C64 Debugger by SLAJEREK/SAMAR
------------------------------

C64 Debugger (C) 2016-2017 Marcin Skoczylas
Vice (C) 1993-2017 The VICE Team


This is Commodore 64 code and memory debugger that works in real time.
It is quick prototyping tool where you can play with Commodore 64 machine
and its internals.

C64 Debugger embeds VICE v3.1 C64 emulation engine created by The VICE Team.


See a promo video here: https://youtu.be/_s6s7qnXBx8


* Installation

On Windows you need to install Visual Studio C++ 2008 Redistributable package. 
On Windows 10 it is advised to run executable in Windows 7 compatibility mode.
Windows binary is now signed. Thanks to Yugorin/Samar for certificate donation!

On Linux you need GTK3 libraries. 


* Beer Donation

If you like this tool and you feel that you would like to share with me
some beers, then you can use this link: http://tinyurl.com/C64Debugger-PayPal

Or send me some Bitcoins using this address: 1G3ZRT7j27QycHnkoo176t9j5a2J49fsXc

Donations will help me in development, thanks!


* Facebook page

Join C64 Debugger Facebook page here: http://tinyurl.com/C64Debugger-Facebook


* Keyboard shortcuts

Global shortcuts:

Alt+Enter 
	Toggle fullscreen (MS Windows only)
Ctrl+F1
	Show only C64 screen
Ctrl+F2
	Show C64 disassembler, memory map and data dump
Ctrl+F3
	Show C64 disassembler with hex codes, memory map, data dump 
        and VIC state
Ctrl+F4
	Show C64 and 1541 disk disassembler and memory maps
Ctrl+F5
	Show states of chips
Ctrl+F6
	Show C64 disassembler and a big memory map
Ctrl+F7
	Show C64 and 1541 disk disassembler
Ctrl+F8
	Show Monitor console and debugging tools
Ctrl+Shift+F1
	Show zoomed C64 screen.
Ctrl+Shift+F2
	Show cycle-exact debugging tools with C64 screen zoom and code labels
Ctrl+Shift+F4
	Show VIC Display "lite" screen
Ctrl+Shift+F5
	Show VIC Display screen
Ctrl+Shift+F6
	Show VIC Editor screen
TAB
	Change focus to next view
Shift+TAB
	Change focus to previous view
F9
	Show Main menu screen
Ctrl+B
	Show Breakpoints screen
Ctrl+Shift+S
	Show Snapshots screen
Ctrl+T
	Mute sound On/Off
Ctrl+W
	Replace memory dump view with watches view
Ctrl+[
	Set slower emulation speed
Ctrl+]
	Set faster emulation speed
Ctrl+8
	Insert D64 file
Ctrl+Shift+8
	Detach D64 file
Ctrl+O
	Load PRG file
Ctrl+L
	Reload PRG & Start
Ctrl+0
	Attach cartridge
Ctrl+Shift+0
	Detach cartridge
Ctrl+Shift+A
	Toggle auto-load first PRG from inserted disk
Ctrl+F
	Cartridge freeze button
Ctrl+R
	Soft reset C64
Ctrl+Shift+R
	Hard reset C64
Ctrl+Alt+R
	Reset 1541 Disk drive
Ctrl+Shift+D
	Detach everything
Ctrl+P
	Limit emulation speed On/Off (warp mode)
Ctrl+Y
	Use keyboard arrows as joystick On/Off, Right Alt to fire
F10
	Pause code or run to next instruction (step)
Ctrl+F10
	Step to next line (step over JSR)
Shift+F10
	Run one CPU cycle
F11
	Run/continue emulation
Ctrl+M
	Toggle data memory map/dump taken directly from RAM or as-is with
        I/O and ROMs selected by $0001
Ctrl+E
	Toggle show current raster beam position
Ctrl+S
	Store snapshot to a file
Ctrl+D
	Restore snapshot from a file
Shift+Ctrl+1, 2, 3, ..., 6
	Quick store snapshot to slot #1,#2,#3, ..., or #6
Ctrl+1, 2, 3, ..., 6
	Quick restore snapshot from slot #1,#2,#3, ..., or #6
Ctrl+U
	Dump C64's memory to file
Ctrl+Shift+U
	Dump 1541 Drive's memory to file
Ctrl+Shift+E
	Save current screen data to file
Ctrl+BACKSPACE
	Clear memory markers
Ctrl+Shift+P
	Save C64 screenshot and sprite bitmaps to PNG files
F7
	Browse attached disk image
F3
	Start first PRG from disk image
Ctrl+;
	Select next code symbols segment
Ctrl+'
	Select previous code symbols segment

In Disassembly view:

Mouse Click on memory address
	Add/remove breakpoint
` (~ tilde key)
	Add/remove breakpoint
Arrow Up/Down
	Scroll code one instruction up/down
Page Up/Page Down or Shift+Arrow Up/Shift+Arrow Down
	Scroll code by $100 bytes up/down
Space
	Toggle tracking of code display by current PC
Enter
	Enter code editing mode (assemble)
[ or ]
	Scroll code one byte up/down
Arrow Left/Right
	If not editing code: follow code jumps and branches using Right-Arrow key, 
	                     and move back with Left-Arrow key. When argument is 
                             a memory address then Memory Dump view will be 
                             scrolled to that address
	If editing code and hex values visible: change edited hex value	
CTRL+G <addr>  
        Move cursor to specific address (f.e. CTRL+G EA31)
CTRL+J
	JMP to current cursor's address (change CPU PC)
Mouse wheel
	Scroll code (faster with Shift pressed)


In Data dump view:

Mouse Click on hex value
	Select hex value
Double Mouse Click on hex value
	Scroll disassemble view to selected address
Arrow keys
	Move editing cursor
Page Up/Page Down or Shift+Arrow Up/Shift+Arrow Down
	Scroll code by $100 bytes up/down
Enter or 0-9 or A-F
	Start editing value
Ctrl+Mouse Click
	Scroll Disassembly to code address that stored that value
Alt+Shift
	Change CBM charset
Ctrl+K
	Change colour mode on/off for sprites/characters
Ctrl+G <addr>
	Move cursor to specific address (f.e. CTRL+G 0400)
Ctrl+V
	Paste hex codes from clipboard into memory. Simple separators are
	parsed, also the text can contain addresses as 4 hex digits

In Memory map view:

Memory map shows current values of memory cells. Ctrl+M switches bank to
RAM. Each memory cell value is mapped into RGB or Gray or None. In RGB mode 
red are values from 0 to 85, green are values from 85 to 170 and blue are 
values from 170 to 255. In Gray mode all values are mapped into grayscale
colors.

Memory access:
  white shows current PC
  blue  marks read access
  red   marks write access

You can change colours to ICU-standard (read marked by green) in Settings.

