Odds & Ends
The rest of the code isn't really intended to do anything useful. It just exists to illustrate some odd situations.
Look at the code starting at $2078. It ends with a BRK
at $2081, which as noted earlier is a bad sign. If you look two lines
above the BRK
, you'll see that it's loading the accumulator
with zero, then doing a BNE
, which should never be
taken (note the cycle count for the BNE
is 2).
The trick is in the two lines before that, which use self-modifying code to
change the LDA
immediate operand from $00 to $ff.
The BNE
is actually a branch-always.
We can fix this by correcting the status flags. Select line $207F, and then Actions > Override Status Flags. This lets us specify what the flags should be before the instruction is executed. For each flag, we can override the default behavior and specify that the flag is clear (0), set (1), or indeterminate (could be 0 or 1). In this case, we know that the self-modified code will be loading a non-zero value, so in the "Z" column click on the button in the "Zero" row. Click "OK".
The BNE
is now an always-taken branch, and the code
list rearranges itself appropriately (and the cycle count is now 3).
Continuing on, the code at $2086 touches a few consecutive locations that have auto-generated labels.
Edit the label on line $2081, setting it to STUFF. The operand label on line $2086 also changed. But what if we want to treat these as a single four-byte item?
Use Edit > Project Properties, then in the Analysis Parameters box check Seek nearby targets, and click OK.
You'll notice that the references to $2081 and later are now
also references to STUFF
. The nearby-target behavior
is often useful, because it lets you avoid explicitly labeling every
part of a multi-byte data item. References to the byte before
a string or array are automatically resolved to LABEL-1
.
You can use Edit > Undo to turn it back off:
changes to project properties are added to the undo/redo buffer
just like any other change to the project.
(This feature used to be enabled by default, but is now disabled for new projects because it can be more distracting than helpful for some types of code.)
If you scroll up, you'll see that the references to
PTR1+1
and PTR2+1
were
not affected, because local variables use explicit widths rather
than the "nearby target" logic.
While we're here, the code at $2092 looks a bit strange.
LDX
, then a BIT
with a weird symbol, then
another LDX
. If you look at the "Bytes" column, you'll
notice that the three-byte BIT
instruction has only one
byte on its line.
The trick here is that the LDX #$01
is embedded inside the
BIT
instruction. When the code runs through here, X is set
to $00, then the BIT
instruction sets some flags, then the
following STA
runs. Several lines down at $20A4 there's a
BNE
to $2095, which is in the middle of the BIT
instruction. It loads X with $01, then also continues to the STA
.
Embedded instructions are unusual but not unheard-of. (This trick is used extensively in Microsoft BASICs, such as Applesoft.) When you see the extra symbol in the opcode field, you need to look closely at what's going on.
This is the end of the basic tutorial (congratulations!). The next sections explore some advanced topics.