<p>You can use the "Scan+1" button, the prompt "scan" command, or the
|
|
Alt-L key-combo to watch the TIA draw the frame one scanline at a time.</p>
|
|
|
|
<p>You can also right-click anywhere in this window to show a context menu,
|
|
as illustrated:</p>
|
|
<p><img src="graphics/debugger_tiaoutcmenu.png"></p>
|
|
<p>The options are as follows:</p>
|
|
<ul>
|
|
<li><b>Fill to scanline</b>: If you've already started a partial frame
|
|
draw (ie, the frame is already partially 'greyed' out), selecting this
|
|
option will draw all scanlines up to the vertical position where the
|
|
mouse was clicked. Note that if you weren't in partial-frame mode,
|
|
this option will have no effect.</li>
|
|
<li><b>Set breakpoint</b>: Will set a conditional breakpoint at the
|
|
scanline where the mouse was clicked. Currently, you'll need to use
|
|
the Prompt Tab to turn the breakpoint off again.</li>
|
|
<li><b>Set zoom position</b>: Influences what is shown in the TIA
|
|
zoom area (further described in part (G). The zoom area will
|
|
contain the area centered at the position where the mouse was
|
|
clicked.</li>
|
|
</ul>
|
|
|
|
|
|
<!-- ///////////////////////////////////////////////////////////////////////// -->
|
|
<br>
|
|
<h2><u>(F)</u> TIA Info</h2>
|
|
<p>To the right of the TIA display (E) there is TIA information, as shown:</p>
|
|
<p><img src="graphics/debugger_tiainfo.png"></p>
|
|
<p>The indicators are as follows:</p>
|
|
<ul>
|
|
<li><b>Frame</b>: The current frame number, since this ROM was loaded or reset.</li>
|
|
<li><b>F. Cyc</b>: The number of CPU cycles that have been executed this frame, since
|
|
VSYNC was cleared at scanline 0.</li>
|
|
<li><b>Scanline</b>: The scanline that's currently being drawn. Scanline 0 is the one
|
|
on which VSYNC is cleared (after being set for 3 scanlines, as per the Stella
|
|
Programmer's Guide)</li>
|
|
<li><b>S. Cyc</b>: The number of CPU cycles that have been executed since the beginning
|
|
of the current scanline.</li>
|
|
<li><b>VSYNC & VBLANK</b>: Self explanatory.</li>
|
|
<li><b>Pixel Pos</b>: The current number of visible color clocks that have been displayed on
|
|
the current scanline, starting from the beginning of the Horizontal Blank period.
|
|
During HBLANK, this value will be negative (representing the number of clocks
|
|
until the first visible one). Since there are 68 color clocks per HBLANK and
|
|
160 visible clocks per scanline, the Pixel Position will range from -68 to 159.</li>
|
|
<li><b>Color Clk</b>: The current number of total color clocks since the beginning of this
|
|
scanline's HBLANK. This counter starts at zero, but otherwise displays the same
|
|
information as the Pixel Position (so Color Clock will always be 68 more than Pixel
|
|
Position, and will range from 0 to 228).</li>
|
|
</ul>
|
|
|
|
|
|
<!-- ///////////////////////////////////////////////////////////////////////// -->
|
|
<br>
|
|
<h2><u>(G)</u> TIA Zoom</h2>
|
|
<p>Below the TIA Info (F) is the TIA Zoom area. This allows you to enlarge
|
|
part of the TIA display, so you can see fine details. Note that unlike
|
|
the TIA display area, this one <b>does</b> generate frames as the real
|
|
system would. So, if you've enabled 'phosphor mode' for a ROM, it
|
|
won't be honoured here (ie, you'll see alternating frames at 30Hz display,
|
|
just like on a real system).</p>
|
|
<p>You can also right-click anywhere in this window to show a context menu,
|
|
as illustrated:</p>
|
|
<p><img src="graphics/debugger_tiazoomcmenu.png"></p>
|
|
<p>These options allow you to zoom in on the image for even greater detail.