You can Mouse Click inside memory map to scroll data dump view to a clicked 
memory address. You can double Mouse Click to scroll disassemble view to a 
memory address under cursor. You can Ctrl+Mouse Click to scroll Disassembly 
to code address that stored value under cursor.

You can zoom-in using mouse wheel and move around by holding right mouse click
(Windows, Linux, MacOS) or use mulitouch gestures such as pinch zoom and 
scroll using two fingers (MacOS only). You can select desired control behaviour 
in Settings.


In Breakpoints screen:

Arrow keys
	Move around
Enter or Spacebar
	Toggle value or start editing breakpoint


* Commodore 64 screen

All keys are mapped as original Commodore 64 keyboard. RUN+STOP is mapped to
ESC key. Left Control key is not mapped and reserved for keyboard shortcuts. 
Right Control is mapped into C64 Control key. RESTORE is not mapped, but you can change 
this in Settings. 

When joystick is turned on then you can control selected ports using arrow keys,
and right-alt as fire.


* VIC state view

This view shows state of VIC registers. You can lock colors using Mouse Left Click,
or change them using Mouse Right Click, these will be reflected in previews like
Memory Dump or VIC Display view.

* SID state view

You can click waveforms to mute SID channels. Detected musical notes are
displayed, these are based on standard 440Hz A4 notation.


Note:
You can click inside VIC/SID/CIA/VIA state views to show values of registers. You can 
edit these values by clicking on value.


* VIC Display screen:

The VIC Display screen is like an X-Ray for the VIC chip. Whole frame is recorded
and you can access state of VIC and CPU for each cycle of the frame. It can 
be activated by Ctrl+Shift+F5. VIC Display renders exact state of VIC for 
selected cycle. As you know, a lot of effects are using tricks of the VIC chip, 
so it will not show the C64 screen in its entirety, as it is not meant to. 
It will always show a screen how it would be rendered for selected cycle of 
the VIC chip.

You can just move mouse cursor over the VIC Display frame and see how VIC
registers impact rendering of the C64 screen. Note that status of CPU registers
and VIC state view is marked in light-red color background, this is to indicate
that state is locked and shows selected raster cycle. The disassembly code is moved to 
the place where raster beam was executing code in the frame. Space bar changes 
disassembly code lock. Also, when you move the cursor over VIC Display, the memory dump
view cursor points to address which is under mouse cursor.

When you click on the VIC Display you can lock cursor and then move it with keyboard 
arrow keys, holding Shift will increase the step. You can unlock the cursor by pressing
Space Bar or by Mouse-Clicking on locked cursor.

There are buttons to control the VIC Display, you can see what are current values 
of VIC bank, screen, bitmap etc. and you can force and change them by clicking on 
values: green color means it is a current state for selected cycle, red is when you 
forced the selection. Do not forget, that if you select something making it red, then 
the VIC Display will show your selection, not what is currently going on on the screen.

Button "Scroll" will switch if VIC scroll register should be applied to VIC Display 
position. When code is opening side borders then applying the scroll register may make
the display jump a lot, so you can select if you need this behaviour.

Button "Bad Line" shows a bad line condition when text is red, switching it on will 
display lines that are in bad line condition.  

Button "Border" changes if side border should be shown. It has three states: no border,
viewable area with border, full frame scan.

Button "Grid" changes if a grid should be displayed.

Button "Sprites" changes if sprites graphics should be rendered in the VIC Display.

Button "Frames" changes if frames around sprites should be visible.

Button "Break" adds VIC raster breakpoint, the text is in red when a selected line has 
already the breakpoint set.

The "Show PC for" informs in which auto-scroll code disassembly mode we are, you can 
click on the mode and change it to other mode (Raster / Screen / Bitmap / Colour / Charset).

VIC Display records state of VIC each cycle in the frame and with the mouse cursor you
can see what is in the frame. The X key changes what we "look" at: where was the code 
in a given cycle (Raster mode) or where the code saved the pixel in memory (Raster / 
Screen / Bitmap / Colour / Charset). For Screen / Bitmap / Colour modes the memory
view cursor under C64 screen will be moved to address that holds the value at cursor. 
For Charset mode the memory view cursor will point to a charset and definition of char
under cursor.  

You can Right-Click on C64 Screen in right top to replace it to a zoomed raster view. 

Keys that you can use in this view are:

Arrow keys
	Move locked cursor
Shift+Arrow keys
	Move locked cursor in large steps
` (~ tilde key)
	Toggle VIC raster breakpoint
L
	Lock/Unlock mouse cursor
Space Bar
	Lock/Unlock Disassemble auto-scroll code
X
	Select next auto-scroll code mode
R
	Select auto-scroll code to Raster
S
	Select auto-scroll code to Screen (Text)
B
	Select auto-scroll code to Bitmap
C
	Select auto-scroll code to Colour


* VIC Editor screen

The VIC Editor screen is for displaying and editing graphics in real time. All painting
is done in a live C64 emulation and is immediately reflected in C64 RAM and VIC chip.

Layers window shows available layers, default layers are:
- Unrestricted: you can paint on this layer in so-called hires unrestricted mode, thus 
  using C64 colors without any limits
- Sprites: this layer is used for painting on all visible sprites in this frame. These 
  are virtual sprites, so in particular de-multiplexed sprites. Note, that displaying 
  of virtual sprites from this layer is not implemented yet, thus the "V" button changes 
  only if you can paint on this layer. However, you can see these sprites as they are 
  rendered in the C64 Screen, so actually you can paint on them and see changes.
- C64 Sprites: these are sprites that are in a raster line under cursor, just the same
  like in VIC Display view.
- Display: this is the same VIC Display which works exactly the same way, thus exact 
  state of VIC for selected cycle under cursor is rendered.
- Reference: this works like Unrestricted but has full palette and images imported 
  into that layer are displayed as-is. Painting on that layer is disabled by default,
  you can paint only when this layer is selected.
- C64 Screen: this is the C64 Screen as it was rendered by VIC, note that if emulation 
  is paused, then painting on this layer will not have immediate affect - the VIC must 
  render the screen first to have changes visible.
	
There are “V” buttons near layers names, these set visibility of the layer. 

You can select the layer by clicking on it:
When layer is selected, all painting is done on that selected layer, even if it is 
not visible. 
When no layer is selected, then painting is made from top-to-bottom, it is driven to 
a layer that has higher priority first, that is visible and has a pixel under 
selected x/y mouse position which is inside that layer (for example if there are no 
sprites under mouse cursor, then sprites layer will be skipped and painting will be 
done on C64 bitmap).

Painting depends on selected mode. In all modes you are free to paint, however if you 
exceed available number of colors the painting will be blocked. To un-block and force
color replace you can hold Ctrl key  (this can be configured in Settings). 

