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by ggambetta
4327 days ago
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Yes, I was thinking of adding "pixel breakpoints" (a specialized form of the regular memory watches, with some logic to convert pixel coordinates to VRAM). I didn't get around to actually doing it, but I did add a command to fill the VRAM with random data, so I could stop before a CALL, random the VRAM, execute the CALL, and see what that particular routine was doing. NES - no idea, I've only done ZX Spectrum and PC. But you should still be able to read the emulated RAM and make a new renderer from that data. |
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However, in the NES example you could perhaps embed a NES emulator and hook into its drawing code instead. But that does mean that the emulator itself doesn't introduce any glitches or flaws of its own, of course. At least you'd be able to get some decent timing information from the emulator to properly handle sprite multiplexing and whatnot.