Post Reply 
 
Thread Rating:
  • 0 Votes - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Learning PSP assembly
01-09-2017, 10:43 AM (This post was last modified: 01-09-2017 10:43 AM by Yugisokubodai.)
Post: #20
RE: Learning PSP assembly
For the first problem, I solved it by a simple MTE coding, which allow multi characters with a single byte.

For the second one, I just want to know how to make the emulator snap when it hit a specific value. When setting break point wethere on read/write or execute, it snap every time when the provided address is access. This can be very frustrating because many unwanted routines access the same address and many unwanted values. Therefore, I think by setting a condition can eliminate this.

For example,

08A54758z_un_08a54758:
addiu sp,sp,-0x10
move t1,a1
move t2,a2

As you can see, at 08a54760 the value of t1 is modified. If I set execution break point on that address, it will snap thousand of times. I just want it to snap only when the value 990CD28 is written to t1. I wonder is there a way?


P/s: It's very hard to keep things tracked on the debug console. I wonder how to make the emu write log to txt file, just like Snes's Geiger like this.

http://i.imgur.com/Dj2Mplg.png

For the first problem, I solved it by a simple MTE coding, which allow multi characters with a single byte.

For the second one, I just want to know how to make the emulator snap when it hit a specific value. When setting break point wethere on read/write or execute, it snap every time when the provided address is access. This can be very frustrating because many unwanted routines access the same address and many unwanted values. Therefore, I think by setting a condition can eliminate this.

For example,

08A54758z_un_08a54758:
addiu sp,sp,-0x10
move t1,a1
move t2,a2

As you can see, at 08a54760 the value of t1 is modified. If I set execution break point on that address, it will snap thousand of times. I just want it to snap only when the value 990CD28 is written to t1. I wonder is there a way?


P/s: It's very hard to keep things tracked on the debug console. I wonder how to make the emu write log to txt file, just like Snes's Geiger like this.

http://i.imgur.com/Dj2Mplg.png
Find all posts by this user
Quote this message in a reply
Post Reply 


Messages In This Thread
Learning PSP assembly - Yugisokubodai - 12-02-2016, 01:15 PM
RE: Learning PSP assembly - TkSilver - 12-02-2016, 09:46 PM
RE: Learning PSP assembly - Yugisokubodai - 12-02-2016, 10:45 PM
RE: Learning PSP assembly - TkSilver - 12-03-2016, 05:08 AM
RE: Learning PSP assembly - LunaMoo - 12-03-2016, 05:51 PM
RE: Learning PSP assembly - Yugisokubodai - 12-04-2016, 01:32 AM
RE: Learning PSP assembly - LunaMoo - 12-04-2016, 03:04 AM
RE: Learning PSP assembly - Yugisokubodai - 12-04-2016, 03:19 AM
RE: Learning PSP assembly - LunaMoo - 12-04-2016, 03:45 AM
RE: Learning PSP assembly - Yugisokubodai - 12-04-2016, 03:50 AM
RE: Learning PSP assembly - LunaMoo - 12-04-2016, 04:16 AM
RE: Learning PSP assembly - Tehau - 12-04-2016, 07:38 AM
RE: Learning PSP assembly - Yugisokubodai - 12-04-2016, 08:18 AM
RE: Learning PSP assembly - LunaMoo - 12-04-2016, 03:17 PM
RE: Learning PSP assembly - Yugisokubodai - 12-09-2016, 01:26 PM
RE: Learning PSP assembly - LunaMoo - 12-09-2016, 09:09 PM
RE: Learning PSP assembly - Yugisokubodai - 12-20-2016, 11:58 AM
RE: Learning PSP assembly - Yugisokubodai - 01-08-2017, 04:23 PM
RE: Learning PSP assembly - LunaMoo - 01-09-2017, 04:54 AM
RE: Learning PSP assembly - Yugisokubodai - 01-09-2017 10:43 AM
RE: Learning PSP assembly - LunaMoo - 01-09-2017, 06:03 PM
RE: Learning PSP assembly - Yugisokubodai - 01-12-2017, 02:30 PM
RE: Learning PSP assembly - LunaMoo - 01-12-2017, 05:18 PM
RE: Learning PSP assembly - Yugisokubodai - 01-15-2017, 12:06 AM
RE: Learning PSP assembly - LunaMoo - 01-15-2017, 05:30 AM

Forum Jump: