I installed VS 2019 CE, opened the project, and fiddled around a bit.
Everything seems to work, so I'm making the upgrade official. I
didn't see any problems when I switched back to 2017.
ACME has a "real" PC and a "pseudo" PC. The "real" PC determines the
initial position in a 64KB buffer used to hold assembler output. If
the amount of code generated runs off the end, the assembler fails
with "produced too much code".
The source code generator in SourceGen was outputting a "real" PC
for the first address range and "psuedo" PCs for any address ranges
that followed. This produced nice results for code with a single
range, but caused problems for multi-range sources if the initial
range was high in memory and a later range was lower in memory.
While the assembler isn't actually generating more than 64KB of code,
ACME's buffer management was detecting an overflow.
Now, if a source file has multiple address ranges, we set the "real"
PC to $0000 and use a "pseudo" PC for all ranges. Output for projects
with a single address range is unmodified.
Added a visualizer for the CHR ROM pattern tables, and a semi-useful
visualizer for tile grids.
Also added a few chars in an 8x8 font that visualizers can use to
label things.
JSR/JSL calls with inline data have the option of reporting that
they don't continue, which causes the code analyzer to treat them
as JMPs instead. There was a bug that was causing the no-continue
flag to be lost in certain circumstances.
The code now explicitly records the plugin's response in an Anattrib
flag. Test 2022-extension-scripts has been updated with a test case
that exercises this situation.
Sometimes it's useful to know whether an address referenced by a
function is a direct access, or is being used as a base address.
(I'm somewhat undecided on this one, since it clutters up the list
a bit. Giving it a try.)
The code was making an unwarranted assumption about how the flags
were being set. For example, ORA #$00 can't know if the previous
contents of the accumulator were nonzero, only that the instruction
hasn't made them nonzero, but instead of marking the Z-flag
"indeterminate" it was leaving the flag in its previous state. This
produces incorrect results if the previous instruction didn't set
its flags from the accumulator contents, e.g. it was an LDX.
Test 1003-flags-and-branches has been updated to test these states.
Some tests were duplicated between VisWireframe and the code that
consumed the data. We now expose the Validate function as a public
interface, and invoke it from WireframeObject. Failed validation
results in a null object being returned, which was previously allowed
but not actually checked for.
If you double-click a project symbol declaration, the symbol editor
opens. I found that I was double-clicking on the comment field and
typing with the expectation that the comment would be updated, but
it was actually setting the initial focus to the label field.
With this change the symbol editor will focus the label, value, or
comment field based on which column was double-clicked.
The behavior for Actions > Edit Project Symbol and other paths to the
symbol editor are unchanged.
Also, disabled a wayward assert.
SourceGen Edit Commands is a feature that allows you to generate
commands into a file and have SourceGen apply them to the current
project. I'm not expecting this to be used by anyone but me, so
for now I'm just adding an entry to the debug menu that can read
comments out of a file.
Also, fixed a bug in the re-centering min/max code that prevented
it from working on trivial shapes.
Also, renamed the atari-avg visualizer to atari-avg-bz, with the
expectation that one day somebody might want to create a variant
for newer games.
This converts AVG commands to wireframes. We don't try to track
color or intensity. (This is a disassembler, not a graphics
converter; perfection is not required.) The various rotation and
animation options are still enabled, though they're not terribly
useful for this.
Commands that are meant to be used in series, such as font glyphs,
tend to use (0,0) as their left edge and baseline. This puts the
shape in the upper-right corner of the thumbnail, which makes
everything smaller. The change adds a "re-center" option to the
wireframe renderer that computes the visible bounds and adjusts
the coordinates so that the center of the object is at (0,0) for
display.
This allows rendering of a vertex directly, rather than just as an
edge endpoint. They're currently drawn as small '+' signs. A
round dot would be better, but the code is passing a list of line
segments around, so this is simpler.
The code was wrong, but due to aggressive auto-label generation, it
rarely had an opportunity to express itself. The problem appeared
when you formatted a 16-bit value as an address, but the address
was outside the file and not associated with a project/platform
symbol. This fixes the glitch and adds some logging.
- Freeze Note brushes, so HTML export doesn't blow up when it tries
to access them.
- Add Ctrl+Shift+E as keyboard shortcut for File > Export.
- For code/data percentage, count inline data as data.
- Tweak code/data percentage text.
- Document Merlin32 '{' bug.
- Tweak tutorial text.
Don't show adjustments for operands that aren't full addresses. For
example, "LDA BLAH" shows an adjustment, but "LDA #>BLAH" does not.
This matches the behavior for internal addresses.
When generating the HTML anchor name element we need to remove the
trailing '?' from the label. It wasn't present in the hrefs, so all
links to annotated labels were broken.
