New DSP debugger: step one. (not ready yet, but try loading zelda WW and look at the dsp debugger..).

Had to shuffle around quite a lot of code to be able to extract the CodeView into a library nicely so it can be used from both the main dolphin and the LLE plugin...  also extracted the symboldb code.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3517 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2009-06-21 08:39:21 +00:00
parent 80217a6ed7
commit aecaf271f1
76 changed files with 1895 additions and 794 deletions

View File

@ -205,7 +205,7 @@ CBreakPointWindow::OnDelete(wxCommandEvent& event)
void
CBreakPointWindow::OnClear(wxCommandEvent& event)
{
BreakPoints::Clear();
g_breakpoints.Clear();
}
// ============
@ -244,7 +244,7 @@ CBreakPointWindow::OnAddBreakPointMany(wxCommandEvent& event)
u32 Address = 0;
if (AsciiToHex(line.c_str(), Address))
{
BreakPoints::Add(Address);
g_breakpoints.Add(Address);
}
}
// only update after we are done with the loop
@ -346,7 +346,7 @@ CBreakPointWindow::OnAddMemoryCheckMany(wxCommandEvent& event)
MemCheck.Log = true;
//MemCheck.Break = false; // this is also what sets Active "on" in the breakpoint window
// so don't think it's off because we are only writing this to the log
MemChecks::Add(MemCheck);
g_memchecks.Add(MemCheck);
}
}
// update after we are done with the loop