First swing at a visualizer for Atari 2600 sprites and playfields.
Won't necessarily present an accurate view of what is displayed on
screen, but should provide a reasonable shape for data stored in
the obvious way.
The Adventure playfields looked squashed, so I added a simple row
duplication value.
Also, minor improvements to visualizers generally:
- Throw an exception, rather than an Assert, in VisBitmap8 when the
arguments are bad.
- Show the exception in the Visualization Edit dialog.
- If generation fails and we don't have an error message, show a
generic "stuff be broke" string.
- Set focus on OK button in Visualization Set Edit after editing,
so you can hit Enter twice after renaming a tag.
Various changes:
- Generally treat visualization sets like long comments and notes
when it comes to defining data region boundaries. (We were doing
this for selections; now we're also doing it for format-as-word
and in the data analyzer when scanning for strings/fill.)
- Clear the visualization cache when the address map is altered.
This is necessary for visualizers that dereference addresses.
- Read the Apple II screen image from a series of addresses rather
than a series of offsets. This allows it to work when the image
is contiguous in memory but split into chunks in the file.
- Put 1 pixel of padding around the images in the main code list,
so they don't blend into the background.
- Remember the last visualizer used, so we can re-use it the next
time the user selects "new".
- Move min-size hack from Loaded to ContentRendered, as it apparently
spoils CenterOwner placement.
Report visualization generation errors through an explicit
IApplication interface, instead of pulling messages out of the
DebugLog stream.
Declare that GetVisGenDescrs() is only called when the plugin is in
the "prepared" state, so that plugins can taylor the set based on
the contents of the file. (This could be used to set min/max on
the "offset" entries, but I want special handling for offsets, so
we might as well set it later.)
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?
It's pretty common for code to access BUFFER-1,X, but it's rare for
the buffer to live on zero page memory. More often than not we're
auto-formatting zero-page operands with a nearby symbol when they're
just simple variables. It's more confusing than useful, so we don't
do that anymore.
Updated documentation for non-unique label changes. Added a new
section to tutorial #1.
Updated examples to use non-unique labels and variable tables.
Tweaked the EditLabel radio button names.
Correct handling of local variables. We now correctly uniquify them
with regard to non-unique labels. Because local vars can effectively
have global scope we mostly want to treat them as global, but they're
uniquified relative to other globals very late in the process, so we
can't just throw them in the symbol table and be done. Fortunately
local variables exist in a separate namespace, so we just need to
uniquify the variables relative to the post-localization symbol table.
In other words, we take the symbol table, apply the label map, and
rename any variable that clashes.
This also fixes an older problem where we weren't masking the
leading '_' on variable labels when generating 64tass output.
The code list now makes non-unique labels obvious, but you can't tell
the difference between unique global and unique local. What's more,
the default type value in Edit Label is now adjusted to Global for
unique locals that were auto-generated. To make it a bit easier to
figure out what's what, the Info panel now has a "label type" line
that reports the type.
The 2023-non-unique-labels test had some additional tests added to
exercise conflicts with local variables. The 2019-local-variables
test output changed slightly because the de-duplicated variable
naming convention was simplified.
Implemented assembly source generation of non-unique local labels.
The new 2023-non-unique-labels test exercises various edge cases
(though we're still missing local variable interaction).
The format of uniquified labels changed slightly, so the expected
output of 2012-label-localizer needed to be updated.
This changes the "no opcode mnemonics" and "mask leading underscores"
functions into integrated parts of the label localization process.
The label localizer is now always on. The regression tests turned
it off by default, but that's no longer allowed, so the generated
output has changed for many of them. The tests themselves were not
altered.
Update the symbol lookup in EditInstructionOperand, EditDataOperand,
and GotoBox to correctly deal with non-unique labels.
This is a little awkward because we're doing lookups by name on
a non-unique symbol, and must resolve the ambiguity. In the case of
an instruction operand that refers to an address this is pretty
straightforward. For partial bytes (LDA #>:foo) or data directives
(.DD1 :foo) we have to take a guess. We can probably make a more
informed guess than we currently are, e.g. the LDA case could find
the label that minimizes the adjustment, but I don't want to sink a
lot of time into this until I'm sure it'll be useful.
Data operands with multiple regions are something of a challenge,
but I'm not sure specifying a single symbol for multiple locations
is important.
The "goto" box just finds the match that's closest to the selection.
Unlike "find", it always grabs the closest, not the next one forward.
(Not sure if this is useful or confusing.)
Added serialization of non-unique labels to project files.
The address labels are stored without the non-unique tag, because we
can get that from the file offset. (If we stored it, we'd need to
extract the value and verify that it matches the offset.) Operand
weak references are symbolic, and so do include the tag string.
We weren't validating symbol labels before. Now we are.
