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  • Joined: 14 Apr 2013
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Major update of Emulicious
Post Posted: Sun Nov 17, 2019 4:59 pm
A major update of Emulicious has been released!

This update comes with several additions and improvements.

One of these addition is the emulation of the FM chip of the SEGA Mastersystem. When it is enabled in the menu Options->Emulation->Master System then games supporting this chip will play music on it.

People interested in developing, hacking or researching games will be happy to see the new tabs in the Memory Editor. For the Master System and Game Gear a tab for VDP register and a tab for PSG registers have been added. For the Game Boy and Game Boy Color a tab for OAM and a tab for HRAM have been added. All systems received a Palettes tab in the Memory Editor.
Additionally, the memory tracer (previously only available for Master System and Game Gear) now also supports the Game Boy and Game Boy Color.

Furthermore, the UI of the disassembler table of the debugger has been improved. Its first column now spans the whole width of the table.

Last but not least, the Go To dialogs and the Find dialogs have been improved. The Go To dialogs are now enhanced by auto-completion facilities and the Find dialogs received a history and several search options.

The full list of changes follows:
  • Added FM chip emulation for the SEGA Mastersystem
  • Added a Clear Log button to the Breakpoint Window
  • Added Palettes tab to the Memory Editor
  • Added VDP and PSG tabs for Mastersystem/Game Gear to the Memory Editor
  • Added OAM and HRAM tabs for Game Boy (Color) to the Memory Editor
  • Added Memory Tracer support for Game Boy (Color)
  • Added Watchpoints for the Memory Editor tabs
  • Improved the UI of the disassembler table
  • Improved Go To dialogs by adding auto-completion
  • Improved Find dialogs by adding a history and several search options
  • Fixed cropped images in screenshots taken from Game Boy games


Users of Emulicious can receive the update via the update system, others can check it out at
http://www.emulicious.net

Also checkout Emulicious's Discord server at: https://discord.gg/YuKjBUF
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Post Posted: Sun Nov 17, 2019 7:11 pm
Quote
One of these addition is the emulation of the FM chip of the SEGA Mastersystem.


YES!!!!
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Post Posted: Sun Nov 17, 2019 8:11 pm
Fantastic update! Just started trying it out. Things I noticed right away:

Nice to have hex values added for the hscroll/vscroll values in the Tilemap Viewer.
VDP register tab(!) and watchpoints. Thank you.
Palettes tab with on-the-fly value changes and watchpoints. Very helpful!
Find history is much appreciated!
Go To dialog much better!

Cheers :)
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Post Posted: Fri Nov 22, 2019 8:05 pm
Last edited by BcnAbel76 on Fri Nov 22, 2019 10:18 pm; edited 1 time in total
Wow! Calindro, awesome update!

New hacking options are much appreciated

FM Sounf is now incredible

Could you implement Region Switch for Master System????

Wonder Boy III, The Dragon's Trap need to switch to Japanese system for enable FM music, and hacks to enable it does not switch to fm in emulator.

Thankyou ;)
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Post Posted: Fri Nov 22, 2019 9:37 pm
BcnAbel76 wrote
Wow! Calindro, awesome update!

New hacking options are much appreciated

FM Sounf is now incridible

Could you implement Region Switch for Master System????

Wonder Boy III, The Dragon's Trap need to switch to Japanese system for enable FM music, and hacks to enable it does not switch to fm in emulator.

Thankyou ;)

FM Sound in Wonder Boy III is fixed now. It works with the hack now. ;)
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Post Posted: Fri Nov 22, 2019 10:20 pm
Calindro wrote
BcnAbel76 wrote
Wow! Calindro, awesome update!

New hacking options are much appreciated

FM Sounf is now incridible

Could you implement Region Switch for Master System????

Wonder Boy III, The Dragon's Trap need to switch to Japanese system for enable FM music, and hacks to enable it does not switch to fm in emulator.

