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546 lines
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546 lines
24 KiB
HTML
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<meta name="viewport" content="width=device-width, initial-scale=1" />
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<link rel="stylesheet" href="main.css"/>
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<title>Advanced Topics - 6502bench SourceGen</title>
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<body>
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<div id="content">
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<h1>SourceGen: Advanced Topics</h1>
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<p><a href="index.html">Back to index</a></p>
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<h2 id="platform-symbols">Platform Symbol Files (.sym65)</h2>
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<p>Platform symbol files contain lists of symbols, each of which has a
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label and a value. SourceGen comes with a collection of symbols for
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popular systems, but you can create your own. This can be handy if a
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few different projects are coded against a common library.</p>
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<p>If two symbols have the same value, the older symbol is replaced by
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the newer one. This is why the order in which symbol files are loaded
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matters.</p>
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<p>Platform symbol files consist of comments, commands, and symbols.
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Blank lines, and lines that begin with a semicolon (';'), are ignored. Lines
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that begin with an asterisk ('*') are commands. Three are currently
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defined:</p>
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<ul>
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<li><code>*SYNOPSIS</code> - a short summary of the file contents.</li>
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<li><code>*TAG</code> - a tag string to apply to all symbols that follow
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in this file.</li>
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<li><code>*MULTI_MASK</code> - specify a mask for symbols that appear
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at multiple addresses.</li>
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</ul>
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<p>Tags can be used by extension scripts to identify a subset of symbols.
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The symbols are still part of the global set; the tag just provides a
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way to extract a subset. Tags should be comprised of non-whitespace ASCII
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characters. Tags are global, so use a long, descriptive string. If
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<code>*TAG</code> is not followed by a string, the symbols that follow
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are treated as untagged.</p>
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<p>All other lines are symbols, which have the form:</p>
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<pre>
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LABEL {=|@|<|>} VALUE [WIDTH] [;COMMENT]
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</pre>
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<p>The LABEL must be at least two characters long, begin with a letter or
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underscore, and consist entirely of alphanumeric ASCII characters
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(A-Z, a-z, 0-9) and the underscore ('_'). (This is the same format
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required for line labels in SourceGen.)</p>
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<p>The next token can be one of:</p>
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<ul>
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<li><code>@</code>: general addresses</li>
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<li><code><</code>: read-only addresses</li>
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<li><code>></code>: write-only addresses</li>
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<li><code>=</code>: constants</li>
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</ul>
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<p>If an instruction references an address, and that address is outside
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the bounds of the file, the list of address symbols (i.e. everything
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that's not a constant) will be scanned for a match.
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If found, the symbol is applied automatically. You normally want to
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use '@', but can use '<' and '>' for memory-mapped I/O locations
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that have different behavior depending on whether they are read or
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written.</p>
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<p>The VALUE is a number in decimal, hexadecimal (with a leading '$'), or
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binary (with a leading '%'). The numeric base will be recorded and used when
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formatting the symbol in generated output, so use whichever form is most
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appropriate. Values are unsigned 24-bit numbers. The special value
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"erase" may be used for an address to erase a symbol defined in an earlier
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platform file.</p>
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<p>The WIDTH is optional, and ignored for constants. It must be a
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decimal or hexadecimal value between 1 and 65536, inclusive. If omitted,
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the default width is 1.</p>
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<p>The COMMENT is optional. If present, it will be saved and used as the
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end-of-line comment on the .EQ directive if the symbol is used.</p>
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<h4>Using MULTI_MASK</h4>
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<p>The multi-address mask is used for systems like the Atari 2600, where
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RAM, ROM, and I/O registers appear at multiple addresses. The hardware
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looks for certain address lines to be set or clear, and if the pattern
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matches, another set of bits is examined to determine which register or
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RAM address is being accessed.</p>
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<p>This is expressed in symbol files with the MULTI_MASK statement.
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Address symbol declarations that follow have the mask set applied. Symbols
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whose addresses don't fit the pattern cause a warning and will be
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ignored. Constants are not affected.</p>
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<p>The mask set is best explained with an example. Suppose the address
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pattern for a set of registers is <code>???0 ??1? 1??x xxxx</code>
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(where '?' can be any value, 0/1 must be that value, and 'x' means the bit
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is used to determine the register).