The change to properly display adjustments to project/platform
symbol cross-references also added them to constants, but based on
the reference address rather than the operand value. We could
generate an adjustment from the value, but I'm not sure if that's
actually useful.
We were trying to use the in-file calculation for an external
address, so the adjustment was always zero.
Also, don't pass a fill brush for wireframe rendering. (No change
in behavior.)
Generation of HTML is extremely fast, but compressing thousands
of frames for wireframe animated GIFs can take a little while.
Sharing bitmaps between threads required two changes: (1) bitmaps
need to be "frozen" after being drawn; (2) you can't use Path because
BackgroundWorker isn't a STAThread. You can, however, use a
DrawingVisual / DrawingContext to do the rendering. Which is really
what I should have been doing all along; I just didn't know the
approach existed until I was forced to go looking for it.
Also, we now do a "run finalizers" call before generating an animated
GIF. Without it things explode after more than 10K GDI objects have
been allocated.
There's no "standard" coordinate system, so the choice is arbitrary.
However, an examination of the Transporter mesh in Elite revealed
that the mesh was designed for a left-handed coordinate system. We
can compensate for that trivially in the Elite visualizer, but we
might as well match what they're doing. (The only change required
in the code is a couple of sign changes on the Z coordinate, and an
update to the rotation matrix.)
This also downsizes Matrix44 to Matrix33, exposes the rotation mode
enum, and adds a left-handed ZYX rotation mode.
This does mean that meshes that put the front at +Z will show their
backsides initially, since we're now oriented as if we're flying
the ships rather than facing them. I considered adding a 180-degree
Y rotation (with a tweak to the rotation matrix handedness to correct
the first rotation axis) to have them facing by default, but figured
that might be confusing since +Z is supposed to be away.
Anybody who really wants it to be the other way can trivially flip
the coordinates in their visualizer (negate xc/zc).
The Z coordinates in the visualization test project were flipped so
that the design is still facing the viewer at rotation (0,0,0).
Elite has a level-of-detail cutoff in the mesh data. This change
provides a way for the visualization generator to exclude vertices
and edges that should not be rendered based on the desired LOD.
Experimented with different orders of rotation for wireframe viewer.
Made perspective projection the default behavior. Removed animation
parameters from the stored Visualization when it's not animated.
The visualization editor uses the parameters from the most recent
edit as the defaults when creating a new visualization. This change
extends the behavior to the view controls for wireframes.
Also, tweak the perspective projection scaling to fill out the area
a bit more, and change the visualization editor to use the grid's
size when setting the path dimensions.
Also, note gimbal lock.
Remember how object references from plugins are proxy objects that
time out if you don't access them for a while? I didn't either.
This reshuffles the code to keep WireframeObject references rather
than IVisualizationWireframe.
Handle the remaining visualization editor UI controls, except for
the "test" button. Save/restore wireframe animations in the
project file. Changed the preview from a 1-pixel-wide line drawn
by a path half the window size to a 2-pixel-wide line drawn by a
path the exact window size.
Moved X/Y/Z rotation out of the plugin, since it has nothing to do
with the plugin at all. (Backface removal and perspective projection
are somewhat based on the data contents, as is the choice for
whether or not they should be options.)
Added sliders for X/Y/Z rotation. Much more fun that way.
Renamed VisualizationAnimation to VisBitmapAnimation, as we're not
going to use it for wireframe animation. Created a new class to
hold wireframe animation data, which is really just a reference to
the IVisualizationWireframe so we can generate an animated GIF
without having to pry open the plugin again.
Renamed the "frame-delay-msec" parameter, which should start with
an underscore to ensure it doesn't clash with plugin parameters.
If we don't find it with an underscore we check again without for
backward compatibility.
We extract the data from the wireframe visualization, perform a
trivial transform, and display it. The perspective vs.
orthographic flag in the parameters is respected. (No rotation or
backface removal yet.)
Also, increased the thumbnail sizes in the visualization set editor
list from 48x48 to 64x64, because the nearest-pixel-scaled 48x48
looks nasty when used for wireframes.
I did a bunch of experiments to characterize line drawing. Long
story short: end points are inclusive, and coordinates should be
offset by +0.5 to avoid anti-aliasing effects.
Added some more plumbing. Updated visualization set edit dialog,
which now does word-wrapping correctly in the buttons. Added Alt+V
as the hotkey for Create/Edit Visualization Set, which allows you
to double-tap it to leap into the visualization editor.
Experimented with Path drawing, which looks like it could do just
what we need.
Also, show the file size in KB in the code/data/junk breakdown at the
bottom of the window. (Technically it's KiB, but that looked funny.)