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6502bench/SourceGen/SGTestData/Source/20120-char-encoding.S
Andy McFadden 8109396c48 Rework 201XX-char-encoding-X tests
We have a single character-encoding test that is cloned 3x so we can
exercise the different values for the project's default character
set.  It was a 65816 test because it tested 16-bit immediate char
operands, but that's a very small part of it.

The 65816-specific portion is now 20122-char-encoding.  The rest is
now 201{2,3,4}0-char-encoding-X.
2020-10-19 15:01:02 -07:00

149 lines
5.3 KiB
ArmAsm

; Copyright 2019 faddenSoft. All Rights Reserved.
; See the LICENSE.txt file for distribution terms (Apache 2.0).
;
; Assembler: ACME (has good PETSCII/screen code support)
; 6502 version
;
; This becomes multiple tests that differ only in how the default
; character set is configured in project properties. Generate one
; project file, copy it on top of the others, change the property.
; All binaries are the same.
!cpu 6502
* = $1000
; Single-byte operand
lda #'A' ;format as low ASCII
lda #'A' | $80 ;format as high ASCII
lda #'A' | $80 ;format as PETSCII
lda #'A' ;format as screen code
ldx #'a' ;format as low ASCII
ldx #'a' | $80 ;format as high ASCII
ldx #'a' - $20 ;format as PETSCII
ldx #$01 ;format as screen code
lda #$7f ;EDIT proj: force to low ASCII
lda #$7f ;EDIT proj: force to high ASCII
lda #$7f ;EDIT proj: force to PETSCII
lda #$7f ;EDIT proj: force to screen code
lda #$0d ;verify instr operand editor only allows C64SC
jmp end
; Single-byte data items
!byte 'C' ;format as above
!byte 'C' | $80
!byte 'C' | $80
!byte 'C'
; Double-byte data items
!byte 'd', 0 ;format as above
!byte 'd' | $80, 0
!byte 'd' - $20, 0
!byte $04, 0
; Double-byte big-endian data items
!byte 0, 'E' ;format as above
!byte 0, 'E' | $80
!byte 0, 'E' | $80
!byte 0, 'E'
; Start with the basics. Apply appropriate formatting.
!byte $80
!text "low ASCII str"
; !byte $80 ; let them run together to test scan / dialog behavior
!xor $80 {
!text "high ASCII str"
}
!byte $80
!pet "PETSCII str"
!byte $80
!scr "Screen Code str"
; Get a bit fancy.
!byte $82
!text $07,"Low ASCII CRLF",$0d,$0a
!byte $82
!xor $80 {
!text $07,"High ASCII CRLF",$0d,$0a
}
!byte $82
!pet $93,"PETSCII with ",$96,"control",$05," codes",$0d
; no control chars in screen code
; Test the ASCII $20-7e range.
!byte $83
!text " !",$22,"#$%&'()*+,-./0123456789:;<=>?"
!text "@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_"
!text "`abcdefghijklmnopqrstuvwxyz{|}~"
!byte $83
!xor $80 {
!text " !",$22,"#$%&'()*+,-./0123456789:;<=>?"
!text "@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_"
!text "`abcdefghijklmnopqrstuvwxyz{|}~"
}
!byte $83
!pet " !",$22,"#$%&'()*+,-./0123456789:;<=>?"
!pet "@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_"
!pet "`abcdefghijklmnopqrstuvwxyz{|}~"
!byte $83
!scr " !",$22,"#$%&'()*+,-./0123456789:;<=>?"
!scr "@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_"
!scr "`abcdefghijklmnopqrstuvwxyz{|}~"
; The 20010-string-types test exercises low/high ASCII strings, so no need
; to do that here. Do a quick test with C64 characters. Note Screen Code
; can't be null-terminated without giving up '@', but we include it here
; anyway for completeness.
!byte $84
!pet "IICSTEP esrever" ;format as StringReverse
!byte $84
!pet "null term PETSCII",0 ;format as StringNullTerm
!byte $84
!pet "This null-terminated string is too long to fit on a single line, and will be split.",0
!byte $84
!pet 19,"PETSCII with length" ;format as StringL8
!byte $84
!pet 20,0,"PETSCII with length2" ;format as StringL16
!byte $84
!pet "pet dcI" ;format as StringDCI
!byte $84
!scr "edoC neercS esrever" ;format as StringReverse
!byte $84
!scr "null-term screen code?",0 ;format as String
!byte $84
!scr 23,"Screen Code with length" ;format as StringL8
!byte $84
!scr 24,0,"Screen Code with length2" ;format as StringL16
!byte $84
!scr "Screen Code DC",$c9 ;format as StringDCI
!byte $84
!byte $85
; All bytes, from 00-ff. Handy for seeing what the auto-scanner picks up
; based on the default character encoding. DO NOT format this section.
allbytes
!hex 000102030405060708090a0b0c0d0e0f
!hex 101112131415161718191a1b1c1d1e1f
!hex 202122232425262728292a2b2c2d2e2f
!hex 303132333435363738393a3b3c3d3e3f
!hex 404142434445464748494a4b4c4d4e4f
!hex 505152535455565758595a5b5c5d5e5f
!hex 606162636465666768696a6b6c6d6e6f
!hex 707172737475767778797a7b7c7d7e7f
!hex 808182838485868788898a8b8c8d8e8f
!hex 909192939495969798999a9b9c9d9e9f
!hex a0a1a2a3a4a5a6a7a8a9aaabacadaeaf
!hex b0b1b2b3b4b5b6b7b8b9babbbcbdbebf
!hex c0c1c2c3c4c5c6c7c8c9cacbcccdcecf
!hex d0d1d2d3d4d5d6d7d8d9dadbdcdddedf
!hex e0e1e2e3e4e5e6e7e8e9eaebecedeeef
!hex f0f1f2f3f4f5f6f7f8f9fafbfcfdfeff
end
rts