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So any address between $0280-029F matches, as does $23C0-23DF, but
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$0480 and $1280 don't. The register number is found in the low five bits.</p>
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<p>The corresponding MULTI_MASK line, with values specifed in binary,
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would be:</p>
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<pre> *MULTI_MASK %0001001010000000 %0000001010000000 %0000000000011111</pre>
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<p>The values are CompareMask, CompareValue, and AddressMask. To
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determine if an address is in the register set, we check to see if
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<code>(address & CompareMask) == CompareValue</code>. If so, we can
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extract the register number with <code>(address & AddressMask)</code>.</p>
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<p>We don't want to have a huge collection of equates at the top of the
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generated source file, so whatever value is used in the symbol declaration
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is considered the "canonical" value. All other matching values are output
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with an offset.</p>
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<p>All mask values must fall between 0 and $00FFFFFF. The set bits in
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CompareMask and AddressMask must not overlap, and CompareValue must not
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have any bits set that aren't also set in CompareMask.</p>
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<p>If an address can be mapped to a masked value and an unmasked value,
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the unmasked value takes precedence for exact matches. In the example
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above, if you declare <code>REG1 @ $0281</code> outside the MULTI_MASK
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declaration, the disassembler will use <code>REG1</code> for all operands
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that reference $0281. If other code accesses the same register as $23C1,
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the symbol established for the masked value will be used instead.</p>
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<p>If there are multiple masked values for a given address, the precedence
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is undefined.</p>
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<p>To disable the MULTI_MASK and resume normal declarations, write the
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tag without arguments:</p>
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<pre> *MULTI_MASK</pre>
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<h3>Creating a Project-Specific Symbol File</h3>
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<p>To create a platform symbol file for your project, just create a new
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text file, named with a ".sym65" extension. (If your text editor of choice
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doesn't like that, you can put a ".txt" on the end while you're editing.)
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Make sure you create it in the same directory where your project file
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(the file that ends with ".dis65") lives. Add a <code>*SYNOPSIS</code>,
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then add the desired symbols.</p>
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<p>Finally, add it to your project. Select
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<samp>Edit > Project Properties</samp>,
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switch to the <samp>Symbol Files</samp> tab, click
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<samp>Add Symbol Files from Project</samp>, and
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select your symbol file. It should appear in the list with a
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"PROJ:" prefix.</p>
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<p>If an example helps, the A2-Amper-fdraw project in the Examples
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directory has a project-local symbol file, called "fdraw-exports".
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(fdraw-exports is a list of exported symbols from the fdraw library,
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for which Amper-fdraw provides an Applesoft BASIC interface.)
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<p>NOTE: in the current version of SourceGen, changes to .sym65 files are
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not detected automatically. Use <samp>File > Reload External Files</samp>
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to import the changes.</p>
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<h2 id="extension-scripts">Extension Scripts</h2>
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<p>Extension scripts, also called "plugins", are C# programs with access to
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the full .NET Standard 2.0 APIs. They're compiled at run time by SourceGen
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and executed in a sandbox with security restrictions.</p>
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<p>The current interfaces can be used to generate visualizations, to
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identify inline data that follows JSR, JSL, or BRK instructions, and to
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format operands. The latter can be used to format code and data, e.g.
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replacing immediate load operands with symbolic constants.</p>
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<p>Scripts may be loaded from the RuntimeData directory, or from the directory
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where the project file lives. Attempts to load them from other locations
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will fail.</p>
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<p>A project may load multiple scripts. The order in which functions are
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invoked is not defined.</p>
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<h3 id="built-in">Built-In Scripts</h3>
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<p>A number of scripts are distributed with SourceGen, and may be used
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freely by projects. Most are tailored for a specific platform, e.g.
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Apple II ProDOS calls or Atari 2600 graphics.</p>
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<p>The <samp>StdInline.cs</samp> script in the <samp>RuntimeData/Common</samp>
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directory has some general-purpose inline data formatting functions.