Thankyou ;)

FM Sound in Wonder Boy III is fixed now. It works with the hack now. ;)



LOL !!!!!!! Again Thankyou !!!
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An update of Emulicious has been released
Post Posted: Sun Feb 02, 2020 11:22 pm
An update of Emulicious has been released.

This update comes with the following improvements:

  • The PAUSE key on the keyboard can now also be used for pausing the emulator (do not confuse with suspend)
  • The disassembler now supports multiple labels at the same address
  • WLA-DX's _sizeof_ labels do not show up in the disassembly anymore
  • Added support for child labels
  • Breakpoints are based on expressions now instead of just addresses.
    This improves the use of breakpoints for ROM development
  • Fixed a bug with sustain in YM2413 emulation (thanks to Kagesan)
  • Fixed a repaint glitch in the disassembler table
  • Added a Sound Viewer
  • Fixed an issue in Memory Tracer for the Game Boy Color
  • Improved batch file to work independently from the current working directory


Users of Emulicious can receive the update via the update system, others can check it out at
http://www.emulicious.net

Also checkout Emulicious's Discord server at: https://discord.gg/YuKjBUF
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Post Posted: Mon Feb 03, 2020 4:59 am
Huge thanks for these updates!
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Post Posted: Mon Feb 10, 2020 6:22 pm
Many thanks!
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A minor update of Emulicious is available!
Post Posted: Thu Apr 02, 2020 11:31 pm
An update of Emulicious has been released.

This update comes with the following improvements:

  • When using Table Files (thingy tables) the Memory Editor now shows all symbols (e.g. [LF])
  • Added missing label for the volume of the noise channel of the Mastersystem
  • Fixed a bug where some persisted breakpoints did not work anymore
  • Fixed that very long lines did not fully display in the debugger
  • Added a status bar to the debugger showing size and cycles of selected lines
  • Reduced delay caused by the debugger when changing a lot of bytes in the Memory Editor


Users of Emulicious can receive the update via the update system, others can check it out at
http://www.emulicious.net

Also checkout Emulicious's Discord server at: https://discord.gg/YuKjBUF
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Post Posted: Fri Apr 03, 2020 8:30 pm
Thankyou Calindro!

Is it possible "Debugger/Tools/Breakpoints" does not running???
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Post Posted: Thu Aug 20, 2020 1:00 pm
An update of Emulicious has been released.

This update comes with the following improvements:


  • Fixed Space key in fullscreen with MSX emulation toggled turbo
  • Added different disassembler dialects (WLA-DX, RGBDS, Sjasm)
  • Added comments on GB header in disassembly.
  • Added support for Notepad++ syntax highlighters


Users of Emulicious can receive the update via the update system, others can check it out at
http://www.emulicious.net

Also checkout Emulicious's Discord server at: https://discord.gg/YuKjBUF
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Post Posted: Thu Aug 20, 2020 3:41 pm
Thank you for your hard work
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Post Posted: Wed Sep 09, 2020 6:21 pm
An update of Emulicious is available.

This update adds remote debugging with VS Code. It allows source level debugging with ASM and C code, breakpoints in your own source code and inspection of variables and system state.

The required VS Code extension can be found on https://marketplace.visualstudio.com/items?itemName=emulicious.emulicious-debugg...

Users of Emulicious can receive the update via the update system, others can check it out at
http://www.emulicious.net

Also checkout Emulicious's Discord server at: https://discord.gg/YuKjBUF
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Post Posted: Thu Sep 10, 2020 1:39 pm
This is AMAZING. Thanks for your hard work! :)
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Post Posted: Fri Sep 11, 2020 10:51 am
Oh WOW, this is awesome! Thank you!
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Post Posted: Sat Oct 31, 2020 4:25 pm
I've been experimenting with SDCC and am using VS Code as my IDE with Emulicious-extension. I'm wondering, when debugging is there a way to have Variables show in hex instead of decimal?
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Post Posted: Tue Nov 03, 2020 9:25 pm
That remote debugger looks honestly incredible. I'm excited to give it a shot as soon as I'll be writing some Game {Boy,Gear} code again--and I'm honored you've used my 2048-gb code to test! :)
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Post Posted: Fri Nov 06, 2020 7:20 pm
helmha wrote
I've been experimenting with SDCC and am using VS Code as my IDE with Emulicious-extension. I'm wondering, when debugging is there a way to have Variables show in hex instead of decimal?

