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Minor fixes to tutorial text
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@ -355,7 +355,7 @@ separate ".STR" statements.</p>
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<h3>Generating Assembly Code</h3>
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<p>You can generate assembly source code from the disassembled data.
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Select File > Assembler (or hit Ctrl+Shift+A) to open the source generation
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Select File > Assemble (or hit Ctrl+Shift+A) to open the source generation
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and assembly dialog.</p>
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<p>Pick your favorite assembler from the drop list at the top right,
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then click "Generate". An assembly source file will be generated in the
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@ -499,11 +499,15 @@ cycles but might take more. That's because conditional branches take an
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extra cycle if the branch is taken. The BNE on line $2061" shows 3 cycles,
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because we know that the branch is always taken and doesn't cross a page
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boundary. (If you want to see why it's always taken,
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look at the value of the 'Z' flag in the "flags" column. Lower-case 'z'
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means the zero-flag is clear. You can see it got set on the
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<code>ORA #$80</code> line.)</p>
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look at the value of the 'Z' flag in the "flags" column, which indicates
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the state of the flags before the instruction on that line is executed.
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Lower-case 'z' means the zero-flag is clear, upper-case 'Z' means it's
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set. The analyzer determined that the flag was clear for instructions
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following the <code>BEQ</code> because the branch wasn't taken.)</p>
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<p>The cycle-count comments are included in assembled output as well. If
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you add an end-of-line comment, it appears after the cycle count.</p>
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you add an end-of-line comment, it appears after the cycle count.
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(Try it.)</p>
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<p>Hit Ctrl+S to save your project. Make that a habit.</p>
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<h4>Inline Data</h4>
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@ -752,7 +756,7 @@ select the Extension Scripts tab, and click "Add Scripts from Project".
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Double-click on "VisTutorial5.cs", then click "OK".</p>
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<p>The address of the three bitmaps are helpfully identified by the
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load instructions at the top of the file. Select the list at
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load instructions at the top of the file. Select the line at
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address $100A, then Actions > Create/Edit Visualization Set. In
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the window that opens, click "New Visualization".</p>
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<p>We're going to ignore most of what's going on and just focus on the
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@ -766,8 +770,9 @@ We'll come back to row stride.</p>
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drawing code) that the image is 8x8, so change the value in the height
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field to 8. As soon as you do, the preview window shows a big blue 'X'.
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(The 'X' is 7x7; the last row/column of pixels are transparent so adjacent
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images don't blend into each other.)</p>
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<p>Let's try doing it wrong. Add a 0 to make the height 80. You can see
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images don't bump into each other.)</p>
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<p>Let's try doing it wrong. Add a '0' in the Height field to make the
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height 80. You can see
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some additional bitmap data. Add another 0 to make it 800. Now you get
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a big red X, and the "Height" parameter is shown in red. That's because
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the maximum value for the height is 512, as shown by "[1,512]" on the
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@ -809,8 +814,8 @@ the visualization set editor, then click "New Bitmap Animation". This
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opens the Bitmap Animation Editor.</p>
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<p>Let's try it with our Tic-Tac-Toe board pieces. From the list on the
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left, select the blue 'X' and click "Add", then click the 'O' and click
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"Add". Below the list, set the frame delay to 500. Near the bottom,
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click "Start / Stop. This causes the animation to play in a loop. You
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"Add". Below the list, set the frame delay to 500 msec. Near the bottom,
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click "Start / Stop". This causes the animation to play in a loop. You
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can use the controls to add and remove items, change their order, and change
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the animation speed. You can add the grid to the animation set, but the
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preview scales the bitmaps up to full size, so it may not look the way
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@ -844,8 +849,8 @@ them on any code or data line.</p>
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but they do appear in code exported to HTML. Bitmaps are converted to GIF
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images, and animations become animated GIFs.</p>
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<p>You can also create animated visualizations of wireframe objects,
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but that's not covered in this tutorial.</p>
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<p>You can also create animated visualizations of wireframe objects
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(vector graphics, 3D shapes), but that's not covered in this tutorial.</p>
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<hr/>
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