Bitmap fonts are a series of (usually) 1x8 bitmaps, which we arrange
into a grid of cells.
Screen images are useful for embedded screens, or for people who want
to display stand-alone image files as disassembly projects.
Various improvements:
- Switched to ReadOnlyDictionary in Visualization to make it clear
that the parameter dictionary should not be modified.
- Added a warning to the Visualization Set editor that appears when
there are no plugins that implement a visualizer.
- Make sure an item is selected in the set editor after edit/remove.
- Replaced the checkerboard background with one that's a little bit
more grey, so it's more distinct from white pixel data.
- Added a new Apple II hi-res color converter whose output more
closely matches KEGS and AppleWin RGB.
- Added VisHiRes.cs to some Apple II system definitions.
- Added some test bitmaps for Apple II hi-res to the test directory.
(These are not part of an automated test.)
Thumbnails are now visible in the main list and in the visualization
set editor. They're generated on first need, and regenerated when
the set of plugins changes.
Added a checkerboard background for the visualization editor bitmap
preview. (It looks all official now.)
The Visualization and Visualization Set editors are now fully
functional. You can create, edit, and rearrange sets, and they're
now stored in the project file.
Implemented Apple II hi-res bitmap conversion. Supports B&W and
color. Uses essentially the same algorithm as CiderPress.
Experimented with displaying non-text items in ListView. I assumed
it would work, since it's the sort of thing WPF is designed to do,
but it's always wise to approach with caution. Visualization Sets
now show a 64x64 button as a placeholder for the eventual thumbnail.
Some things were being flaky, which turned out to be because I
wasn't Prepare()ing the plugins before using them from Edit
Visualization. To make this a deterministic failure I added an
Unprepare() call that tells the plugin that we're all done.
NOTE: this breaks all existing plugins.
Added some rudimentary bitmap creation code. Got a test pattern
generated by the plugin to display in the app. (Most of the time
required for this was spent figuring out how bitmaps are handled
in WPF.)
Got parameter in/out working in EditVisualization dialog. Did some
rearranging in PluginCommon interfaces and data structures. Still
doesn't do anything useful.
Basic infrastructure for taking a list of parameters from a plugin
and turning it into a collection of UI controls, merging in values
from a Visualization object. Doesn't yet do anything useful.
WPF makes the hard things easy and the easy things hard. This was
a hard thing, so it was easy to do (with some helpful sample code).
Yay WPF?
While disassembling some code I found that I wanted the ROM entry
points, but the zero page usage was significantly different and the
ROM labels were distracting. Splitting the symbol file in two was
a possibility, but I'm afraid this will lead to a very large
collection of very small files, and we'll lose any sense of relation
between the ROM entry points and the ZP addresses used to pass
arguments.
Platform symbols have the lowest priority when resolving by address,
but using that to hide the unwanted labels requires creating project
symbols or local variables for things that you might not know what
they do yet. It's possible to hide a platform symbol by adding
another symbol with the same label and an invalid value.
This change formalizes and extends the "hiding" of platform symbols
to full erasure, so that they don't clutter up the symbol table.
This also tightens up the platform symbol parser to only accept
values in the range 0 <= value <= 0x00ffffff (24-bit positive
integers).
An "F8-ROM-nozp" symbol file is now part of the standard set. A
project can include that to erase the zero-page definitions.
(I'm not entirely convinced this is the right approach, so I'm not
doing this treatment on other symbol files... consider this an
experiment. Another approach would be some sort of conditional
inclusion, or perhaps erase-by-tag, but that requires some UI work
in the app to define what you want included or excluded.)
- Allow user to "unnecessarily" set an address override. This is
a handy thing to do when dealing with code that does a lot of
relocations.
- Moved "save needed" text to the end of the title string.
- Updated F8-ROM syms.
- Added ProDOS 8 error code constants
Mark the "info" window as read-only.
When the project closes, clear the contents of the Symbols and
Notes windows.
Clarify some Apple II I/O definitions.
Sort of silly to have every handler immediately pull the operand out
of the file data. (This is arguably less efficient, since we now
have to serialize the argument across the AppDomain boundary, but
we should be okay spending a few extra nanoseconds here.)
We were failing to update properly when a label changed if the label
was one that a plugin cared about. The problem is that a label
add/remove operation skips the code analysis, and a label edit skips
everything but the display update. Plugins only run during the code
analysis pass, so changes weren't being reflected in the display
list until something caused it to refresh.
The solution is to ask the plugin if the label being changed is one
that it cares about. This allows the plugin to use the same
wildcard-match logic that it uses elsewhere.
For efficiency, and to reduce clutter in plugins that don't care
about symbols, a new interface class has been created to handle the
"here are the symbols" call and the "do you care about this label"
call.
The program in Examples/Scripts has been updated to show a very
simple single-call plugin and a slightly more complex multi-call
plugin.
Early data sheets listed BRK as one byte, but RTI after a BRK skips
the following byte, effectively making BRK a 2-byte instruction.
