> Not to be a cock or anything
No, it's a fair criticism. I always ask for help, whereas few people ask for mine.
It never hurts to ask, though. You're certainly welcome to not help if you are busy or don't want to.
> did you help me debug any of my SNES work in MESS that was ported from your code
I helped etabeta with anything I was asked, as I do elsewhere, eg:
http://board.byuu.org/viewtopic.php?p=53986#p53986I also followed the SNES WIPs topic and explained the causes of any bugs I recognized. I also did what I could when MAME merged in libco.
> No, because we're all perfectly capable of debugging our own code.
I've no doubt I can pull this off eventually. I'm excited because this is a major milestone, it's the very last coprocessor used in an actual game.
But I like cooperation. We can do it faster together. And I'll be sharing with you guys the details of the CPU<>ARM communications bridge for MESS (not to mention the ROMs.)
CPU cores are tricky. It's easy to overlook something for a really long time, so a second set of eyes help. It's not so easy to grep over the 1.4GB log file of instructions I have here looking for the first mistake. Especially when I really don't know ARM.
> MAME and MESS both have an ARM core
Hence why I'm asking, you guys know ARM a whole lot better than I do

I couldn't use your core directly even if I wanted, as non-commercial is not compatible with GPLv3 (note: I fully support non-commercial licenses.)
> why don't you make use of MESS's robust debugger to trace out the execution on MESS's ARM core and then compare against yours?
I've never compiled MESS. I don't know how the infrastructure works to hook it up and log instructions. To take on all of that would probably be harder than fixing the CPU bugs in the first place ...
But you raise a good point: I suppose R. Belmont hooking it up in MESS would be equally as wise as looking at my core. Perhaps even easier.