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windfish's Issues

Add breakpoint support to the emulator

  • Able to add breakpoints
  • Able to delete breakpoints
  • Emulator pauses when a breakpoint is encountered (when breakpoints are on macros, only the first instruction of the macro should pause the emulator)

Support mapping code to a memory region

This will enable the disassembler to treat any call/jp addresses within the region as mapped to the destination region. This will be particularly handy for working with the test ROMs as they frequently copy code into RAM before running it.

The reverse mapping can be useful as well: if the emulator detects it is running in a mapped region it can highlight the code at the source region instead.

Implement serial interrupts

This should improve the likelihood of blargg/instr_timing/instr_timing passing, as it relies on the serial interrupt being fired.

Add support for building the ROM from the disassembly

This will help verify that the checksums of assembling the disassembly matches the checksum of the ROM and that no errors were introduced as a result of a bug in Windfish or the project configuration.

Doing so will require integrating the rgbds tool into the Windfish UI in some manner.

Current viewport is reset when disassembling finishes

The viewport gets reset to bank 0 at the top rather than staying fixed to the current view.

A related bug is that if the bank being debugged is not open when a breakpoint is hit, then the bank's source will be opened but the correct location won't be jumped to until at least one more emulation step occurs. There is likely some race condition happening between loading the bank's source and the ability to jump to a given line in the source.

Make it possible to extract functions to separate files

This will enable larger structural organization of the disassembly.

One way to do this would be to allow a filename to be associated with a function. Doing so would cause the function's entire scope to be moved to that file. This file would in turn be imported from the appropriate bank.

Surface ambiguous inferred types in the UI

When an instruction can be inferred as having multiple types, this should be surfaced in the UI as a "fixit"-style suggestion to select one of the types as the preferred type.

Implement proper PPU pixel fifo queuing

The current implementation is a rough approximation but is not cycle accurate and has some visual quirks. Note the odd flashes in the opening sequence of Link's Awakening on the beach scene where sprites disappear around 2/3 of the way into the scanline:

2021-01-05-01-08

Add a "step out" debugging command

This command should continue execution until a layer is popped off of the callstack. If there are no layers to pop off then this command should be disabled.

Build an emulator pane.

The emulator pane should enable the following features:

  • Initiate an emulation run at a specific address with an initial CPU state.
  • Emulating one instruction at a time and visualizing CPU state results.

Some open questions:

  • What happens when the CPU state is ambiguous and conditional logic is encountered?

Surface errors in configuration in the IDE

Some examples of errors:

  • out of bound cartridge locations
  • duplicate scripts, macros, globals, data types, labels
  • infinite loops in scripts (may need to introduce a timeout for scripts)

Support showing disassembly for RAM

The blargg tests copy their tests into RAM from $4000 to $C000. KoholintIsland only supports showing disassembly results for the cartridge, meaning it's not possible to visualize and step through the instructions for these tests in a meaningful way..

Stop emulation when the project is closed

The project and its emulator currently continue running in the background even after the project is closed. Only full termination of the IDE causes emulation to stop.

Speed up end-to-end disassembly times by parallelizing tasks

There are two primary phases to disassembly:

  1. The disassembly itself.
  2. The generation of attributed text for each ROM bank.

Phase #2 can only begin once phase #1 has concluded. Phase #2 is likely the easiest part to parallelize because each ROM bank's attributed text can be generated in parallel without any overlap.

Phase #1 will be harder to parallelize. This will require exploring how to allow runs to happen in parallel to one another, merging the results in the same order that runs were initiated in order to preserve consistency across multiple disassembly invocations.

Tasks

  • Create an instrumentation baseline of end-to-end disassembly so that improvements can be measured.

Backport symbols to macOS 10.15

They are currently drawn as white squares with the accessibility label drawn over top. Ideally we are using the same symbol icons on 10.15 that we're using on 10.11+.

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