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| Author: | tautology [ Mon Nov 15, 2010 3:50 pm ] |
| Post subject: | BeebASM and swift |
I've having a lot of problems coaxing BeebASM to work with swift (Ophis seems to commodorey to me - I've always hated "$" being a hex signifier - & is just so much more classy)! I've finally managed to get it assembling my code (lesson: don't have spaces in your project directory name). But the disc that is outputed only has the last file assembled on it and nothing else. |
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| Author: | RichTW [ Mon Nov 15, 2010 4:47 pm ] |
| Post subject: | Re: BeebASM and swift |
I don't think Steve ever finished integrating BeebAsm with Swift, as BeebAsm works rather differently to any other 6502 assembler. The main difference is that most assemblers take the name of the file to output on their command-line. BeebAsm, however, specifies which block of assembled code to save inside the source code itself with a SAVE command - this is just like BBC BASIC (which was the original intention). For me this is much clearer, as I have clear control over which bits of assembled code are output as which machine code files. With 'regular' assemblers, it's not obvious to me exactly what will be output if, for example, you've changed the origin address several times in the source code (will it output the biggest inclusive block, will it join all the blocks together into a contiguous block, removing any gaps, etc etc?) Anyway, the point is that I don't think Swift is really designed to work like this - you might have to stick with a more conventional assembler if you'd like to use Swift. Unless Steve says otherwise...? |
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| Author: | tautology [ Mon Nov 15, 2010 5:16 pm ] |
| Post subject: | Re: BeebASM and swift |
Hmm... that may be the kicker for me using swift then. Especially as I don't use the Adobe PDF reader (I use foxit) so I can't even get the on-line manuals... Time to move to Notepad++ and beebasm on the command line. |
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| Author: | RichTW [ Mon Nov 15, 2010 6:13 pm ] |
| Post subject: | Re: BeebASM and swift |
Here's a Notepad++ syntax highlighter if you want to go down that route - you have to add it to userDefineLang.xml in your AppData directory (mine is in C:\Users\Rich\AppData\Roaming\Notepad++): Code: <NotepadPlus>
<UserLang name="6502" ext="6502"> <Settings> <Global caseIgnored="yes" /> <TreatAsSymbol comment="no" commentLine="yes" /> <Prefix words1="no" words2="no" words3="no" words4="no" /> </Settings> <KeywordLists> <Keywords name="Delimiters">000000</Keywords> <Keywords name="Folder+"></Keywords> <Keywords name="Folder-"></Keywords> <Keywords name="Operators">- % ( ) * / : ^ ~ + < = ></Keywords> <Keywords name="Comment"> 1 1 2 2 0\ 0; 0\\ 0\\\</Keywords> <Keywords name="Words1">and asl bit clc cld cli clv eor lda ldx ldy lsr ora pha php pla plp rol ror sec sed sei sta stx sty bcc bcs beq bmi bne bpl brk bvc bvs cmp cpx cpy jmp jsr nop rti rts adc dec dex dey inc inx iny sbc tax tay tsx txa txs tya equb equw equd equs</Keywords> <Keywords name="Words2">org if elif else endif align for next save cpu skip skipto include incbin mapchar guard clear print</Keywords> <Keywords name="Words3">and or eor div mod lo hi sqr sin cos tan asn acs atn rad deg int abs sgn rnd not log ln exp pi false true p%</Keywords> <Keywords name="Words4"></Keywords> </KeywordLists> <Styles> <WordsStyle name="DEFAULT" styleID="11" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" /> <WordsStyle name="FOLDEROPEN" styleID="12" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" /> <WordsStyle name="FOLDERCLOSE" styleID="13" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" /> <WordsStyle name="KEYWORD1" styleID="5" fgColor="0000FF" bgColor="FFFFFF" fontName="" fontStyle="0" /> <WordsStyle name="KEYWORD2" styleID="6" fgColor="800080" bgColor="FFFFFF" fontName="" fontStyle="0" /> <WordsStyle name="KEYWORD3" styleID="7" fgColor="800000" bgColor="FFFFFF" fontName="" fontStyle="0" /> <WordsStyle name="KEYWORD4" styleID="8" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" /> <WordsStyle name="COMMENT" styleID="1" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" /> <WordsStyle name="COMMENT LINE" styleID="2" fgColor="008000" bgColor="FFFFFF" fontName="" fontStyle="0" /> <WordsStyle name="NUMBER" styleID="4" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" /> <WordsStyle name="OPERATOR" styleID="10" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" /> <WordsStyle name="DELIMINER1" styleID="14" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" /> <WordsStyle name="DELIMINER2" styleID="15" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" /> <WordsStyle name="DELIMINER3" styleID="16" fgColor="000000" bgColor="FFFFFF" fontName="" fontStyle="0" /> </Styles> </UserLang> </NotepadPlus> |
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| Author: | RichTW [ Mon Nov 15, 2010 6:43 pm ] |
| Post subject: | Re: BeebASM and swift |
Steve, just out of interest, how much work would it be to get BeebAsm integrated with Swift? What extra features would you require of BeebAsm, if any? I know we've been through this a few years ago, but I've forgotten what problems there are. It'd be a shame to leave the two development options mutally exclusive. |
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| Author: | SteveO [ Mon Nov 15, 2010 8:41 pm ] |
| Post subject: | Re: BeebASM and swift |
Mostly it worked a while back, but I've added a lot in since my last thorough testing with BeebASM and maybe things are breaking a little. I mostly only get time to test stuff with P65 as my projects are in that so testing is easy. I'll have to have a look see to find out what the issues are, do you have some nice BeebASM projects I could work with, perhaps a couple, something simple and something a bit more meaty to put it through it's paces. |
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| Author: | SteveO [ Mon Nov 15, 2010 8:43 pm ] |
| Post subject: | Re: BeebASM and swift |
tautology wrote: But the disc that is outputed only has the last file assembled on it and nothing else. When you say last file, what do you mean, are you trying to assemble more than one file ? or are we talking other none source files (i.e. sprite or look up tables). If source files, are you putting more than one save in BeebASM ? If so that may be an issue for Swift. |
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| Author: | tautology [ Mon Nov 15, 2010 11:18 pm ] |
| Post subject: | Re: BeebASM and swift |
SteveO wrote: tautology wrote: But the disc that is outputed only has the last file assembled on it and nothing else. When you say last file, what do you mean, are you trying to assemble more than one file ? or are we talking other none source files (i.e. sprite or look up tables). If source files, are you putting more than one save in BeebASM ? If so that may be an issue for Swift. I was trying to assemble 2 files and add one raw data file. I had a save at the end of each file. There is one bug that it doesn't seem to quote string properly if you've got a space in the directory name (this got me confused for a while). I've got a working solution now, not involving swift; but I think if I was using some of the other features (e.g. the sprite editor), I'd probably spend more time trying to get it working! |
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| Author: | SteveO [ Tue Nov 16, 2010 11:33 am ] |
| Post subject: | Re: BeebASM and swift |
I'll look into the direcotry sace name thing, thought I used spaces in my names but mustn't have. Thanks for the feed back. |
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| Author: | PaulA [ Fri Nov 19, 2010 2:00 pm ] |
| Post subject: | Re: BeebASM and swift |
Ah the old spaces in directory names bug, microsoft created this when they patched out a security hole. From memory its in the .net library, a recompile of the program may fix it. |
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| Author: | SteveO [ Sat Nov 20, 2010 7:30 am ] |
| Post subject: | Re: BeebASM and swift |
From memory of the code (not looked), some of the stuff I have to use (i.e. P65) doesn't like spaces in file names so I use a routine (from the OS, not my own) to convert them to their short name equivalents. Sounds like something as you say may have gone amiss, although I don't compile against the .net framework - knowingly ! |
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| Author: | mga1103 [ Sun Feb 13, 2011 1:57 am ] |
| Post subject: | Re: BeebASM and swift |
Just wondering if any progress has been made on Swift+BeebASM integration, or if it's even in the pipeline? -Martin. |
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| Author: | SteveO [ Sun Feb 13, 2011 8:48 am ] |
| Post subject: | Re: BeebASM and swift |
Yes, it's in the pipeline and as it used to work a while back probably not too big a job. I've a version I want to release that's been virtually ready for over a year that allows source code debugguing with watch variables, breakpoints etc. all the usual stuff but real life has just got in the way for a long time now, but hoping to have a big push to get this out as beta hopefully for about end of March/ early April. It's all done, just needs debugging for a couple of niggles. Once that's done the next version will address the BeebASM issues and bring back compatible integration. |
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| Author: | mga1103 [ Sun Feb 13, 2011 12:00 pm ] |
| Post subject: | Re: BeebASM and swift |
Excellent! Great to hear. Looking forward to the releases! Thanks & regards, Martin. |
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| Author: | Samwise [ Sun Feb 13, 2011 2:15 pm ] |
| Post subject: | Re: BeebASM and swift |
SteveO wrote: do you have some nice BeebASM projects I could work with, perhaps a couple, something simple and something a bit more meaty to put it through it's paces. Steve, Just a reminder that to date we have two projects with freely available BeebAsm source code - Kenton's Hyper Viper and the BBC Micro Z-Machine Interpreter. Sam. |
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| Author: | SteveO [ Sun Feb 13, 2011 2:55 pm ] |
| Post subject: | Re: BeebASM and swift |
Excellent, thanks for that. |
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