I would like to convey some information that I know about the lua debugging feature that is planned for v1.3.
related issue: Debugger · Issue #1967 · aseprite/aseprite · GitHub
I tried implementing the “VS Code extension”(use LRDB) in the above issue.
Below are my solutions to the problems I faced during implementation.
- Problem when embedding Lua remote debugger in aseprite
- In Windows, “#define DIFFERENCE” in WinUser.h, so it conflicts with the definition of “DIFFERENCE” in blend_mode.h.
How to fix: Resolve duplicate of DIFFERENCE (Windows) · masakazu-k/aseprite@4e8fa6b · GitHub
- VSCode Extension problems and solutions
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VS Code extension hasn’t been updated for a long time and doesn’t work at all (old vscode API remains?)
How to fix: Support latest code. · masakazu-k/vscode-lrdb@5927b21 · GitHub -
VS Code manages lua files with relative paths, but aseprite manages with absolute paths, so breakpoints don’t work properly
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In Windows, the drive letter is lowercase (c:/) in VSCode, but aseprite is uppercase (C:/), so breakpoints don’t work properly
How to fix: customize for aseprite. · masakazu-k/vscode-lrdb@ab7bc9d · GitHub
For those who want to try
- I have pushed my custom aseprite to GitHub.
URL: https: //github.com/masakazu-k/aseprite/tree/lua_debug_mode
Check out the branch “lua_debug_mode” and build.
The debug function is enabled when “–lua-debug” is specified as a boot argument.
ex) aseprite.exe --lua-debug 21110
Aseprite will be a blank window until the VS Code debugger connects.
- The official vs code extension doesn’t work, so I uploaded the modified extension.
URL: https: //github.com/masakazu-k/vscode-lrdb/releases
Here is the video that is actually running.
I hope you find this information useful in the development of v1.3.
I’m sorry for poor English.
thank you for reading!