|
|
If you click on the output window, you can scroll around using the cursor,
|
|
PageUp/Dn and Home/End keys. You can also select the zoom position from
|
|
a context menu in the TIA Display.</p>
|
|
|
|
|
|
<!-- ///////////////////////////////////////////////////////////////////////// -->
|
|
<br>
|
|
<h2><u>(H)</u> Breakpoint/Trap Status</h2>
|
|
<p>Below the TIA Zoom (G), there is a status line that shows the reason the
|
|
debugger was entered (if a breakpoint/trap was hit), as shown:</p>
|
|
<p><img src="graphics/debugger_bpstatus.png"></p>
|
|
<p>The output here will generally be self-explanatory. Due to space concerns,
|
|
conditional breakpoints will be shown as "CBP: ...", normal breakpoints
|
|
as "BP: ...", read traps as "RTrap: ..." and write traps as "WTrap: ...".
|
|
See the "Breakpoints" section for details.</p>
|
|
|
|
|
|
<!-- ///////////////////////////////////////////////////////////////////////// -->
|
|
<br>
|
|
<h2><u>(I)</u> CPU Registers</h2>
|
|
<p>This displays the current CPU state, as shown:</p>
|
|
<p><img src="graphics/debugger_cpuregs.png"></p>
|
|
<p>All the registers and flags are displayed, and can be changed by
|
|
double-clicking on them (to the left). Flags are toggled on double-click.
|
|
Selected registers here can also be changed by using the "Data Operations" buttons,
|
|
further described in (J). All items are shown in hex. Any label defined for the
|
|
current PC value is shown to the right. Decimal and binary equivalents
|
|
are shown for SP/A/X/Y to the right (first decimal, then binary).</p>
|
|
<p>The column to the far right shows the 'source' of contents of the respective
|
|
registers. For example, consider the command 'LDA ($80),Y'. The operand of
|
|
the command resolves to some address, which isn't always easy to determine at
|
|
first glance. The 'Src Addr' area shows the actual resulting operand/address
|
|
being used with the given opcode.</p>
|
|
<p>There's not much else to say about the CPU widget: if you know 6502
|
|
assembly, it's pretty self-explanatory. If you don't, well, you should
|
|
learn :)</p>
|
|
|
|
|
|
<!-- ///////////////////////////////////////////////////////////////////////// -->
|
|
<br>
|
|
<h2><u>(J)</u> Data Operations buttons</h2>
|
|
<p>These buttons can be used to change values in either CPU Registers (I), or
|
|
the RIOT RAM (K), depending on which of these widgets is currently active.
|
|
<p><img src="graphics/debugger_dataops.png"></p>
|
|
<p>Each of these buttons also have a keyboard shortcut (indicated in square
|
|
brackets). In fact, many of the inputboxes in various parts of the debugger
|
|
respond to these same keyboard shortcuts. If in doubt, give them a try.</p>
|
|
<pre>
|
|
0 [z] - Set the current location/register to zero.
|
|
Inv [i !] - Invert the current location/register [toggle all its bits].
|
|
Neg [n] - Negate the current location/register [twos' complement negative].
|
|
++ [+ =] - Increment the current location/register
|
|
-- [-] - Decrement the current location/register
|
|
<< [< ,] - Shift the current location/register left.
|
|
>> [> .] - Shift the current location/register right.
|
|
|
|
Any bits shifted out of the location/register with << or >>
|
|
are lost (they will NOT end up in the Carry flag).
|
|
</pre>
|
|
|
|
|
|
<!-- ///////////////////////////////////////////////////////////////////////// -->
|
|
<br>
|
|
<h2><u>(K)</u> M6532/RIOT and extended RAM</h2>
|
|
<p>This is a spreadsheet-like GUI for inspecting and changing the contents
|
|
of the 2600's RAM. You can view 128 bytes of RAM at a time, starting with
|
|
the RAM built in to the console (zero-page RAM). If a cartridge contains
|
|
extended RAM, a scrollbar will be activated, allowing to scroll in
|
|
sequence through each 128 byte 'bank' of RAM. The address in the upper left
|
|
corner indicates the offset (in terms of the read port) for the bank
|
|
currently being displayed.</p>
|
|
<p>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. The currently selected RAM cell
|
|
can also be changed by using the Data operations buttons/associated
|
|
shortcut keys (J).</p>
|
|
<p><b>Note:</b> Many extended RAM schemes involve different addresses for
|
|
reading versus writing RAM (read port vs. write port). The UI takes care
|
|
of this for you; although the addresses shown are for the read port,
|
|
modifying a cell will use the write port. Also, some bankswitching
|
|
schemes can swap RAM and ROM dynamically during program execution. In
|
|
these cases, the values shown may not always be for RAM, and may point
|
|
to ROM instead. In the latter case, the data cannot be modified.</p>
|
|
<p><img src="graphics/debugger_ram.png"></p>
|
|
<p>The 'Undo' button in the upper right should be self-explanatory; it will
|
|
undo the most previous operation to one cell only. The 'Rev' button is
|
|
more comprehensive. It will undo <i>all</i> operations on <i>all</i> cells
|
|
since you first made a change.</p>
|
|
<p>The UI objects at the bottom refer to the currently selected RAM cell.
