First, make the per-segment comments and notes optional.
Second, add an "offset segment by $0100" feature that tries to shift
each segment forward 256 bytes. Doing so avoids potential ambiguity
with direct page locations.
The 20212-reloc-data test no longer has the per-segment comments.
The "smart" PLP handler tries to recover the flags from an earlier
PHP. The non-smart version just marks all the flags as indeterminate.
This doesn't work well on the 65816 in native mode, because having
the M/X flags in an indeterminate state is rarely what you want.
Code rarely uses PLP to reset the flags to a specific state, preferring
explicit SEP/REP. The analyzer is more likely to get the correct
answer by simply leaving the flags in their prior state.
A test case has been added to 20052-branches-and-banks, which now has
"smart PLP" disabled.
Long operands, such as strings and bulk data, can span multiple lines.
SourceGen wraps them at 64 characters, which is fine for assembly
output but occasionally annoying on screen: if the operand column is
wide enough to show the entire value, the comment column is pushed
pretty far to the right.
This change makes the width configurable, as 32/48/64 characters,
with a pop-up in app settings.
The assemblers are all wired to 64 characters, though we could make
this configurable as well with an assembler-specific setting.
Some things have moved around a bit in app settings. The Asm Config
tab now comes last. Having it sandwiched in the middle of tabs that
altered the on-screen display didn't make much sense. The Display
Format is now explicitly for opcodes and operands, and is split into
two columns. The left column is managed by the "quick set" feature,
the right column is independent.
Another chapter in the never-ending AppDomain security saga.
If a computer goes to sleep while SourceGen is running with a project
open, life gets confusing when the system wakes up. The keep-alive
timer fires and a ping is sent to the remote AppDomain, successfully.
At the same time, the lease expires on the remote side, and the objects
are discarded (apparently without bothering to query the ILease object).
This failure mode is 100% repeatable.
Since we can't prevent sandbox objects from disappearing, we have to
detect and recover from the problem. Fortunately we don't keep any
necessary state on the plugin side, so we can just tear the whole
thing down and recreate it.
The various methods in ScriptManager now do a "health check" before
making calls into the plugin AppDomain. If the ping attempt fails,
the AppDomain is "rebooted" by destroying it and creating a new one,
reloading all plugins that were in there before. The plugin binaries
*should* still be in the PluginDllCache directory since the ping failure
was due to objects being discarded, not AppDomain shutdown, and Windows
doesn't let you mess with files that hold executable code.
A new "reboot security sandbox" option has been added to the DEBUG
menu to facilitate testing.
The PluginManager's Ping() method gets called more often, but not to
the extent that performance will be affected.
This change also adds a finalizer to DisasmProject, since we're relying
on it to shut down the ScriptManager, and it's relying on callers to
invoke its cleanup function. The finalizer throws an assertion if the
cleanup function doesn't get called.
(Issue #82)
Changed "Use Keep-Alive Hack" to "Disable Keep-Alive Hack" to emphasize
that it defaults to enabled. Added a menu item for "Disable Security
Sandbox". Added a warning to both that tells the user that they must
reopen the current project for the change to take effect.
Note neither of these is persisted in app settings.
The new name is more indicative of the purpose of the directory.
Updated the docs to point out that you can delete the contents any
time you want, so long as SourceGen isn't running at the time.
Also, change the default column widths for the exporter.
On an Apple IIgs, the memory-mapped I/O locations are actually in
bank $e0, shadow-copied to bank $00. This adds a copy of the
relevant definitions from Cxxx-IO.sym65, with the addresses in bank
$e0 and "_GS" appended to the labels.
This is now included by default for the Apple IIgs system defintions.
(I thought about just adding them to Cxxx-IO.sym65, but then they
pollute the namespace for 8-bit systems. Stripping them out at run
time got a little complicated because the platform symbols are only
loaded once, and we'd have to reload them every time the CPU definition
changed. Further, there are a few aliases provided as constants, and
constants are allowed to be 32 bits on all systems, so those can't be
stripped. Rather than defining a new definition I figured it was
just easier to have a second file. Maintenance shouldn't be too taxing,
as definitions for 40-year-old machines don't change all that often.)
(I also thought about trying to make the address mirroring stuff work
for me here, but that would result in accesses being made to the
canonical address with an offset of +$e00000, which looks awful.)
The Disk ][ I/O locations are generally accessed as an offset, using
something like "LDA $C08n,X". However the range from $C080-C08F is
already used for language card in slot 0. SourceGen doesn't have a
way to distinguish between indexed and direct accesses, and even if
it did there's no way to separate one peripheral card from another
without knowing the contents of the CPU register.
As a workaround, the Disk ][ definitions are now in a separate symbol
file. When loaded, the definitions replace the base slot 0 equates.
I figure Disk ][ accesses are more common than language card
manipulation, so I'm making it a default for new projects. Existing
projects that reference the Disk ][ symbols (which existed, but as
constants) will need to be updated to include the new .sym65.
When we have relocation data available, the code currently skips the
process of matching an address with a label for a PEA instruction when
the instruction in question doesn't have reloc data. This does a
great job of separating code that pushes parts of addresses from code
that pushes constants.
This change expands the behavior to exclude instructions with 16-bit
address operands that use the Data Bank Register, e.g. "LDA abs"
and "LDA abs,X". This is particularly useful for code that accesses
structured data using the operand as the structure offset, e.g.
"LDX addr" / "LDA $0000,X"
The 20212-reloc-data test has been updated to check the behavior.
Implemented "smart" PLB handling. If we see PHK/PLB, or 8-bit
LDA imm/PHA/PLB, we create a data bank change item. The feature
can be disabled with a project property.
On the 65816, 16-bit data access instructions (e.g. LDA abs) are
expanded to 24 bits by merging in the Data Bank Register (B). The
value of the register is difficult to determine via static analysis,
so we need a way to annotate the disassembly with the correct value.
Without this, the mapping of address to file offset will sometimes
be incorrect.
This change adds the basic data structures and "fixup" function, a
functional but incomplete editor, and source for a new test case.
The Absolute Indirect and Absolute Indirect Long addressing modes
(e.g. "JMP (addr)" and "JMP [addr]") are 16-bit values in bank 0.
The code analyzer was placing them in the program bank, which
meant the wrong symbol was being used.
Also, tweak some docs.
Similar to the ProDOS 8 formatter, but slightly more complex due
to the variable-length parameter block layout.
Also, added Orca shell call numbers to the list of constants.
This was a relatively lightweight change to confirm the usefulness
of relocation data. The results were very positive.
The relatively superficial integration of the data into the data
analysis process causes some problems, e.g. the cross-reference table
entries show an offset because the code analyzer's computed operand
offset doesn't match the value of the label. The feature should be
considered experimental
The feature can be enabled or disabled with a project property. The
results were sufficiently useful and non-annoying to make the setting
enabled by default.
Code generated for 64tass was incorrect for JSR/JMP to a location
outside the file bounds. A test added to 20052-branches-and-banks
revealed an issue with cc65 generation as well.
The handful of 6502-based Atari coin-op systems were very different
from each other, so having a dedicated entry doesn't make sense.
Also, enable word-wrap in the New Project text box that holds the
system description.
It's nice to be able to save images from the visualization editor
for display elsewhere. This can be done during HTML export, but
that's inconvenient when you just want one image, and doesn't allow
the output size to be specified.
This change adds an Export button to the Edit Visualization dialog.
The current bitmap, wireframe, or wireframe animation can be saved
to a GIF image. A handful of sizes can be selected from a pop-up
menu.
If you double-click on the opcode of an instruction whose operand is
an address or equate, the selection jumps to that address. This
feature is now available in the Navigate menu, with the keyboard
shortcut Ctrl+J.
While testing the feature I noticed that the keyboard focus wasn't
following the selection, so if you jumped to an address and then
used the up/down arrows, you jumped back to the previous location.
(This was true when double-clicking an opcode to jump; it was just
less noticeable since the next action was likely mouse-based.) This
has been fixed by updating the ListView item focus when we jump to a
new location.
See also issue #63 and issue #72.
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.
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.)
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.
- 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.
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).
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.
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.
