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62b7655a1c
If you play games with code hints you can create a data operand that overlaps with code. This causes problems (see issue #45). We now check for that situation and ignore overlapping data descriptors. Added a regression test to 2011-hinting.
69 lines
2.2 KiB
ArmAsm
69 lines
2.2 KiB
ArmAsm
; Copyright 2018 faddenSoft. All Rights Reserved.
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; See the LICENSE.txt file for distribution terms (Apache 2.0).
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;
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; Assembler: Merlin 32
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; NOTE: set assembler to 6502, undocumented instructions disabled
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; NOTE: add 2011-hinting.cs to extension scripts
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; It may be necessary to review the analyzer output to verify certain things.
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MAGIC equ $2456 ;recognized by extension script
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org $1000
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dfb $03 ;undocumented (SLO), will halt analyzer
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dfb $02
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entry bit entry ;EDIT: add code hint to first byte
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bit $11a9 ;EDIT: add code hint to middle byte (a9); creates embedded instr
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nop
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embed dfb $2c
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innerd ldx #$ff ;EDIT: add data hint to middle byte (a2); will be ignored
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nop
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jsr innerd ;analyzer should follow this path
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nop
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dfb $2c
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inneri ldx #$ff ;EDIT: add inline data hint to middle byte (a2); will be ignored
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nop
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jsr inneri ;analyzer should follow this path
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jsr MAGIC ;next 4 bytes are inline data tagged by the
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magic11 lda #$11 ; extension script -- if they show up as
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ldx #$22 ; LDA/LDX, the script isn't working
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jsr magic11 ;analyzer should ignore this path
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jsr magic33 ;analyzer will add this path, but the target will be inline
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jsr MAGIC ; data before it gets to it
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magic33 lda #$33
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ldx #$44
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; We want to call into part2 before part1 to establish that part2 is code before the
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; extension script tries to change it to inline data. The code analyzer currently uses
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; a stack, so we call part 1 first, which means it will be called last.
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jsr part1
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jsr part2
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nop
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lda MAGIC ;EDIT: hint as data, format as dense hex, remove hint
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jsr dataolap
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rts
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part1 jsr MAGIC
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part2 lda #$55
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ldx #$66
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rts
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; Make sure that data descriptors that overlap with code are ignored.
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hex 818283 ;EDIT: format as 4-byte int, so it overlaps with dataolap
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dataolap lda #$99
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rts
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