If you mean see your source code inside the debugger itself, you can with some work and a modified build of asm6: https://github.com/freem/asm6f/releases
The above image is from FCEUX which gives about a thousand errors before it finally lets you see it... you have to click okay, then hold enter for a long time to quickly hit okay on all thousand error windows.
To do this, place the modified asm6 in GameEngineData. Then open TestBat.bat in a text editor and change
Code:
asm6 MainASM.nes game.nes demo.txt
pause
to
Code:
asm6f -n MainASM.nes game.nes demo.txt
This will create a lot of .nl files every time the game is built. Then opening game.nes in FCEUX, then going to Debug, Debugger. (And... click okay, then hold enter because of the aforementioned thousand errors...)
I'd assume the Mesen way is a little better but I can't test that at the moment. (My 64 bit computer is out of commission at the moment, the latest modified asm6 build is 64bit and none of the compilers I have at the ready will compile it.)
You can read about the Mesen way here: https://www.mesen.ca/docs/debugging/debuggerintegration.html
Which uses the same modified build of asm6. You'd change:
Code:
asm6 MainASM.nes game.nes demo.txt
pause
to
Code:
asm6f -m -c MainASM.nes game.nes demo.txt
pause
instead. Then load the ROM in Mesen, and go to Tools, Debugger to open the debugger. Then file, workspace, import labels and manually navigate to the game engine data folder to find the mlb file generated with your ROM. You may also just want to go to check file, workspace, Auto-load DBG/MLB files so just loading the ROM and opening the debugger shows the info.
again, I have not tested the Mesen steps, that's just the impression I get from the docs. The FCEUX steps ARE tested. If you try the Mesen steps, let me know if they work!