Added a new category "sprite sheet", which is essentially a more
generalized version of the bitmap font renderer. It has the full
set of options for col/row/cell stride and colors. (Issue #74,
issue #75)
Added a flag that flips the high bits on bitmaps. Sometimes data
is stored with the high bit clear, but the high bit is set as it's
rendered. (Issue #76)
Also, fixed the keyboard shortcuts in the Edit Visualization Set
window, which were 'N' for both "New ___" items. (Issue #57)
Added "show undocumented opcodes" checkbox, so you can choose
whether or not to see them at all. (Issue #60)
Added formatter call for the instruction mnemonics so they get
capitalized when the app is configured for upper-case opcodes.
(Issue #59)
Fix a bug where the instruction chart and ASCII chart were writing
their modes to the same setting, stomping each other.
Also, pluralized a button in the file concatenator.
For nonzero values we were leaving Z=prev, which is wrong when Z=0
because the AND result might be zero. Now if Z=1 we leave it alone,
but if Z=0 we now set it to Z=?.
Test 1003-flags-and-branches was testing for the (incorrect)
behavior, so we're now running into a BRK. This is fine.
We're generating names that nothing links to. The names aren't
guaranteed unique, so they're of dubious value anyway.
Also, fixed the Atari 2600 visualizer script filename in sys defs.
Should be solid/transparent not white/black. Added a blue color
to the palette to use for sprites, as white + transparent disappears
completely on web pages with a white background.
Black + white + grey seems fine for playfields.
The tool allows you to cut a piece out of a file by specifying an
offset and a length. A pair of hex dumps helps you verify that the
positions are correct.
Also, minor cleanups elsewhere.
Defined a simple monochrome bitmap format, and created some pieces
for a Tic-Tac-Toe game. Wrote a tutorial that explains how to
visualize them.
Also, updated some comments.
If you have a single line selected, Set Address adds a .ORG directive
that changes the addresses of all following data, until the next .ORG
directive is reached. Sometimes code will relocate part of itself,
and it's useful to be able to set the address at the end of the block
to what it would have been before the .ORG change.
If you have multiple lines selected, we now add the second .ORG to
the offset that follows the last selected line.
Also, fixed a bug in the Symbol value updater that wasn't handling
non-unique labels correctly.
As with still images, animations are rendered at original size and
then scaled with HTML properties.
Also, fixed the blurry scaling on animation thumbnails. I couldn't
find a way to do nearest-neighbor scaling in the code-behind without
resorting to System.Drawing (WinForms), so I added an overlay image
to the various grids.
Visualization animations are now exported as animated GIFs. The
Windows stuff is a bit lame so I threw together some code that
stitches a bunch of GIFs together.
The GIF doesn't quite match the preview, because the preview scales
the individual frames, while the animated GIF uses the largest frame
as the size and is then scaled based on that. Animating frames of
differing sizes together is bound to be trouble anyway, so I'm not
sure how much to fret over this.
This adds a new class and a rough GUI for the editor. Animated
visualizations take a collection of bitmaps and display them in
sequence. (This will eventually become an animated GIF.)
Fixed the issue where changes to tags in the set currently being
edited weren't visible to the tag uniqueness check when editing other
items in the same set.
We now generate GIF images for visualizations and add inline
references to them in the HTML output.
Images are scaled using the HTML img properties. This works well
on some browsers, but others insist on "smooth" scaling that blurs
out the pixels. This may require a workaround.
An extra blank line is now added above visualizations. This helps
keep the image and data visually grouped.
The Apple II bitmap test project was updated to have a visualization
set with multiple images at the top of the file.
(1) Added an option to limit the number of bytes per line. This is
handy for things like bitmaps, where you might want to put (say) 3
or 8 bytes per line to reflect the structure.
(2) Added an application setting that determines whether the screen
listing shows Merlin/ACME dense hex (20edfd) or 64tass/cc65 hex bytes
($20,$ed,$fd). Made the setting part of the assembler-driven display
definitions. Updated 64tass+cc65 to use ".byte" as their dense hex
pseudo-op, and to use the updated formatter code. No changes to
regression test output.
(Changes were requested in issue #42.)
Also, added a resize gripper to the bottom-right corner of the main
window. (These seem to have generally fallen out of favor, but I
like having it there.)
Added comments, renamed files, removed cruft.
Stop showing the visualization tag name in the code list. It's
often redundant with the code label, and it's distracting. (We may
want to make this an option so you can Ctrl+F to find a tag.)
First swing at a visualizer for Atari 2600 sprites and playfields.
