I'd recommend keeping the debugger window open while you run the game. (If you have a small monitor, run the game at 1x zoom.) You can click "Run" at the top center of the debugger window to advance past each time the breakpoint is triggered. If WRAM is being written in a loop, such as if several bytes are being filled one after another, the progress of the loop can be inferred from the A, X, and Y register fields, but interpreting what's going on may need a bit of 6502 knowledge.
Some games might make a few stray writes, especially if they used WRAM during development and cut out reliance on it before production, but by mistake didn't completely cut out the code that set up WRAM. There are stray reads in
Low G Man, for instance. To rule out a stray write, try this:
- Breakpoints are listed at the top right corner of the debugger window. Disable the watch on $6000-$7FFF by double-clicking it, which should cause its enabled indicator to disappear.
- In the top center of the debugger window, click Run to continue the game.
- During gameplay, reenable the watch on $6000-$7FFF by double-clicking it. If it stops again, the game probably actually uses WRAM.
You're correct that
Super Mario Bros. 2 and
Super Mario Bros. 3 rely on WRAM.