mirror of
https://github.com/fadden/6502bench.git
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Add visualization tutorial
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.
This commit is contained in:
parent
e00c07901a
commit
1759317c8c
@ -125,7 +125,7 @@ namespace CommonWPF {
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// Step 2: determine the size of the largest image. This will become the logical
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// size of the animated GIF.
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//
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// TODO: We have an opportunity to replace all of the local color tables with a
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// TODO(maybe): We have an opportunity to replace all of the local color tables with a
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// single global color table. This is only possible if all of the local tables are
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// identical and the transparency values in the GCE also match up. (Well, it's
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// otherwise *possible*, but we'd need to decode, update palettes and pixels, and
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@ -314,7 +314,8 @@ namespace SourceGen {
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for (int i = 0; i < newCount; i++) {
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mList.Insert(startIndex, null);
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}
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// TODO: can we null out existing entries, and just insert/remove when counts differ?
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// TODO(someday): can we null out existing entries, and just insert/remove when
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// counts differ?
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if (oldCount != newCount) {
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SelectedIndices = new DisplayListSelection(mList.Count);
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@ -323,9 +324,9 @@ namespace SourceGen {
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OnPropertyChanged(CountString);
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OnPropertyChanged(IndexerName);
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// TODO(performance): this causes the ListView to format the entire listing, despite
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// TODO: this causes the ListView to format the entire listing, despite
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// being virtual. So we're regenerating the entire list after something trivial,
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// like renaming a label. Need to figure this out.
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// like renaming a label, which hampers performance. Need to figure this out.
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OnCollectionReset();
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}
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80
SourceGen/Examples/Tutorial/Source/Tutorial5.S
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80
SourceGen/Examples/Tutorial/Source/Tutorial5.S
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@ -0,0 +1,80 @@
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; Copyright 2019 faddenSoft. All Rights Reserved.
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; See the LICENSE.txt file for distribution terms (Apache 2.0).
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;
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; Assembler: Merlin 32
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org $1000
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ENTRY
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lda bitmapX
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lda bitmapO
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lda bitmapBoard
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rts
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; Each pixel is represented by a single bit. Leftmost pixel is in high bit.
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bitmapX ;1x8
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dfb %10000010 ; X.....X.
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dfb %01000100 ; .X...X..
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dfb %00101000 ; ..X.X...
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dfb %00010000 ; ...X....
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dfb %00101000 ; ..X.X...
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dfb %01000100 ; .X...X..
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dfb %10000010 ; X.....X.
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dfb %00000000 ; ........
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bitmapO ;1x8
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dfb %00111000 ; ..OOO...
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dfb %01000100 ; .O...O..
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dfb %10000010 ; O.....O.
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dfb %10000010 ; O.....O.
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dfb %10000010 ; O.....O.
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dfb %01000100 ; .O...O..
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dfb %00111000 ; ..OOO...
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dfb %00000000 ; ........
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bitmapBoard ;5x40, stride=8
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex fffffffffeCCCCCC ; ######## ######## ######## ######## #######.
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hex fffffffffeCCCCCC ; ######## ######## ######## ######## #######.
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hex fffffffffeCCCCCC ; ######## ######## ######## ######## #######.
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hex fffffffffeCCCCCC ; ######## ######## ######## ######## #######.
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hex fffffffffeCCCCCC ; ######## ######## ######## ######## #######.
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hex fffffffffeCCCCCC ; ######## ######## ######## ######## #######.
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hex fffffffffeCCCCCC ; ######## ######## ######## ######## #######.
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex fffffffffeCCCCCC ; ######## ######## ######## ######## #######.
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hex fffffffffeCCCCCC ; ######## ######## ######## ######## #######.
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hex fffffffffeCCCCCC ; ######## ######## ######## ######## #######.
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hex fffffffffeCCCCCC ; ######## ######## ######## ######## #######.
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hex fffffffffeCCCCCC ; ######## ######## ######## ######## #######.
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hex fffffffffeCCCCCC ; ######## ######## ######## ######## #######.