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To use them, add the script to the project, then add an appropriate label
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to the subroutine that handles the inline data. For example, suppose the
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code looks like this:</p>
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<pre>
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$1000 START JSR L1234
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$1003 .STR "hello, world!"
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$1010 .DD1 $00
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$1011 .DD1 $a9
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$1012 .DD1 $55
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[...]
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$1234 L1234 PLA
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[...]
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</pre>
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<p>The code won't analyze correctly because it will try to follow the
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code into the string data. If you include the script, and set the label
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at <code>L1234</code> to <code>InAZ_PrintString</code>, the code will
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then format correctly:</p>
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<pre>
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$1000 START JSR InAZ_PrintString
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$1003 .ZSTR "hello, world!"
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$1011 LDA #$55
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[...]
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$1234 InAZ_PrintString PLA
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[...]
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</pre>
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<p>The label prefixes currently defined by the script are:</p>
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<ul>
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<li><code>InAZ_</code> : inline ASCII null-terminated string</li>
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<li><code>InA1_</code> : inline ASCII length-delimited string</li>
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<li><code>InPZ_</code> : inline PETSCII null-terminated string</li>
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<li><code>InP1_</code> : inline PETSCII length-delimited string</li>
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<li><code>InW_</code> : inline 16-bit word</li>
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<li><code>InWA_</code> : inline 16-bit address</li>
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<li><code>InNR_</code> : non-returning call (i.e. the JSR acts like
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a JMP)</li>
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</ul>
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<p>Anything more complicated will require a custom script.</p>
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<h3 id="script-dev">Script Development</h3>
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<p>SourceGen defines an interface that plugins must implement, and an
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interface that plugins can use to interact with SourceGen. See
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Interfaces.cs in the PluginCommon directory.</p>
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<p>The easiest way to develop extension scripts is inside the 6502bench
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solution in Visual Studio. This way you have the interfaces available
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for IntelliSense completion, and get all the usual syntax and compile
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checking in the editor. (This is why there's a RuntimeData project for
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Visual Studio.)</p>
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<p>If you have the solution configured for debug builds, SourceGen will pass
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<code>IncludeDebugInformation=true</code> to the script compiler. This
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causes a .PDB file to be created. While this can help with debugging,
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it can sometimes get in the way: if you edit the script source code and
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reload the project without restarting the app, SourceGen will recompile
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the script, but the old .PDB file will still be open by VisualStudio
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and you'll see some failure messages. Exiting and restarting SourceGen
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will allow regeneration of the PDB files.</p>
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<p>Some commonly useful functions are defined in the
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<code>PluginCommon.Util</code> class, which is available to plugins. These
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call into the CommonUtil library, which is shared with SourceGen.
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While plugins could technically use CommonUtil directly, they should avoid
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doing so. The APIs there are not guaranteed to be stable, so plugins
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that rely on them may break in a subsequent release of SourceGen.</p>
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<h4>Known Issues and Limitations</h4>
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<p>Scripts are currently limited to C# version 5, because the compiler
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built into .NET only handles that. C# 6 and later require installing an
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additional package ("Roslyn"), so SourceGen does not support this.</p>
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<p>When a project is opened, any errors encountered by the script compiler
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are reported to the user. If the project is already open, and a script
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is added to the project through the Project Properties editor, compiler
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messages are silently discarded. (This also applies if you undo/redo across
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the property edit.) Use File > Reload External Files to see the
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compiler messages.</p>
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<h4>PluginDllCache Directory</h4>
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<p>Extension scripts are compiled into .DLLs, and saved in the PluginDllCache
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directory, which lives next to the application executable and RuntimeData.
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If the extension script is the same age or older than the DLL, SourceGen
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will continue to use the existing DLL.</p>
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<p>The DLL names are a combination of the script filename and script location.
