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Document visualizations
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@ -164,9 +164,10 @@ Interfaces.cs in the PluginCommon directory. <b>Bear in mind that this
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feature is still evolving, and the interfaces may change significantly
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in the near future.</b></p>
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<p>The current interfaces can be used to identify inline data that follows
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JSR, JSL, or BRK instructions, and to format operands. The latter can be
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useful for replacing immediate load operands with symbolic constants.</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 useful for replacing immediate
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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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@ -190,16 +191,17 @@ 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 set
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the IncludeDebugInformation flag to true when compiling scripts. This
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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, SourceGen will recompile the script, but the old .PDB
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file will still be open by VisualStudio and you'll get error messages.</p>
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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 get error messages.</p>
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<p>Some commonly useful functions are defined in the PluginCommon.Util class,
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which is available to plugins. These call into the CommonUtil library,
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which is shared with SourceGen.
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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 can use CommonUtil directly, they should avoid doing so. The
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APIs there are not guaranteed to be stable, so plugins that rely on them
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may break in a subsequent release of SourceGen.</p>
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@ -338,9 +340,9 @@ not help you debug 6502 projects.</p>
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symbols loaded from .sym65 files and find addresses that fall within
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the bounds of the file. If it finds an address that is the start
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of a code/data line and doesn't already have a user-supplied label,
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the platform symbol's label will be applied. Useful for
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disassembling ROM images or other code with an established set of
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public entry points.
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and the platform symbol's label isn't already defined elsewhere, the
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platform label will be applied. Useful when disassembling ROM images
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or other code with an established set of public entry points.
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(Tip: disable "analyze uncategorized data" from the project
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properties editor first.)</li>
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</ul>
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@ -69,6 +69,13 @@ and 65816 code. The official web site is
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</ul></li>
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</ul></li>
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<li><a href="visualization.html">Visualizations</a>
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<ul>
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<li><a href="visualization.html#overview">Overview</a></li>
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<li><a href="visualization.html#vis-and-sets">Visualizations and Visualization Sets</a></li>
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<li><a href="visualization.html#runtime">Scripts Included with SourceGen</a></li>
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</ul></li>
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<li><a href="editors.html">Editors</a>
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<ul>
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<li><a href="editors.html#address">Edit Address</a></li>
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@ -5,12 +5,12 @@
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<meta content="text/html; charset=utf-8" http-equiv="Content-Type" />
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<meta name="viewport" content="width=device-width, initial-scale=1" />
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<link href="main.css" rel="stylesheet" type="text/css" />
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<title>Main Window - 6502bench SourceGen</title>
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<title>Using SourceGen - 6502bench SourceGen</title>
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</head>
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<body>
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<div id="content">
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<h1>6502bench SourceGen: Main Window</h1>
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<h1>6502bench SourceGen: Using SourceGen</h1>
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<p><a href="index.html">Back to index</a></p>
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<h2><a name="starting-new">Starting a New Project</a></h2>
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@ -192,6 +192,8 @@ enabled will depend on what you have selected in the main window.</p>
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<li><a href="editors.html#lvtable">Edit Prior Local Variable Table</a>.
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Modify or delete entries in the most recently defined local
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variable table.</li>
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<li><a href="visualization.html#vis-and-sets">Create/Edit Visualization Set</a>.
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Create a new visualization set or edit an existing set.</li>
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<li><a href="#hints">Hinting</a> (Hint As Code Entry Point, Hint As
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Data Start, Hint As Inline Data, Remove Hints). Enabled when one or more
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139
SourceGen/RuntimeData/Help/visualization.html
Normal file
139
SourceGen/RuntimeData/Help/visualization.html
Normal file
@ -0,0 +1,139 @@
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<html xmlns="http://www.w3.org/1999/xhtml">
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<head>
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<meta content="text/html; charset=utf-8" http-equiv="Content-Type" />
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<meta name="viewport" content="width=device-width, initial-scale=1" />
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<link href="main.css" rel="stylesheet" type="text/css" />
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<title>Visualizations - 6502bench SourceGen</title>
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</head>
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<body>
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<div id="content">
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<h1>6502bench SourceGen: Visualizations</h1>
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<p><a href="index.html">Back to index</a></p>
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<h2><a name="overview">Overview</a></h2>
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<p>Programs are generally a combination of code and data. Sometimes
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the data is graphical in nature, e.g. a bitmap used as a font or
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game sprite. Being able to see the data in graphic form can make it
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easier to determine the purpose of associated code.</p>
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<p>While modern systems use GIF, JPEG, and PNG to hold 2D bitmaps,
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graphical elements embedded in 6502 applications are almost always
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in a platform-specific form. For this reason, the task of generating
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images from data is performed by
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<a href="advanced.html#extension-scripts">extension scripts</a>. Some
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scripts for common formats are included in the SourceGen runtime directory.