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hex fffffffffeCCCCCC ; ######## ######## ######## ######## #######.
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex 00fe00fe00CCCCCC ; ........ #######. ........ #######. ........
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hex 0000000000CCCCCC ; ........ ........ ........ ........ ........
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BIN
SourceGen/Examples/Tutorial/Tutorial5
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BIN
SourceGen/Examples/Tutorial/Tutorial5
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Binary file not shown.
155
SourceGen/Examples/Tutorial/VisTutorial5.cs
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155
SourceGen/Examples/Tutorial/VisTutorial5.cs
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@ -0,0 +1,155 @@
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/*
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* Copyright 2019 faddenSoft
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using System.Collections.ObjectModel;
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using PluginCommon;
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namespace Tutorial {
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public class VisTutorial5 : MarshalByRefObject, IPlugin, IPlugin_Visualizer {
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// IPlugin
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public string Identifier {
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get { return "Tutorial Visualizer"; }
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}
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private IApplication mAppRef;
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private byte[] mFileData;
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// Visualization identifiers; DO NOT change or projects that use them will break.
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private const string VIS_GEN_BITMAP = "tutorial-bitmap";
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private const string P_OFFSET = "offset";
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private const string P_BYTE_WIDTH = "byteWidth";
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private const string P_HEIGHT = "height";
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private const string P_ROW_STRIDE = "rowStride";
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private const int MAX_DIM = 4096;
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// Visualization descriptors.
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private VisDescr[] mDescriptors = new VisDescr[] {
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new VisDescr(VIS_GEN_BITMAP, "Tutorial Bitmap", VisDescr.VisType.Bitmap,
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new VisParamDescr[] {
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new VisParamDescr("File offset (hex)",
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P_OFFSET, typeof(int), 0, 0x00ffffff, VisParamDescr.SpecialMode.Offset, 0),
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new VisParamDescr("Width (in bytes)",
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P_BYTE_WIDTH, typeof(int), 1, 64, 0, 1),
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new VisParamDescr("Height",
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P_HEIGHT, typeof(int), 1, 512, 0, 1),
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new VisParamDescr("Row stride (bytes)",
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P_ROW_STRIDE, typeof(int), 0, 256, 0, 0),
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})
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};
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// IPlugin
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public void Prepare(IApplication appRef, byte[] fileData, AddressTranslate addrTrans) {
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mAppRef = appRef;
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mFileData = fileData;
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}
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// IPlugin
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public void Unprepare() {
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mAppRef = null;
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mFileData = null;
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}
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// IPlugin_Visualizer
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public VisDescr[] GetVisGenDescrs() {
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if (mFileData == null) {
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return null;
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}
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return mDescriptors;
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}
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// IPlugin_Visualizer
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public IVisualization2d Generate2d(VisDescr descr,
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ReadOnlyDictionary<string, object> parms) {
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switch (descr.Ident) {
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case VIS_GEN_BITMAP:
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return GenerateBitmap(parms);
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default:
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mAppRef.ReportError("Unknown ident " + descr.Ident);
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return null;
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}
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}
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private IVisualization2d GenerateBitmap(ReadOnlyDictionary<string, object> parms) {
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int offset = Util.GetFromObjDict(parms, P_OFFSET, 0);
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int byteWidth = Util.GetFromObjDict(parms, P_BYTE_WIDTH, 1);
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int height = Util.GetFromObjDict(parms, P_HEIGHT, 1);
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int rowStride = Util.GetFromObjDict(parms, P_ROW_STRIDE, 0);
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if (rowStride == 0) {
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rowStride = byteWidth; // provide nice default when stride==0
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}
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if (offset < 0 || offset >= mFileData.Length ||
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byteWidth <= 0 || byteWidth > MAX_DIM ||
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height <= 0 || height > MAX_DIM) {
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mAppRef.ReportError("Invalid parameter");
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return null;
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}
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if (rowStride < byteWidth || rowStride > MAX_DIM) {
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mAppRef.ReportError("Invalid row stride");
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return null;
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}
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int lastOffset = offset + rowStride * height - 1;
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if (lastOffset >= mFileData.Length) {
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mAppRef.ReportError("Bitmap runs off end of file (last offset +" +
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lastOffset.ToString("x6") + ")");
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return null;
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}
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VisBitmap8 vb = new VisBitmap8(byteWidth * 8, height);
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SetPalette(vb);
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// Convert bits to pixels.
