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This program was just full of this and if i could kick the author's ass i'd have done it. :mad |
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Well, nothing a simple MACRO in ReSource couldn't solve! :) Quite a few games actually use constructs like this (check the Wizkid code for a prime example) but I do agree, they are painful to debug/disassemble. |
I have the next sequence in my x86 code
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test [data],3 Code:
btst.w #0,data ;or btst.b #0,data+1 Code:
move data,ccr Have I missed a better way? Thanks. |
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moveq #3,d0 |
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btst is always byte-sized when operating on memory! |
And it doesn't have a size spezifier either, i.e. btst.w is wrong and any assembler which accepts that is broken IMHO.
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I have found out that Text call preserves A1 with A500 but corrupts it with A1200. :shocked
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D0-D1/A0-A1 are scratch registers, this has always been the case for system calls.
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