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Need help setting a breakpoint on no$psx

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  • Need help setting a breakpoint on no$psx

    I hit ctrl+g and it gives me this:
    Click image for larger version

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    I give it my address which is 8013F010, on Tenchu 2 which is the health. Then I put "w" or "write" to set a breakpoint and it tells me "Huh?" Can someone point out to me what I'm doing wrong?
    Last edited by 47iscool; 07-30-2014, 12:33:28 AM.

  • #2
    you have to put it like this
    [xxxxxxxx]! for write breakpoint
    use the help included in the emu to see various breakpoints types

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    • #3
      Does any one know how get a game out of the 2 window mode on the Debugger?

      It's okay I found a solution.

      Is anyone experiencing this problem with the debugger, when you set a break on a instruction it won't won't break on the instruction after it has been set?
      Last edited by jin299; 07-31-2014, 09:42:00 AM.

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      • #4
        Originally posted by jin299 View Post
        Is anyone experiencing this problem with the debugger, when you set a break on a instruction it won't won't break on the instruction after it has been set?
        When you set a break on execution, it won't break unless the instruction has been, well, executed. Maybe there's a branch that's skipping over the instruction you've placed a break on or maybe you're just not triggering it (e.g., placing a break on a store instruction when you aren't storing anything in the game).
        I only bother with things that interest me.

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        • #5
          Iv'e noticed that for some instructions it breaks on and others it won't example.

          I was trying to find the value for a player 2 character modifier code in Arcade Mode, for the game Street Fighter Alpha 3, so first and most importantly I placed a breakpoint on this address 8019482E, I then waited until the fight screen showed up showing the cpu i'm facing which caused the break on the address, I then scrolled down from the initial break, and came across the correct instruction which loads player character value which was a lbu load instruction I placed a breakpoint on the load instruction to verify If it was in fact the correct address I was looking for, then continued to proceed to the fight once in the fight I then exited the match, went back into the arcade mode Picked a character again and waited once again for the break occur, the game broke however it only broke on first initial break and not the load instruction which i wanted it to?
          Last edited by jin299; 07-31-2014, 02:12:39 PM.

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          • #6
            Here is the important part that is needed, did you initially put a break on write or read? if it's read then it's usually a load that it breaks on and if it's a write then it's a store and you have to scroll UP not down to find the load for that routine. I must have spent 2-3 pages in the other thread explaining this so why is it all new to you when it should be old.
            Spoiler Alert! Click to view...

            THE BAD GUY!!!!!!

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            • #7
              Originally posted by Helder View Post
              Here is the important part that is needed, did you initially put a break on write or read? if it's read then it's usually a load that it breaks on and if it's a write then it's a store and you have to scroll UP not down to find the load for that routine. I must have spent 2-3 pages in the other thread explaining this so why is it all new to you when it should be old.
              What command tells it to break only on a write?

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              • #8
                47iscool, use this as a reference (it can be found in the Help Contents):
                Code:
                [address]*
                
                * = 
                ?     //break on any read (from specified address/area)
                !?    //break on any read or changed write
                !!?   //break on any read or any write
                !     //break on changed write
                !!    //break on any write
                I only bother with things that interest me.

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                • #9
                  Helder i put the breakpoint on a write example [8019482E] ! the problem I'm having is I can't seem to get the debugger to break on the instruction I have originally set the breakpoint on after the initial breakpoint.

                  When I placed a breakpoint on the player 2 character modifier address, the initial break I got was on a store exactly like you had previously told me for a write breakpoint, the correct value for players 2 character value was stored in register v1, so I scrolled upwards like you told me to do and then put a breakpoint on any instructions I could find that had a pointer that loaded a value into register v1, I even put a breakpoint on an few lbu instructions I had come across, but found it kept on breaking on the the initial break which was the store instruction,

                  it seems that regardless of what instruction I set a breakpoint on the debugger it keeps on breaking on the first breakpoint the store instruction, which is what I don't want it to do?
                  Last edited by jin299; 07-31-2014, 04:56:29 PM.

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                  • #10
                    If you kept that bpw and didn't clear it, every time the value is changed, it will break again on that instruction. However, it should first break on your load given that you found the correct instruction that loads the data. That said, you should follow these steps:
                    Code:
                    1. Find the correct instruction that is loading the data
                    2. Clear the write
                    3. Set a bpx on that load instruction
                    I only bother with things that interest me.

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                    • #11
                      Is there any way to get RAM addresses without having to use another emulator, such as pcsxr?

                      Not even artmoney can get the correct address alignment with the newest version.

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                      • #12
                        I tried that but I went to the instruction deleted the breakpoint and then set a break on the load instruction, but all that did was make the game run like normal without the any breakpoint?

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                        • #13
                          Originally posted by 47iscool View Post
                          Is there any way to get RAM addresses without having to use another emulator, such as pcsxr?
                          Probably not. I've requested this feature for NO$GBA so hopefully he'll consider writing this for all of his emulators.

                          Originally posted by jin299 View Post
                          I tried that but I went to the instruction deleted the breakpoint and then set a break on the load instruction, but all that did was make the game run like normal without the any breakpoint?
                          Are you sure you found the right load instruction?
                          I only bother with things that interest me.

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                          • #14
                            Yes it is man because I broke on it before, but I had to click the debugger display screen right before the breakpoint occured, to get it to break on the address funny enough?

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