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for (int row = 0; row < height; row++) {
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for (int byteCol = 0; byteCol < byteWidth; byteCol++) {
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byte val = mFileData[offset + row * rowStride + byteCol];
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for (int bit = 0; bit < 8; bit++) {
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if ((val & 0x80) != 0) {
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vb.SetPixelIndex(byteCol * 8 + bit, row, (byte)Color.Solid);
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} else {
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vb.SetPixelIndex(byteCol * 8 + bit, row, (byte)Color.Transparent);
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}
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val <<= 1;
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}
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}
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}
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return vb;
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}
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private int RevBits(int val, int count) {
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int result = 0;
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for (int i = 0; i < count; i++) {
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result <<= 1;
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result |= val & 0x01;
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val >>= 1;
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}
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return result;
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}
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private enum Color : byte {
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Transparent = 0,
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Solid = 1,
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}
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private void SetPalette(VisBitmap8 vb) {
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vb.AddColor(0, 0, 0, 0); // 0=transparent
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vb.AddColor(0xff, 0x20, 0x20, 0xff); // 1=solid
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}
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}
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}
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@ -1140,7 +1140,7 @@ namespace SourceGen {
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// isn't the ORG at the start of the file. (This may temporarily do
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// double-spacing if we do a partial update, because we won't be able to
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// "see" the previous line. Harmless.)
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// TODO: consider always adding blanks, and doing a fix-up pass afterward.
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// TODO(maybe): consider always adding blanks, and doing a fix-up pass afterward.
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// (but keep in mind that blank lines should always come above things)
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//
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// Interesting case:
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@ -3380,7 +3380,8 @@ namespace SourceGen {
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/// Converts the ListView's selected items into a set of offsets. If a line
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/// spans multiple offsets (e.g. a 3-byte instruction), offsets for every
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/// byte are included.
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///
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/// </summary>
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/// <remarks>
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/// Contiguous regions with user labels or address changes are split into
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/// independent regions by using a serial number for the range type. Same for
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/// long comments and notes.
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@ -3390,7 +3391,7 @@ namespace SourceGen {
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/// or a string. It should not be possible to select part of a formatted section,
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/// unless the user has been playing weird games with type hints to get overlapping
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/// format descriptors.
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/// </summary>
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/// </remarks>
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/// <returns>TypedRangeSet with all offsets.</returns>
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private TypedRangeSet GroupedOffsetSetFromSelected() {
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TypedRangeSet rs = new TypedRangeSet();
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@ -23,6 +23,7 @@ manual is recommended.</p>
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<li><a href="#advanced-features">#2: Advanced Features</a></li>
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<li><a href="#address-tables">#3: Address Table Formatting</a></li>
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<li><a href="#extension-scripts">#4: Extension Scripts</a></li>
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<li><a href="#visualizations">#5: Visualizations</a></li>
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</ul>
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@ -203,9 +204,9 @@ comment, and hit Enter. Your comment appears in the "comment" column.</p>
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<p>Select the line with address $2003 ("CMP #$04"), then
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Actions > Edit Operand. This allows you to pick how you want the
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operand to look. It's currently set to Default, which for an 8-bit
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operand to look. It's currently set to "Default", which for an 8-bit
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immediate argument means it's shown as a hexadecimal value. Click
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Binary, then OK. It now appears as a binary value.</p>
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"Binary", then "OK". It now appears as a binary value.</p>
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<p>The operand in the LDA instruction at line $2000 refers to an address
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($3000) that isn't part of the file. We want to create an equate directive to
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@ -375,6 +376,8 @@ it should always match exactly.)</p>
