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Add scripts and inline data to tutorials
Added an inline data formatting section to Tutorial2. Added a new section on extension scripts, using Scripts/Sample as the code.
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@ -53,7 +53,10 @@ stringtab
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dw string3
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copydone
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lda #$ff
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jsr PrintInlineZString
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asc 'Embedded!',00
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lda #$ff ;self-modifying code example
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sta _mod+1
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_mod lda #$00
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bne skipbrk
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@ -62,12 +65,12 @@ middat ds 4
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outdat ds 1
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skipbrk
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lda middat
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lda middat ;nearby-label example
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ora middat+1
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and middat+2
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eor middat+3
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ldx #$00
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ldx #$00 ;embedded instruction example
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dfb $2c
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rebr ldx #$01
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sta outdat
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@ -85,3 +88,27 @@ thing
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lda INPUT
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rts
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PrintInlineZString
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pla
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sta PTR1
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pla
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sta PTR1+1
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ldy #$01
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:loop lda (PTR1),Y
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beq strend
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ora #$80
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jsr $FDED
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iny
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bne :loop
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strend tya
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clc
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adc PTR1
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sta PTR1
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lda PTR1+1
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adc #$00
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pha
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lda PTR1
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pha
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rts
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@ -22,6 +22,7 @@ manual is recommended.</p>
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<li><a href="#basic-features">#1: Basic Features</a></li>
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<li><a href="#advanced-features">#2: Advanced Features</a></li>
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<li><a href="#address-table">#2a: Address Table Formatting</a></li>
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<li><a href="#extension-scripts">#2b: Extension Scripts</a></li>
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</ul>
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@ -410,9 +411,9 @@ went well, the operands should now read <code>LDA #<XDATA</code>
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and <code>LDA #>XDATA</code>.</p>
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<p>Let's give the pointer a name. Select line $203d, and use
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Actions > Create Local Variable Table to create an empty table.
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Click "New Symbol" on the right side. Set the Label field to "PTR1",
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the Value field to $02, and the width to 2 (it's a 2-byte pointer). Leave
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the Address button selected. Click "OK" to create the entry, and then
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Click "New Symbol" on the right side. Leave the Address button selected.
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Set the Label field to "PTR1", the Value field to $02, and the width
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to 2 (it's a 2-byte pointer). Click "OK" to create the entry, and then
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"OK" to update the table.</p>
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<p>There's now a ".var" statement (similar to a .equ) above line $203d,
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and the stores to $02/$03 have changed to "PTR1" and "PTR1+1".</p>
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@ -460,18 +461,42 @@ means the zero-flag is clear.)</p>
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you add an end-of-line comment, it appears after the cycle count.</p>
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<p>Hit Ctrl+S to save your project. Make that a habit.</p>
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<h4>Inline Data</h4>
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<p>Consider the code at address $206B. It's a JSR followed by some
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ASCII text, then a $00 byte, and then what might be code. Double-click
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on the JSR opcode to jump to $20AB to see the function. It pulls the
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call address off the stack, and uses it as a pointer. When it encounters
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a zero byte, it breaks out of the loop, pushes the adjusted pointer
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value back onto the stack, and returns.</p>
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<p>This is an example of "inline data", where a function uses the return
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address to get a pointer to data. The return address is adjusted to
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point past the inline data before returning (technically, it points at
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the very last byte of the inline data, because RTS jumps to address + 1).</p>
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<p>To format the data, we first need to tell SourceGen that there's data
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in line with the code. Select the line at address $206E, then
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shift-click the line at address $2077. Use Actions > Hint as Inline Data.</p>
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<p>The data turns to single-byte values, and we now see the code
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continuing at address $2078. We can format the data as string by
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using Actions > Edit Operand, setting the Character Encoding to "Low or
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High ASCII", and choosing "null-terminated strings".</p>
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<p>That's pretty straightforward, but this could quickly become tedious if
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there were a lot of these. SourceGen allows you to define scripts to
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automate common formatting tasks. This is covered in a later tutorial.</p>
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<h4>Odds & Ends</h4>
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<p>The rest of the code isn't really intended to do anything useful. It
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just exists to illustrate some odd situations.</p>
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<p>Look at the code starting at $206b. It ends with a BRK at $2074, which
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<p>Look at the code starting at $2078. It ends with a BRK at $2081, which
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as noted earlier is a bad sign. If you look two lines above the BRK,
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you'll see that it's loading the accumulator with zero, then doing a BNE,
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which should never be taken (note the cycle count for the BNE is 2). The
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trick is in the two lines before that, which use self-modifying code to
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change the LDA immediate operand from $00 to $ff. The BNE is actually
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a branch-always.</p>
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<p>We can fix this by correcting the status flags. Select line $2072,