|
|
The 'label' textbox shows the label attached to this RAM location (if any),
|
|
and the other textboxes show the decimal and binary equivalent value.
|
|
The remaining buttons to the right are further explained in section (L).</p>
|
|
|
|
|
|
<!-- ///////////////////////////////////////////////////////////////////////// -->
|
|
<br>
|
|
<h2><u>(L)</u> M6532/RIOT and extended RAM (search/compare mode)</h2>
|
|
<p>The RAM 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><img src="graphics/debugger_ramsearch.png"></p>
|
|
<p>To search RAM, click 'Srch' 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 the input is empty, all RAM locations are highlighted.</p>
|
|
|
|
<p>The 'Cmp' 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 'Rset' button resets the entire operation; it clears the highlighted
|
|
addresses and allows another search.</p>
|
|
<p>The following is an example of inspecting all addresses that have
|
|
decreased by 1:</p>
|
|
<ul>
|
|
<li>Click 'Srch' with empty input. All 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 'Cmp' 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>Click 'Rset' when you're finished</li>
|
|
</ul>
|
|
|
|
|
|
<!-- ///////////////////////////////////////////////////////////////////////// -->
|
|
<br>
|
|
<h2><u>(M)</u> ROM Listing</h2>
|
|
<p>The ROM Widget is a disassembly of the current bank of ROM. If a symbol
|
|
file is loaded, the disassembly will have labels. Even without a symbol file, the standard
|
|
TIA/RIOT labels will still be present.</p>
|
|
<p>The disassembly is often quite extensive, and whenever possible tries to automatically
|
|
differentiate between code, graphics, data and unused bytes. There are actually two
|
|
levels of disassembly in Stella. First, the emulation core tracks accesses as a game
|
|
is running, making for very accurate results. This is known as a <b>dynamic</b> analysis.
|
|
Second, the built-in Distella code does a <b>static</b> analysis, which tentatively fills
|
|
in sections that the dynamic disassembler missed (usually because the addresses haven't
|
|
been accessed at runtime yet).</p>
|
|
<p>As such, code can be marked in two ways (absolute, when done by the emulation core),
|
|
and tentative (when done by Distella, and the emulation core hasn't accessed it yet).
|
|
Such 'tentative' code is marked with the '*' symbol, indicating that it has the potential
|
|
to be accessed as code sometime during the program run. This gives very useful information,
|
|
since it can indicate areas toggled by an option in the game (ie, when a player dies,
|
|
when difficulty level changes, etc). It can also indicate whether blocks of code after
|
|
a relative jump are in fact code, or simply data.</p>
|
|
|
|
|
|
<p><img src="graphics/debugger_rom.png"></p>
|
|
|
|
<p>The top area contains two items:
|
|
<ul>
|
|
<li><b>Current bank (x total)</b>: Shows the current bank in use (number in textbox),
|
|
and the total number of banks (x). Note that bank numbers start at 0 (as in most
|
|
programming languages). If the cartridge contains multiple banks, the bank can
|
|
be changed in the bank textbox, and the ROM will be re-disassembled.
|
|
Note that certain ROMs are quite complex, and may only show has having one
|
|
'virtual' bank when their address space can be swapped in and out in many
|
|
different ways.</li>
|
|
<li><b>Resolve data</b>: Informs Distella about the 'resolvedata'
|
|
commandline argument, which says how code and data sections are disassembled.
|
|
If set to 'Never', the entire address space is treated as code. If set to
|
|
'Always', an attempt is always made to resolve data sections.