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<p>At this point you know enough to work with a SourceGen project. Continue
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on to the next tutorial to learn more.</p>
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<hr/>
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<h2><a name="advanced-features">Tutorial #2: Advanced Features</a></h2>
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@ -573,6 +576,8 @@ used extensively in Microsoft BASICs, such as Applesoft.) When you see the
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extra symbol in the opcode field, you need to look closely at what's going
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on.</p>
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<hr/>
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<h2><a name="address-tables">Tutorial #3: Address Table Formatting</a></h2>
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@ -654,6 +659,8 @@ code entry point hint -- but did several of them at once.</p>
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<p>We don't want to save this project, so select File > Close. When
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SourceGen asks for confirmation, click Discard & Continue.</p>
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<hr/>
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<h2><a name="extension-scripts">Tutorial #4: Extension Scripts</a></h2>
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@ -681,7 +688,7 @@ you'll see that it's looking for a JSR to a function called
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"PrintInlineL1String". So let's give it one.</p>
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<p>Double-click the JSR operand ("L1026"), click "Create Label", and
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enter "PrintInlineL1String". Remember that labels are case-sensitive;
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you must enter it exactly as shown. Hit OK to accept the label, and OK
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you must enter it exactly as shown. Hit "OK" to accept the label, and "OK"
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to close the operand editor. If all went well, address $1003 should now be
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an L1 string "How long?", and adress $100D should be another JSR.</p>
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@ -692,7 +699,7 @@ and add the script "InlineNullTermString.cs".</p>
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that starts with "PrintInlineNullString". So let's give it a couple of
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those.</p>
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<p>Double-click the operand on line $100D ("L1027"), click Create Label,
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and set the label to "PrintInlineNullStringOne". Hit OK twice. That
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and set the label to "PrintInlineNullStringOne". Hit "OK" twice. That
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formatted the first one and got us to the next JSR. Repeat the process
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on line $1019 ("L1028"), setting the label to "PrintInlineNullStringTwo".</p>
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@ -706,6 +713,127 @@ strings and clean up the disassembly automatically.</p>
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some programming experience. See the
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<a href="advanced.html#extension-scripts">manual</a> for more details.</p>
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<hr/>
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<h2><a name="visualizations">Tutorial #5: Visualizations</a></h2>
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<p><i>This tutorial covers one specific feature.</i></p>
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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 "Generic 6502", and in the SourceGen Tutorial
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directory select "Tutorial5". 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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<p>The first thing we need to do is load an extension script that can
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decode this format. The RuntimeData directory has a few, but for this
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tutorial we're using a custom one. Select Edit > Project Properties,
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select the Extension Scripts tab, and click "Add Scripts from Project".
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Double-click on "VisTutorial5.cs", then click "OK".</p>
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<p>The address of the three bitmaps are helpfully identified by the
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load instructions at the top of the file. Select the first one at
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address $100A, then Actions > Create/Edit Visualization Set. In
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the window that opens, click "New Bitmap".</p>
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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
|
||||
the file the bitmap starts; note this is an offset, not an address
|
||||
(that way, if you change the address, your visualizations don't break).
|
||||
This is followed by the bitmap's width in bytes, and the bitmap's height.
|
||||
Because we have 8 pixels per byte, we're currently showing a 1x1 image.
|
||||
We'll come back to row stride.</p>
|
||||
<p>We happen to know (by playing the game and/or reading the fictitious
|
||||
drawing code) that the image is 8x8, so change the value in the height
|
||||
field to 8. As soon as you do, the preview window shows a big blue 'X'.
|
||||
(The 'X' is 7x7; the last row/column of pixels are transparent so adjacent
|
||||
images don't blend into each other.)</p>
|
||||
<p>Let's try doing it wrong. Add a 0 to make the height 80. You can see
|
||||
some additional bitmap data. Add another 0 to make it 800. Now you get
|
||||
a big red X, and the "Height" parameter is shown in red. That's because
|
||||
the maximum value for the height is 512, as shown by "[1,512]" on the
|
||||
right.</p>
|
||||
<p>Change it back to 8, and hit "OK". Hit "OK" in the Edit Visualization
|
||||
Set window as well. You should now see the blue 'X' in the code listing
|
||||
above line $100A.</p>
|
||||
|
||||
<p>Repeat the process at line $1012: select the line, create a visualization
|
||||
set, create a new bitmap, set the height to 8, click "OK" twice.</p>
|
||||
|
||||
<p>Repeat the process at line $101A, but this time the image is 40x40
|
||||
rather than 8x8. Set the width to 5, and the height to 40. This makes
|
||||
a mess.</p>
|
||||
<p>In this case, the bitmap data is 5 bytes wide, but the data is stored
|
||||
as 8 bytes per row. This is known as the "stride" or "pitch" of the row.