There currently isn't a way to show them in hex yet but I can look into the possibilites of doing that.

Sanqui wrote
That remote debugger looks honestly incredible. I'm excited to give it a shot as soon as I'll be writing some Game {Boy,Gear} code again--and I'm honored you've used my 2048-gb code to test! :)

Thank you Sanqui! Nice to see you here.
I didn't realize you were also in here. Only saw your name on GBdev Discord and also didn't realize that 2048-gb was yours. ^^
I hope it's ok that I used your code for taking some of the screenshots. :)
The extension is still quite young so I hope issues get reported quickly so they can be fixed quickly. :)
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Post Posted: Mon Nov 30, 2020 3:42 pm
Another update of Emulicious is available.

This update comes with the following improvements:


  • Added an option to always keep main window on top (can be useful for VSCode debugging)
  • Reduced cracking sounds when emulation lags (e.g. when the debugger is opened)
  • Added emulation of the GG X-Terminator cheat device for the Game Gear

Users of Emulicious can receive the update via the update system, others can check it out at
https://www.emulicious.net

Also checkout Emulicious's Discord server at: https://discord.gg/YuKjBUF
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Post Posted: Thu Dec 17, 2020 5:24 pm
An update of Emulicious is available.

This update comes with the following improvements:


  • VS Code integration: Added support for 4 byte values (long/uint32)
  • Added 8x16 mode to the Tile Viewer
  • When keys were pressed when Emulicious lost focus, they get treated as released now
  • Made the cursor boxes in the viewers more visible
  • The Memory Editor now persists its selection
  • Fixed an issue when the Highlighters folder does not exist


Users of Emulicious can receive the update via the update system, others can check it out at
https://www.emulicious.net

Also checkout Emulicious's Discord server at: https://discord.gg/YuKjBUF
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Post Posted: Sun Dec 27, 2020 3:12 pm
An update of Emulicious is available.

This update comes with the following improvements:


  • Fixed issues with sound on some Mac Books (thanks to glinesbdev)
  • Added "bankS" variable to query the current SRAM bank
  • Added Profile To Next Line option to debugger's context menu (useful for profiling call sites)


Users of Emulicious can receive the update via the update system, others can check it out at
https://www.emulicious.net

Also checkout Emulicious's Discord server at: https://discord.gg/YuKjBUF
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Post Posted: Tue Dec 29, 2020 2:10 pm
Just one question because I don't downloaded the emulator to test yet: The Emulicious offers GG Link Cable support?
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Post Posted: Tue Dec 29, 2020 2:12 pm
rouken wrote
Just one question because I don't downloaded the emulator to test yet: The Emulicious offers GG Link Cable support?

It's not supported yet. Are you looking to play via internet or just want to try some GG link cable stuff on your PC?
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Post Posted: Tue Dec 29, 2020 2:34 pm
Calindro wrote
rouken wrote
Just one question because I don't downloaded the emulator to test yet: The Emulicious offers GG Link Cable support?


It's not supported yet. Are you looking to play via internet or just want to try some GG link cable stuff on your PC?



I'm just ok with two windows opened in the same PC in first place, but offer options to LAN and Internet after that will be nice. After all, have options to choose is always welcome. ^_^

I would love to test how some games works with the link cable, like Crystal Warriors, or how works the Codemasters' Squinky Tennis mini-game found in Peter Sampra's Tennis and in both Micro Machines.

I would like even more if we can run separated games in each window... Like... I would like to test if link feature in the Squinky Tennis can work using two different games.

