Prototype of the frame-gated run-to-cursor idea. "Run to here" stops at the
first hit, which isn't what you want for an address hit many times per frame -
you end up stepping through the rest of the current frame to reach the state
you actually care about.
Built on machinery that was already there rather than a new stepping mode: the
one-shot breakpoint behind run-to-cursor already takes a condition (step-into
uses it to pin a step to one thread), and a hit that fails the condition leaves
it armed for the next one. So "the next frame" is just a condition that isn't
true yet - here "flipcount > <now>".
Counting presented frames rather than vblanks matters for a game that doesn't
render at the full refresh rate: at 30fps there are two vblanks per frame, so a
vblank-based condition would let you through halfway into the frame you were
trying to skip. The flip side is that the counter only advances when the
framebuffer actually changed, so if the game has stopped drawing - or is wedged
in the loop you're trying to debug - this never trips and the core keeps
running.
Both counters are exposed to the expression parser, next to
threadid/moduleid/usec/ticks, so they're usable in ordinary breakpoint
conditions and cpu.evaluate too, not just from this menu item: "flipcount" for
presented frames and "vcount" for the PSP's own vblank counter, which is what
sceDisplayGetVcount returns and is the one a game's own timing is written
against.
Verified with a headless session: across a second of emulated time flipcount
went 120 -> 172 and vcount 119 -> 172 (a game rendering every vblank, so they
track).
pspautotests 314/314, UnitTest 55/55.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
SymbolMap:
- Fix GetModuleIndex(): it only checked the end of an active module's range
(via activeModuleEnds.upper_bound), never the start, so an address sitting
in the gap before a module was silently misattributed to it. Added
GetModuleIndexByName() as a companion lookup.
- AddModule() gains an optional crc param, stored per ModuleEntry. Reactivating
a module by name now also requires the crc to agree when both sides know it,
so two unrelated binaries that happen to share a name no longer get merged
into one symbol table (addresses the old TODO at the top of SymbolMap.h).
- AddLabel()/AddFunction() gain an updateName param (default false, preserving
existing "first writer wins" behavior) so a trusted source - like a loaded
symbol file - can be allowed to overwrite a name that a lower-confidence
automatic pass already assigned.
- New SaveModuleSymbols()/LoadModuleSymbols()/GetModuleSymbolsPath(): save or
restore one module's functions/data/labels to/from a small human-editable
text file, addressed relative to the module (so the file stays valid however
the module ends up positioned on a later run). Keyed by
PSP/SYSTEM/SYMBOLS/<moduleName>_<crc>.ppsym - deliberately by module+crc
rather than by game, so it's shared by every game/homebrew that loads the
exact same module. A "# game <id> <title>" comment records who last saved
it, informational only.
WebSocket debugger: hle.module.saveSymbols/loadSymbols expose the above.
sceKernelModule.cpp: auto-load a module's saved symbols right after it's
registered with the symbol map (both the real ELF-load path and the
savestate-load path), and auto-save on unload (before UnloadModule(), while
its symbols are still active) - gated behind the new bAutoSaveLoadSymbols
config setting (default off), with a matching Developer Tools checkbox and
a --auto-save-load-symbols command-line override for headless use.
Includes some in-progress cleanup already staged: DescribeAddress now calls
g_symbolMap->GetDescription() directly instead of through the now-removed
MIPSDebugInterface::getDescription() wrapper.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
Potentially, a watch or break condition could crash if it was unaligned
between mirrors. This might happen if it's not the condition you wanted,
especially. Play it safe.
Now that it uses a lookup, this is even more dangerous. But, the maps
could be reordered while it's trying to print the pointer and cause that
data to become invalid.
This should be safe from race conditions.