|
||||
To tell the visualizer to skip the last 3 bytes on each row, set the
|
||||
"Row stride (bytes)" field to 8. Now we have a proper Tic-Tac-Toe grid.
|
||||
Note that it fills the preview window just as the 'X' and 'O' did, even
|
||||
though it's 5x as large. The preview window scales everything up.</p>
|
||||
<p>Let's format the bitmap data. Select line $101A, then shift-click the
|
||||
last line in the file ($1159). Actions > Edit Operand. Select
|
||||
"densely-packed bytes", and click "OK". This is perhaps a little too
|
||||
dense. Open the operand editor again, but this time select the
|
||||
densely-packed bytes sub-option "...with a limit", and set the limit
|
||||
to 8 bytes per line. Instead of one very dense statement spread across
|
||||
a few lines, you get one line of code per row of bitmap. If you prefer
|
||||
to see individual bytes, you can use Edit > Settings, select the
|
||||
Display Format tab, and check "use comma-separated format for bulk data".
|
||||
This can make it a bit easier to read.</p>
|
||||
|
||||
<h4>Animations</h4>
|
||||
|
||||
<p>Some graphics represent individual frames in an animated sequence.
|
||||
You can convert those as well. Double-click on the blue 'X' to open
|
||||
the visualization set editor, then click "New Bitmap Animation". This
|
||||
opens the Bitmap Animation Editor.</p>
|
||||
<p>Let's try it with our Tic-Tac-Toe board pieces. From the list on the
|
||||
left, select the blue 'X' and click "Add", then click the 'O' and click
|
||||
"Add". Below the list, set the frame delay to 500. Near the bottom,
|
||||
click "Start / Stop. This causes the animation to play in a loop. You
|
||||
can use the controls to add and remove items, change their order, and change
|
||||
the animation speed. You can add the grid to the animation set, but the
|
||||
preview scales the bitmaps up to full size, so it may not look the way
|
||||
you expect.</p>
|
||||
<p>Hit "OK" to save the animation, then "OK" to update the visualization set.
|
||||
The code list now shows two entries, one of which has a blue triangle
|
||||
superimposed. You can have as many bitmaps an animations on a line
|
||||
as you want.</p>
|
||||
<p>If you have a lot of bitmaps it can be helpful to give them meaningful
|
||||
names, so that they're easy to identify and sort together in the list.
|
||||
The "tag" field at the top of the editor windows lets you give things
|
||||
names. Tags must be unique.</p>
|
||||
|
||||
<h4>Other Notes</h4>
|
||||
|
||||
<p>The visualization editor is intended to be very dynamic, showing the
|
||||
results of parameter changes immediately. This can be helpful if you're
|
||||
not exactly sure what the size or format of a bitmap is. Just keep
|
||||
tweaking values until it looks right.</p>
|
||||
|
||||
<p>Visualization generators are defined by extension scripts. If you're
|
||||
disassembling a program with a totally custom way of storing graphics,
|
||||
you can write a totally custom visualizer and distribute it with the
|
||||
project. Because the file offset is a parameter, you're not limited to
|
||||
placing visualizations at the start of the graphic data -- you can put
|
||||
them on any code or data line.</p>
|
||||
|
||||
<p>Visualizations have no effect on assembly source code generation,
|
||||
but they do appear in code exported to HTML. Bitmaps are converted to GIF
|
||||
images, and animations become animated GIFs.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>End of Tutorials</h2>
|
||||
|
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Reference in New Issue
Block a user