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The compiled name for "MyPlatform/MyScript.cs" in the RuntimeData directory
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will be "RT_MyPlatform_MyScript.dll". For a project-specific script, it
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would look like "PROJ_MyProject_MyScript.dll".</p>
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<p>The PluginCommon and CommonUtil DLLs will be copied into the directory, so
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that code in the sandbox has access to them.</p>
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<p>The contents of the directory are generated as needed, and can be deleted
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entirely whenever SourceGen isn't running.</p>
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<h4>Sandboxing</h4>
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<p>Extension scripts are executed in an App Domain sandbox. App domains are
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a .NET feature that creates a partition inside the virtual machine, isolating
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code. It still runs in the same address space, on the same threads, so the
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isolation is only effective for "partially trusted" code that has been
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declared safe by the bytecode verifier.</p>
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<p>SourceGen disallows most actions, notably file access. An exception is
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made for reading files from the directory where the plugin DLLs live, but
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scripts are otherwise unable to read or write from the filesystem. (A
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future version of SourceGen may provide an API that allows limited access
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to data files.)</p>
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<p>App domain security is not absolute. I don't really expect SourceGen to
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be used as a malware vector, so there's no value in forcing scripts to
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execute in an isolated server process, or to jump through the other hoops
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required to really lock things down. I do believe there's value in
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defining the API in such a way that we <b>could</b> implement full security if
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circumstances change, so I'm using app domains as a way to keep the API
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honest.</p>
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<h2 id="multi-bin">Working With Multiple Binaries</h2>
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<p>Sometimes a program is split into multiple files on disk. They
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may be all loaded at once, or some may be loaded into the same place
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at different times. In such situations it's not uncommon for one
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file to provide a set of interfaces that other files use. It's
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useful to have symbols for these interfaces be available to all
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projects.</p>
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<p>There are two ways to do this: (1) define a common platform symbol
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file with the relevant addresses, and keep it up to date as you work;
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or (2) declare the labels as global and exported, and import them
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as project symbols into the other projects.</p>
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<p>Support for this is currently somewhat weak, requiring a manual
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symbol-import step in every interested project. This step must be
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repeated whenever the labels are updated.</p>
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<p>A different but related problem is typified by arcade ROM sets,
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where files are split apart because each file must be burned into a
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separate PROM. All files are expected to be present in memory at
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once, so there's no reason to treat them as separate projects. Currently,
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the best way to deal with this is to concatenate the files into a single
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file, and operate on that.</p>
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<h2 id="overlap">Overlapping Address Spaces</h2>
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<p>Some programs use memory overlays, where multiple parts of the
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code run in the same address in RAM. Others use bank switching to access
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parts of the program that reside in separate physical RAM or ROM,
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but appear at the same address. Nested address regions allow for a
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variety of configurations, which can make address resolution complicated.</p>
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<p>The general goal is to have references to an address resolve to
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the "nearest" match. For example, consider a simple overlay:</p>
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<pre>
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.ADDRS $1000
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JMP L1100
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.ADDRS $1100
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L1100 BIT L1100
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L1103 LDA #$11
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BRA L1103
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.ADREND
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.ADDRS $1100
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L1100_0 BIT L1100_0
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L1103_0 LDA #$22
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JMP L1103_0
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.ADREND
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.ADREND
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</pre>
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<p>Both sections start at $1100, and have branches to $1103. The branch
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in the first section resolves to the label in the first version of
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that address chunk, while the branch in the second section resolves to
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the label in the second chunk. When branches originate outside the current
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address chunk, the first chunk that includes that address is used, as
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it is with the <code>JMP $1000</code> at the start of the file.</p>
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<p>The full address-to-offset algorithm is as follows.
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There are two inputs: the file offset of the instruction or data item
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that has the reference (e.g. the JMP or LDA), and the address
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it is referring to.</p>
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<ul>
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<li>Create a tree with all address regions. Each "node" in the tree
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has an offset, length, and start address.</li>
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<li>Search the tree for a node that includes the offset of the
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reference source.
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When there are multiple overlapping regions, descend until the
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deepest child that spans the offset is found. This node will be
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the starting point of the search.</li>
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<li>Loop until we hit the top of the tree:
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<ul>
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<li>Perform a recursive depth-first search of all children of the
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current node. They're searched in order of ascending file offset.</li>
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<li>If the address wasn't found in the children, check the current
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node. If we find it here, return this node as the result.</li>
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<li>Move up to the parent node.