Sometimes, such as when diassembling Apple /// SOS code, it's handy
to treat it that way explicitly.
This change makes two-byte BRKs optional, controlled by a checkbox
in the project settings. In the system definitions it defaults to
true for Apple ///, false for all others.
ACME doesn't allow BRK to have an arg, and cc65 only allows it for
65816 code (?), so it's emitted as a hex blob for those assemblers.
Anyone wishing to target those assemblers should stick to 1-byte mode.
Extension scripts have to switch between formatting one byte of
inline data and formatting an instruction with a one-byte operand.
A helper function has been added to the plugin Util class.
To get some regression test coverage, 2022-extension-scripts has
been configured to use two-byte BRK.
Also, added/corrected some SOS constants.
See also issue #44.
If it's a known function, apply basic numeric formatting to the
various fields. Primarily of value for the pathname and buffer
parameters, which are formatted as addresses.
Also, enable horizontal scrolling in the generic show-text dialog.
The current AddressMap is now passed into the plugin manager, which
wraps it in an AddressTranslate object and passes that to the
plugins at Prepare() time. This allows plugins to convert addresses
to offsets, making it possible to format complex structures.
This breaks existing plugins.
If we have a bug, or somebody edits the project file manually, we
can end up with a very wrong string, such as a null-terminated
string that isn't, or a DCI string that has a mix of high and low
ASCII from start to finish. We now check all incoming strings for
validity, and discard any that fail the test. The verification
code is shared with the extension script inline data formatter.
Also, added a comment to an F8-ROM symbol I stumbled over.
We were providing platform symbols to plugins through the PlatSym
list, which allowed them to find constants and well-known addresses.
We now pass all project symbols and user labels in as well. The
name "PlatSym" is no longer accurate, so the class has been renamed.
Also, added a bunch of things to the problem list viewer, and
added some more info to the Info panel.
Also, added a minor test to 2011-hinting that does not affect the
output (which is the point).
The ability to give explicit widths to local variables worked out
pretty well, so we're going to try adding the same thing to project
and platform symbols.
The first step is to allow widths to be specified in platform files,
and set with the project symbol editor. The DefSymbol editor is
also used for local variables, so a bit of dancing is required.
For platform/project symbols the width is optional, and is totally
ignored for constants. (For variables, constants are used for the
StackRel args, so the width is meaningful and required.)
We also now show the symbol's type (address or constant) and width
in the listing. This gets really distracting when overused, so we
only show it when the width is explicitly set. The default width
is 1, which most things will be, so users can make an aesthetic
choice there. (The place where widths make very little sense is when
the symbol represents a code entry point, rather than a data item.)
The maximum width of a local variable is now 256, but it's not
allowed to overlap with other variables or run of the end of the
direct page. The maximum width of a platform/project symbol is
65536, with bank-wrap behavior TBD.
The local variable table editor now refers to stack-relative
constants as such, rather than simply "constant", to make it clear
that it's not just defining an 8-bit constant.
Widths have been added to a handful of Apple II platform defs.
Added a blank line after local variable tables. Otherwise they
just sort of blend in with the stuff around them.
Put prefixes before the DOS 3.3 platform symbols.
Added a BAS_HBASH entry. We were getting BAS_HBASL and MON_GBASH
paired up, which looks weird.
Apply a very light tint to the preview section of the Edit Long
Comment dialog, to hint that the window is read-only.
I was using the plain names, but when you've got symbols like
READ and WAIT it's too easy to have a conflict and it's not plainly
obvious where something came from. Now all monitor symbols begin
with MON_, and Applesoft symbols begin with BAS_.
The Amper-fdraw example ended up with a few broken symbol refs,
because it was created before project/platform symbols followed the
"nearby" rules, and was explicitly naming LINNUM and AMPERV. I
switched the operands to default, and they now auto-format correctly.
I added a few more entries to Applesoft while I was at it.
A ".dd2 <address>" item would get linked to an internal label, but
references to external addresses weren't doing the appropriate
search through the platform/project symbol list.
This change altered the output of the 2019-local-variables test.
The previous behavior was restored by disabling "nearby" symbol
matching in the project properties.
Updated the "lookup symbol by address" function to ignore local
variables.
Also, minor updates to Applesoft and F8-ROM symbol tables.
Instead of providing no-op CheckJsr/CheckJsl, plugins now declare
which calls they support by defining interfaces on the plugin class.
I added a CheckBrk call for code like Apple /// SOS calls, which
use BRK as an OS call mechanism. The formatting doesn't work quite
right yet because I've been treating BRK as a two-byte instruction.
Hardly anything else does, and I think it's time I stopped (but not
in this commit).
Note: THIS BREAKS ALL PLUGINS that use the inline JSR/JSL feature,
which is pretty much all of them.
If PTR is defined as an external symbol, we were automatically
symbol-ifying PTR+1. Now we also symbolify PTR+2. This helps with
24-bit pointers on the 65816, and 16-bit "jump vectors", where the
address is preceded by a JMP opcode.
Removed the "AMPERV_" symbol I added to make the tutorial look
right.