+grafixbmp Posted October 24, 2022 Share Posted October 24, 2022 I need to place 2 tables of bytes (graphical data) in rom. However, i need one loaded in even addresses and the other in odd addresses. I would like to avoid manually interlacing my graphical data as well as color palettes. People keep saying let DASM do it for you so was wondering if it was up to the task. Quote Link to comment Share on other sites More sharing options...
+Karl G Posted October 24, 2022 Share Posted October 24, 2022 I don't know of a way to do this via DASM. I'd probably use an external script to generate my data for this case. You might ask in the DASM club and see if more experienced users have a suggestion: DASM Club 1 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted October 24, 2022 Share Posted October 24, 2022 I don't think DASM can do much help here. Maybe try this: .byte %11111111, %00000000 .byte %11111111, %00000000 .byte %11111111, %00000000 ... With 1st graphics as first byte and 2nd graphics as second byte. 1 Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted October 24, 2022 Share Posted October 24, 2022 50 minutes ago, Thomas Jentzsch said: With 1st graphics as first byte and 2nd graphics as second byte. That's what I did for the RPG Bus Stuffing demo, the tiles are defined with colors interlaced with graphics: 1 Quote Link to comment Share on other sites More sharing options...
Bruce Tomlin Posted October 24, 2022 Share Posted October 24, 2022 An underline is better contrast than a zero, and a valid identifier character in sane programming languages, so I like to use an include file full of this: #define ___X____ 0x10 #define ___X___X 0x11 #define ___X__X_ 0x12 #define ___X__XX 0x13 #define ___X_X__ 0x14 #define ___X_X_X 0x15 #define ___X_XX_ 0x16 #define ___X_XXX 0x17 or for assembly: X_X_____ EQU A0H X_X____X EQU A1H X_X___X_ EQU A2H X_X___XX EQU A3H X_X__X__ EQU A4H X_X__X_X EQU A5H X_X__XX_ EQU A6H X_X__XXX EQU A7H I also have a 4-bit set, and similar ones for the reverse bit-endian: ___O__O_ EQU 48H O__O__O_ EQU 49H _O_O__O_ EQU 4AH OO_O__O_ EQU 4BH __OO__O_ EQU 4CH O_OO__O_ EQU 4DH _OOO__O_ EQU 4EH OOOO__O_ EQU 4FH I put commands to generate these lines to the interactive disassembler I wrote a few months ago. xobits.h xobits.s Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted October 24, 2022 Share Posted October 24, 2022 1 hour ago, Bruce Tomlin said: An underline is better contrast than a zero I did that when I wrote Medieval Mayhem. It worked well for coding, but not so well for debugging as Stella would often show those instead of a more relevant label: I now let my editor colorize binary for me. Quote Link to comment Share on other sites More sharing options...
+grafixbmp Posted October 24, 2022 Author Share Posted October 24, 2022 7 hours ago, SpiceWare said: That's what I did for the RPG Bus Stuffing demo, the tiles are defined with colors interlaced with graphics: At least this makes the manual method a little easier. Just had hoped there could be an ORG/RORG EVEN/ODD feature Quote Link to comment Share on other sites More sharing options...
alex_79 Posted October 25, 2022 Share Posted October 25, 2022 If the editor you're using has a "block" mode (i.e. a way to select, copy and paste a rectangular region of text), then it's very easy to move the existing non-interlaced tables side by side like in the examples above. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.