|
|
The 'Automatic' setting is a combination of the previous two. First, an
|
|
attempt is made to resolve data sections. If this results in the current program
|
|
counter not being present in the disassembly, then a second disassembly is
|
|
done, without resolving data sections. Note that this option applies only to
|
|
addresses determined by Distella; addresses marked as code or graphics by the
|
|
emulation core will stay as such, no matter what this setting says.</li>
|
|
</ul>
|
|
|
|
<p>Each line of disassembly has four fields:</p>
|
|
<ul>
|
|
<li><b>Breakpoint</b>: This is the area at the far left, to the left of the
|
|
labels. Normally there will be nothing there: this indicates that there's
|
|
no breakpoint set at that address. You can set and clear breakpoints by
|
|
clicking in this area. When a breakpoint is set, there will be a
|
|
red circle in this area. These are the same breakpoints as used
|
|
by the "break" command, <b>not</b> the conditional "breakif" breakpoints
|
|
(which makes sense: cond-breaks can break on any condition, the Program
|
|
Counter isn't necessarily involved).</li>
|
|
<li><b>Labels</b>: Any labels assigned to the given address, either generated
|
|
automatically by Distella, read from a DASM symbol file or custom
|
|
labels created by the user. If 'PC addresses' is enabled, the address will
|
|
be shown in grey.</li>
|
|
<li><b>Disassembled bytes</b>: This is either a standard 6502 mnemonic (possibly with operand),
|
|
or information about graphics and/or data. For instructions, the cycle count will be
|
|
included, separated by a semicolon. For graphics, a bitmap of the data, and the address
|
|
of the data is included. For actual data, only the address is included.</li>
|
|
<li><b>Hex bytes</b>: These are the raw machine bytes for the code/graphics/data.
|
|
Note that only code, graphics or data will show bytes and can be edited.</li>
|
|
</ul>
|
|
|
|
<p>At this point, we should explain the various 'types' that the disassembler
|
|
can use. These are known as 'directives', and partly correspond to configuration
|
|
options from the standalone Distella program. They are listed in order of
|
|
decreasing hierarchy:</p>
|
|
<table border="1" cellpadding="3">
|
|
<tr><td><b>CODE</b></td><td>Addresses which have appeared in the program counter, or
|
|
which tentatively can appear in the program counter. These can be edited in hex.</td></tr>
|
|
<tr><td><b>GFX</b></td><td>Addresses which contain data stored in the player graphics registers
|
|
(GRP0/GRP1). These addresses are shown with a bitmap of the graphics, which
|
|
can be edited in either hex or binary. The bitmap is shown as large blocks.</td></tr>
|
|
<tr><td><b>PGFX</b></td><td>Addresses which contain data stored in the playfield graphics registers
|
|
(PF0/PF1/PF2). These addresses are shown with a bitmap of the graphics, which
|
|
can be edited in either hex or binary. The bitmap is shown as small dashes.</td></tr>
|
|
<tr><td><b>DATA</b></td><td>Addresses used as an operand for some opcode. These can be edited
|
|
in hex.</td></tr>
|
|
<tr><td><b>ROW</b></td><td>Addresses not used as any of the above. These are shown up
|
|
to 8 per line, and cannot be edited.</td></tr>
|
|
</table>
|
|
|
|
|
|
<p>For code sections, the 6502 mnemonic will be UPPERCASE for all standard instructions,
|
|
or lowercase for "illegal" 6502 instructions (like "dcp"). If resolving
|
|
of data sections has been disabled for any reason, you'll likely see a lot
|
|
of illegal opcodes if you scroll to a data table in ROM. This can also
|
|
occur if the disassembler hasn't yet encountered addresses in the PC.
|
|
If you step/trace/scanline/frame advance into such an area, the disassembler
|
|
will make note of it, and disassemble it correctly from that point on.</p>
|
|
|
|
<!-- TODO - is this true any longer?
|
|
<p>Beware: the cycle counts don't take into account any penalty cycles
|
|
for crossing page boundaries. All branches are shown as 2 cycles, which
|
|
is how long they take if the branch isn't taken. Branches that are
|
|
taken will actually take 3 cycles (plus a penalty cycle if they cross
|
|
page boundaries).</p> -->
|
|
|
|
<p>You can scroll through the disassembly with the mouse or keyboard. To
|
|
center the display on the current PC, press the Space bar.</p>
|
|
|
|
<p>Any time the Program Counter changes (due to a Step, Trace, Frame
|
|
or Scanline advance, or manually setting the PC), the disassembly will
|
|
scroll to the current PC location.</p>
|
|
|
|
<p>Even though ROM is supposed to be Read Only Memory, this is an
|
|
emulator: you can change ROM all you want within the debugger. The hex
|
|
bytes in the ROM Widget are editable. Double-click on them to edit
|
|
them. When you're done, press Enter to accept the changes (in which case
|
|
the cart will be re-disasembled) or Escape to cancel them.
