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Extra documentation

 
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Galandros
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Joined: 24 Oct 2008
Posts: 143
Location: dead end of Europe

PostPosted: Thu Jun 24, 2010 8:53 am    Post subject: Extra documentation Reply with quote

I wrote a little text file with some things of SPASM that some of you may not know. It is a good supplement to the incomplete documentation.
Download the attachment.

I specially liked to do the macros techniques sections. I found most things on the Revsoft spasm forum.

You can find the normal documentation to spasm in these pages:
http://svn.revsoft.org/spasm/docs/
http://wabbit.codeplex.com/documentation

Please, leave any corrections or suggestions. I will update them until Spencer writes a complete documentation...
EDIT: update with things I forgot to write before!
EDIT2: more things after seeing SPASM source code ^^



spasm_stuff.txt
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release 3

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 Filename:  spasm_stuff.txt
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Spencer
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Joined: 17 Sep 2005
Posts: 1444
Location: Indiana

PostPosted: Thu Jun 24, 2010 9:45 pm    Post subject: Reply with quote

Galandros, you are awesome. I will admit I get easily distracted, since as soon as something works I just start using it!

Seek sets the program counter to a specific location. It allows you to re-order code or tables on the fly, but it can be dangerous. You would typically reserve space in the output file with .block, then .seek to each location in the table, and finally .seek to the end of the reserved space.

I'm glad you are looking at the source, you are welcome to make any improvements or changes you like. Paste the code or submit a patch and I will try it out.
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Galandros
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Joined: 24 Oct 2008
Posts: 143
Location: dead end of Europe

PostPosted: Fri Jun 25, 2010 6:46 am    Post subject: Reply with quote

Spencer wrote:
Galandros, you are awesome. I will admit I get easily distracted, since as soon as something works I just start using it!

Seek sets the program counter to a specific location. It allows you to re-order code or tables on the fly, but it can be dangerous. You would typically reserve space in the output file with .block, then .seek to each location in the table, and finally .seek to the end of the reserved space.

I'm glad you are looking at the source, you are welcome to make any improvements or changes you like. Paste the code or submit a patch and I will try it out.

Thanks.
I don't code C, I just can read C. (for now) Sorry. Razz

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Madskillz
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Joined: 30 Dec 2004
Posts: 978
Location: Minnesota, USA

PostPosted: Sun Jun 27, 2010 12:03 pm    Post subject: Reply with quote

Wow, there is a lot I didnt know. That is some great documentation Galandros, really helpful for sure.
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SolusIpse
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Joined: 03 Jun 2009
Posts: 26

PostPosted: Fri Jul 02, 2010 10:12 pm    Post subject: Reply with quote

probably an answer to this somewhere, but how do I include bitmaps? #include "foo.bmp"?

What should the input bmp file look like in terms of colors if I want to generate a mask? And how are the outputs formatted (ie entire row of sprite, then go down; or entire column or sprite and go left)?

And is there a way I could just echo the output to a file and edit it myself later?

Thanks!
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Spencer
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Joined: 17 Sep 2005
Posts: 1444
Location: Indiana

PostPosted: Sat Jul 03, 2010 2:05 am    Post subject: Reply with quote

Yes #include file.bmp is correct.

You can specify a mask color with .option bm_msk_rgb=RGB(r, g, b). The default mask is RGB(0, 255, 0). The bitmap is output left-to-right, top-to-bottom, padded to full bytes. Here are the details for bitmap options: http://docs.revsoft.org/spasmoptions.htm

What do you mean by output to a file?
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SolusIpse
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Joined: 03 Jun 2009
Posts: 26

PostPosted: Sat Jul 03, 2010 8:29 am    Post subject: Reply with quote

Can I get sprite data (like calcgs or istudio) using a combination of these macros and echo? If so how?
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Spencer
Revolution Software Staff


Joined: 17 Sep 2005
Posts: 1444
Location: Indiana

PostPosted: Sun Jul 04, 2010 12:35 am    Post subject: Reply with quote

Sprite data? Like the .db statements? You shouldn't ever have to deal with that again. Just draw your bitmaps and include them into your map editor and calc program.
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SolusIpse
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Joined: 03 Jun 2009
Posts: 26

PostPosted: Mon Jul 05, 2010 9:33 pm    Post subject: Reply with quote

oh and quick reminder, what are the restrictions for apps to be compatible with Nspire's 84+ emu? I'm guessing no undocumented/unofficial instructions (sll or whatever it is). Anything else concerning ROM layout and extra RAm pages?

Edit: and is there a way to check version number of SPASM? I never know if I have the latest stable or not lol
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