[Coco] CCASM winclude/wincludebin

Robert Gault robert.gault at worldnet.att.net
Wed Jan 24 20:35:45 EST 2007


briza wrote:
> Robert said.
> 
> Briza, that's not what I said. You are looking at ascii source code with a raw file editor that does not display TABs and CR. Since the raw file 
> editor is not showing the data line by line but byte by byte, it makes 
> you think line numbers are part of the code.
> 
> Yeah true you did say that, But I wasn't in the mood to put all of that in the post I did. But knowing all this stuff, plus how a line of code should look in a source file. Even if it is a Edtasm Source file, Or a Pure ML program already compiled to disk. Will Help me get a better grasp on Assembly Language. Thanks for reminding me Robert, Next time I'll put in exactly what you said and won't be so lazy next time.
> 
> I do have a proper coco based Dissasembler, It is called Source 3 for the coco 3, and a couple others that I could use, Now I just need to find a Pc based Editor which as a Ascii feature as well as a feature to read raw bytes.
> 
> That's why I can't wait for Roger to setup this assembly routine depot, It's going to make programming life a lot easier for me and countless others.
> 
> So let the Programming begin.
> 
> laters
> 
> Briza
> 

To put this in perspective for the rest of this group, the original 
subject was how to patch Coco binary games to switch them from PMODE4 to 
PMODE3 graphics for RGB monitor use. Typically you can look for data 
being sent to $FF22 and change it.

Now my suggestion (before Roger Taylor adds a disassembler to Rainbow 
IDE) is one or more of the following. Move the Coco binary to a PC hard 
drive for use with a good raw file editor, ex. Hex Workshop. Use a good 
Coco based disk editor, ex. my Colorzap program, on either a real Coco 
or under MESS emulation. Use the Coco program Source III by Vergona 
(CER-COMP LTD) or Debug in EDTASM to disassemble code in the vicinity of 
$FF22 occurrences found by a disk/file editor.

What can confuse the issue, is that frequently a game disk is not 
pristine when sold. There can be remnants of source code files on these 
disks which needs to be ignored. Even within the legitimate binary, you 
need to be able to distinguish code from data. In short, you must use a 
disassembler to screen any finds made with a disk editor.



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