The replacement color will be selected and it will be replaced: 
- in Hires Bitmap this will be color under cursor in 8x8 char,
- in Multi-Color Bitmap this will be color that is less-used in 8x8 char (has least 
  number of pixels),
- on Sprite this will always be individual sprite color ($D027+).

Painting with RMB On Sprite will always use background color ($D021).

You can paint in dither mode by holding Alt key: pixel colors are alternating between 
LMB and RMB. When you paint first pixel, a dithering grid will be created, and by 
holding Alt key this grid will be used for painting. The dithering grid will be reset 
when you release the Alt key.

Sprite window shows current selected sprite. You can lock selected sprite by clicking 
mouse on sprite with Ctrl+Shift. Then you can select color to use for paiting by clicking 
on the color in Sprite window or by pressing (0, Shift+1, Shift+2, Shift+3). 
To change locked color just select a new color from palette, this will replace 
the color of locked Sprite. Note that $D021, $D025 and $D026 are shared with other 
sprites. If you not select color in Sprite window, then painting on Sprite will try 
to use selected color from the Palette, if color is not in available colors then the
painting will be blocked and to un-block and force color replace use the Ctrl key.

You can change multicolor, horizontal or vertical stretch by clicking buttons.

You can change positions of Sprites the same way, just lock/select a Sprite
by pressing Ctrl+Shift+Mouse Click on that sprite, and then use Arrow Keys
to move that selected sprite (Arrow Key Left/Right/Up/Down).

Note, that changing colors, positions and settings of Sprites is quasi-intelligent: 
in current frame's code that was run, places of LDA/LDX/LDY and STA/STX/STY pairs 
are found for sprite colors or positions and values of LDA's are replaced based on 
current raster position. Thus, you can write your own display and colors multiplexer 
code, run it and when you change colors of sprites the code in C64 RAM will be replaced 
accordingly, even if you use Sprite multiplexing.

Charset window shows current charset, you can select char and use it for painting in
text modes.

It is possible to import PNG and convert it to current mode, hires/multicolor bitmap
and hires text modes are supported. PNG must have resolution of 320x200 or 384x272. 
Colors are matched to nearest C64 colors (nearest neighbour). For bitmap modes colors
in 8x8 are set based on most used color values in 8x8, thus first a color that has
largest number of occurrences in 8x8 char is found and it is replaced for converting
in that 8x8 char, then in multicolor the another one, etc. If sprites are present in 
the screen, colors are matched to colors selected in the sprite and pixels are converted, 
note that no automatic color replacing is possible at this moment. The 384x272 resolution 
includes also borders, so if you have sprites in side border the pixels will be 
converted accordingly.

Note, that a workflow with sprites is that you should have some init PRG procedure that
sets position of sprites. The converter is quasi-intelligent, thus is trying to find
places of LDA/STA for colors in the current frame. 

You can also import KLA (Bitmap Multi-Color), ART (Bitmap Hires), DD (Bitmap Hires) and
export to KLA, ART or raw text depending on selected mode.

Note: when you export to raw text it contains these blocks:
$000-$3E7: Current character video memory (screen). For example values stored in $0400-$07E7.
$3E7-$7CE: Color memory (values stored in $D800-$DBE7)
$7CF:      Background color (value stored in $D021)

Zooming and panning of the canvas is performed using mouse, you can use Mouse Scroll
for zooming and hold Space Bar for panning. Also, you can Mouse Right-Click on Preview
Window to quickly move the painting area to selected position. When you zoom-in deeply
then numbers such as pixel addresses and values will be also shown.


VIC Editor keys: (LMB=left mouse button, RMB=right mouse button)
Ctrl+N
	Create new picture and setup C64 for painting
LMB, RMB
	Paint using selected color
Alt+LMB, Alt+RMB
	Paint dither
Ctrl+LMB or Ctrl+RMB 
	Force painting / replace color
Shift+LMB
	Get color at cursor as LMB color
Shift+LMB
	Get color at cursor as RMB color
X
	Exchange LMB/RMB colors
0
	Set LMB color from $D021 color
Shift+0
	Get color at cursor as background ($D021) color
RMB on Preview Window
	Move display
Space Bar (hold in main display)
	Move display
Mouse Scroll
	Zoom in/out the canvas
Shift+Mouse Scroll
	Quickly zoom in/out the canvas
[ or ]
	Select Circle Brush size
Ctrl+[ or Ctrl+] 
	Select Rectangle Brush size
/
	Change Preview Window scale
'
	Show cursor pointer in Preview Window
` (tilde key)
	Select next visible layer
12345678QWERTYUI
	Select color
Shift+1, Shift+2, Shift+3
	Select sprite painting color num ($D025, $D027+, $D026)
F
	Show/hide all windows
D
	Show/hide preview window
P
	Show/hide colors palette
C
	Show/hide character set window
S
	Show/hide sprite window
L
	Show/hide layers window
Ctrl+G
	Show/hide sprite frames
Ctrl+Shift+Mouse Click
	Lock/Select sprite
Arrow Left/Right/Up/Down
	Move selected sprite
Ctrl+Backspace
	Clear screen
Ctrl+Z
	Undo
Ctrl+Shift+Z
	Redo
Ctrl+S
	Save image in VIC Editor (*.vce) format
Ctrl+O
	Load/Import image (vce, png, kla, art, dd)
Ctrl+Shift+E
	Export image to kla/art/raw text
Ctrl+B
	Toggle top bar with icons
ESCAPE
	Back to C64 Debugger
	
	
* Monitor screen

You can use these instructions in code monitor:

HELP
    shows help
DEVICE C / D / 8
    set current device (C64/Disk/Disk)
F <from address> <to address> <value>
    fill memory with value
C <from address> <to address> <destination address>
    compare memory with memory
H <from address> <to address> <value> [<value> ...]
    compare memory with values
T <from address> <to address> <destination address>
    copy memory
L [PRG] [from address] [file name]
    load memory (with option from PRG file)
S [PRG] <from address> <to address> [file name]
    save memory (with option as PRG file)
D [NH] <from address> <to address> [file name]
    disassemble memory (with option NH without hex codes)
G <address>
    jmp to address


* Breakpoints screen

Breakpoint stops the execution of code depending on some state and situation.
In the Breakpoints screen (Ctrl + B) you can click using mouse, or Enter or
Space key to enable or disable monitoring of selected type of the breakpoint.
New value can be added by selecting "...." either by moving the cursor with the 
arrow keys or clicking using mouse. 

These are possibilities:
  VIC / CIA / NMI - stops when selected interruption occurs
  CPU PC - the code will stop as the processor will start to perform instruction 
           from selected address
  MEMORY - stops when there will be attempt to write to the memory of the set 
           value, for example: 4FFF <= 3F will stop code when there will be 
           attempt to write to the cells 4FFF value less or equal to 3F. To
           break at any write access you can use <= FF
  RASTER - stops when raster reaches the set line value

Breakpoints CPU type PC can also be set in the disassembler view by clicking
the mouse cursor on the address or by pressing the ` (tilde) key.

