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I have one question....in king's valley 1 from konami memory location 467d we have
467D: ADC A,E
467E: NOP
467F: INC E
4680: LD (#6363),HL
4683: LD H,E
4684: LD (#001C),HL
4687: JR #46C1
4689: INC B
468A: JR #465A
468C LD A,(HL)
The corresponding hex data is
8b
00
1c
22,63,63
63
22,1c,00
18,38
04
18,ce
now up to address 47a5 this piece of code makes no sense at all.
Is there a way in the msx debugger of openmsx or bluemsx to flag an area and say
"from 467d to 47a5 this is data" so that the debugger does not show meaningless machine code language commands.
Or say from "4000 to 5000" this is code,so the debugger prints all the specific instructions?
I have located many data segments in konami games however i find it difficult to do what i want (which is to create a listing of those games in machine code) mainly because i can't find a way to list for example in the debugger areas that have data like
DATA for font in king's valley 1 adress 46d7 to 47a5
467d:db $8b,$00,$1c,$22
db $63,$63,$63,$22
db $1c,$00,$18,$38
db $04,$18,$ce,etc
i want to get rid of meaningless machine code from the debugger...
The text was updated successfully, but these errors were encountered:
Commented by sd-snatcher on 2010-08-23 23:15 UTC
I believe it's possible to do it using a SYM file, but unfortunately I'm not currently using this feature because:
The debugger refuses to load the SYM files generated by sjAsmPlus
Requires quite some manual work when developing new MSX software because the bug#2776783 is still not fixed... I have projects that have a lot of separate SYM files.
Segments are not taken into consideration, so megarom or mapper debugging will have trouble
It could also be a lot more productive if the feature_request#2776791 would also be implemented.
Reported by manuelbi on 2009-07-17 16:05 UTC
As written here: http://www.msx.org/forumtopic10027p30.html
I have one question....in king's valley 1 from konami memory location 467d we have
467D: ADC A,E
467E: NOP
467F: INC E
4680: LD (#6363),HL
4683: LD H,E
4684: LD (#001C),HL
4687: JR #46C1
4689: INC B
468A: JR #465A
468C LD A,(HL)
The corresponding hex data is
8b
00
1c
22,63,63
63
22,1c,00
18,38
04
18,ce
now up to address 47a5 this piece of code makes no sense at all.
Is there a way in the msx debugger of openmsx or bluemsx to flag an area and say
"from 467d to 47a5 this is data" so that the debugger does not show meaningless machine code language commands.
Or say from "4000 to 5000" this is code,so the debugger prints all the specific instructions?
I have located many data segments in konami games however i find it difficult to do what i want (which is to create a listing of those games in machine code) mainly because i can't find a way to list for example in the debugger areas that have data like
DATA for font in king's valley 1 adress 46d7 to 47a5
467d:db $8b,$00,$1c,$22
db $63,$63,$63,$22
db $1c,$00,$18,$38
db $04,$18,$ce,etc
i want to get rid of meaningless machine code from the debugger...
The text was updated successfully, but these errors were encountered: