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391 lines
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HTML
391 lines
16 KiB
HTML
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<title>Visualizations - SourceGen Tutorial</title>
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<!-- START: /masthead-incl.html -->
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<!--<div class="masthead-title" style="background-image: url('images/screenshot-mainwin.png');">-->
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6502bench
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<a id="topnav-home" href="/">HOME</a>
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<a id="topnav-sgtutorial" class="active" href="/sgtutorial">SourceGen Tutorial</a>
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<!-- START: sidenav-incl.html active:#sidenav-visualizations -->
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<ul>
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<li id="sidenav-index"><a href="./">Introduction</a></li>
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<li id="sidenav-about-disasm"><a href="about-disasm.html">About Disassembly</a></li>
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<li id="sidenav-using-sourcegen"><a href="using-sourcegen.html">Using SourceGen</a>
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<ul>
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<li id="sidenav-moving-around"><a href="moving-around.html">Moving Around</a></li>
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<li id="sidenav-simple-edits"><a href="simple-edits.html">Simple Edits</a></li>
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<li id="sidenav-labels-symbols"><a href="labels-symbols.html">Labels & Symbols</a></li>
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<li id="sidenav-editing-data"><a href="editing-data.html">Editing Data Operands</a></li>
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<li id="sidenav-generating-code"><a href="generating-code.html">Generating Code</a></li>
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<li id="sidenav-digging-deeper"><a href="digging-deeper.html">Digging Deeper</a>
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<ul>
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<li id="sidenav-string-formatting"><a href="string-formatting.html">String Formatting</a></li>
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<li id="sidenav-local-variables"><a href="local-variables.html">Local Variables</a></li>
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<li id="sidenav-inline-data"><a href="inline-data.html">Inline Data</a></li>
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<li id="sidenav-odds-ends"><a href="odds-ends.html">Odds & Ends</a></li>
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<li id="sidenav-advanced-topics"><a href="advanced-topics.html">Advanced Topics</a>
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<li id="sidenav-address-tables"><a href="address-tables.html">Address Tables</a></li>
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<li id="sidenav-extension-scripts"><a href="extension-scripts.html">Extension Scripts</a></li>
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<li id="sidenav-visualizations" class="active"><a href="visualizations.html">Visualizations</a></li>
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<div id="main">
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<h2>Visualizations</h2>
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<div class="grid-container">
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<div class="grid-item-text">
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<p>Many programs contain a significant amount of graphical data. This is
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especially true for games, where the space used for bitmaps is often
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larger than the space required for the code. When disassembling a program
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it can be very helpful to be able to see the contents of the data
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regions in graphical form.</p>
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<p>Start a new project with the <samp>Generic 6502</samp> profile,
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and from the SourceGen Tutorial directory select "Tutorial5".
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We'll need to load an extension script from
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the project directory, so immediately save the project, using the
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default name ("Tutorial5.dis65").</p>
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<p>Normally a project will give you some sort of hint as to the data
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format, e.g. the graphics might be a platform-specific sprite. For
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non-standard formats you can glean dimensions from the drawing code. For
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the purposes of this tutorial we're just using a simple monochrome bitmap
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format, with 8 pixels per byte, and we'll know that our images are for
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a Tic-Tac-Toe game. The 'X' and the 'O' are 8x8, the game board is 40x40.
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The bitmaps are sprites with transparency, so pixels are either solid
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or transparent.</p>
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</div>
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</div>
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<div class="grid-container">
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<div class="grid-item-image">
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<img src="images/t5-add-vis.png" alt="t5-add-vis"/>
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</div>
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<div class="grid-item-text">
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<p>The first thing we need to do is load an extension script that can
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decode this format. The SourceGen "RuntimeData" directory has a few,
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but for this tutorial we're using a custom one. Select
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<samp>Edit > Project Properties</samp>, select the
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<samp>Extension Scripts</samp> tab, and click
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<samp>Add Scripts from Project</samp>.
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Double-click on "<samp>VisTutorial5.cs</samp>",
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then click </samp>OK</samp>.</p>
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</div>
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</div>
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<div class="grid-container">
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<div class="grid-item-image">
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<img src="images/t5-new-vis.png" alt="t5-new-vis"/>
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</div>
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<div class="grid-item-text">
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<p>The addresses of the three bitmaps are helpfully identified by the
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load instructions at the top of the file. Select the line at
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address $100A, then
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<samp>Actions > Create/Edit Visualization Set</samp>. In
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the window that opens, click <samp>New Visualization</samp>.</p>
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</div>
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</div>
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<div class="grid-container">
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<div class="grid-item-text">
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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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list of parameters at the bottom. The file offset indicates where in
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the file the bitmap starts; note this is an offset, not an address
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(that way, if you change the address, your visualizations don't break).
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This is followed by the bitmap's width in bytes, and the bitmap's height.
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Because we have 8 pixels per byte, we're currently showing an 8x1 image.
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We'll come back to row stride.</p>
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</div>
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</div>
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<div class="grid-container">
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<div class="grid-item-image">
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<img src="images/t5-set-height-8.png" alt="t5-set-height-8"/>
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</div>
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<div class="grid-item-text">
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<p>We happen to know (by playing the game and/or reading the fictitious
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drawing code) that the image is 8x8, so change the value in the
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<samp>Height</samp>
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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 bump into each other.)</p>
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</div>
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</div>
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<div class="grid-container">
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<div class="grid-item-image">
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<img src="images/t5-set-height-80.png" alt="t5-set-height-80"/>
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</div>
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<div class="grid-item-text">
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<p>Let's try doing it wrong. Add a '0' in the <samp>Height</samp>
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field to make the
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height 80. You can see some additional bitmap data.</p>
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</div>
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</div>
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<div class="grid-container">
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<div class="grid-item-image">
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<img src="images/t5-set-height-800.png" alt="t5-set-height-800"/>
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</div>
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<div class="grid-item-text">
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<p>Add another 0 to make it 800. Now you get
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a big red X, and the <samp>Height</samp> parameter is shown in red.
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That's because the maximum value for the height is 512, as shown
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by "<samp>[1,512]</samp>" on the right.</p>
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</div>
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</div>
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<div class="grid-container">
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<div class="grid-item-image">
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<img src="images/t5-addvis1.png" alt="t5-addvis1"/>
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</div>
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<div class="grid-item-text">
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<p>Change it back to 8, and hit <samp>OK</samp>.
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Hit <samp>OK</samp> in the <samp>Edit Visualization Set</samp>
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window as well. You should now see the blue 'X' in the code listing
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above line $100A.</p>
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</div>
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</div>
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<div class="grid-container">
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<div class="grid-item-image">
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<img src="images/t5-addvis2.png" alt="t5-addvis2"/>
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</div>
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<div class="grid-item-text">
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<p>Repeat the process at line $1012: select the line, create a visualization
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set, create a new visualization. The height will default to 8 because
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that's what you used last time, so you shouldn't have to
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make any changes to the initial values.
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Click <samp>OK</samp> in both dialogs to close them.</p>
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</div>
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</div>
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<div class="grid-container">
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<div class="grid-item-image">
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<img src="images/t5-101a-mess.png" alt="t5-101a-mess"/>
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</div>
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<div class="grid-item-text">
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<p>Repeat the process at line $101A, but this time the image is 40x40
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rather than 8x8. Set the width to 5, and the height to 40. This makes
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a mess.</p>
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</div>
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</div>
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<div class="grid-container">
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<div class="grid-item-image">
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<img src="images/t5-101a-good.png" alt="t5-101a-good"/>
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</div>
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<div class="grid-item-text">
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<p>In this case, the bitmap data is 5 bytes wide, but the data is stored
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as 8 bytes per row. This is known as the "stride" or "pitch" of the row.
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To tell the visualizer to skip the last 3 bytes on each row, set the
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<samp>Row stride (bytes)</samp> field to 8.
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Now we have a proper Tic-Tac-Toe grid.
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Note that it fills the preview window just as the 'X' and 'O' did, even
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though it's 5x as large. The preview window scales everything up. Hit
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<samp>OK</samp> twice to create the visualization.</p>
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</div>
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</div>
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<div class="grid-container">
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<div class="grid-item-image">
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<img src="images/t5-fmt-dense.png" alt="t5-fmt-dense"/>
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</div>
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<div class="grid-item-text">
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<p>Let's format the bitmap data. Select line $101A, then shift-click the
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last line in the file ($1159). <samp>Actions > Edit Operand</samp>. Select
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<samp>Densely-packed bytes</samp>, and click <samp>OK</samp>.