Or even load a game in one screen, and a patched game to remove the musics of the game loaded into the second window. So, we can make a 2-Players gameplay without two musics running at the same time to mess with the video's sounds.
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Post Posted: Sat Jan 30, 2021 4:30 pm
A major update of Emulicious is available.

This update is focused on usability improvements. The keys of the emulator and the debugger can now be configured. This allows everyone to use the keys they prefer. Additionally, the registers in the debugger have been extended and can now be exchanged and reordered.

This update comes with the following improvements:


  • Added more registers to the debugger and made them exchangable
  • Added a Key Setup to customize emulator/debug keys
  • Show banked addresses in the Memory Editor
  • Improved support for installing Emulicious into a folder where it doesn't have write access (thanks to basxto)
  • Fixed the working directory of Emulicious when it gets invoked via Emulicious.exe (thanks to tbsp)
  • Fixed an issue where the Outline would show opcodes as labels (thanks to Maxim)
  • Fixed Emulicious reverted to scale=1 when it gets closed without loading a ROM (thanks to eruiz)
  • Fixed initial state of VBK in Emulicious BIOS for GBC (thanks to .exe)


Users of Emulicious can receive the update via the update system, others can check it out at
https://www.emulicious.net

Also checkout Emulicious's Discord server at: https://discord.gg/YuKjBUF
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Post Posted: Sun Jan 31, 2021 9:51 am
I guess I can ask here as well since my post in the Meka subforum was quickly ignored: Calindro, what's your stance about ReRecording? Would you consider to implement the ability to record and replay a log of button presses? Given the high quality of Emulicious I'm sure it would be deterministic enough?
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Post Posted: Sun Jan 31, 2021 11:12 pm
Tom wrote
I guess I can ask here as well since my post in the Meka subforum was quickly ignored: Calindro, what's your stance about ReRecording? Would you consider to implement the ability to record and replay a log of button presses? Given the high quality of Emulicious I'm sure it would be deterministic enough?

It's on my TODO list. If you're free for trying wip builds of such features, that would be appreciated. 🙂
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Post Posted: Sun Jan 31, 2021 11:23 pm
Sure, I'm always up for everything if I can help.
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Post Posted: Wed Mar 31, 2021 5:35 pm
A major update of Emulicious got released today!

This update comes with the following improvements:


  • Added CPU usage meter to debugger
  • Added procedure cycles to Profiler's Hotspot view
  • Avoid collapsing nodes in Profiler's call tree when the order changes (thanks to toxa)
  • Added option to Memory Tracer to display file offsets in for ROM (thanks to EmuBoarding)
  • Added an option to control whether to bring the debugger to top upon suspend (thanks to tbsp)
  • Added options for sound sample rate and sound buffer size (thanks to Kabcorp)
  • Added option to decide whether to keep ingame save data (SRAM) when loading a savestate (thanks to Maxim)
  • Added color schemes for the Game Boy monochrome colors (thanks to Eievui)
  • Show data types in their respective color in the status bar of the Memory Editor (thanks to Advert665)
  • Fixed on Linux, sometimes the main window stayed black until a resize of the window (thanks to basxto)
  • Fixed Game Boy RTC did not always load properly from .sav files (thanks to kivan117)
  • Fixed SHIFT + key did not treat key as pressed (thanks to .exe)
  • Fixed that after changing the layout of the Tile Viewer, its cursor did not work properly for the new layout (thanks to Kabcorp)
  • Improved the performance of the disassembler
  • Several other minor fixes and improvements


Users of Emulicious can receive the update via the update system, others can check it out at
https://www.emulicious.net

Also checkout Emulicious's Discord server at: https://discord.gg/YuKjBUF
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Post Posted: Fri Apr 30, 2021 5:53 pm
A major update of Emulicious got released! The main goal of this update was to improve the usability of Emulicious. The highlights of this update are that the windows stay open now when a rom is loaded and that the video viewers can now be combined into a single window.

