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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › General Discussion v
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Feature Request Thread
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Feature Request Thread
11-03-2009, 08:53 AM (This post was last modified: 11-03-2009, 08:55 AM by CacoFFF.)
#331
CacoFFF Offline
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(11-03-2009, 01:48 AM)revel8n Wrote: Hello,
i have been attempting to do some debugging lately and having come from visual studio and ida pro i had a few things i would like to suggest:

- Break on register value. i have hacked this into the interpreter mode at the moment, but unfortunately as my values are hard coded i cannot change them on the fly through the interface. Being able to have the emulation break when the register contains a particular value would be extremely useful.

- Conditional breakpoints. Somewhat of an extension of the above, not as necessary but would be nice.


- Hex dump style memory views. For me the memory values being segmented into 32-bit values by default is not always as useful, especially if you are comparing against external data in a hex editor. There is always dumping to file, but seeing as you step through the code can be helpful.

- Memory seaching. Being able to search memory directly would be useful as well, but i guess not as necessary when you can do a memory dump. As with the previous being able to see it as you are stepping through would be nice.

- Hardware access break points. i left the title of this one fairly general, but my main goal here is to be able to detect when certain data is accessed from the file system. Either by file name and possibly even by file/sector offset, etc. Since games that use pak files cannot contain the entire data file in memory, often times the many instances where a particular file is accessed is not important to me until a particular section of data from the file is retrieved. Being able to determine when this occurs and track where it is accessed in code and memory would be a very helpful support tool in addition to memory break point usage.

- Is there any way to improve the debugging capabilities of JIT mode, or to possibly speed up interpret mode? Heh, just curious.

For now i guess i will attempt to work out how to hack in support for some of these as i did with the register breakpoint, but more officially integrated debugging tools would definitely be beneficial to me.

Thanks in advance.

Maybe asking to one of the developers about WxWidgets might help you, is adding some fields to the breakpoints window to specify special conditions what you need?

Got that running by comparing memory dumps and values (which takes minutes), never managed to perform direct memory searches.
Made a patch, but it is extremely outdated.
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11-09-2009, 10:36 PM (This post was last modified: 11-09-2009, 10:38 PM by dstruct2k.)
#332
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Suggestion
"Null" Wiimote Plugin
I usually play my games with a 360 pad using the GC controller emulation; I really can't be bothered to run across my house to grab a Wiimote every time I want to play a game, so I don't really play "Wiimote-only" games on Dolphin. The issue is that in some games, the emulated Wiimote (which isn't even connected) takes control of the first player, and I have to use a Wiimote to play. A "null" Wiimote plugin would solve this, by simply telling Dolphin (and the game) that no Wiimote is connected, just like turning on a Wii with the front power button and using a connected GC controller to launch the game.

It should be really simple to do, and definitely shouldn't be the "default" Wiimote plugin (to stop us from having support threads on Wiimotes not working just cause of this plugin...)

Thanks. Smile
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11-10-2009, 08:29 AM
#333
thaCASHdude Offline
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you can just untick "connect" and "use real wiimote" in the plugin.
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11-10-2009, 08:48 AM
#334
shuffle2 Offline
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(11-09-2009, 10:36 PM)dstruct2k Wrote: ...just like turning on a Wii with the front power button and using a connected GC controller to launch the game.

have you ever done this?
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11-10-2009, 02:39 PM
#335
dstruct2k Offline
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I seem to recall doing it in the past... But now it doesn't work. wtf? Whatever, that's not the point lol

Anyway, thanks Cash. That'll do for now (I hope).
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11-10-2009, 06:15 PM (This post was last modified: 11-10-2009, 06:15 PM by kuno86.)
#336
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Put LLE-emulation on a third cpu-core if avaiable Wink
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11-11-2009, 08:00 AM
#337
thaCASHdude Offline
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add overlay FPS in dx9 plugin just like ogl.
or add it as a general option instead of a graphic option.
i want to see the FPS while in fullscreen.Big Grin
Don't let tha name fool you... I'm not rich... yet... Tongue
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11-14-2009, 09:18 PM
#338
embertin
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Here's what has me curious:

The ability to dump models has been probably the one feature most requested here. Why, then, has there really not been much in the way of feedback on it?

I've tried GLIntercept, no go. I've tried 3DRipper DX; won't even LOAD the newest versions. I've even tried 3Dvia PrintScreen. Nothing seems to work.

The sole reason I even got this emulator in the first place was to get model rips of the Red, Yellow and Blue Alloys in a T-pose. That the emulator doesn't use one section of the character doesn't bother me. The section it doesn't display isn't the part I'm after. I've even gone as far as to ISO-hack Brawl to give the Red Alloy a moveset that does T-pose him temporarily so I can try to dump externally.

Yes, I understand there's a model extractor for the game. No, it doesn't work on those three characters. Those three are also the only ones it chokes on. I've been exploring every possible avenue I can find. All that happens is I run into roadblocks at one point or another.

Is there anyone that might be able to help?
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11-24-2009, 05:58 AM
#339
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I would love it if we could get the scanner working in Metroid Prime 2 using DirectX. DirectX makes that game much faster and would be playable except the scanner doesn't function.
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11-24-2009, 07:24 AM
#340
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I second thaCASHdude's idea...
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