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<p>We can fix this by correcting the status flags. Select line $207F,
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and then Actions > Override Status Flags. This lets us specify what
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the flags should be before the instruction is executed. For each flag,
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we can override the default behavior and specify that the flag is
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@ -481,13 +506,13 @@ in the "Z" column click on the button in the "Zero" row. Click "OK". The
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BNE is now an always-taken branch, and the code list rearranges itself
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appropriately (and the cycle count is now 3).</p>
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<p>Continuing on, the code at $2079 touches a few consecutive locations. Edit
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the label on line $2074, setting it to "STUFF". Notice how the references
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to $2074 through $2077 have changed from auto-generated labels to
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<p>Continuing on, the code at $2086 touches a few consecutive locations. Edit
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the label on line $2081, setting it to "STUFF". Notice how the references
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to $2081 through $2084 have changed from auto-generated labels to
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references to STUFF. For some projects this may be undesirable. Use
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Edit > Project Properties, then in the Analysis Parameters box
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un-check "Seek nearby targets", and click "OK". You'll notice that the
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references to $2075 and later have switched back to auto labels. If
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references to $2081 and later have switched back to auto labels. If
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you scroll up, you'll see that the references to PTR1+1 and PTR2+1 were
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not affected, because local variables use explicit widths rather
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than the "nearby" logic.</p>
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@ -495,7 +520,7 @@ than the "nearby" logic.</p>
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avoid explicitly labeling every part of a multi-byte data item. For now,
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use Edit > Undo to switch it back on.</p>
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<p>The code at $2085 looks a bit strange. <code>LDX</code>, then a
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<p>The code at $2092 looks a bit strange. <code>LDX</code>, then a
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<code>BIT</code> with a weird symbol, then another <code>LDX</code>. If
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you look at the "bytes" column, you'll notice that the three-byte
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<code>BIT</code> instruction has only one byte on its line. The
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@ -503,7 +528,7 @@ trick here is that the <code>LDX #$01</code> is embedded inside the
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<code>BIT</code> instruction. When the code runs through here, X is set
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to $00, then the <code>BIT</code> instruction sets some flags, then the
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<code>STA</code> runs. Several lines down there's a <code>BNE</code>
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to $2088, which is in the middle of the <code>BIT</code> instruction.
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to $2095, which is in the middle of the <code>BIT</code> instruction.
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It loads X with $01, then also continues to the <code>STA</code>.</p>
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<p>Embedded instructions are unusual but not unheard-of. (This trick is
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used extensively in Microsoft BASICs, such as Applesoft.) When you see the
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@ -513,9 +538,7 @@ on.</p>
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<h2><a name="address-table">Tutorial #2a: Address Table Formatting</a></h2>
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<p>This tutorial covers one specific feature.</p>
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<h3>Formatting a Split-Address Table</h3>
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<p><i>This tutorial covers one specific feature.</i></p>
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<p>Start a new project. Select the Apple //e platform, click Select File
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and navigate to the Examples directory. In A2-Amper-fdraw, select
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@ -588,6 +611,59 @@ code entry point hint -- but did several of them at once.</p>
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SourceGen asks for confirmation, click Discard & Continue.</p>
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<h2><a name="extension-scripts">Tutorial #2b: Extension Scripts</a></h2>
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<p><i>This tutorial covers one specific feature.</i></p>
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<p>Some repetitive formatting tasks can be handled with automatic scripts.
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This is especially useful for inline data, which confuses the disassembler
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because code is expected.</p>
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<p>An earlier tutorial demonstrated how to manually mark bytes as
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inline data. We're going to do it a faster way. For this tutorial,
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start a new project with "Generic 6502", and in the SourceGen
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installation directory find the Examples directory, open the Scripts
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subdirectory, and select "Sample".</p>
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<p>We'll need to load scripts from the project directory, so we have to
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save the project. File > Save, call it the default name (Sample.dis65).</p>
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<p>Take a look at the disassembly listing. The file starts with a JSR
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followed by a string that begins with a small number. This appears to be
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a string with a leading length byte. We want to load a script that
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can handle that, so use Edit > Project Properties, select the
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Extension Scripts tab, click "Add Scripts from Project", and then
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the file "InlineL1String.cs". Click OK.</p>
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<p>Nothing happened. If you look at the script (and you know some C#),
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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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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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<p>The next JSR appears to be followed by a null-terminated string, so
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we'll need something that handles that. Go back into Project Properties
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and add the script "InlineNullTermString.cs".</p>
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<p>This script is slightly different, in that it handles any JSR to a label
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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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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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<p>The entire project is now nicely formatted. In a real project the
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"Print Inline" locations would be actual print functions, not just RTS
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instructions, and there would be multiple JSRs to a single function.
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So labeling a single print function could format dozens of inline strings
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and clean up the disassembly automatically.</p>
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<p>Extension scripts can make your life much easier, but they do require
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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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<h2>End of Tutorials</h2>
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<p>That's it for the tutorials. Significantly more detail on
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