December 08, 2019, 04:33:16 am
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The Problem is that it does like that : https://ibb.co/pRmGYwHany fixCTRL + G works but on the code it just shows -
Quote from: Beppe1509 on November 28, 2019, 08:11:47 amThe Problem is that it does like that : https://ibb.co/pRmGYwHany fixCTRL + G works but on the code it just shows -As it's not automatic and sometimes BGB starts at the wrong place, the trick is to right click at the start of your code I think (i.e. D322 here) and access it via Go to; then BGB will update it.Edit: In this case the display won't change because D321 was a one byte instruction (though if it was 2 bytes it would require right clicking method). Your code currently grabs FFD3, puts it into "a" and then puts "a" in D059 (instant encounter) (in contrast with e.g. 3E 15 at the start, which compiles as ld a,15 where 15 can be replaced with any value). When a is on the left side of the code it is storing something into the "a" register.Additionally hope this may help https://iimarckus.org/etc/asmopcodes.txt
Sorry about that, I didn't see the Ctrl+G part. Yeah Parzival is right, if there are any opcodes not on the opcodes text file they show as "-". That automatically brings up BGB debugger where other emulators e.g. VBA may act differently (invalid opcode at (address) message etc.) On a Game Boy this freezes, while on 3DS Virtual Console it skips them. (This actually makes me wonder if this is deeper technically/if invalid opcodes have separate effects that can only be understood on a hardware level/or if any obscure peripherals use them like what Shonumi is doing)
Quote from: Evie the Mother Hen ☽ ❤ on November 28, 2019, 04:17:11 pmSorry about that, I didn't see the Ctrl+G part. Yeah Parzival is right, if there are any opcodes not on the opcodes text file they show as "-". That automatically brings up BGB debugger where other emulators e.g. VBA may act differently (invalid opcode at (address) message etc.) On a Game Boy this freezes, while on 3DS Virtual Console it skips them. (This actually makes me wonder if this is deeper technically/if invalid opcodes have separate effects that can only be understood on a hardware level/or if any obscure peripherals use them like what Shonumi is doing)Nope. The CPU hangs as the silicon isn't built to handle that set of bits as an instruction anymore so it goes apeshit.
Quote from: Parzival on November 28, 2019, 04:28:38 pmQuote from: Evie the Mother Hen ☽ ❤ on November 28, 2019, 04:17:11 pmSorry about that, I didn't see the Ctrl+G part. Yeah Parzival is right, if there are any opcodes not on the opcodes text file they show as "-". That automatically brings up BGB debugger where other emulators e.g. VBA may act differently (invalid opcode at (address) message etc.) On a Game Boy this freezes, while on 3DS Virtual Console it skips them. (This actually makes me wonder if this is deeper technically/if invalid opcodes have separate effects that can only be understood on a hardware level/or if any obscure peripherals use them like what Shonumi is doing)Nope. The CPU hangs as the silicon isn't built to handle that set of bits as an instruction anymore so it goes apeshit.My guess would be that, since each instruction takes a different number of cycles, there must be a signal that tells the CPU that the previous instruction has finished and the next instruction can begin. And whatever undefined behavior the invalid opcode triggers, it never emits that signal, so the CPU never gets to the next instruction.