Looks neat! Since you also rolled your own assembler, have you integrated the two in any way? Like exporting breakpoints from (for example) a special keyword anywhere in the code? That's something I've been missing with the WLA + ZSNES/DOS setup.
No. Adding custom exports that the emulator recognizes would break my original goal of exact (as I can get) hardware emulation.
You can use 'print pc' in xkas to get the PC location, then add the breakpoint when the emulator starts.
I also plan to add import/export to the breakpoint list so you can save/load it. I suppose I could make xkas export a breakpoint list that's compatible with it, but I don't see the need.
From there it should be no problem displaying succesive instructions, to get a clear view of what's going on while tracing.
Not really. You'd have to emulate all the instructions ahead of you first, and there's no guarantee the code path is linear (what if you hit a jmp, and then immediately after that, the code assumes a different A/X size?)
Oh, also the tile viewer wouldn't work. You can't predict the palettes used for each tile. You could pull the ones that are displayed on-screen, but not all tiles are always onscreen, and palettes can change. You'd need a palette selection thing on there as well.
OAM view would need to take into account that for each OAM size, there are two different sizes.
If $2101 = %01100000, then there can be 16x16 or 32x32 sprites in the same space. If you're just showing one OAM sprite at a time, I don't see why there's the need to draw it 28 times.
Sorry to nitpick, I realize they're just mock-up pictures, at any rate :)