The same applies to 1541 Drive breakpoints on right side of the screen.


* Breakpoints file

Breakpoints file stores information about breakpoints, addresses and values.
Possible entries are:
  break xxxx - break when PC reaches address xxxx
               Example: break 3FFF
  breakraster xxx - break when raster reaches line number xxx
               Example: breakraster 40
  breakmem xxxx oo yy - break on memory write to address xxxx when
               expression oo yy is true. Possible operators oo are: 
               ==, !=, <, <=, >, >=
               Example: breakmem D018<=FF
  breakvic - break on VIC interrupt
  breakcia - break on CIA interrupt
  breaknmi - break on NMI interrupt
  setbkg xxxx yy - fake marker, when PC reaches address xxxx then background 
                   colour register ($D020/$D021) is set to value yy, you can mix
                   this type of breakpoint with normal "break" to also stop code
                   execution

All entries are not case sensitive. Please check KickAssembler documentation, 
section 9.5: Writing to User Defined Files.


* Command line options

-help  show help

-layout <id>
     start with layout id <1-12>
-breakpoints <file>
     load breakpoints from file
-symbols <file>
     load symbols (code labels)
-watch <file>
     load watches
-wait <ms>
     wait before performing tasks
-prg <file>
     load PRG file into memory
-d64 <file>
     insert D64 disk
-tap <file>
     attach TAP/T64
-crt <file>
     attach cartridge
-jmp <addr>
     jmp to address, for example jmp x1000, jmp $1000 or jmp 4096
-autojmp
     automatically jmp to address if basic SYS is detected
-alwaysjmp
     always jmp to load address of PRG
-autorundisk
     automatically load first PRG from inserted disk
-unpause
     force code running
-snapshot <file>
     load snapshot from file
-soundout <"device name" | device number>
     set sound out device by name or number
-playlist <file>
     load and start jukebox playlist from json file
-
-clearsettings
     clear all config settings
-pass
     pass parameters to already running instance
     if instance is not running a new one will be spawned

Other command line options are the same as selected emulation engine (thus
see Vice documentation for additional command line options).


* Code labels (symbols)

You can load a symbols file wit code lables via -symbols <file> command line
option. Also, if near loaded PRG a file with "labels" file extension is found
then it is loaded automatically. Two file formats are accepted, a standard
Vice code labels format and 64Tass compatible file format.

Vice code labels file format example:
al C:d019 .vic2_int_reg

Note, that label name's leading dot is skipped.

64Tass labels file format example:
vic2_int_reg          = $D019


* Watches

Watches view is a simple way to display selected values in memory with a label.
You can replace the memory dump view by watches view with Ctrl+W key. The feature
is simple display of hex value stored in associated memory address, but this will
be expanded in future to allow also different data representations.

To add watches you can do that only via external file that you can load from 
a command line.

The format of file is simple, and there are two formats accepted.

Simple watches format example:
d019   vic2_int_reg

64Tass-labels compatible format example:
vic2_int_reg          = $D019

For example watches file please refer to:
https://sourceforge.net/p/c64-debugger/code/ci/master/tree/Examples/example.watch


* KickAss debug symbols

With Mads Nielsen (Slammer/Camelot) we created integration based on Stein Pedersen's idea.
This was written with great help of Mads Nielsen:

C64Debugger - KickAss format 
------------------------------
Here are the basic format. To make it easier to read I have given a param named 'values' that explains the values of the comma separated lists. 


<C64debugger version="1.0">
   <Sources values="INDEX,FILE">
      0,KickAss.jar:/include/autoinclude.asm
      1,/Users/Mads/Code/C64CodeRepos/C64Code/atari/lib/atarifile_4bank.h
   <Sources/>

   <Segment name="BANK1" values="START,END,FILE_IDX,LINE1,COL1,LINE2,COL2">
      <Block name="Program">  
         $1000,$1002,2,16,9,16,11
      <Block/>
      <Block name="Vectors">
         $1ffa,$1ffb,2,11,3,11,7
         $1ffc,$1ffd,2,12,9,12,13
         $1ffe,$1fff,2,13,9,13,13
      <Block/>
   <Segment/>

   <Segment name="BANK2" values="START,END,FILE_IDX,LINE1,COL1,LINE2,COL2">
      <Block name="Program">
         $1000,$1000,2,28,3,28,5
         $1001,$1001,2,29,3,29,5
         $1002,$1002,2,30,3,30,5
         $1003,$1004,2,35,3,35,5
         $1005,$1006,2,36,3,36,5
  
      <Block/>
      <Block name="Vectors">
         $1ffa,$1ffb,2,23,3,23,7
         $1ffc,$1ffd,2,24,9,24,13
         $1ffe,$1fff,2,25,9,25,13
      <Block/>
   <Segment/>

   <Labels values="SEGMENT,ADDRESS,NAME">
      Default,$d011,vic2_screen_control_register1
   </Labels>

   <Watches values="SEGMENT,ADDRESS,ARGUMENT">
    	Default,$3000
    	Default,$2001,2,hex8
    	BANK2,$3000,,text
   </Watches>

   <Breakpoints values="SEGMENT,ADDRESS,ARGUMENT">
      BANK1,$1000,nmi
      BANK2,$1003,
   <Breakpoints/>
<C64debugger/>


So everything is inside a <C64debugger> tag with a version number. Inside are different tags: 

There will always be one <Sources> tag with all the source files and their indexs.

There will be one or more <Segment> tags - one for each segment. Segments contains zero or more <Block> tags and inside these are the usual debug data. 

There will always be one <Breakpoints> tag. It contains one line for each breakpoint. First arg is the segment it is defined in (so if you turn on and off segments you can switch breakpoints on an off too). Second argument is the address it is defined at (You will not need it in eg. .break "nmi", but it is always there). Third argument is whatever the user writes in the .break argument and might be empty. So .break "nmi" and .break "cia" will give nmi and cia. 

<Labels> tag adds a label at address. First argument is the segment name, second argument is the address and last argument is label text.

<Watches> is similar to labels but it will appear in watches view. First argument is the segment name, second argument is the address, then third argument is number of values to display, and fourth argument declares a representation which can be:
hex8, hex16, hex32, or simply h, h8, h16, h32 is hex representation of value interpreted as 8, 16 or 32 bits.
signed8, signed16, signed32, or simply s8, s16, s32 is a signed decimal representation of value interpreted as 8, 16 or 32 bits.
unsigned8, unsigned16, unsigned32 or simply u8, u16, u32 is an unsigned decimal representation of value interpreted as 8, 16 or 32 bits.
text signifies text representation.

