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test
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@ -20,7 +20,7 @@ import prog8.compiler.target.c64.C64MachineDefinition.FLOAT_MAX_NEGATIVE
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import prog8.compiler.target.c64.C64MachineDefinition.FLOAT_MAX_POSITIVE
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import prog8.compiler.target.c64.C64MachineDefinition.Mflpt5
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import prog8.compiler.target.c64.Petscii
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import prog8.compiler.target.cx16.CX16MachineDefinition
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import prog8.compiler.target.cx16.CX16MachineDefinition.CX16Zeropage
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import java.io.CharConversionException
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import java.nio.file.Path
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import kotlin.test.*
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@ -304,11 +304,30 @@ class TestC64Zeropage {
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class TestCx16Zeropage {
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@Test
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fun testReservedLocations() {
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val zp = CX16MachineDefinition.CX16Zeropage(CompilationOptions(OutputType.RAW, LauncherType.NONE, ZeropageType.BASICSAFE, emptyList(), false, false, Cx16Target))
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val zp = CX16Zeropage(CompilationOptions(OutputType.RAW, LauncherType.NONE, ZeropageType.BASICSAFE, emptyList(), false, false, Cx16Target))
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assertEquals(zp.SCRATCH_REG, zp.SCRATCH_B1+1, "zp _B1 and _REG must be next to each other to create a word")
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}
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// TODO way more tests for the Cx16 zeropage?
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@Test
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fun testFreeSpaces() {
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val zp1 = CX16Zeropage(CompilationOptions(OutputType.RAW, LauncherType.NONE, ZeropageType.BASICSAFE, emptyList(), true, false, Cx16Target))
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assertEquals(88, zp1.available())
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val zp3 = CX16Zeropage(CompilationOptions(OutputType.RAW, LauncherType.NONE, ZeropageType.KERNALSAFE, emptyList(), false, false, Cx16Target))
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assertEquals(175, zp3.available())
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val zp4 = CX16Zeropage(CompilationOptions(OutputType.RAW, LauncherType.NONE, ZeropageType.FULL, emptyList(), false, false, Cx16Target))
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assertEquals(216, zp4.available())
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}
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@Test
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fun testReservedSpace() {
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val zp1 = CX16Zeropage(CompilationOptions(OutputType.RAW, LauncherType.NONE, ZeropageType.FULL, emptyList(), false, false, Cx16Target))
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assertEquals(216, zp1.available())
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assertTrue(0x22 in zp1.free)
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assertTrue(0x80 in zp1.free)
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assertTrue(0xff in zp1.free)
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assertFalse(0x02 in zp1.free)
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assertFalse(0x21 in zp1.free)
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}
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}
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@ -11,6 +11,7 @@ TODO
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- optimize several inner loops in gfx2 (highres 4 color mode)
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- use the 65c02 bit clear/set/test instructions for single-bit operations
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- try to fix the bresenham line routines in graphics and gfx2 (sometimes they're a pixel 'off')
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- add modes 2 and 3 to gfx2 (lowres 4 color and 16 color)
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- add a flood fill routine to gfx2?
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- add a f_seek() routine for the Cx16 that uses its seek dos api?
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- optimizer: detect variables that are written but never read - mark those as unused too and remove them, such as uword unused = memory("unused222", 20) - also remove the memory slab allocation
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@ -33,7 +33,7 @@ main {
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sub start() {
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cx16.screen_set_mode(0) ; low res
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void cx16.screen_set_mode(0) ; low res
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sound.init()
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newGame()
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drawBoard()
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