1
0
mirror of https://github.com/fadden/6502bench.git synced 2024-07-15 11:28:56 +00:00
6502bench/SourceGen/RuntimeData
Andy McFadden b3dacc2613 Switch to left-handed coordinate system
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).
2020-03-14 13:59:08 -07:00
..
Apple Minor tweaks to wireframe viewer 2020-03-11 16:23:52 -07:00
Atari Fix Atari 2600 sprite visualizer 2019-12-29 18:15:40 -08:00
Commodore Various minor tweaks 2019-12-07 11:42:26 -08:00
Help Switch to left-handed coordinate system 2020-03-14 13:59:08 -07:00
Nintendo Update NES symbols 2019-11-08 07:53:28 -08:00
TestData Initial file commit 2018-09-28 10:05:11 -07:00
ExportTemplate.html Output human-readable generation parameters to HTML 2019-12-25 10:59:40 -08:00
LegalStuff.txt Bump a couple of copyright dates 2020-03-11 17:02:37 -07:00
README.md Updated the RuntimeData README 2020-01-01 18:06:59 -08:00
RuntimeData.csproj Initial file commit 2018-09-28 10:05:11 -07:00
SGStyle.css Add visualization sets to exported HTML 2019-12-13 17:15:38 -08:00
SystemDefs.json Don't output HTML anchors for non-unique labels 2020-01-16 21:37:49 -08:00

Runtime Data

Symbol files and analyzer scripts are split into directories by platform manufacturer.

The Visual Studio project (RuntimeData.csproj) exists so you can edit scripts with IntelliSense and error highlighting. Everything here is distributed as source, not in compiled form; all compilation occurs at run time.

SystemDefs.json

This file defines the systems available in the "new project" screen. The following fields are mandatory:

  • Name - Short name that identifies the system.
  • GroupName - Short string used to group common items together in the UI.
  • CPU - Type of CPU used. The string must be part of the known set (see CpuDef.cs)
  • Speed - Clock rate, in MHz, of the CPU on the system. When multiple speeds are possible, use the most common, favoring NTSC over PAL.
  • SymbolFiles - List of platform symbol file identifiers (see below).
  • ExtensionScripts - List of extension script file identifiers (see below).
  • Parameters - List of optional parameters (see below).

The currently-supported parameters are:

  • load-address=<addr> - Specify the initial load address. The default is 0x1000.
  • entry-flags=<flag-set> - Specify the processor status flag values to use at entry points. This is intended for use on the 65802/65816, and may be one of "emulation", "native-short", and "native-long". The default is "emulation".
  • undocumented-opcodes={true|false} - Enable or disable undocumented opcodes. They are disabled by default.
  • first-word-is-load-addr={true|false} - If true, the first two bytes of the file contain the load address.
  • default-text-encoding=<mode> - Specify default character encoding. Use "c64-petscii" for PETSCII. The default is low/high ASCII.

All of these things can be changed after the project has begun, but it's nice to have them configured in advance.

SymbolFiles and ExtensionScripts use file identifiers, which look like "RT:Apple/ProDOS8.sym65". The "RT:" means that the file lives in the RuntimeData directory, and the rest is a partial pathname. Files that live in the same directory as the project file are prefixed with "PROJ:". All symbol files and extension scripts must live in the RuntimeData directory or project file directory, or they will not be loaded.

All "RT:" identifier paths are relative to the RuntimeData directory. The Group Name is not automatically added.

Platform Symbol Files and Extension Scripts

These are described in the "Advanced Topics" section of the manual (here).

Misc Files

ExportTemplate.html and SGStyle.css are used by SourceGen's HTML export feature.

LegalStuff.txt is displayed in the About box.