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During reverse-engineering or debugging programs, it would be educational to have a visible memory inspector feature of the debugger. An area of memory could be indicated by either segment:offset in real mode, or absolute address in protected mode. The area could be visualized in a rectangular window, the dimensions and color depth (ie. how many bits per pixel) could be specified by the user. This window would remain open until closed, and would live-updated as the program runs or is stepped through in the debugger.
The intended use of this feature is to see back buffers of graphics screens before they are made visible. For example, games that run in CGA sometimes write to a linear 16K buffer before they are REP MOVSW'd to the visible interlaced buffer, performing translation in the process. Having the back buffer visible would allow inspection of how the game engine operates when limited by CGA.
The text was updated successfully, but these errors were encountered:
During reverse-engineering or debugging programs, it would be educational to have a visible memory inspector feature of the debugger. An area of memory could be indicated by either segment:offset in real mode, or absolute address in protected mode. The area could be visualized in a rectangular window, the dimensions and color depth (ie. how many bits per pixel) could be specified by the user. This window would remain open until closed, and would live-updated as the program runs or is stepped through in the debugger.
The intended use of this feature is to see back buffers of graphics screens before they are made visible. For example, games that run in CGA sometimes write to a linear 16K buffer before they are REP MOVSW'd to the visible interlaced buffer, performing translation in the process. Having the back buffer visible would allow inspection of how the game engine operates when limited by CGA.
The text was updated successfully, but these errors were encountered: