Thanks for the comments. I am, of course, working on version 1.03, and so
far the changes look like this:
* Rel 1.02 - Added support for "BPC d9,b3,r8" instruction.
* - Changed LABELS to better describe interrupts (according to
Marcus)
* - Added "FONT8," directive for printing 8-bit-wide font tables
* - fixed so that fonts and graphics can be labeled
* ERRATA- this release mistakenly labelled 1.01 in executable
* Rel 1.03 - fixed wrong commenting on MUL and DIV instructions:
* was "; B:ACC:C <- ACC:B * C" now "; B:ACC:C <- ACC:C * B"
* was "; ACC:C remainder B <- ACC:B / C"
* now "; ACC:C remainder B <- ACC:C / B"
I don't have enough things in it to release yet, but I'll work on some of
your suggestions. I'll also be adding in more BIOS variables (as listed in
my last post).
"Richard Munn (aka benjymous)" wrote:
> Suggestions for LCDis:
>
> Bug: V1.02 still says v1.01 in its "comment line" when you run it
>
> ----
>
> You could automatically use the label start: for the memory address
> refered to by the JMPF at reset: (this would make it easier to find
> where execution starts)
Currently, all labels with english names (i.e. not "L1234") are pre-defined.
I've been thinking about defining labels based on an analysis of the code
(like the JMPF), but I'd like to be able to make it smarter and extend it
more (like recogonize certain segments of code as a particular routine).
This might take a while.
>
> ----
>
> It would also make sense to split out and comment the VM description
> lines (at $0200), so that you'd have something like:
>
> 0200- | BYTE "TRICKSTYLE JR. " ; File comment
> on VM (16 bytes)
> 0210- | BYTE "TRICKSTYLE JR. VMU GAME. " ; File comment
> on Dreamcast (32 bytes)
> 0230- | BYTE "TRICKSTYLE.VMS " ; Umm, can't
> remember offhand (16 bytes) (Marcus?)
>
> instead of:
>
> 0200- | BYTE $54,$52,$49,$43,$4b,$53,$54,$59 ;ascii "TRICKSTY"
> 0208- | BYTE $4c,$45,$20,$4a,$52,$2e,$20,$20 ;ascii "LE JR. "
> 0210- | BYTE $54,$52,$49,$43,$4b,$53,$54,$59 ;ascii "TRICKSTY"
> 0218- | BYTE $4c,$45,$20,$4a,$52,$2e,$20,$56 ;ascii "LE JR. V"
> 0220- | BYTE $4d,$55,$20,$47,$41,$4d,$45,$2e ;ascii "MU GAME."
> 0228- | BYTE $20,$20,$20,$20,$20,$20,$20,$20 ;ascii " "
> 0230- | BYTE $54,$52,$49,$43,$4b,$53,$54,$59 ;ascii "TRICKSTY"
> 0238- | BYTE $4c,$45,$2e,$56,$4d,$53,$20,$20 ;ascii "LE.VMS "
>
Yep, easy to do!
>
> ----
>
> Also, you could use
>
> BYTE "text"
>
> rather than
>
> BYTE $74,$65,$78,$74 ;ascii "text"
>
> when all the characters are in the normal printable range (i.e.
> 31<x<127)
>
I've been thinking of this, and maybe breaking the line on a '\0' character
(for readability).
>
> (although it might make sense to have an option switch to activate
> this, as it might make the listing messy if there is a mixture of
> printable and non printable characters within a large block.
>
Thanks for the feedback!
John