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Breakpoints #28
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+1 for resuming after breakpoints I tried implementing a function that would resume emulation so I could call it after a breakpoint pauses emulation, but calling it doesn't actually resume emulation for some reason and just causes the Play button in the Dolphin window to break for some reason. I don't know how else to try implementing this. static PyObject* EmulationResume(PyObject* self)
{
if (Core::GetState() == Core::State::Paused)
{
Core::SetState(Core::State::Running);
}
Py_RETURN_NONE;
} The content of the function is what gets run from MainWindow when you press the play button: https://github.com/dolphin-emu/dolphin/blob/2319210d853899a4d0659c120cfa6162a108daed/Source/Core/DolphinQt/MainWindow.cpp#L794 |
Can you just make a breakpoint without the pause on break flag? That's what I was doing, and the script still stops the game to execute the code. |
Ah! I didn't realize you could just set "Write to log" when making a breakpoint. Yeah, that does work. |
I think there should be an add/remove code breakpoints like there is for memchecks.
Also, it would be nice to specify if any breakpoint should pause on break. For memory breakpoints, specifying read and/or write would also be good.
I could try to add this. Would memory and code breakpoints both go into the same API file? Also not sure the best way to handle the extra args.
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