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Making RetroDebugger automatically stop at the beginning of the session #54
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This is a duplicate/regression. The problem should be solved in most recent version by remembering last used segment. In your code you have that means Default segment is empty. Anyway, the remaining issue is to provide -segment command line to select startup segment, but I hope last patch version should at least remember last used segment, please check if that works for you. |
After testing it doesn't seem to automatically hit that. To further elaborate, the segments in the project I tried to get to work are defined as such:
|
Ok, I've checked the code and the Segment is not restored after RetroDebugger is restarted, I'll fix that. However, the segment should be re-activated upon PRG reload. Thus, the selected Segment will stay still selected after PRG reload. Thus as a workaround, you can launch RetroDebugger, select the appropriate Segment, and ensure RetroDebugger remains running. Subsequently, compile your code and execute RetroDebugger with the -pass command line argument. This approach will attach new PRG to the already running RetroDebugger instance, thereby reactivating the correct and selected Segment. |
Unfortunately this is really not a bug, but a mere question! I tried to look for an answer, but couldn't find anything clear elsewhere so here goes.
How does one make the RetroDebugger stop automatically on the breakpoints set in KickAssembler code (with the
.break
-directive)?I build the code with symbols (
-symbolfile
-flag) and debuginfo (-debugdump
-flag), and get the corresponding files.I've tried to let the RetroDebugger know about these files by pointing them out to the Debugger when starting the debug-session. Below is an example of the kinds of flags I give to the debugger:
What happens is, that the RetroDebugger starts up fine and even runs the assembled program without any issues, but the debugger won't stop at the breakpoint in the code.
Here's what the symbol/debug files look like in my project (the .sym-file has probably a lot of unnecessary cruft not useful for explaining this, but I'll throw it in none-the-less):
game.dbg:
project.sym:
Any tips or tricks? Apologies in advance, if this was not the right forum for asking this kind of question!
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