The existing API was better suited to direct color than indexed
color. The NES visualizer was using a slightly silly hack to avoid
duplicate colors; this has been removed.
When a code or data line is selected in the code list, if the operand
is an address inside the file, we highlight the address and label.
It's also useful to highlight the other way: when a code or data line
is selected, find all lines whose operands reference it, and highlight
the operand field.
This is a little trickier because there can be multiple references,
but all of the information we need is in the cross-reference table.
Added a visualizer for the CHR ROM pattern tables, and a semi-useful
visualizer for tile grids.
Also added a few chars in an 8x8 font that visualizers can use to
label things.
Added comments, renamed files, removed cruft.
Stop showing the visualization tag name in the code list. It's
often redundant with the code label, and it's distracting. (We may
want to make this an option so you can Ctrl+F to find a tag.)
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.
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.
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.)