jeffythedragonslayer wrote:
I'm going to have to strongly disagree with you on that one - I think being able to step through every line is extremely important - but no big deal, I can always write my own tutorial.
The GBA isn't a PC, it's a very resource-constrained device. People developing for GBA need to understand that it's not as comfortable as developing for PC. Only trivial code can be built without optimizations and expected to run at a reasonable speed. At some point in development you always need to enable optimizations, and you will eventually need to debug optimized code.
It's better to get used to the idea that compilers can rearrange code and debuggers stepping through that code may jump around. This is confusing for a beginner, sure, but only at the very beginning. In fact, some bugs may only show up with optimizations enabled (like timing-related bugs), so in any case you need to get used to debugging with optimizations enabled instead of disabling optimizations whenever you want to debug.
And it gets worse. On the GBA you sometimes need to place code in IWRAM for extra speed. Unoptimized code is bigger than optimized code, so you may simply not be able to build your game without optimizations if you are using too much of that RAM. And you should use that RAM, it's like a make-my-code-faster cheat! But then again, if you move your code out of that RAM for debugging, you're changing the timings of the actual code, which may hide bugs.
I think that in general it's better to debug the actual code you are going to run than a fake ideal version of the code. The only exception would be if you want to debug an algorithm, I guess, but you can always build it for the PC and debug it there, then use it on GBA.
I would say that if your first experience debugging code is debugging C on a GBA, you're going to have a hard time no matter what you do. Until fairly recently you couldn't even use GDB to debug code, the best you could do was to use no$gba to step through assembly code.
So yeah, while being able to debug line by line in a GBA project would generally be a nice thing, it's by no means something crucial for a developer, or even possible sometimes.