Please note that representation and number of values are not yet displayed in Watches view, this will be updated in upcoming version. Now, the Watches view displays only one hex 8-bit value.

* JukeBox playlist and automated tests

JukeBox playlist is a way to automate things in the C64 Debugger. The idea is that
you can write a JSON file in which actions and settings for the jukebox are set.
Examples of usage include:
- simply playing demos from a playlist, with fade out/fade in transitions, good for
the big screen!
- set warp speed on, load demo, set warp off, automatically press space on notes, 
  then dump memory in selected frames.
- load game, automatically move joystick, etc.

Note, that all timings selected are in seconds or milliseconds, but are re-calculated 
to VIC synchronization frames, so the timings will be always exact and synced to VIC
refresh. The frame number depends on selected system (PAL, NTSC). Calls to move on
with transitions, dumping memory and other actions are always synchronized to VIC and
are performed at end of each VIC frame.

You can use TheTom/Samar's site to create playlists:
http://tomseditor.com/gallery/playlist

JSON format is as follows:
1. All "global" settings, such as if fast boot kernal patch should be included.
2. Entries for each file load.
3. Each entry has its own settings (such as file path) and actions (such as key strokes,
   joystick movements, memory dumps, etc).

For example file please refer to:
https://sourceforge.net/p/c64-debugger/code/ci/master/tree/Examples/jukebox-win32.json


Global settings variables:

FastBootPatch=true/false
	should kernal be patched with fast boot patch

DelayAfterReset=real number
	pauses all actions after machine reset for selected number of milliseconds

ShowLoadAddress=true/false
	shall the load address be displayed on screen?

FadeAudioVolume=true/false
	should the audio be faded out/in on transitions?

SetLayout=integer number
	set layout number on start

ShowPopup=true/false
	should popup with demo details be displayed on transition?

PopupFadeTime=real number
	duration time of fade out/in popup

PopupVisibleTime
	duration time of popup visibility

Playlist=[]
	array of playlist entries


In Playlist array there are entries of files that will be loaded, in order. Each entry
has its own seetings and actions.

Playlist Entry variables:

Name=string
	name of demo/program to be displayed in popup

FilePath=string
	path to a file to be loaded (can be d64, prg, crt or snap)

ResetMode=hard/soft
	which reset mode should be used before loading this file

AutoRun=true/false
	should file be auto run (auto run means: perform reset, load file and run)

RunFile=integer number
	which entry from D64 directory should be loaded

WaitTime=real number
	for how long this entry should be played, wait time before transition to next entry

DelayAfterReset=real number
	pauses all actions after machine reset for selected number of milliseconds

FadeInTime=real number
	time of fade in transition at start of this entry

FadeOutTime=real number
	time of fade out transition at end of this entry

Actions=[]
	array of actions to be performed during this entry


In Actions array there are actions that will be performed during playing of this entry.

Action object variables:

DoAfterDelay=real number
	Wait selected number of seconds and perform action.

KeyDown=string (one ASCII character)
	Push and hold key on C64 keyboard. The key is ASCII character.

KeyUp=string (one ASCII character)
	Key up and do not hold anymore a key on C64 keyboard. The key is ASCII character.

KeyDownCode=integer number
	Push and hold key on C64 keyboard. The key is selected by its ASCII code. For list 
	of special scan codes refer to: https://sourceforge.net/p/c64-debugger/code/ci/master/tree/MTEngine/Engine/Core/SYS_KeyCodes.h

KeyUpCode=integer number
	Key up and do not hold anymore a key on C64 keyboard. The key is selected by its 
	ASCII code. 

Joystick1Down=string
or Joystick1Up=string
or Joystick2Down=string
or Joystick2Up=string
	Push selected joystick axis (Down) or release joystick axis (Up). The axis name is
	a string of these values: fire, up, down, left, right, sw, nw, se, sw

WarpMode=true/false
	Set warp mode On/Off

DumpC64Memory=string
	Dump C64 Memory to a file specified by path

DumpDiskMemory=string
	Dump Disk drive Memory to a file specified by path

DetachCartridge=true/false
	Detach (remove) cartridge from slot

SaveScreenshot=string
	Save Screenshot as PNG to file specified by path

ExportScreen=string
	Export Screen as kla/art/raw text to file specified by path
	The file extension will be added automatically based on current
	C64 display mode

Shutdown
	Shutdown the C64 Debugger (Quit program)


* Other notes

Step over JSR works in a way that a temporary PC breakpoint is created in
next line. Code will be stopped when PC hits that breakpoint address, in
most situations just after returing from JSR. Note that if code never 
returns from JSR this breakpoint will still be "valid".

You can also drag & drop file into C64 Debugger window on MacOS & Windows. Depending 
on selected option in Settings the file can be auto-started, also from disk image file.

You can browse the contents of attached disk image by pressing F7 key, and
run the first PRG by F3 key. Note that if C64 Screen is selected then these keys are 
normally sent to the C64. Thus to let these key shortcuts work you need to first 
un-select the C64 Screen.


* Known bugs

When snapshot is loaded then selected settings are not updated in the Settings 
menu (such as SID type, C64 machine model, attached disks, etc).

Loading NTSC snapshot into PAL machine or vice-versa is not supported and will 
hard reset the C64. 

It is not possible to zoom Drive 1541 memory map.

Clicking Drive 1541 memory map does not properly set selected value in memory 
dump view.

Command line arguments are passed to VICE. VICE complains that arguments
that have been parsed by C64 Debugger are not OK.

On some window managers flavours in Linux system open/save file dialogs are
behaving incorrectly.

When you move a Sprite in VIC Editor and Sprite is on top of other Sprite they will 
'pile up', also there are no means to select Sprite below a Sprite... this is not
ready yet and is planned for next release.

* To do

Add memory map zooming for Drive 1541.
Add working on files directly instead of C64 memory (file adapter is ready),
to view/edit files directly on disks.
Add custom layouts with layout editor.
Add PAL CRT emulation.


* Thanks for testing and ideas

Mr Wegi/Elysium - valuable suggestions and cartridge knowledge
ElfKaa/Avatar
Don Kichote/Samar
Isildur/Samar
Yugorin/Samar
Scan/House
Dr.J/Delysid
Brush/Elysium
Ruben Aparicio
64 bites
Stein Pedersen
Mads Nielsen (Slammer/Camelot)


* Beer Donation

If you like this tool and you feel that you would like to share with me 
some beers, then you can use this link: http://tinyurl.com/C64Debugger-PayPal


* Contact

If you have ideas or found a bug feel free to contact me at slajerek@gmail.com


*
* License
*

C64 Debugger is (C) Marcin Skoczylas, aka Slajerek/Samar.

  This program is free software; you can redistribute it and/or
  modify it under the terms of the GNU General Public License as
  published by the Free Software Foundation; either version 2 of the
  License, or (at your option) any later version.