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</ul></li>
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</ul>
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<p>This searches all children and all siblings before checking the parent.
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If we hit the top of the tree without finding a match, we conclude
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that the reference is to an external address.</p>
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<h2 id="reloc-data">OMF Relocation Dictionaries</h2>
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<p><i>This feature is considered experimental. Some features,
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like cross-reference tracking, may not work correctly with it.</i></p>
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<p>65816 code can be tricky to disassemble for a number of reasons.
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24-bit addresses are formed from 16-bit data-access operands by combining
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with the Data Bank Register (DBR), which often requires a bit of manual
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intervention. But the problems go beyond that. Consider the following
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bit of source code for the Apple IIgs:</p>
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<pre>
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rsrcmsg pea rsrcmsg2|-16
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pea rsrcmsg2
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_WriteCString
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lda #buffer
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sta pArcRead+$04
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lda #buffer|-16
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sta pArcRead+$06
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</pre>
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<p>In both cases we're referencing a 24-bit address as two 16-bit values.
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Without context, the disassembler will treat the PEA instruction as two
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independent 16-bit addresses, and the immediate values as constants:</p>
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<pre>
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.dbank $02
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02/317c: f4 02 00 L2317C pea L20002 & $ffff
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02/317f: f4 54 32 pea L23254 & $ffff
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02/3182: a2 0c 20 ldx #WriteCString
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02/3185: 22 00 00 e1 jsl Toolbox
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02/3189: a9 00 00 L23189 lda #$0000
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02/318c: 8d 78 3f sta L23F78 & $ffff
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02/318f: a9 03 00 lda #$0003
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02/3192: 8d 7a 3f sta L23F78 & $ffff +2
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</pre>
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<p>Worse yet, those <code>STA</code> instruction operands would have been
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shown as hex values or incorrect labels if the DBR had been set incorrectly.
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However, if we have the relocation data, we know the full
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address from which the addresses were formed, and we can tell when
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immediate values are addresses rather than constants. And we can do this
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even without setting the DBR.</p>
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<pre>
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02/317c: f4 02 00 L2317C pea L23254 >> 16
|
|
02/317f: f4 54 32 pea L23254 & $ffff
|
|
02/3182: a2 0c 20 ldx #WriteCString
|
|
02/3185: 22 00 00 e1 jsl Toolbox
|
|
02/3189: a9 00 00 L23189 lda #L30000 & $ffff
|
|
02/318c: 8d 78 3f sta L23F78 & $ffff
|
|
02/318f: a9 03 00 lda #L30000 >> 16
|
|
02/3192: 8d 7a 3f sta L23F78 & $ffff +2
|
|
</pre>
|
|
<p>The absence of relocation data can be a useful signal as well. For
|
|
example, when pushing arguments for a toolbox call, the disassembler
|
|
can tell the difference between addresses and constants without needing
|
|
emulation or pattern-matching, because only the addresses get
|
|
relocated. Consider this bit of source code:</p>
|
|
<pre>
|
|
lda <total_records
|
|
pha
|
|
pea linebuf|-16
|
|
pea linebuf+65
|
|
pea $0005
|
|
pea $0000
|
|
_Int2Dec
|
|
</pre>
|
|
<p>Without relocation data, it becomes:</p>
|
|
<pre>
|
|
02/0aa8: a5 42 lda $42
|
|
02/0aaa: 48 pha
|
|
02/0aab: f4 02 00 pea L20002 & $ffff
|
|
02/0aae: f4 03 31 pea L23103 & $ffff
|
|
02/0ab1: f4 05 00 pea L20005 & $ffff
|
|
02/0ab4: f4 00 00 pea L20000 & $ffff
|
|
02/0ab7: a2 0b 26 ldx #Int2Dec
|
|
02/0aba: 22 00 00 e1 jsl Toolbox
|
|
</pre>
|
|
<p>If we treat the non-relocated operands as constants:</p>
|
|
<pre>
|
|
02/0aa8: a5 42 lda $42
|
|
02/0aaa: 48 pha
|
|
02/0aab: f4 02 00 pea L230C2 >> 16
|
|
02/0aae: f4 03 31 pea L23103 & $ffff
|
|
02/0ab1: f4 05 00 pea $0005
|
|
02/0ab4: f4 00 00 pea $0000
|
|
02/0ab7: a2 0b 26 ldx #Int2Dec
|
|
02/0aba: 22 00 00 e1 jsl Toolbox
|
|
</pre>
|
|
|
|
|
|
<h2 id="debug">Debug Menu Options</h2>
|
|
|
|
<p>The DEBUG menu is hidden by default in release builds, but can be
|
|
exposed by checking the "enable DEBUG menu" box in the application
|
|
settings. These features are used for debugging SourceGen. They will
|
|
not help you debug 6502 projects.</p>
|
|
|
|
<p>Features:</p>
|
|
<ul>
|
|
<li>Re-analyze (<kbd class="key">F5</kbd>). Causes a full re-analysis.