The full list of improvements follows:


  • Added an option to the tracer to write its log to a file
  • Added selection to the video viewers
  • Added an option to combine the video viewers into one window
  • Added grids for the video viewers
  • Added more options to the Debugger's View menu (one is to reduce the spacing between rows)
  • Added support for GameBoy BESS savestates that are interoperable with SameBoy and BGB (thanks to LIJI)
  • Added a workaround for the path issue when remote debugging from WSL (thanks to tbsp)
  • Added ROM bank and SRAM banks to the additional registers of the debugger
  • Fixed an issue with remote debugging that could make VS Code disconnect from Emulicious
  • Fixed Reload ROM shortcut did not always work
  • Fixed copy&paste in Go To boxes (thanks to Kabcorp)
  • Keep the tool windows open when a rom is loaded
  • Made the sources in the viewers clickable to directly open them in the Memory Editor / Debugger
  • Overhauled the Tile Viewer (Thanks to Daid)
  • Improved support for RGBDS 0.5.0
  • In Memory Editor, show up to two labels before showing ellipsis (thanks to Advert665)
  • Fixed a bug that could make the Tracer ignore its conditions
  • Highlight uninitialized memory in Memory Editor
  • Highlight the tile in the Tile Viewer that is currently hovered in one of the other viewers


Users of Emulicious can receive the update via the update system, others can check it out at
https://www.emulicious.net

Also checkout Emulicious's Discord server at: https://discord.gg/YuKjBUF
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Post Posted: Mon Jun 07, 2021 12:56 pm
An update of Emulicious got released!

The full list of improvements follows:


  • Improved Sprite Viewer to support 8x8 and 8x16 sprites at the same time
  • Made the addresses in the video viewers clickable to open them in the Memory Editor
  • Fixed an issue that had prevented some of the additional registers in the debugger from being edited
  • Fixed that sometimes directly after disabling turbo an old frame was shown
  • Fixed an issue that caused the state of some of the exception breakpoints not to be persisted
  • Fixed that the Coverage tool did not update when a new rom was loaded, only after new data was gathered


Users of Emulicious can receive the update via the update system, others can check it out at
https://www.emulicious.net

Also checkout Emulicious's Discord server at: https://discord.gg/YuKjBUF
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Post Posted: Mon Jun 07, 2021 6:03 pm
If I'm having problems with Emulicious, should I post them here or is there somewhere else you'd rather?
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Post Posted: Mon Jun 07, 2021 6:18 pm
lidnariq wrote
If I'm having problems with Emulicious, should I post them here or is there somewhere else you'd rather?

Is this hypothetical or do you already have a problem? You can either send it to Emulicious's Discord server or send a mail to bugs@emulicious.net
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Post Posted: Sat Jul 17, 2021 2:24 pm
Can I make a feature request here? Loving the new updates btw. My request is if you could make the info bar on the memory editor a place where I can select the text, so I can select and copy the address. Also, if at all possible, add in the conversion of the address into decimal somewhere in the info bar as well. Thank you.
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Post Posted: Sat Jul 17, 2021 2:34 pm
xfixium wrote
Can I make a feature request here? Loving the new updates btw. My request is if you could make the info bar on the memory editor a place where I can select the text, so I can select and copy the address. Also, if at all possible, add in the conversion of the address into decimal somewhere in the info bar as well. Thank you.

Hi xfixium,

thanks for your feedback!
I can do that but I don't see the point of displaying an address in decimal format. Everything I can think of uses addresses in hexadecimal format so could you please elaborate what you need it for?
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Post Posted: Sat Jul 17, 2021 3:11 pm
Quote
Hi xfixium,

thanks for your feedback!
I can do that but I don't see the point of displaying an address in decimal format. Everything I can think of uses addresses in hexadecimal format so could you please elaborate what you need it for?


Sure thing. I work with byte data within VS. So hex isn't how I index the data, I use an integer value. My workflow now is, reading the hex value from Emulicious, and then converting it to the integer position within the byte data. Having the ability to copy that off the info bar would save me an annoying conversion step.
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Post Posted: Sat Jul 17, 2021 4:40 pm
I sent you a build that allows copying the address, via Discord.