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If these don't do what you need, you can write your own scripts and
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include them in your project.</p>
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<p>The project file doesn't store the converted graphics. Instead, the
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project file holds a string that identifies the converter, and a list of
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parameters that are passed to the converter. Images are generated when
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the project is first opened, and updated if the set of loaded extension
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scripts changes.</p>
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<p>Visualizations are not included in generated assembly output. They
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may be included in HTML exports.</p>
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<h2><a name="vis-and-sets">Visualizations and Visualization Sets</a></h2>
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<p>Visualizations are essentially decorative: they do not affect the
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assembled output, and do not change how code is analyzed. They are
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contained in sets that are placed at arbitrary offsets. Each set can
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contain multiple items. For example, if a file has data for
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10 bitmaps, you can place a visualization near each, or create a single
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visualization set with all 10 items and put it at the start of the file.</p>
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<p>To create a visualization set, select a code or data line, and use
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Actions > Create/Edit Visualization Set. To edit a visualization set,
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select it and use the same menu item, or just double-click on it. This
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opens the Visualization Set Editor window.</p>
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<p>The visualization set editor shows a list of visualizations associated
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with the selected file offset. You can create a new visualization, edit
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or remove an existing entry, or rearrange them.
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If you select "New Bitmap" or edit an existing bitmap entry, the
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Bitmap Visualization Editor window will open.</p>
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<h4>Bitmap Visualization Editor</h4>
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<p>The combo box at the top of the screen lists every bitmap visualization
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generator defined by an active extension script. Select the one that is
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appropriate for the data you're trying to visualize. Every visualizer may
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have different parameters, so as you select different entries the set of
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input parameters below the preview window may change.</p>
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<p>The "tag" is a unique string that will be shown in the display list.
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This is not a label, and may contain any characters you want (but leading
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and trailing whitespace will be trimmed). The only requirement is that
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it be unique among visualization tags.</p>
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<p>The preview window shows the visualizer output. The generated image is
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expanded to fill the window, so small images will be shown with very
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large pixels.
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If you resize the editor window, the preview window will expand, which
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can make it easier to see detail on larger images.
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If the generator fails, the preview window will show a red 'X', and an
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error message will appear below it.</p>
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<p>Parameters may be numeric or boolean. The latter use a simple checkbox,
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the former a text entry field that accepts decimal and hexadecimal values.
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The range of allowable values is shown to the right of the entry field.
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If you enter an invalid value, the parameter description will turn red.</p>
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<h2><a name="runtime">Scripts Included with SourceGen</a></h2>
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<p>A number of visualization generation scripts are included with
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SourceGen, in the platform-specific runtime data directories.</p>
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<p>Most generators will take the file offset, bitmap width, and bitmap
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height as parameters. Offsets are handled as they are elsewhere, i.e.
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always in hexadecimal, with a leading '+'.
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Some less-common parameters include:</p>
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<ul>
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<li><b>Row stride</b> - number of bytes used to hold a row. This
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is used when a row has padding on the end, e.g. a bitmap that's
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7 bytes wide might be padded to 8 for easy indexing. If you set
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this to zero the visualizer will default to no padding
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(stride == width).</li>
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<li><b>Column stride</b> - number of bytes used to hold a column.
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This is uncommon, but could be used if (say) a pair of bitmaps
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was stored with interleaved bytes. If you set this to zero the
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visualizer will default to no interleave (stride == 1).</li>
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</ul>
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<h3>Apple II - VisHiRes</h3>
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<p>There is no standard format for small hi-res bitmaps, but certain
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arrangements are common. The script defines three generators:</p>
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<ul>
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<li><b>Hi-Res Bitmap</b> - converts an MxN row-major bitmap.</li>
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<li><b>Hi-Res Bitmap Font</b> - converts a series of MxN row-major
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bitmaps. This is intended for hi-res fonts, which are typically
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8 bytes per entry, stored one after another. These are always
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converted as monochrome, and have a 1-pixel transparent gap
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between elements.</li>
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<li><b>Hi-Res Screen Image</b> - used for 8KiB screen images. The
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data is linearized and converted to a 280x192 bitmap.</li>
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</ul>
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<p>Widths are specified in bytes, not pixels. Each byte represents 7
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pixels (with some hand-waving).</p>
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<p>In addition to offset, dimensions, and stride values, the bitmap
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converter has a checkbox for monochrome or color, and a checkbox that
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will cause the first byte to be treated as an odd column rather than
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an event one. The odd/even setting affects green/purple and orange/blue,
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but has no effect on black or white.</p>
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<p>The converter generates one output pixel for every source pixel, so
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half-pixel shifts are not rendered.</p>
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</div>
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<div id="footer">
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<p><a href="index.html">Back to index</a></p>
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</div>
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</body>
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<!-- Copyright 2019 faddenSoft -->
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</html>
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