  This program is distributed in the hope that it will be useful,
  but WITHOUT ANY WARRANTY; without even the implied warranty of
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  GNU General Public License for more details.

  You should have received a copy of the GNU General Public License
  along with this program; if not, write to the Free Software
  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA
  02111-1307  USA

The ROM files are Copyright (C) by Commodore Business Machines.


*
* Acknowledgements
*

Portions of this Software may utilize the following copyrighted material,
the use of which is hereby acknowledged:


* VICE License

 VICE, the Versatile Commodore Emulator

    Copyright C 1998-2008 Andreas Boose
    Copyright C 1998-2008 Dag Lem
    Copyright C 1998-2008 Tibor Biczo
    Copyright C 1999-2008 Andreas Matthies
    Copyright C 1999-2008 Martin Pottendorfer
    Copyright C 2000-2008 Spiro Trikaliotis
    Copyright C 2005-2008 Marco van den Heuvel
    Copyright C 2006-2008 Christian Vogelgsang
    Copyright C 2007-2008 Fabrizio Gennari
    Copyright C 1999-2007 Andreas Dehmel
    Copyright C 2003-2005 David Hansel
    Copyright C 2000-2004 Markus Brenner

    Copyright C 1999-2004 Thomas Bretz
    Copyright C 1997-2001 Daniel Sladic
    Copyright C 1996-1999 Ettore Perazzoli
    Copyright C 1996-1999 André Fachat
    Copyright C 1993-1994, 1997-1999 Teemu Rantanen
    Copyright C 1993-1996 Jouko Valta
    Copyright C 1993-1994 Jarkko Sonninen
    
	Copyright C 1999-2017 Martin Pottendorfer
	Copyright C 2007-2017 Fabrizio Gennari
	Copyright C 2009-2017 Groepaz
	Copyright C 2010-2017 Olaf Seibert
	Copyright C 2011-2017 Marcus Sutton
	Copyright C 2011-2017 Kajtar Zsolt
	Copyright C 2016-2017 AreaScout
	Copyright C 2016-2017 Bas Wassink


  This program is free software; you can redistribute it and/or
  modify it under the terms of the GNU General Public License as
  published by the Free Software Foundation; either version 2 of the
  License, or (at your option) any later version.

  This program is distributed in the hope that it will be useful,
  but WITHOUT ANY WARRANTY; without even the implied warranty of
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  GNU General Public License for more details.

  You should have received a copy of the GNU General Public License
  along with this program; if not, write to the Free Software
  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA
  02111-1307  USA

* Commodore ROMs

The ROM files embedded in the source code are Copyright C by Commodore
 Business Machines.

* Libraries

libjpeg 
	is a free software library written for JPEG image compression.
libjson 
	Copyright 2010 Jonathan Wallace. All rights reserved.
libpng version 1.5.2
	March 31, 2011 Copyright (c) 1998-2011 Glenn Randers-Pehrson
	(Version 0.96 Copyright (c) 1996, 1997 Andreas Dilger)
 	(Version 0.88 Copyright (c) 1995, 1996 Guy Eric Schalnat, Group 42, Inc.)
LodePNG 
	version 20140801 Copyright (c) 2005-2014 Lode Vandevenne
minizip 
	Version 1.01e, February 12th, 2005 Copyright (C) 1998-2005 Gilles Vollant
mtrand
	// Coded by Takuji Nishimura and Makoto Matsumoto.
	// Ported to C++ by Jasper Bedaux 2003/1/1 (see http://www.bedaux.net/mtrand/).
	// The generators returning floating point numbers are based on
	// a version by Isaku Wada, 2002/01/09
	//
	// Copyright (C) 1997 - 2002, Makoto Matsumoto and Takuji Nishimura,
	// All rights reserved.
utf8
	Copyright 2006 Nemanja Trifunovic
zlib
	Copyright (C) 1995-2006, 2010 Mark Adler
portaudio
	Copyright (c) 1999-2002 Ross Bencina and Phil Burk
pthread-win32
	https://www.sourceware.org/pthreads-win32/
mman-32
	https://github.com/witwall/mman-win32
libclipboard
	Copyright (c) 2016 Jeremy Tan
	https://github.com/jtanx/libclipboard

*
* Change log
*

v0.64.56
Added: PALette palette.
Added: CHARSET mode in VIC Display
Added: Joystick keys can be defined as regular keyboard shortcut keys
Added: New actions to JukeBox scripting: save screenshot, export screen to kla/art/raw, shutdown the C64 Debugger
Added: Edit values of registers in VIC/SID/CIA/VIA state views
Added: Quick disassemble mouse scroll with Shift pressed
Added: Copy (Ctrl+C) and Paste (Ctrl+V) assembly line as text in Disassembly view
Added: Copy (Ctrl+C) and Paste (Ctrl+V) value (or address with Shift pressed) in Memory Dump view
Added: Create new Picture in VIC Editor using Ctrl+N
Added: Export and import Charset in VIC Editor
Added: Export and import Sprite in VIC Editor
Added: New unrestricted image Reference layer in VIC Editor
Added: TAP/T64 load and Tape menu in Settings (thanks to Pontus Berg and Josefin Svensson for reminding me this!)
Added: Loading sources and debug info from new *.dbg file format. You can view diassembled code together with original source code in new Ctrl+Shift+F3 view. Thanks to Mads Nielsen for his valuable suggestions on the integration of the debug info file format in his KickAssembler. Idea by Stein Pedersen.
Added: Atari 800/65XE emulator aka 65XE Debugger (early draft)
Added Linux: New compile Makefile by Kuba Skrzypnik, Eclipse is no more needed to compile sources!
Changed: Cycler layout (Ctrl+Shift+F2) now contains also memory dump
Changed: Ctrl+O starts a generic file dialog to open any supported file
Bug Fixed: Drive CPU status was not displayed in Monitor view when Drive device was selected (thanks to Javier Martin for bug report)
Bug Fixed: Markers are cleared automatically after PRG load (thanks to Alex Goldblat for bug report)
Bug Fixed: Zooming in memory map was sometimes blocked
Bug Fixed: Command line -help option now properly displays message box on Windows (thanks to Timsa Uotila for bug report)
Bug fixed: Painting on vertically-stretched multicolor sprite caused crash (thanks to Isildur/Samar for bug report)



v0.64.2

Bug fixed: VIC Sequencer state was displayed reversed 
           (thanks to Mattias Weidhagen for bug reporting)
Bug fixed: Muting a channel in Stereo/Triple SID state view did not work correctly
Bug fixed: Automatic loading of *.watch file sometimes caused lock of the debugger 
           (thanks to Yugorin/Samar for bug reporting)
Bug fixed: Automatic focus for C64 screen was not triggered 
           (thanks to Isildur/Samar for bug reporting)
Bug fixed: Crash when ReSID emulation was selected and Run SID emulation 
           option was set to No (thanks to Isildur/Samar for bug reporting)
Bug fixed: When PRG was selected from command line and disk was attached with
           autorun set then the file entry from D64 was started instead of PRG 
           (thanks to Isildur/Samar for bug reporting)
Added: Saving VIC Display state with VCE file 
       (thanks to Isildur/Samar for suggestion)


v0.64 (2017/12/24), X-Mas release!

