Learning PSP assembly
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01-09-2017, 06:03 PM
(This post was last modified: 01-09-2017 06:09 PM by LunaMoo.)
Post: #21
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RE: Learning PSP assembly
As I wrote that above, just set a condition to the breakpoint.
When you create/edit execute breakpoints notice the two longer input fields: one is called Condition where you can set such conditions, so if you have a code like that: Code: move t1,a1 #1 Code: a1==0x990CD28 Code: t1==0x990CD28 Note that condition can't be set for memory breakpoints, only execute ones. Another field to input text there is called Log fmt where you can specify format of the text printed to the log you enter descriptions as text and registers inside {}, for example typing there a1: {a1}, t1: {t1} would print: Code: *time* *thread_name*[JIT]: Debugger\Breakpoints.cpp:320 BKP PC=*current address*: a1: *value of a1*, t1: *value of t1* If you want to print all breakpoints to a text file same as I mentioned on previous page here - just use InfoLog.bat which again is included in all nightly builds from Orphis buildbot or run it with --log=filename.txt commandline doing so will print everything to that text file instead to it's log window. Also if you don't want the log to have any other text just breakpoints, before running the game (or soon after) go to tools->dev tools->logging channels and disable everything except JIT compiler(so use toggle all, then re-activate just that), you can also switch it to "notice". Might not be worth doing since info log isn't usually that spammy and you will have to change those log settings every ppsspp restart. http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders! http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats, https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds. |
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