|Re: [hatari-devel] breakpoint on CALL_SUBRETURN condition doesn't work ?|
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On keskiviikko 09 huhtikuu 2014, Nicolas Pomarède wrote:
> Le 08/04/2014 23:10, Nicolas Pomarède a écrit :
> > I changed base to hexa, so this was likely the cause of the bug. "n
> > subreturn" seems to break on every RTS now.
Good. If the problem still happens, I want disassembly of
where it doesn't work.
> By the way, any reason for BC_MAX_CONDITION_BREAKPOINTS being so low
> (16) ?
I couldn't think of a use-case where one would need even half of them.
> I easily reached the limit by tracing through a game's
> protection, I think it could be raised to 200 or so.
What for you would need that many *active* breakpoints?
Just managing that large number of them is pain, listing
them would take many screens of output...
I typically use each breakpoint only once so I use ":once"
option for them, and I script debugging session with chained
breakpoints so that one breakpoint enables tracing of certain
things and next one disables them etc.