Added: JukeBox playlist feature! Allows to play your favourite demos from playlist 
       with transitions, run automated tests of your games and programs with keystrokes 
       and joystick movements, run your productions in Warp mode and then do a memory 
       dump after selected time... and more!
Added: BASIC-compatible auto run
Added: Setting CPU registers value in registers view
Added: Setting for Stereo and Triple SID, showing registers of additional SIDs in 
       SID state view
Added: Switch off SID emulation in Settings
Added: Mute audio using Ctrl+T shortcut, also select switch mute mode between just 
       muting the volume, or switching SID emulation off when muted, selectable in 
       Settings (thanks to Mojzesh/Arise and Wegi/Elysium for the help and idea)
Added: Support of 64tass code labels
Added: Automatically load Vice code labels if file with *.labels extension is found 
       near loaded PRG
Added: Watch selected memory locations (Ctrl+W), automatically load *.watch file 
       with PRG. Simple for now, update soon!
Added: Change menus colour theme and disassembly colour theme, new menus colour themes 
       by Mojzesh/Arise and Isildur/Samar
Added: Export sprite raw data with screen save
Added: Show multi-colour charset in Vic Editor
Added: Setting to adjust focus border width
Change: You can now save current screen using Ctrl+Shift+E keyboard shortcut in any 
        view, not only Vic Editor
Change: Saving current screen to file also exports sprites data and charset data
Change: Shift+0 in Vic Editor sets both $D020 and $D021 colors
Bug fixed: On Windows it was not possible to enter opcodes in the disassembly pane 
           due to keycodes mismatch (thanks to Scan/House for bug report)
Bug fixed: On MacOS accent keys that needed double keystroke on ISO keyboards were not 
           recognised (thanks to Ruben Aparicio for bug report and great help 
           with fixing)
Bug fixed: Importing key map from file caused corruption in key map editor 
           (thanks to Ruben Aparicio for bug report)


v0.62 (2017/08/02), released at Riverwash demo party

Added: MIDI support, the usual -midi* command line flags work as they normally 
       do in VICE itself. Thanks to David Hogans for help
Added: Select audio out device via command line (-soundout <"device name" | device number>)
Added: Quick workaround for Linux open/save file dialogs problems on broken GTK, 
       you can select custom open/save file dialogs in Settings/UI 
       (no UTF support yet, sorry!)
Bug fixed: Loading PRG while waiting after automatic Reset for previous PRG load 
           caused Fatal Error
Bug fixed: Painting on vertically-stretched sprite caused crash

And other overall tweaks here and there.


v0.60 (2017/06/23), released at Silesia 8 demo party

See a promo video here: https://youtu.be/_s6s7qnXBx8

Added: Integrated Vice 3.1 emulation engine
Added: new VIC Display screen (Ctrl+Shift+F5) and VIC Display lite (Ctrl+Shift+F4)
Added: new VIC Editor screen (Ctrl+Shift+F6). Simple for now, more features on the way!
Added: show music notes in SID State view
Added: you can Ctrl+Click on Memory Dump or Memory Map view to scroll Disassembly to code 
       address that stored that value
Added: you can follow code jumps and branches in Dissasembly view using Right-Arrow key, 
       and move back with Left-Arrow key, when argument is a memory address then 
       Data Dump view will be scrolled to that address
Added: colors are shown in VIC State, also you can lock (Left Click) or force (Right Click)
       these colors in previews
Added: show code cycles in some Disassembly views
Added: setting to completely stop SID emulation when in warp mode
Added: setting to select nearest or billinear interpolation mode for rendering of 
       the C64 Screen in Settings
Added: setting to select VIC colors palette in Settings
Added: reset only disk drive by Ctrl+Alt+R
Added: zoomed full screen in Ctrl+Shift+F1
Added: save C64 screenshot and sprite bitmaps to PNG files by Ctrl+Shift+P
Added: key shortcut to browse and run PRG files from attached disk image (F7)
Added: key shortcut to auto run first PRG file from the attached disk image (F3)
Added: setting and command line option to auto load and run first PRG from inserted disk
Added: key shortcut to switch auto run from disk (Ctrl+Shift+A)
Added: setting and command line option to always jmp to loaded PRG address even if 
       no Basic SYS is detected
Added: setting and command line option to un-pause debugging code when PRG is loaded
Added: setting to reset or hard reset C64 before starting PRG
Added: key shortcut to detach disk image (Ctrl+Shift+8), cartridge (Ctrl+Shift+0) 
       and everyting (Ctrl+Shift+D)
Added: you can drag & drop file into C64 Debugger window on MacOS & Windows
Added: mouse cursor is hidden when window is full screen, and only C64 Screen is shown 
       (in Ctrl+F1 view)
Change: default key mapping of OS '\' key changed to C64 key '='
Change: default VIC colors palette changed to colodore
Change: default SID model changed to 8580 FastSID
Change: in Disassembly view you can move cursor to current address -1 by [ key, and to 
        address +1 by ] key
Change: Settings menu is now split into sub-menus
Bug fixed: processor status flags were not correctly updated for N and Z flags
           (thanks to Flavioweb/Aura^Hokuto Force for reporting)
Bug fixed: when loading PRG additional space in Basic SYS was not properly parsed giving 
           wrong start address (thanks Yugorin/Samar for reporting)
Bug fixed: when SYS is hidden by $00 trick the address was not properly parsed 
           (thanks Yugorin/Samar for reporting)
Bug fixed: stored folders paths for D64/PRG/CRT were not properly set in macOS Sierra 
           open/save dialogs
Bug fixed: the PC breakpoint did not stop code execution when it was placed on first 
           instruction after manual jump or IRQ, now it's properly trapped 
           (thanks to 64bites for reporting)
Bug fixed: idle CIA timers were not properly updated when emulation was paused or in 
           single stepping mode (thanks Scan/House Designs for reporting)
Bug fixed: code labels are properly placed in disassemble view after PRG file load
Bug fixed: drive memory breakpoints were not correctly set
Bug fixed: menu items for resetting the C64 were not properly handled
Bug fixed: some another not done key mappings on Windows reported by Isildur/Samar ;#)

Windows binary is now signed. Thanks to Yugorin/Samar for donation!!

