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6502bench/SourceGen/RuntimeData
Andy McFadden 6913558f4a Add animated GIF generation to HTML export
Visualization animations are now exported as animated GIFs.  The
Windows stuff is a bit lame so I threw together some code that
stitches a bunch of GIFs together.

The GIF doesn't quite match the preview, because the preview scales
the individual frames, while the animated GIF uses the largest frame
as the size and is then scaled based on that.  Animating frames of
differing sizes together is bound to be trouble anyway, so I'm not
sure how much to fret over this.
2019-12-24 18:15:03 -08:00
..
Apple Groundwork for animated Visualizations 2019-12-17 17:43:56 -08:00
Atari Various minor tweaks 2019-12-07 11:42:26 -08:00
Commodore Various minor tweaks 2019-12-07 11:42:26 -08:00
Help Add animated GIF generation to HTML export 2019-12-24 18:15:03 -08:00
Nintendo Update NES symbols 2019-11-08 07:53:28 -08:00
TestData Initial file commit 2018-09-28 10:05:11 -07:00
ExportTemplate.html Minor updates 2019-10-25 18:16:09 -07:00
LegalStuff.txt Initial file commit 2018-09-28 10:05:11 -07:00
README.md Add default text encoding mode to system definition 2019-08-14 18:03:40 -07:00
RuntimeData.csproj Initial file commit 2018-09-28 10:05:11 -07:00
SGStyle.css Add visualization sets to exported HTML 2019-12-13 17:15:38 -08:00
SystemDefs.json Add C64 sprite visualization generator 2019-12-06 21:25:31 -08:00

Runtime Data

Symbol files and analyzer scripts are split into directories by platform manufacturer.

The Visual Studio project (RuntimeData.csproj) exists so you can edit scripts with IntelliSense and error highlighting. Everything here is distributed as source, not in compiled form; all compilation occurs at run time.

SystemDefs.json

This file defines the systems available in the "new project" screen. The following fields are mandatory:

  • Name - Short name that identifies the system.
  • GroupName - Short string used to group common items together in the UI.
  • CPU - Type of CPU used. The string must be part of the known set (see CpuDef.cs)
  • Speed - Clock rate, in MHz, of the CPU on the system. When multiple speeds are possible, use the most common, favoring NTSC over PAL.
  • SymbolFiles - List of platform symbol file identifiers (see below).
  • ExtensionScripts - List of extension script file identifiers (see below).
  • Parameters - List of optional parameters (see below).

The currently-supported parameters are:

  • load-address=<addr> - Specify the initial load address. The default is 0x1000.
  • entry-flags=<flag-set> - Specify the processor status flag values to use at entry points. This is intended for use on the 65802/65816, and may be one of "emulation", "native-short", and "native-long". The default is "emulation".
  • undocumented-opcodes={true|false} - Enable or disable undocumented opcodes. They are disabled by default.
  • first-word-is-load-addr={true|false} - If true, the first two bytes of the file contain the load address.
  • default-text-encoding=<mode> - Specify default character encoding. Use "c64-petscii" for PETSCII. The default is low/high ASCII.

All of these things can be changed after the project has begun, but it's nice to have them configured in advance.

SymbolFiles and ExtensionScripts use file identifiers, which look like "RT:Apple/ProDOS8.sym65". The "RT:" means that the file lives in the RuntimeData directory, and the rest is a partial pathname. Files that live in the same directory as the project file are prefixed with "PROJ:". All symbol files and extension scripts must live in the RuntimeData directory or project file directory, or they will not be loaded.

All "RT:" identifier paths are relative to the RuntimeData directory. The Group Name is not automatically added.

Platform Symbol Files and Extension Scripts

These are described in the "Advanced Topics" section of the manual (here).

Misc Files

LegalStuff.txt, Logo.png, and AboutImage.png are displayed by SourceGen, on the start screen and the About box.