|
|
Note that only instructions that have been fully disassembled
|
|
can be edited. In particular, blank lines or 'ROW' directives
|
|
cannot be edited. If you wish to edit the latter, then the 'Resolve data'
|
|
item should be set to 'Never' first. Also note that certain ROMs can have
|
|
sections of address space swapped in and out dynamically. As such, changing
|
|
the contents of a certain address will change the area pointed to <b>at
|
|
that time</b>. In particular, modifying an address that points to internal
|
|
RAM will change the RAM, not the underlying ROM. A future release may
|
|
graphically differentiate between RAM and ROM areas.</p>
|
|
|
|
<p>The ROM listing also contains a context menu, accessible by right-clicking
|
|
anywhere in the listing:</p>
|
|
<p><img src="graphics/debugger_romcmenu.png"></p>
|
|
<p>Currently, there are three options:</p>
|
|
<ul>
|
|
<li><b>Save ROM</b>: A textbox will appear for you to enter filename,
|
|
and then the ROM will be saved. Note that the filename is considered
|
|
relative to the <b>current</b> directory, not the ROM or base directory.
|
|
You can enter a full path, though, in which case it doesn't matter.</li>
|
|
|
|
<li><b>Set PC</b>: Set the Program Counter to the address of the
|
|
disassembly line where the mouse was clicked.</li>
|
|
|
|
<li><b>RunTo PC</b>: Single-step through code until the Program Counter
|
|
matches the address of the disassembly line where the mouse was clicked.</li>
|
|
|
|
<li><b>Toggle PC addresses</b>: Show or hide blank labels as Program Counter
|
|
addresses.</li>
|
|
|
|
<li><b>Toggle GFX binary/hex</b>: Switch between editing GFX and PGFX sections
|
|
in either hexidecimal or binary.</li>
|
|
|
|
<li><b>Re-disassemble</b>: Self-explanatory; force the current bank to be
|
|
disassembled, regardless of whether anything has changed.</li>
|
|
</ul>
|
|
|
|
<h3>Limitations</h3>
|
|
|
|
<ul>
|
|
|
|
<li>The ROM Widget only works on ROM or zero-page RAM separately. If your game runs
|
|
code from zero-page RAM, the disassembly will show addresses $80 to $FF (zero-page
|
|
RAM address space) only. Once your RAM routine returns, the ROM Widget will switch
|
|
back to ROM space ($1000 - $1FFF and mirrors). The same is true of the "disasm"
|
|
command; it will show either ROM or RAM space, not both at the same time.</li>
|
|
|
|
<li>The standard VCS memory map has the cartridge port at locations
|
|
$F000-$FFFF. However, not all the address lines exist on a 6507, so
|
|
the cartridge port is "mirrored" at every other 4K chunk of address
|
|
space ($1000, $3000, up to $D000). Some programmers find it easier
|
|
to think of the different banks of ROM as being at different addresses
|
|
(such as: Bank 0 at $D000 and bank 1 at $F000). When such a ROM runs,
|
|
the Program Counter can point to one of the mirrors instead of the main
|
|
area at $F000. This is perfectly OK, and everything works just fine.
