Subject: Re: [stella] Stella debugger minimum window size? From: Glenn Saunders <mos6507@xxxxxxxxx> Date: Tue, 26 Jul 2005 18:11:43 -0400 |
I think 1024x768 is fine. My 15" LCD screen uses that as its native res. I spent some time thinking about how to break up the screen into segments and it looks like vertical scrollbars are a necessity to some degree. With the ROM display definitely. I'd actually prefer the RAM display to be scrolled instead of a big matrix of blocks, too, and a separate register view. I am going to post an HTML mockup of my idea some time soon, but the idea is that to have uniformity in how memory addresses are displayed and acted upon in the debugger. I like the idea of having three scrollable zones side by side, each of which can be told to display ROM, RAM, or registers. And you could lock the scrolling or have it autoscroll while single-stepping or other criteria. And you can set it up so that any address can independently display values in hex, decimal, BCD, binary, or "graphics". You could set up your debugging environment so that all the address ranges are customized to display in the format you prefer. Graphics in the ROM or the sprite and playfield registers displayed as graphics with a solid block on 1 or a blank area on 0. Bytes where individual bits are significant could be stored in binary. Scores in BCD. And depending on how your mind works, general stuff in decimal or hex. That way you could watch two chunks of RAM at the same time, for instance. Or you can let one ROM window scroll on its own as you single step and use another ROM window to interatively scroll. I also like the idea of a register view that gives you the ability to see the GRPx or ball shadow registers and flags which register in the pair is currently active for drawing depending on the state of VDEL. This could be something as simple as a > character to the left of the register address for GRP0a/b and GRP1a/b and ENABLa/b. I think that would go a long way to demonstrating how VDEL works. For the playfield in particular I think there needs to be a little strip right below the 2600's graphics window that shows you the "actual" playfield graphics at each moment in time as they would draw themselves if left unaltered for the entire display. That way you could single step and see exactly when you need to time your register rewrites. At 1024x768 there is probably enough room for this and all the sprite stuff at the same time above and beyond a register scrolling window. This would be like showing the current "brush type" and "pen color" that the TIA is using to draw with as the scanline traces across the screen. This would be useful to see when single-stepping through six-char routines. __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://stella.biglist.com
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Re: [stella] Stella debugger minimu, Fred Quimby | Thread | [stella] Emulator vs. 6507, C. Bond |
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