PokeKaMini debugger bug

PM development, programming, hacking and all that fun stuff.
Orion_

PokeKaMini debugger bug

Post by Orion_ » June 7th, 2004, 18:37

the instruction: movb h,a ($58)
seems to perform a: movb a,b
without modifying h

Orion_

PokeKaMini debugger bug

Post by Orion_ » June 7th, 2004, 18:39

oops, sorry, I wanted to say:
movb b,a (and not "mov a,b")

Orion_

PokeKaMini debugger bug

Post by Orion_ » June 7th, 2004, 19:23

I had also an illegal opcode with: andb b,7
Extended opcode not yet supported ?

Orion_

PokeKaMini debugger bug

Post by Orion_ » June 7th, 2004, 19:31

(sorry for all these msgs)
I found another bug with xchgb a,b it seems to perform this instead: a->b 0->a

PokeSlap

PokeKaMini debugger bug

Post by PokeSlap » June 7th, 2004, 23:44

Thanks for the bugs report :)
They are all fixed in version 0.5

Orion_

PokeKaMini debugger bug

Post by Orion_ » June 9th, 2004, 13:40

some other unsupported opcode :(
mul l,a ($CE $D8), or [hl],a ($CE $2C)

PokeSlap

PokeKaMini debugger bug

Post by PokeSlap » June 9th, 2004, 22:07

When i was review the core .C files, ive noticed that i totally forgot to emulate some opcodes "OR [HL], A / OR [HL], #nn / OR [HL], [X1] / OR [HL], [X2]" and "XOR B, #nn / XOR L, #nn / XOR H, #nn"...

PokeSlap

PokeKaMini debugger bug

Post by PokeSlap » June 9th, 2004, 22:08

Now they are emulated in v0.5.2 ... about "MUL L, A / DIV HL, A" and some BCDs Instructions, i still need to ask D|X or DarkFader for correct behavior

Orion_

PokeKaMini debugger bug

Post by Orion_ » June 10th, 2004, 15:26

Im interested by how these instruction works too :)
(Im planning my first emulator ^^)

DaveX
Team Pokémé
Posts: 9
Joined: May 31st, 2004, 13:45

PokeKaMini debugger bug

Post by DaveX » June 10th, 2004, 15:38

BCD Behaviour is not completely understood yet, and I dont think we should care (for now) as I dont think any game use the BCD feature. For mul and div, i think it is described in mindx.txt but if you have any further question about them let me know ;)

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