Hi David,
thanks for the feedback!
Nice to hear, someone uses it 
There are two possible uses.
1. normal mode:
if you see the console output, you can type in values to trigger various functions of the skeleton,
eg. if you type:
[tt]m176,12,100[/tt] {-> return key}
this function is called from the main.c with the appropriate values:
[tt]MPROC_NotifyReceivedEvnt(evnt0 176, evnt1 12, evnt2 100);[/tt]
if you would type:
[tt]a0,100[/tt]
this will be called in main.c
[tt]AIN_NotifyChanged(pin 0, value 100);[/tt]
You will see any LCD messages printed on the console and also all MIDI messages will be printed, so you can easily see if your application works like you expect.
The rest of the inputs possibilites (like m144,10,0 or a1,0 or d5,1 for switching digital input #1 to ON …) is printed out as start-message.
You can easily add your own functions if you look at “ACSim_console.c”, line 60 ff
2. debug mode:
I’m not exactly sure how it works with Code::Blocks, but in XCode you can set breakpoints anywhere in the code. Now when you don’t “RUN” but “DEBUG” the application, the application flow is stopped once a breakpoint is reached. You can then interspect all local and global variables in a graphical debugger window and watch the changing values by stepping each expression via different buttons (next expression, continue, leave function… etc)
Maybe Stryd_ can add some words to the debug use of Code::Blocks.
Hope this helps! 
Cheers
Michael