Btw. using the 0x prefix you can use hexadecimal numbers in your code. For example 0x101 for 257.
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Post Posted: Sat Jul 17, 2021 5:34 pm
Calindro wrote
I sent you a build that allows copying the address, via Discord.

Btw. using the 0x prefix you can use hexadecimal numbers in your code. For example 0x101 for 257.


Thank you very much! Yes, it's a personal preference XD. I don't convert hex very well in my head, numbers help me trouble shoot the position in data relative to other resources, if problems arise.
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Post Posted: Mon Jul 19, 2021 8:46 pm
Emulicious got updated!

The list of changes follows:

  • Improved the stability of the profiler
  • Added TMS palette as alternative palette for the Tile Viewer for SMS (thanks to sverx)
  • Added tooltips for the additional registers in the debugger
  • Added Sync To Audio as a new speed option
  • Added an option to the Memory Editor to copy the currently selected address
  • Fixed inproper initial window sizes for the viewers on some (mostly Linux) systems (thanks to basxto)
  • Fixed an incompatibility with Java 16, thank you Oracle... (thanks to RicardoLuis0)
  • Fixed that for small window sizes of the debugger, it did not properly scroll to the current address (thanks to Kabcorp)
  • Fixed an issue with Game Boy's sweep sometimes falsely muting the channel (thanks to DevEd and kivan117)
  • Fixed that on SMS the Tile Viewer used a wrong tile as the bottom tile of 8x16 tiles in 2nd bank of tiles
  • Fixed that an expression reading from non-existant cartridge RAM crashed the debugger (thanks to TypeDefinition)
  • Fixed wrong row/column numbers in Tilemap Viewer when grid is enabled
  • Fixed that sometimes the breakpoint console stopped updating
  • Fixed that Game Gear ports did not trigger port breakpoints (thanks to sverx and djbass)


Users of Emulicious can receive the update via the update system, others can check it out at
https://www.emulicious.net

Also checkout Emulicious's Discord server at: https://discord.gg/YuKjBUF
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Post Posted: Sat Aug 14, 2021 12:09 pm
A major update for Emulicious got released. This update comes with several UI improvements for the Debugger.

Finally, the Variables that has only been available during remote debugging are now also available in the built-in debugger.

The full list of improvements and fixes follows:


  • Added a Variables tab to the Debugger
  • Added a Breakpoints tab to the Debugger
  • Added a Console tab to the Debugger
  • Added a Call Stack to the Debugger
  • Added a Toolbar to the Debugger
  • Added Control Flow Arrows to the Debugger
  • Added an option to the Debugger’s context menu to watch the selected expression
  • Added support for ld d,d message logging for Game Boy
  • Reorganized the MSX menu (thanks to theNestruo)
  • When MSX is emulated, do not open the menu when ALT is pressed (thanks to theNestruo)
  • Fixed wrong colors of underline in Memory Editor
  • Fixed an issue with the initial layout (on first start of Emulicious) of the Tile Viewer
  • Fixed an issue with Remote Debugging that could disconnect the remote debugger on launch if a ROM was already loaded


Users of Emulicious can receive the update via the update system, others can check it out at
https://www.emulicious.net

Also checkout Emulicious's Discord server at: https://discord.gg/YuKjBUF
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Post Posted: Thu Sep 30, 2021 9:54 pm
A minor update for Emulicious got released. This update turned out smaller than planned because I have been ill for a whole week.

This update comes with the following improvements:

  • Added a Sound Device Selection (thanks to martendo)
  • Fixed Undo/Redo in the RAM Search tool (thanks to GOMF)
  • Fixed an issue with symbols from an RGBDS tiny rom build (thanks to tbsp)
  • Fixed that F2 could not be used to toggle breakpoints (thanks to martendo)
  • Fixed an issue that could make the debugger misbehave when sound is unsupported (thanks to superdisk)


Users of Emulicious can receive the update via the update system, others can check it out at
https://www.emulicious.net

Also checkout Emulicious's Discord server at: https://discord.gg/YuKjBUF
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Post Posted: Fri Oct 01, 2021 1:51 am
Calindro wrote
A minor update for Emulicious got released. This update turned out smaller than planned because I have been ill for a whole week.

