Xkas Tool For Mac

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After using bsnes-plus for a couple days, here are my impressions. Compilation was easy compared to higan, though I needed to edit some files to disable pulseaudio and to shrink the cheats.xml file, it's not nice to drop a 3mb file to my home dir without asking me. The tilemap viewer in particular was good. /diabetes-risk-assessment-1000-fresh-for-mac/.

The debugger on the other hand fell short in many ways. - why does it only show instructions after break/step? I expected a continuous view - why does the disassembler show such a small amount of code? I couldn't find any way to increase it - I couldn't figure out how to set breakpoints - the disassembler showed wrong code once, perhaps it took the code as 16-bit when the registers were set to 8-bit (and shown as 8-bit in the debugger window) Finally, I couldn't set right shift to the select key. Any other key was accepted, but not shift for some reason. Maybe a Qt quirk?

Xkas (short for cross-knight assembler) is an assembler made for 65c816 ASM code made by byuu.This ASM code can be run by the SNES, which makes it useful for hacking Super Mario World, as well as other SNES games. Xkas also comes with a patching feature, which allows you to insert the code directly into a ROM with the org command, which designates the location the code will be inserted to. Giac/Xcas is a free computer algebra system for Windows, Mac OS X and Linux/Unix (license GPL3, for commercial dual-license contact us). Xcas is an interface to perform computer algebra, function graphs, interactive geometry (2-d and 3-d), spreadsheet and statistics, programmation.

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Why does it only show instructions after break/step? I expected a continuous view I don't think that'd work that well. Thousands of instructions could be executed every frame. Even if the UI can handle printing them that fast, it would be limited by only being able to refresh at 60 Hz too, so if it shows, say, fifty instructions on screen at once, 99% of the instructions would never even appear on the screen. Furthermore, if the UI's refresh is synced up to the game's, you'd just see the last fifty instructions executed each frame, probably showing something boring like the start of vblank.

That all said, I do think there are things that'd be nice to have a continuous view of; I just don't see it working that well for the main debugger log. For instance, something that could keep track of variables in real-time would be nice, rather than having to look at the memory viewer. I've also seen some in Retro Game Mechanics Explained's videos that might be nice to see in real-time.

The problem is the SNES is such a big machine that the spaghetti gui style of debugger just gets to unweildy, the NES is pushing it, you end up with 5 windows you have to shuffle to get all the data you need. Factor in the SNES has lots more code, lots more registers, lots more visual state, more palletes, more sprites, a whole spereate sound processor, dma, hdma, ram,vram,sram it just gets too much to make a 'button for the thing' debugger. And then you have SA-1, Super FX, DSP, C4 etc etc It gets to the point it needs a monitor so all the commands are in text form, and you can query what you need when you need it. Having some of the other things in a visual format is nice, but I think having a monitor first would be the way to go. Mp3 tag editor mac. Why does the disassembler show such a small amount of code?

I couldn't find any way to increase it - the disassembler showed wrong code once, perhaps it took the code as 16-bit when the registers were set to 8-bit (and shown as 8-bit in the debugger window) These are both shortcomings of the crusty old bsnes 73 disassembler; as you guessed, it does show all currently displayed code with the current register sizes regardless of what was actually executed. You might be interested in which improves the disassembler portion substantially, among other things. Finally, I couldn't set right shift to the select key. Any other key was accepted, but not shift for some reason.

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Maybe a Qt quirk? You'll need to check the 'allow modifier keys to be assigned standalone' option in order to bind things to Shift/Ctrl/Alt/etc. On the other hand if it only doesn't work for one/both of the shift keys in particular, that might be an issue with the current input driver. Anyway, I've been very recently working to finally(!) wrap up the v4 release which I should be able to get out there fairly soon. After that I'm going to be focusing on officially migrating the project to Qt 5, as well as continuing and merging Benny's excellent work with the redesigned debugger frontend. (That said, if you have any feedback/suggestions specifically pertaining to that, feel free to post them in the other thread for now).

This entry was posted on 13.06.2016.