|
|
However, breakpoints are set on actual addresses. If there were a breakpoint
|
|
set at $F010, and the bank later switched to mirror $D000, the breakpoint
|
|
will not be shown, and will not break on $D010, even though it's technically
|
|
the same address.</li>
|
|
|
|
</ul>
|
|
|
|
<p>These limitations will be addressed in a future release of Stella.</p>
|
|
|
|
|
|
<!-- ///////////////////////////////////////////////////////////////////////// -->
|
|
<br>
|
|
<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,
|
|
Scan+1, Frame+1 and Exit. The larger button to the left (labeled '<')
|
|
performs the rewind operation, which will undo the previous Step/Trace/Scan/Frame
|
|
advance. The rewind buffer is currently 100 levels deep.</p>
|
|
<p><img src="graphics/debugger_globalbuttons.png"></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 re-running the relevant commands in the prompt.</p>
|
|
|
|
<p>You can also use the Step, Trace, Scan+1, Frame+1 and Rewind buttons from
|
|
anywhere in the GUI via the keyboard, with Alt-S, Alt-T, Alt-L, Alt-F and Alt-R.</p>
|
|
|
|
|
|
<!-- ///////////////////////////////////////////////////////////////////////// -->
|
|
<br>
|
|
<h2>Distella Configuration Files</h2>
|
|
<p>As mentioned in ROM Listing (M), Stella supports the following directives:
|
|
CODE/GFX/PGFX/DATA/ROW. While the debugger will try to automatically mark address
|
|
space with the appropriate directive, there are times when it will fail. There are
|
|
several options in this case:</p>
|
|
<ol>
|
|
<li><b>Manually set the directives</b>: Directives can be set in the debugger
|
|
prompt with the code/gfx/pgfx/data/row commands. These accept an address range
|
|
for the given directive type. Setting a range with the same type a second time
|
|
will remove that directive from the range.</li>
|
|
<li><b>Use configuration files</b>: Configuration files can be used to automatically
|
|
load a list of directives when a ROM is loaded. These files can be generated with the
|
|
'saveconfig' command, and loaded with the 'loadconfig' command. There are also
|
|
'listconfig' and 'clearconfig' commands to show and erase (respectively) the current
|
|
directive listing. Upon opening the debugger for the first time, Stella attempts
|
|
to load a configuration file from several places. For this example, assume a ROM
|
|
named "rr.a26", with properties entry "River Raid". Attempts will be made as follows:
|
|
<ul>
|
|
<li>ROM dir based on properties entry name: <i>River Raid.cfg</i></li>
|
|
<li>ROM dir based on actual ROM name: <i>rr.cfg</i></li>
|
|
<li>CFG dir based on properties entry name: <i>configdir/River Raid.cfg</i></li>
|
|
</ul>
|
|
<p>The location of 'configdir' will depend on the version of Stella, as follows:</p>
|
|
|
|
<p><table cellpadding="5" border="1">
|
|
<tr>
|
|
<td><b>Linux/Unix</b></td>
|
|
<td><i>~/.stella/cfg/</i></td>
|
|
</tr>
|
|
<tr>
|
|
<td><b>Macintosh</b></td>
|
|
<td><i>~/Library/Application Support/Stella/cfg/</i></td>
|
|
</tr>
|
|
<tr>
|
|
<td><b>Windows</b></td>
|
|
<td><i>%APPDATA%\Stella\cfg\</i>
|
|
<b>OR</b><br>
|
|
<i>_BASEDIR_\cfg\</i>
|
|
(if a file named 'basedir.txt' exists in the application
|
|
directory containing the full pathname for _BASEDIR_)
|
|
</td>
|
|
</tr>
|
|
</table>
|
|
</table>
|
|
</li>
|
|
</ol>
|
|
|
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<br>
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<h2>Tutorial: How to hack a ROM</h2>
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<p>Here is a step-by-step guide that shows you how to use the debugger to
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actually do something useful. No experience with debuggers is necessary,
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but it helps to know at least a little about 6502 programming.</p>
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<ol>
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<li>Get the Atari Battlezone ROM image. Make sure you've got the
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regular NTSC version. Load it up in Stella and press TAB to get to
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the main menu. From there, click on "Game Information". For "Name", it
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should say "Battlezone (1983) (Atari)" and for MD5Sum it should say
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"41f252a66c6301f1e8ab3612c19bc5d4". The rest of this tutorial assumes
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you're using this version of the ROM; it may or may not work with the
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PAL version, or with any of the various "hacked" versions floating around
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on the 'net.</li>
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<li>Start the game. You begin the game with 5 lives (count the tank
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symbols at the bottom of the screen).</li>
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<li>Enter the debugger by pressing the ` (backquote) key. Don't get
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killed before you do this, though. You should still have all 5 lives.</li>
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<li>In the RAM display, click the "Search" button (labelled 'Srch') and enter "5" for input.
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This searches RAM for your value and highlights all addresses that match
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the input. You should see two addresses highlighted: "00a5" and "00ba".
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These are the only two addresses that currently have the value 5, so they're
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the most likely candidates for "number of lives" counter. (However, some
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games might actually store one less than the real number of lives, or
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one more, so you might have to experiment a bit. Since this is a "rigged
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demo", I already know Battlezone stores the actual number of lives.