Won't necessarily present an accurate view of what is displayed on
screen, but should provide a reasonable shape for data stored in
the obvious way.
The Adventure playfields looked squashed, so I added a simple row
duplication value.
Also, minor improvements to visualizers generally:
- Throw an exception, rather than an Assert, in VisBitmap8 when the
arguments are bad.
- Show the exception in the Visualization Edit dialog.
- If generation fails and we don't have an error message, show a
generic "stuff be broke" string.
- Set focus on OK button in Visualization Set Edit after editing,
so you can hit Enter twice after renaming a tag.
Various changes:
- Generally treat visualization sets like long comments and notes
when it comes to defining data region boundaries. (We were doing
this for selections; now we're also doing it for format-as-word
and in the data analyzer when scanning for strings/fill.)
- Clear the visualization cache when the address map is altered.
This is necessary for visualizers that dereference addresses.
- Read the Apple II screen image from a series of addresses rather
than a series of offsets. This allows it to work when the image
is contiguous in memory but split into chunks in the file.
- Put 1 pixel of padding around the images in the main code list,
so they don't blend into the background.
- Remember the last visualizer used, so we can re-use it the next
time the user selects "new".
- Move min-size hack from Loaded to ContentRendered, as it apparently
spoils CenterOwner placement.
Report visualization generation errors through an explicit
IApplication interface, instead of pulling messages out of the
DebugLog stream.
Declare that GetVisGenDescrs() is only called when the plugin is in
the "prepared" state, so that plugins can taylor the set based on
the contents of the file. (This could be used to set min/max on
the "offset" entries, but I want special handling for offsets, so
we might as well set it later.)
Bitmap fonts are a series of (usually) 1x8 bitmaps, which we arrange
into a grid of cells.
Screen images are useful for embedded screens, or for people who want
to display stand-alone image files as disassembly projects.
Various improvements:
- Switched to ReadOnlyDictionary in Visualization to make it clear
that the parameter dictionary should not be modified.
- Added a warning to the Visualization Set editor that appears when
there are no plugins that implement a visualizer.
- Make sure an item is selected in the set editor after edit/remove.
- Replaced the checkerboard background with one that's a little bit
more grey, so it's more distinct from white pixel data.
- Added a new Apple II hi-res color converter whose output more
closely matches KEGS and AppleWin RGB.
- Added VisHiRes.cs to some Apple II system definitions.
- Added some test bitmaps for Apple II hi-res to the test directory.
(These are not part of an automated test.)
Thumbnails are now visible in the main list and in the visualization
set editor. They're generated on first need, and regenerated when
the set of plugins changes.
Added a checkerboard background for the visualization editor bitmap
preview. (It looks all official now.)
The Visualization and Visualization Set editors are now fully
functional. You can create, edit, and rearrange sets, and they're
now stored in the project file.
Implemented Apple II hi-res bitmap conversion. Supports B&W and
color. Uses essentially the same algorithm as CiderPress.
Experimented with displaying non-text items in ListView. I assumed
it would work, since it's the sort of thing WPF is designed to do,
but it's always wise to approach with caution. Visualization Sets
now show a 64x64 button as a placeholder for the eventual thumbnail.
Some things were being flaky, which turned out to be because I
wasn't Prepare()ing the plugins before using them from Edit
Visualization. To make this a deterministic failure I added an
Unprepare() call that tells the plugin that we're all done.
NOTE: this breaks all existing plugins.
Added some rudimentary bitmap creation code. Got a test pattern
generated by the plugin to display in the app. (Most of the time
required for this was spent figuring out how bitmaps are handled
in WPF.)
Got parameter in/out working in EditVisualization dialog. Did some
rearranging in PluginCommon interfaces and data structures. Still
doesn't do anything useful.
Basic infrastructure for taking a list of parameters from a plugin
and turning it into a collection of UI controls, merging in values
from a Visualization object. Doesn't yet do anything useful.
WPF makes the hard things easy and the easy things hard. This was
a hard thing, so it was easy to do (with some helpful sample code).
Yay WPF?
Updated documentation for non-unique label changes. Added a new
section to tutorial #1.
Updated examples to use non-unique labels and variable tables.
Tweaked the EditLabel radio button names.
This adds the concept of label annotations. The primary driver of
the feature is the desire to note that sometimes you know what a
thing is, but sometimes you're just taking an educated guess.