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This is perhaps a little too
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dense. Open the operand editor again, but this time select the
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densely-packed bytes sub-option <samp>...with a limit</samp>, and set the limit
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to 8 bytes per line. Instead of one very dense statement spread across
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a few lines, you get one line of source code per row of bitmap.</p>
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</div>
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</div>
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<div class="grid-container">
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<div class="grid-item-text">
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<p>To change whether or not commas appear between bytes in the operand,
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open <samp>Edit > Settings</samp>, select the
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<samp>Display Format</samp> tab, and check
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<samp>Use comma-separated format for bulk data</samp>.
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This trades off compactness for ease of reading.</p>
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</div>
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</div>
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<hr style="width:80%;"/>
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<h4>Bitmap Animations</h4>
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<div class="grid-container">
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<div class="grid-item-image">
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<img src="images/t5-bitmap-anim-editor.png" alt="t5-bitmap-anim-editor"/>
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</div>
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<div class="grid-item-text">
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<p>Some bitmaps represent individual frames in an animated sequence.
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You can convert those as well. Double-click on the blue 'X' to open
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the visualization set editor, then click "New Bitmap Animation". This
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opens the Bitmap Animation Editor.</p>
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</div>
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</div>
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<div class="grid-container">
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<div class="grid-item-image">
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<img src="images/t5-xo-anim.png" alt="t5-xo-anim"/>
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</div>
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<div class="grid-item-text">
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<p>Let's try it with our Tic-Tac-Toe board pieces. From the list
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on the left, select the blue 'X' and click <samp>Add</samp>, then
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click the 'O' and click <samp>Add</samp>. Below the list, set the
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frame delay to 500 msec. Near the bottom, click
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<samp>Start / Stop</samp>. This causes the animation to play in a loop.</p>
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</div>
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</div>
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<div class="grid-container">
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<div class="grid-item-text">
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<p>You 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 bitmap 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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you expect.</p>
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<p>Hit <samp>OK</samp> to save the animation, then
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<samp>OK</samp> to update the visualization set.</p>
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</div>
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</div>
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<div class="grid-container">
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<div class="grid-item-image">
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<img src="images/t5-list-xanim.png" alt="t5-list-xanim"/>
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</div>
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<div class="grid-item-text">
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<p>The code list now shows two entries in the line: the first is the 'X'
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bitmap, the second is the animation, which is shown as the initial frame
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with a blue triangle superimposed. (If you go back into the editor and
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reverse the order of the frames, the list will show the 'O' instead.)
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You can have as many bitmaps and animations on a line as you want.</p>
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</div>
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</div>
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<div class="grid-container">
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<div class="grid-item-text">
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<p>If you have a lot of bitmaps it can be helpful to give them meaningful
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names, so that they're easy to identify and sort together in the list.
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The <samp>Tag</samp> field at the top of the editor windows lets you
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give things names. Tags must be unique.</p>
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</div>
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</div>
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<hr style="width:80%;"/>
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<h4>Other Notes</h4>
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<div class="grid-container">
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<div class="grid-item-text">
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<p>The visualization editor is intended to be very dynamic, showing the
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results of parameter changes immediately. This can be helpful if you're
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not exactly sure what the size or format of a bitmap is. Just keep
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tweaking values until it looks right.</p>
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<p>Visualization generators are defined by extension scripts. If you're
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disassembling a program with a totally custom way of storing graphics,
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you can write a totally custom visualizer and distribute it with the
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project. Because the file offset is a parameter, you're not limited to
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placing visualizations at the start of the graphic data -- you can put
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them on any code or data line.</p>
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<p>Visualizations have no effect on assembly source code generation,
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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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</div>
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</div>
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<div class="grid-container">
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<div class="grid-item-image">
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<img src="images/t5-wireframe-sample.png" alt="t5-wireframe-sample"/>
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</div>
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<div class="grid-item-text">
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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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</div>
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</div>
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