I was able to find what I wanted, even if it meant writing my own tool to analyze memory dumps of an ST game
Hi, OK, thanks. More generally I'm interested in any tip (or enhancement ;-) to help understand games (understand what they're going when "race the beam", how they draw a screen, etc). The best debugger I've found in that regard is C64 Debugger (even though I acknowledge it could not be adapted as is to the ST world), but the Steem SSE debugger is pretty powerful!
I'm trying to use Steem SSE debugger to try to understand how famous ST games implemented their animation, but haven't had much luck so far. For example, in Pacmania (STE version) I am trying to capture when graphical resources are blitted on the next frame. I tried setting a breakpoint on blitter calls but they never break. Also, there doesn't seem to be a way to "lock" the video output to another area of memory, like the next frame. Or is there a way and I haven't looked at the right place? Any...