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Oh, what potato will do is that if the 4th to 6th bytes are not #f0 DEO2, then it will say "no metadata"
Ah! I think I understand what you're asking.
So, this whole thing doesn't require any change to the assembler. It uses just an old boring ;label reference.
That label can be named anything, the ;meta #f0 DEO2, is kind of like setting a vector, but we're not worrying about that right now, #f0 is a non-specified device in Varvara.
The assembler sees ;meta, and write the position of the @meta label, which could be any other name too.
https://git.sr.ht/~rabbits/drifblim/tree/main/item/src/drifblim.tal#L446
So, this whole thing doesn't require any change to the assembler. It uses just an old boring ;label reference.
That label can be named anything, the ;meta #f0 DEO2, is kind of like setting a vector, but we're not worrying about that right now, #f0 is a non-specified device in Varvara.
The assembler sees ;meta, and write the position of the @meta label, which could be any other name too.
https://git.sr.ht/~rabbits/drifblim/tree/main/item/src/drifblim.tal#L446
So the ROM author will have at the top of their .tal file:
|0100
;my-metadata #f0 DEO2
@on-reset
;0123 .System/r DEO2
[…]
and the assembler does the rest.
|0100
;my-metadata #f0 DEO2
@on-reset
;0123 .System/r DEO2
[…]
and the assembler does the rest.
The metadata is part of the rom.
https://git.sr.ht/~rabbits/nasu/tree/main/item/src/nasu.tal#L1389
The #f0 is only so the emulator can also become aware of that metadata. For example, to rename the window, to draw an icon, etc..
https://git.sr.ht/~rabbits/nasu/tree/main/item/src/nasu.tal#L1389
The #f0 is only so the emulator can also become aware of that metadata. For example, to rename the window, to draw an icon, etc..