This update comes with the following improvements:

  • Added a Sound Device Selection (thanks to martendo)
  • Fixed Undo/Redo in the RAM Search tool (thanks to GOMF)
  • Fixed an issue with symbols from an RGBDS tiny rom build (thanks to tbsp)
  • Fixed that F2 could not be used to toggle breakpoints (thanks to martendo)
  • Fixed an issue that could make the debugger misbehave when sound is unsupported (thanks to superdisk)


Users of Emulicious can receive the update via the update system, others can check it out at
https://www.emulicious.net

Also checkout Emulicious's Discord server at: https://discord.gg/YuKjBUF


thx Calindro.
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Post Posted: Tue Nov 30, 2021 7:10 pm
A major update of Emulicious is available.

The focus of this update has been UI improvements. The update adds options to configure fonts and provides dark-themed syntax highlighting.

The full list of improvements:

  • Added options for font configuration
  • Added an option to disable UI scaling
  • Added dark-themed syntax highlighters
  • Greatly improved the UI of the Debugger's Variables tab
  • Fixed a bug in the trace logger that could prevent it from logging instruction
  • Fixed that the Memory Editor did not accept entering capital hex letters (thanks to Revo)
  • Fixed font color in some debugger menus on Mac OS (thanks to Martz)


Users of Emulicious can receive the update via the update system, others can check it out at
https://www.emulicious.net

Also checkout Emulicious's Discord server at: https://discord.gg/YuKjBUF



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Post Posted: Thu Dec 30, 2021 11:05 pm
A minor update of Emulicious is available.
This update comes with several bugfixes and only a few additions.
The full list of improvements follows:


  • Added an option to the Trace Logger to disable logging of breakpoints
  • Added more font sizes to the Font Size menu (up to 24 Pt now)
  • Fixed an issue that could prevent the debugger from opening when the other files were missing (thanks to Jamey)
  • Fixed loading savestates for .pocket roms (thanks to BestPig)
  • Fixed an issue in the .noi parser that could slow down opening the Debugger
  • Fixed a bug in the RGBDS disassembler that could remove section headers (thanks to BestPig)
  • Fixed that the preference for dark/light theme was only respected when a highlighter was selected
  • Fixed an issue that could cause the PPU variables of the GB to be displyed incorrectly (thanks to bbbbbr)
  • Fixed a NullPointerException in the Variables Tab when using GNOME desktop theme (thanks to Under4MHz)
  • Fixed a bug that could prevent VS Code from connecting to Emulicious after it launched it


Users of Emulicious can receive the update via the update system, others can check it out at
https://www.emulicious.net

Also checkout Emulicious's Discord server at: https://discord.gg/YuKjBUF
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Post Posted: Fri Dec 31, 2021 2:35 am
Calindro wrote
A minor update of Emulicious is available.


Thanks for your amazing work on Emulicious. I've been using it with the VScode Debugger extension, and it's been amazing.

I notice a few debugger-type things have changed with this release. I'm not sure if it was behaving this way before, but it seems that Locals in VScode when coding with C (and SMSlib in my case) seem to disappear even when they're still supposed to exist?

For example, I have two nested for loops, with i and j as local variables. If I put a breakpoint on the for line, then both local vars show up. However, if I step to the next line, they disappear? I don't think it was behaving this way in the update prior... Happy to provide some code to help debug if needed.

Also, this may be a moonshot, but is there any way that Emulicious could send debugging messages to the Debug Console or similar in VScode when using C? Maybe via intercepting printf/stdout or something? I realise this may be difficult because it's a few layers of abstraction deep (or if there's a way to do this, and I've just not found it yet...)
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Post Posted: Fri Dec 31, 2021 8:01 am
darkowl wrote
I notice a few debugger-type things have changed with this release. I'm not sure if it was behaving this way before, but it seems that Locals in VScode when coding with C (and SMSlib in my case) seem to disappear even when they're still supposed to exist?

