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synced 2024-11-28 08:50:22 +00:00
reload debug break state before resuming, fixes frame de-sync problem
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58e3f3f9fb
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@ -270,6 +270,9 @@ export abstract class BaseDebugPlatform extends BasePlatform {
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this.onBreakpointHit = callback;
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}
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clearDebug() {
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if (this.debugBreakState != null) {
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this.loadState(this.debugSavedState);
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}
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this.debugSavedState = null;
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this.debugBreakState = null;
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this.debugTargetClock = -1;
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@ -849,12 +849,12 @@ class VectrexPlatform extends Base6809Platform {
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var frameCycles = 1500000 / 60;
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var cycles = 0;
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while (cycles < frameCycles) {
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cycles += this.step();
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cycles += this.nextCycle();
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}
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return cycles;
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}
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step() {
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nextCycle() {
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this.probe.logExecute(this.getPC(), this.getSP());
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if (this.via.ifr & 0x80) {
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this._cpu.interrupt();
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@ -194,6 +194,21 @@ async function testPlatform(platid, romname, maxframes, callback) {
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}
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assert.equal(clks, proberec.countClocks());
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}
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// debugging
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let bpState = null;
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if (platform.setupDebug) {
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let stated1 = platform.saveState();
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platform.setupDebug((state,msg) => {
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bpState = state;
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});
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if (platform.step) platform.step();
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platform.nextFrame();
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platform.clearDebug();
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let stated3 = platform.saveState();
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assert.ok(bpState);
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console.log(stated1.c.PC, bpState.c.PC, stated3.c.PC);
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assert.equal(stated1.c.PC, stated3.c.PC);
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}
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// debug tree
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if (platform.getDebugTree != null) {
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var dbgtree = platform.getDebugTree();
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