I love the debugger, it's an indispensable tool I couldn't live without... I find it mentally taxing to use in that there are pretty severe constraints that are applied by reality, like the inability to have "debug code" with symbolic information embedded in the application being debugged... but that's going to be hard to do in a system with a 64K memory constraint. One of the mental gymnastics I find hard is when I need to step past a macro to get to the code I want to debug on the other side, it has no way to know this is a macro... so I must recognize the end of the macro so I know I'm back in the code I want to debug.paulscottrobson wrote: ↑Sat May 27, 2023 12:13 pm Down to me. When i wrote it, the emulator was in a very alpha state, so it is deliberately not deeply integrated into the emulation to minimise risk.
One of the issues is you have one source of keys (the PS/2 scan codes) but two targets - the emulator & debugger and the target application. What this means in practice is that debugging the keyboard stuff by "normal" means is difficult.
And of course, if I blow it, and go too far, I have to start all over.
The one best thing that would make this process easier is if there were more memory monitors! I constantly need 2, and occasionally want a third one. So I have to write down the memory addresses I want to switch in and out...
But I'm just not that smart. It was already all I can to just jump from section of code to section of code in my code editor, juggling that and remembering what memory addresses I need to switch to means I screw up a lot and have to restart the whole process.
The one current memory monitor is far larger than I need, if I could break that into 3 of them prior to starting stepping through the code, I could be looking at the relevant local data, whatever global data that code needs, and whatever zero page data that code needs all at once. Then I could just focus on where the code is executing from.