For example, I have two nested for loops, with i and j as local variables. If I put a breakpoint on the for line, then both local vars show up. However, if I step to the next line, they disappear? I don't think it was behaving this way in the update prior... Happy to provide some code to help debug if needed.

Hmm that should not have changed. Would be great if you could help me replicate this so I can investigate it.
So your files and instructions on how to reproduce it would be appreciated. :)
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Post Posted: Fri Dec 31, 2021 9:35 am
Calindro wrote
Hmm that should not have changed. Would be great if you could help me replicate this so I can investigate it.
So your files and instructions on how to reproduce it would be appreciated. :)


Sure thing. I've pushed my latest code to https://github.com/mikehdt/sms-demo - though I think I've got a bit of a bug in the way my RGB triplets are being calculated, that's a secondary concern.

If you put a breakpoint on the loop for palette_make_fade in the utils.c file, you'll see what I mean. Screenshots attached. step-01 is a breakpoint on the for loop - the i and j local variables exist. step-02 is one step on inside the loop, and they've disappeared.

In all honesty it could also be some misconfiguration on my part, but I don't think these local vars disappeared in the version of Emulicious prior.

Just in case, I've also attached the CDB file, which may assist in debugging and save you from replicating my build setup :)

Let me know if there's anything else I can do to help further debug, or if I've just made some silly mistake.
step-01.png (252.52 KB)
step-01.png
step-02.png (270.72 KB)
step-02.png
demo-cdb.zip (5.8 KB)

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Post Posted: Fri Dec 31, 2021 10:18 am
darkowl wrote
Calindro wrote
Hmm that should not have changed. Would be great if you could help me replicate this so I can investigate it.
So your files and instructions on how to reproduce it would be appreciated. :)


Sure thing. I've pushed my latest code to https://github.com/mikehdt/sms-demo - though I think I've got a bit of a bug in the way my RGB triplets are being calculated, that's a secondary concern.

If you put a breakpoint on the loop for palette_make_fade in the utils.c file, you'll see what I mean. Screenshots attached. step-01 is a breakpoint on the for loop - the i and j local variables exist. step-02 is one step on inside the loop, and they've disappeared.

In all honesty it could also be some misconfiguration on my part, but I don't think these local vars disappeared in the version of Emulicious prior.

Just in case, I've also attached the CDB file, which may assist in debugging and save you from replicating my build setup :)

Let me know if there's anything else I can do to help further debug, or if I've just made some silly mistake.

I cannot check the contents of the zip right now, so sorry if it's already there, but it would be great if it contained the exact state of your folder to ensure that I can reproduce the same situation as on your system as closely as possible.
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Post Posted: Sat Jan 01, 2022 1:39 am
Calindro wrote
I cannot check the contents of the zip right now, so sorry if it's already there, but it would be great if it contained the exact state of your folder to ensure that I can reproduce the same situation as on your system as closely as possible.


Happy new year :) I was thinking about this last night and of course it's on me to make things as easy for you as possible to replicate. I've now made a branch which reduces things right down.

https://github.com/mikehdt/sms-demo/tree/emulicious-debugger is the branch. I've commented out the prebuild task, and edited the gitignore to ensure the debug file etc. are included.

All you should need to do is change VScode's .vscode/launch.json file to point to wherever Emulicious is on your machine, add a breakpoint (eg. line 32 of src/utils.c) and then Run / Start Debugging will launch it straight away.

You should see the local variables work if you're stopped on the for line, but anywhere else within the loop when the local variables should exist, they're not shown in the debugger at all (as per the screenshots above). I believe they used to show in the update prior, but I could be mistaken (I haven't found a way to download an earlier version to test this, unfortunately).

Thanks in advance for your time to look into this. If there's anything I can do to help debug further, let me know.
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