During execution of my rudimentary game engine experiments, It will always alternate between a long calculation/AI/decoding routine in the main loop and PPU updates in vblank. It seems to me if I wanted to step through the code as it is executing in an emulator, I could start by setting a breakpoint at the start of each of these big chunks. When FCEUXD hits a breakpoint, I presume everything gets "frozen" that is, vblank will quit firing?
Previously I had been doing something like:
- jmp -
after some point in the code where I wanted to check out what was happening in ram.
but obviously this won't be sufficient in all cases. Also there's the problem of identifying where the breakpoints should be; however I think if I just .db'd a string before each big routine I should be able to find it in the debugger..
Are these techniques fairly common or is there something even easier out there? I'm also intrigued by the advent of lua scripting as described in a post in the General forum...I definitely want to look into that also.
Previously I had been doing something like:
- jmp -
after some point in the code where I wanted to check out what was happening in ram.
but obviously this won't be sufficient in all cases. Also there's the problem of identifying where the breakpoints should be; however I think if I just .db'd a string before each big routine I should be able to find it in the debugger..
Are these techniques fairly common or is there something even easier out there? I'm also intrigued by the advent of lua scripting as described in a post in the General forum...I definitely want to look into that also.