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Most games do, actually).</li>
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<li>Exit the debugger by pressing ` (backquote) again. The game will
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pick up where you left off.</li>
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<li>Get killed! Ram an enemy tank, or let him shoot you. Wait for
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the explosion to finish. You will now have 4 lives.</li>
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<li>Enter the debugger again. Click the "Compare" button (labelled 'Cmp') in RAM widget and enter
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a value of 4. Now the RAM widget should only show one highlighted address:
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"00ba". What we did was search within our previous results (the ones that
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were 5 before) for the new value 4. Address $00ba used to have the value 5,
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but now it has 4. This means that Battlezone (almost certainly) stores the
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current number of lives at address $00ba.</li>
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<li>Test your theory. Go to the RAM display and change address $ba to
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some high number like $ff (you could use the Prompt instead: enter "ram
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$ba $ff"). Exit the debugger again (or advance the frame). You should now see lots of lives
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at the bottom of the screen (of course, there isn't room to display $ff
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(255) of them!)... play the game, get killed a few times, notice that
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you have lots of lives.</li>
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<li>Now it's time to decide what sort of "ROM hack" we want to
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accomplish. We've found the "lives" counter for the game, so we can
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either have the game start with lots of lives, or change the game
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code so we can't get killed (AKA immortality), or change the code
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so we always have the same number of lives (so we never run out, AKA
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infinite lives). Let's go for infinite lives: it's a little harder than
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just starting with lots of lives, but not as difficult as immortality
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(for that, we have to disable the collision checking code, which means
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we have to find and understand it first!)</li>
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<li>Set a Write Trap on the lives counter address: "trapwrite $ba"
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in the Prompt. Exit the debugger and play until you get killed. When
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you die, the trap will cause the emulator to enter the debugger with the
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Program Counter pointing to the instruction *after* the one that wrote
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to location $ba.</li>
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<li>Once in the debugger, look at the ROM display. The PC should be at address
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$f238, instruction "LDA $e1". You want to examine a few instructions before
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the PC, so scroll up using the mouse or arrow keys. Do you see
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the one that affects the lives counter? That's right, it's the "DEC $ba"
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at location $f236.</li>
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<li>Let's stop the DEC $ba from happening. We can't just delete the
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instruction (it would mess up the addressing of everything afterwards,
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if it were even possible), but we can replace it with some other
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instruction(s).
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<p>Since we just want to get rid of the instruction, we can replace it with
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NOP (no operation). From looking at the disassembly, you can see that
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"DEC $ba" is a 2-byte long instruction, so we will need two one-byte
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NOP instructions to replace it. From reading the prompt help (the "help"
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command), you can see that the "rom" command is what we use to patch ROM.
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<p>Unfortunately, Stella doesn't contain an assembler, so we can't just
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type NOP to put a NOP instruction in the code. We'll have to use the
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hex opcode instead.
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<p>Now crack open your 6502 reference manual and look up the NOP
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instruction's opcode... OK, OK, I'll just tell you what it is: it's $EA
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(234 decimal). We need two of them, so the bytes to insert will look like:
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<pre> $ea $ea</pre>
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<p>Select the line at address $f236 and enter 'ROM patch' mode. This is done
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by either double-clicking the line, or pressing enter. Then delete the bytes
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with backspace key and enter "ea ea". Another way to do this would have been
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to enter "rom $f236 $ea $ea" in the Prompt widget.
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</li>
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<li>Test your patch. First, set location $ba to some number of
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lives that can be displayed on the screen ("poke $ba 3" or enter directly into
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the RAM display). Now exit the debugger and play the game. You should see 3
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lives on the screen.</li>
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<li>The crucial test: get killed again! After the explosion, you
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will *still* see 3 lives: Success! We've hacked Battlezone to give us
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infinite lives.</li>
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<li>Save your work. In the prompt: "saverom bzhack.bin". You now
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have your very own infinite-lives version of Battlezone. The file will
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be saved in the current directory (NOT your ROM directory), so you might
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want to move it to your ROM directory if it isn't the current directory.
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This can also be accomplished by right-clicking on the ROM widget and
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selecting '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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<p>Now, try the same techniques on some other ROM image (try Pac-Man). Some
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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.</p>
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<p>If you successfully patch a ROM in the debugger, but the saved version
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won't work, or looks funny, you might need to add an entry to the
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stella.pro file, to tell Stella what bankswitch and/or TV type to use.
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That's outside the scope of this tutorial :)</p>
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<p>Of course, the debugger is useful for a lot more than cheating and
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hacking ROMs. Remember, with great power comes great responsibility,
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so you have no excuse to avoid writing that game you've been thinking
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about for so long now :)</p>
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