|
|
Useful if you think the display is out of sync.</li>
|
|
<li>Source Generation Tests. Opens the regression test harness. See
|
|
<code>README.md</code> in the SGTestData directory for more information.
|
|
If the regression tests weren't included in the SourceGen distribution,
|
|
this will have nothing to do.</li>
|
|
<li>Show Analyzer Output. Opens a floating window with a text log from
|
|
the most recent analysis pass. The exact contents will vary depending
|
|
on how the verbosity level is configured internally. Debug messages
|
|
from extension scripts appear here.</li>
|
|
<li>Show Analysis Timers. Opens a floating window with a dump of
|
|
timer results from the most recent analysis pass. Times for individual
|
|
stages are noted, as are times for groups of functions. This
|
|
provides a crude sense of where time is being spent.</li>
|
|
<li>Show Undo/Redo History. Opens a floating window that lets you
|
|
watch the contents of the undo buffer while you work.</li>
|
|
<li>Extension Script Info. Shows a bit about the currently-loaded
|
|
extension scripts.</li>
|
|
<li>Show Comment Rulers. Adds a string of digits above every
|
|
multi-line comment (long comment, note). Useful for confirming that
|
|
the width limitation is being obeyed. These are added exactly
|
|
as shown, without comment delimiters, into generated assembly output,
|
|
which doesn't work out well if you run the assembler.</li>
|
|
<li>Disable Security Sandbox. Extension scripts are loaded and run in
|
|
a "sandbox" to prevent security issues. Setting this flag allows
|
|
them to execute with full permissions.
|
|
This setting is not persistent.</li>
|
|
<li>Disable Keep-Alive Hack. The hack sends a "ping" to the extension
|
|
script sandbox every 60 seconds. This seems to be required to avoid
|
|
an infrequently-encountered Windows bug. (See code for notes and
|
|
stackoverflow.com links.)
|
|
This setting is not persistent.</li>
|
|
<li>Reboot Security Sandbox. Discards the sandbox, creates a new one,
|
|
and reloads it. Only useful for exercising the sandbox code that
|
|
runs when the keep-alives are unsuccessful.</li>
|
|
<li>Applesoft to HTML. An experimental feature that formats an
|
|
Applesoft program as HTML.</li>
|
|
<li>Export Edit Commands. Outputs comments and notes in
|
|
SourceGen Edit Command format. This is an experimental feature.</li>
|
|
<li>Apply Edit Commands. Reads a file in SourceGen Edit Command
|
|
format and applies the commands.</li>
|
|
<li>Apply External Symbols. An experimental feature for turning platform
|
|
and project symbols into address labels. This will run through the list
|
|
of all symbols loaded from .sym65 files and find addresses that fall
|
|
within the bounds of the file. If it finds an address that is the start
|
|
of a code/data line and doesn't already have a user-supplied label,
|
|
and the platform symbol's label isn't already defined elsewhere, the
|
|
platform label will be applied. Useful when disassembling ROM images
|
|
or other code with an established set of public entry points.
|
|
(Tip: disable "analyze uncategorized data" from the project
|
|
properties editor first, as this will not set labels in the middle
|
|
of multi-byte data items.)</li>
|
|
</ul>
|
|
|
|
|
|
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|
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