Breakpoints in FCEUXD

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Bregalad
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Joined: Fri Nov 12, 2004 2:49 pm
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Post by Bregalad »

It's fun you say sta $4500, but myself I always found myself typing inc $ff for my breakpoints.
tokumaru wrote:And it happens that I've seen a game perform an operation that should trigger a breakpoint but FCEUXD didn't catch it, probably because of the addressing mode used.
Could you add more precision ? I really found it weird. Normally it should always break no matter how it was read or write. Maybe I (or someone else) should try all ways to acess to a memory location. Maybe FCEU does ignore the tricky dummy read and dummy writes (for example if you do sta $4000,X with X = 15, $4015 is being read as well, but maybe that doesn't triger in FCEU).
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Roth
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Post by Roth »

Celius wrote:Oh, I've never actually used that before. That's good to know, since I thought it was really complex to set up. I was thinking you had to make some big elaborate expression, but it's good to know you can just throw a value in there!

And yes, we are talking about the FCEUXD debugger. I really am not a fan of Nintendulator's debugging features compared to FCEUXD's either.
Something else I forgot to mention was that it's kind of picky with what you put into the Conditions box. For instance, on the values, you can't put the $ symbol. You can also use the && and || symbols to expand on things. So, some examples in the box would be:

A == #16

A == #0c || X == #03

X == #20 && Y == #04

I believe you can also use the greater-than/less-than signs, but don't hold me to it, as I can't remember for sure.
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