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Geiger's Snes9x 1.43 Trace Feature Problems

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  • Geiger's Snes9x 1.43 Trace Feature Problems

    Does anyone have instructions on how to properly use this thing? I'm used to such wonderful tools as FCEUX tracer where you just turn it on and off when you need it (and it writes to the window whoopee!), however Geiger's has the following:

    From Address
    Times Executed
    To Address
    Times Executed

    It also has a check box for Capture Every Pass (which I thought hey this should work just like FCEUX but no...). I mean its nice to have an address range option but what if I want to capture everything until a break occurs? I've played around with the trace option before however it has never impressed me like FCEUX did since I could never get it to officially do what I needed. It either writes a log or does nothing at all, or writes the log but doesn't stop when my break occurs. Maybe I'm just losing my mind.

    So my questions are as follows:
    1. How do you properly set up a trace?
    2. How do you properly set up a trace that will stop when a breakpoint is executed?
    3. Is there any other way for output besides to a file?


    Any help is appreciated as always.
    Last edited by Abystus; 06-14-2011, 11:46:05 AM.
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  • #2
    I got used to it and feel the total opposite of you in terms of the fceux, although I do like the Trace Window. The way I set it up is tick the Trace Once option get my break point ready and then press the * key to start the trace,cause a break hit the Run button and manually end trace. What I like about the trace file is that it splits it up into manageable log files max size is about 4.5mb and all the routines are separated byt a space so its easy to distinguish subroutines and the jumps. I guess once you're used to it its not bad but it might be tedious for you.
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    • #3
      Originally posted by helder View Post
      I got used to it and feel the total opposite of you in terms of the fceux, although I do like the Trace Window. The way I set it up is tick the Trace Once option get my break point ready and then press the * key to start the trace,cause a break hit the Run button and manually end trace. What I like about the trace file is that it splits it up into manageable log files max size is about 4.5mb and all the routines are separated byt a space so its easy to distinguish subroutines and the jumps. I guess once you're used to it its not bad but it might be tedious for you.
      What version of Geiger's are you using? Also when you set up your trace parameters (listed in the original message) what do you fill them in with? What options are checked, toggled, etc? I have personally had bad experiences with crashing/freezing while debugging on anything higher than 1.43 of his build, but if the trace option is setup differently there I may give it one more shot.
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      • #4
        The way I trace for SNES is to put read/write/execute breakpoint and checking logging for the CPU like so:
        Attached Files
        Last edited by nolberto82; 06-14-2011, 01:25:54 PM.

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        • #5
          Originally posted by nolberto82 View Post
          The way I trace for SNES is to put read/write/execute breakpoint and checking logging for the CPU like so:
          So you don't specify any of the tracing options under the Trace From button? Also do your breakpoints stop the trace? I will be able to look at it more in-depth when I get home from work. Thanks for all the help.
          Last edited by Abystus; 06-14-2011, 01:39:30 PM.
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          • #6
            That's how I always use it with those options on. The breakpoints won't stop the trace you have to stop it when the breakpoint hits.
            Last edited by nolberto82; 06-14-2011, 01:58:12 PM.

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            • #7
              So you stop the trace in your method by toggling the CPU check box? If so it would make sense. I still don't see why he didn't design the trace to stop when a break point is executed but that's besides the point.
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              • #8
                Odd In my build when I check trace once it automatically checks off the CPU box, anyways at home I use Snes9X1.43.ep9r8 and at work/laptop I use the 1.51 which has the options moved around a bit. The only real pain in the ass about all revisions is the crashing when adding or editing or even just entering the Cheats screen, the way to sometimes make it not crash is to hit the clear button before hitting OK.
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                THE BAD GUY!!!!!!

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                • #9
                  Abystus, you're not alone... I've had a lot of trouble with it too. I think I finally ended up using bsnes for traces. I'll have to read through this thread and see if I can get Geiger's working correctly.
                  The Code Hut: http://codehut.gshi.org/

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                  • #10
                    Originally posted by helder View Post
                    Odd In my build when I check trace once it automatically checks off the CPU box, anyways at home I use Snes9X1.43.ep9r8 and at work/laptop I use the 1.51 which has the options moved around a bit. The only real pain in the ass about all revisions is the crashing when adding or editing or even just entering the Cheats screen, the way to sometimes make it not crash is to hit the clear button before hitting OK.
                    You stated above that you pressed a hot key to turn on and off trace (*) however it does not appear to work in 1.43 that I am aware. I was able to get the log to run by ticking the cpu only and not filling the Trace information out, however the manual start and stop really needs to be corrected because if you dawdle too long (mere seconds) you will have 8 - 12 log files (which then you have to turn around and search to find the one that has your break point). I've contacted this author about possibly acquiring the source so that I may make modifications to the interface, however I have had no reply back as of yet. Thank you both for your help on this matter.
                    Not taking any requests at this time.

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                    • #11
                      Originally posted by Tony Hedstrom View Post
                      Abystus, you're not alone... I've had a lot of trouble with it too. I think I finally ended up using bsnes for traces. I'll have to read through this thread and see if I can get Geiger's working correctly.
                      Yes it's been a ride for sure. If I ever get the source I will try to include watch points, multiple hex editor support, and most definitely Trace output to a window that properly stops when a break occurs.
                      Not taking any requests at this time.

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                      • #12
                        Originally posted by abystus
                        You stated above that you pressed a hot key to turn on and off trace (*) however it does not appear to work in 1.43 that I am aware. I was able to get the log to run by ticking the cpu only and not filling the Trace information out, however the manual start and stop really needs to be corrected because if you dawdle too long (mere seconds) you will have 8 - 12 log files (which then you have to turn around and search to find the one that has your break point). I've contacted this author about possibly acquiring the source so that I may make modifications to the interface, however I have had no reply back as of yet. Thank you both for your help on this matter.
                        You can turn the split checkbox to have one trace file. I like to use split because I can search easily. This emulator seems to work differently for a lot a people.

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                        • #13
                          It has its issues but the end results are good if you stick with it.
                          Spoiler Alert! Click to view...

                          THE BAD GUY!!!!!!

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                          • #14
                            The biggest issue I'm having is that it crashes too often when entering cheats. Secondary to that is the absence of real-time trace log updates. Hopefully bsnes works out...

                            So far I haven't hacked one good code for the SNES

                            update: For the record, highlighting codes right after adding them seems to be the problem. It's best to toggle codes carefully without highlighting them, unless for deletion. Maybe it's a memory leak? Even so, I think it's something I can work around, and I'm glad there's a decent debugger for the SNES available
                            Last edited by BeyondTheStatic; 07-01-2011, 11:34:08 PM.

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