Instead of writing "high_score_maybe", you can now write "high_score?",
which is more compact and consistent. The annotations are stripped
off when generating source code, making them similar to Notes.
I also created a "Generated" annotation for the labels that are
synthesized by the address table formatter, but don't modify the
label for them, because there's not much need to remind the user
that "T1234" was generated by algorithm.
This also lays some of the groundwork for non-unique labels.
Jumps to the first offset associated with the change at the top of
the Undo stack. We generally jump to the code/data offset, not the
specific line affected. It's possible to do better (and we do, for
Notes), but probably not worthwhile.
Copied the extension script tutorial files out of the Scripts
directory and into the Tutorial directory. This makes more sense,
and makes it possible to expand the script sample without altering
the tutorial.
Reverted the Scripts sample to be an actual sample, rather than a
tutorial.
Renumbered the last two tutorials and added them to the ToC. This
gives them actual numbers rather than treating them as add-ons to
the advanced tutorial.
Moved the source files for the tutorial binaries into a subdirectory
to reduce clutter.
This does mean we have two separate copies of the inline string
sample plugins, but that's an artifact of our attempts at security.
Project symbol address values are now limited to positive 24-bit
integers, just as they are for platform symbols. Constants may
still be 32-bit values.
While disassembling some code I found that I wanted the ROM entry
points, but the zero page usage was significantly different and the
ROM labels were distracting. Splitting the symbol file in two was
a possibility, but I'm afraid this will lead to a very large
collection of very small files, and we'll lose any sense of relation
between the ROM entry points and the ZP addresses used to pass
arguments.
Platform symbols have the lowest priority when resolving by address,
but using that to hide the unwanted labels requires creating project
symbols or local variables for things that you might not know what
they do yet. It's possible to hide a platform symbol by adding
another symbol with the same label and an invalid value.
This change formalizes and extends the "hiding" of platform symbols
to full erasure, so that they don't clutter up the symbol table.
This also tightens up the platform symbol parser to only accept
values in the range 0 <= value <= 0x00ffffff (24-bit positive
integers).
An "F8-ROM-nozp" symbol file is now part of the standard set. A
project can include that to erase the zero-page definitions.
(I'm not entirely convinced this is the right approach, so I'm not
doing this treatment on other symbol files... consider this an
experiment. Another approach would be some sort of conditional
inclusion, or perhaps erase-by-tag, but that requires some UI work
in the app to define what you want included or excluded.)
- Allow user to "unnecessarily" set an address override. This is
a handy thing to do when dealing with code that does a lot of
relocations.
- Moved "save needed" text to the end of the title string.
- Updated F8-ROM syms.
- Added ProDOS 8 error code constants
If we detect a problem that requires intervention during loading,
e.g. we find unknown elements because we're loading a file created
by a newer version, default to read-only mode.
Read only mode (1) refuses to apply changes, (2) refuses to add
changes to the undo/redo list, and (3) disables Save/SaveAs. The
mode is indicated in the title bar.
Also, flipped the order of items in the title bar so that "6502bench
SourceGen" comes last. This allows you to read the project name in
short window title snippets. (Visual Studio, Notepad, and others
do it this way as well.)
Sometimes code relocates a few bits of itself but not others. We
don't currently have a way to say, "go back to where we would have
been". As a cheap alternative, we now show the "load address", i.e.
where we'd be if there were no address map entries after the first.
The "affected flags" constants were incorrect for BIT, BRK, COP,
RTI, XCE, and the undocmented instructions ANE, DCP, and SAX. The
constants are used for the changed-flag summary shown in the info
window and the instruction chart.
Of greater import: the status flag updater for BIT was incorrectly
marking N/V/C as indeterminate instead of N/V/Z. The undocmented
instructions ANE, DCP, and SAX were also incorrect.
The cycle counts shown in line comments are computed correctly, but
the counts shown in the info window and instruction chart were
displaying the full set of modifiers, ignoring the CPU type. That's
okay for the info window, which spells the modifiers out, though
it'd be better if the bits were explicitly marked as being applicable
to the current CPU or a different one.
Mark the "info" window as read-only.
When the project closes, clear the contents of the Symbols and
Notes windows.
Clarify some Apple II I/O definitions.