I gave the tile/attribute highlighting a shot with the data I had available in the UI already:
As is, it only highlights PPU writes that actually change the data (so if the game writes the same value twice, it won't highlight). The highlights only stay on the screen for a single frame, so usually have to play the game in slow motion to see them for a decent amount of time. I could fade them out over time (with a lot more logic), but then that would make it harder to discern on which specific frame an update occurs. Is this sufficiently useful as is? If so, I just need to add a checkbox to toggle the highlight on/off and I'm done :p
-Reset: I'll add customizable reset/power cycle shortcuts to the debugger window
-Array/etc syntax in the watch: I can see the use here, but making it work with the rest of the code that's currently used for watch expressions involves a lot of changes - can't promise anything on this one, but I'll add it to my list of future improvement ideas.
rainwarrior wrote:Probably not a trivial thing to implement, but since this emulator has the (unique?) feature of duplicate PPU debug windows, seems a shame it's not available.
The multiple PPU windows were originally just a way to allow someone to look at multiple tabs at once (instead of splitting the tools across multiple separate windows), but I never really considered the interaction with the scanline/cycle fields. Making the scanline/cycle fields a per-window option wouldn't be hard, I'm mostly worried about the performance impact of having to check through an "array" of scanline/cycle combinations on every PPU cycle vs comparing with a single fixed value. It might not have that much of an impact though, I'll check.