Sure, there are messy configurations one could create to push past the annoying loop, but that's no good. If it does, emulation will continue as normal.įor the former example, this would be incredibly useful when a particular memory address (usually static data) is accessed multiple times in an irrelevant loop. If a Processor Breakpoint is tripped that interacts with memory/registers, Dolphin then checks to see if the memory range/registers has an Anti-Breakpoint. If it does, emulation will continue as normal. If a Memory/Register Breakpoint is tripped, Dolphin then checks to see if the processor instruction responsible has an Anti-Breakpoint. This is a basic tool that would speed up my workflow tremendously. There are three ideas that I have thought of so far. From my time using Dolphin's debugging tools, I have some suggestions for new features and improvements that will positively effect virtually all GC/Wii modding communities! Recently, our community has had an explosion of people learning about assembly editing, myself included. While reading the Dolphin Emulator website, I learned that this section of the forums existed.
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