This also adds a "NonU" filter to the Symbols window so the labels
can be shown or hidden as desired.
Also, added source for a first pass at a regression test.
- Renamed "strip label prefix/suffix" to "omit label prefix/suffix".
- Changed a Merlin operand workaround so it doesn't apply to code
that is explicitly not in bank zero.
- Changed {addr}/{const} annotations on project/platform symbol
equates so they line up a little better on screen and in exported
sources.
Continue development of non-unique labels. The actual labels are
still unique, because we append a uniquifier tag, which gets added
and removed behind the scenes. We're currently using the six-digit
hex file offset because this is only used for internal address
symbols.
The label editor and most of the formatters have been updated. We
can't yet assemble code that includes non-unique labels, but older
stuff hasn't been broken.
This removes the "disable label localization" property, since that's
fundamentally incompatible with what we're doing, and adds a non-
unique label prefix setting so you can put '@' or ':' in front of
your should-be-local labels.
Also, fixed a field name typo.
This adds the concept of label annotations. The primary driver of
the feature is the desire to note that sometimes you know what a
thing is, but sometimes you're just taking an educated guess.
Instead of writing "high_score_maybe", you can now write "high_score?",
which is more compact and consistent. The annotations are stripped
off when generating source code, making them similar to Notes.
I also created a "Generated" annotation for the labels that are
synthesized by the address table formatter, but don't modify the
label for them, because there's not much need to remind the user
that "T1234" was generated by algorithm.
This also lays some of the groundwork for non-unique labels.
If an address map entry wraps around the end of a bank, add a note
to the message log. This is Error level, since some assemblers
will refuse to handle it.
It's too easy to hit Escape after making a bunch of changes, so
now we ask for confirmation.
(Might make sense to make this strictly an Esc guard, and not
pester the user if they actually hit the Cancel button or close
box. I'm not convinced though; Esc+Enter isn't terrible.)
Some style guides say you should only put one space between
sentences, but I and many others still put two. The line-folding
code was only eating one of them when they straddled the end of the
line, which looked a little funny because the following line was
indented by one space.
This tweaks the code to eat both spaces. Regression test updated.
Also, nudge some UI elements so they line up.
Jumps to the first offset associated with the change at the top of
the Undo stack. We generally jump to the code/data offset, not the
specific line affected. It's possible to do better (and we do, for
Notes), but probably not worthwhile.
As noted in issue #52, the side panels can't be resized once the
ListView gets focus. The root of the problem is a workaround for a
selection problem that involves catching the Item Container
Generator's Status Changed event, and setting an item's focus. It
appears that changing the size of the ListView causes the
StatusChanged event to fire, which cause the handler to grab the
focus, which causes the splitters to stop moving after one step.
This change adds a workaround that prevents the original workaround
from doing anything while a splitter is in the process of being
dragged. It doesn't solve all problems -- you can't move the
splitters more than one step with the keyboard -- but it allows them
to be dragged around with the mouse.
There's got to be a better way to deal with this.
Copied the extension script tutorial files out of the Scripts
directory and into the Tutorial directory. This makes more sense,
and makes it possible to expand the script sample without altering
the tutorial.
Reverted the Scripts sample to be an actual sample, rather than a
tutorial.
Renumbered the last two tutorials and added them to the ToC. This
gives them actual numbers rather than treating them as add-ons to
the advanced tutorial.
Moved the source files for the tutorial binaries into a subdirectory
to reduce clutter.
This does mean we have two separate copies of the inline string
sample plugins, but that's an artifact of our attempts at security.
The code that found a nearby data target for an instruction operand
was searching backward but not forward. We now take one step
forward, so that "LDA TABLE-1,Y" fills in automatically.
This altered 2008-address-changes, which had just this situation.
It didn't alter 2010-target-adjustment, but the existing tests were
insufficient and have been improved.
The fix for Shift+F3 required briefly switching the code list view
to single-select mode. Unfortunately, while in that mode the
control throws an exception if you touch SelectedItems (plural)
rather than SelectedItem (singular), and in an unusual case the
selection-changed event handler was doing just that.
If a local variable table gets buried, it won't appear in the code
list, so most things ignore it. Unfortunately, the code that adds
new entries and edits tables was finding them, which was causing
variable definitions to appear to fall into a black hole.
This is addressed in two ways. First, we now add a message to the
log when a hidden table is noticed. Second, the code that finds
the nearest prior table now keeps track of hidden vs. not hidden.
If a non-hidden table is available, that is returned. If the only
option is a hidden table, we will return that, because the callers
have already assumed that a table exists by virtue of its presence
in the LvTable list.
Project symbol address values are now limited to positive 24-bit
integers, just as they are for platform symbols. Constants may
still be 32-bit values.
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.)