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A picture that's worth more than a 1000 words.


splendidnut

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image.thumb.png.d61a16fd1b824b9bae95ad74df6885b8.png

 

But can be summed up in less than 100:


Using Stella to debug a rudimentary sprite sorting algorithm (in C compiled to assembly then run thru DASM to run in Stella)

WHICH is being used to help with developing a better multi-sprite engine for ChaoticGrill

WITH the added layer of complexity being it is using a C compiler which is still in-development (Neolithic C)

AND debugging issues with that (the C compiler) at the same time.

 

Oh, the joys of debugging.

 

Just thought I would take a moment to share this madness with the masses.

 

Enjoy,

 

----

And yes, that is the Congo Bongo code from the previous blog entry loaded in the background in Notepad++.

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Lol.  Yeah, that would help.  I was thinking about fixing that, but then I saw the bug and the missing code in the sort algorithm, so now I've got it working.

 

As to why: The symbol file being loaded is from my compiler instead of DASM.  It has a vast amount of information that I use as a reference, but it is currently incompatible with Stella:

 

Symbol Table: 
     Symbol Name        Kind  Flags  Pntr   Loc   BS  #El  Size  Value
-----------------------------------------------------------------------
 playerSpr              const  4001 false  @f1d0  01  13  0013                              
 playerColors           const  4001 false  @f1e2  01  13  0013                              
 enemySpr               const  4001 false  @f1f4  01  02  0002                              
 spriteX                  var  4001 false  @0082  01  08  0008                              
 spriteY                  var  4001 false  @008a  01  08  0008                              
 spriteOrder              var  4001 false  @0092  01  08  0008                              
 initOrderArray          func  0000 false  @f1f5  01  00  0017                              
  Locals:
     idx                  var  0401 false  @009b  01  01  0001       0                      
 sortSpritesViaInsert    func  0000 false  @f20c  01  00  006e                              
  Locals:
     curSprY              var  0401 false  @009b  01  01  0001                              
     sprOrdIdx            var  0401 false  @009c  01  01  0001                              
     foundSpot            var  0403 false  @009d  01  01  0001                              
     sortedSprNum         var  0401 false  @009e  01  01  0001                              
     workingSprNum        var  0401 false  @009f  01  01  0001                              
     curSpr               var  0401 false  @00a0  01  01  0001       0                      
 drawKernel              func  0000 false  @f27a  01  00  0052                              
  Locals:
     sprY                 var  0401 false  @009b  01  01  0001       0                      
     playerY              var  0401 false  @009c  01  01  0001      1e                      
     row                  var  0401 false  @009d  01  01  0001      57                      
 main                    func  0000 false  @f2cc  01  00  0000                              
  Locals:
     mainTimer            var  0401 false  @009a  01  01  0001       0                      

At some point, I'll probably looking into fixing the compatibility issue and/or adding support to Stella for this format (once I've got the format nailed down).

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Fixed the symbol loading issue in Stella.  Easy fix: I just had to move the Loc (memory location) column to be the 2nd column and remove the '@' sign.

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