v0.56
Bug fixed: Loading of PRG is now always to RAM (skipping I/O), not based on 
value of $01 as previously (thanks DKT/Samar for spotting this)
Bug fixed: Displaying Sprite bit states in compact VIC (Ctrl+F3) was showing 
repeated states 1-4 for 5-8 and Sprite Exp states were displayed only for 
Sprite #1 (thanks Scan/House for a bug report)
Bug fixed: When no output audio device was found the debugger was closed 
silently on startup throwing error only to system console. Now additional 
error message box is displayed that audio device is missing 
(thanks Isildur/Samar for a bug report)
Added: "pass" command line option to pass parameters to already running instance
Added: S PRG function in monitor console to save memory dump as a PRG file
Added: L PRG function in monitor console to load memory from a PRG file
Added: D function in monitor to disassemble code, also to text file
Added: Setting to adjust fade out speed of memory markers
Added: Setting to customise grid lines and raster cross colors
Added: Setting to show debugger window always on top
Added: Paste (Ctrl+V) hex data from system clipboard into RAM in memory dump view


v0.54 (2016/09/03), released at Riverwash Demoparty 2016

Bug fixed: S command in monitor saves last address byte inclusive as in VICE
monitor
Bug fixed: Memory map was showing wrong values in $0000 and $0001
Bug fixed: Audio output is reactivated when emulation speed is higher than
10% (thanks Scan/House for bug report)
Bug fixed: Cycle-by-cycle screen refreshing tweaks. 8 additional pixels for
each VIC cycle were painted and sometimes one not needed additional line in
last VIC cycle was copied, that caused over-painting of whole spurious
background line to a current raster line
Bug fixed: Breakpoints loaded from command line were not displayed in
disassembly view
Bug fixed: Memory breakpoints less & greater were checked inversely
Buf fixed: Windows: shifted keys are again working (damn Windows WinAPI
hell!). For C= + Shift press first Shift and then Left ALT
Changed: When hex codes are not visible in disassembly view then all ???s
are displayed as hex codes
Added: Keyboard shortcuts to control emulation speed (CTRL+[ and CTRL+])
Added: Option in settings to switch on/off the PC-execute-aware disassemble
(switch to use straight disassemble as in any monitor instead of
PC-execute-aware)
Added: New cycler-view (Ctrl+Shift+F2) for cycle-exact code debugging, with
VIC states, code labels and zoomed C64 screen (view suggested by
Brush/Elysium)
Added: Loading and viewing Vice labels by new command line option:
-vicesymbols <file-name>, visible in cycler-view.
Added: autojmp command line option
Added: New 0-cycle background value action for breakpoint. In breakpoints
file you can set a background for PC address with "setbkg <addr> <value>"


v0.52 (2016/06/25)
Bug fixed: Key "7" was not mapped to C64 (thanks Wolfram Heyer for spotting this)
Bug fixed: Basic pointers $2D-$32, $AE/$AF were initialised when PRG is loaded and basic SYS is detected.
           That caused some decrunchers to not work properly when PRG was started automatically
           (thanks Michael Tackett for reporting and iAN CooG for help)
C64 keyboard mapping screen in Settings
Mapping keyboard shortcuts screen in Settings
Mapping of C64 memory to a file (read/write via mmap on MacOS/Linux, read-only on Windows)
Select Audio Output device in Settings
Apply fast boot kernal patch in Settings
When CPU is in jam state then CTRL+R will start running emulation automatically (thanks Marc Schoe Nefeld for suggestion)
Hi-res sprites in VIC state are rendered with their colours if colour data rendering is selected (change with CTRL+K)
Emulation Speed parameter in Settings
Shortcut to Clear memory markers
Save memory state & access markers to a CSV file (suggested by Wackee)


v0.5 (2016/06/04)
First public release at "Stary Piernik 11", Torun 2016

v0.41
PAL/NTSC machine model select
Fixed fullscreen problem on Windows

v0.4
Memory map zoom and better marking of code-execute.
Bug fixes.

v0.32
Bug fixes.

v0.31
Step over JSR (Ctrl+F10), thanks Mr Wegi/Elysium for suggestion.
Execute-aware code disassemble.
Quick store & restore snapshots ([Shift+] Ctrl+1,2,...)
UI tweaks suggested by Isildur.

v0.3
Mark code execution (thanks Mr Wegi/Elysium for suggestion)
Code monitor with basic commands DEVICE, F, C, H, T, L, S, G. (thanks DKT for
suggestion)

v0.22
Additional Settings: choose SID model and SID engine, ICU colours scheme, 
mute SID on pause, select joystick port, detach everything
Store: default folders per file type, last screen layout
Settings are stored and restored on startup
Linux tweaks
Bug fixes

v0.21 (2016/04/30)
Cartridge bank peek bug fixed, found by Mr Wegi/Elysium (thanks!)
SID state bug fixed and waveform views added
All data is now embedded into executable
Code optimizations

v0.2 (2016/04/23)
Cartridge support and memory peek
1541 drive breakpoints and debugging
Added to command line: 'wait', 'layout', 'cartridge'
Bug fixes (thanks Isildur)
Overall UI tweaks

v0.11 (2016/04/17)
VICE chips state is displayed (including sprites)
Some UX changes suggested by eLK/Avatar (thanks!)

v0.10 (2016/04/10)
First Vice integration preview

v0.03 (2016/03/30) aka "Samar meeting version"
Bug fixes.

v0.025 (2016/03/26)
Tweaked disassemble code functionality
Added: VIC/SID/CIA/Disk state screen
Added: assemble mnemonics is possible in code view by pressing ENTER key
Added: Linux GTK3 open/save dialogs

v0.024 (2016/03/19)
Cleaned engine. Code refactoring
Mangled keyboard shortcuts a bit
Added: mouse wheel scroll now works
Added: 1541 disk breakpoints

v0.023 (2016/03/12)
You can click inside memory map to scroll data dump view.
Added: reading breakpoints file
Added: command line options
Added: Ctrl+G for goto address in memory dump & disassemble
Added: in disassemble view: Ctrl+J make JMP to address shown by cursor

v0.022 (2016/03/05)
Traversing views in a main screen using TAB or Shift+TAB keys.
Added: Show current raster beam position (Ctrl+E)
Added: Snapshots menu. Store and restore full snapshots at any emulation cycle

v0.021 (2016/02/28)
Fixed mapping of some keys on Windows (thx DKT & Isildur)
ESC key returns, Alt+F4 closes app 
Added: Data dump view shows characters and sprites (Ctrl+K for colour mode)

v0.02 (2016/02/27)
Loading PRG automatically starts if SYS basic command is detected
Disassembled code can be scrolled using keyboard
Added: Data dump screen with hex editing
Added: Memory breakpoints

v0.01-test2 (2016/02/20)
Added: Breakpoints screen
Added: Settings screen

v0.01-test1 (2016/02/15)
First internal release


CIAO!
