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View topic - [SOLVED] WLA DX calculating same memory addresses for different variables.

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  • Joined: 23 Aug 2009
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[SOLVED] WLA DX calculating same memory addresses for different variables.
Post Posted: Mon Nov 04, 2019 12:24 am
Last edited by SavagePencil on Mon Nov 04, 2019 4:51 pm; edited 3 times in total
UPDATE. WLA DX will not advance the memory address in a struct, union, or enum if the variable is declared with a dot before the size type. Per the documentation:


.ENUM $C000 DESC EXPORT
bigapple_h db
bigapple_l db
bigapple:  .dw
.ENDE


...will alias the bigapple and bigapple_h to the same address, with bigapple_l to one byte lower.

Thanks Colindro for pointing this out.

END UPDATE



I'm having an issue where WLA DX (9.10a) is generating incorrect memory addresses and I want to make sure I'm not doing anything incorrect.

Here is the issue I am seeing in the assembly and .SYM file:

00:c044 gModeTitleScreen
00:c044 gModeTitleScreen.ScreenFSM
00:c044 gModeTitleScreen.ScreenFSM.CurrentState
00:c046 gModeTitleScreen.Controller1DebounceModule
00:c046 gModeTitleScreen.Controller1DebounceModule.DebounceFSM
00:c046 gModeTitleScreen.Controller1DebounceModule.DebounceFSM.CurrentState
00:c048 gModeTitleScreen.Controller1DebounceModule.DebounceParams
00:c048 gModeTitleScreen.Controller1DebounceModule.CurrentVal
00:c048 gModeTitleScreen.FadeUp
00:c048 gModeTitleScreen.FadeUp.TimingCounter
00:c049 gModeTitleScreen.FadeUp.CharsRemaining
00:c048 gModeTitleScreen.AwaitInput
00:c048 gModeTitleScreen.AwaitInput.BlinkTimer
00:c049 gModeTitleScreen.AwaitInput.IsOn
00:c04a gModeTitleScreen.AwaitInput.ButtonReleased



Note that multiple objects are sharing 0xC048. This is incorrect. Here are the structs that are defining this:


.STRUCT TitleScreen
    ; FSM governing the screen's state transitions.
    ScreenFSM INSTANCEOF  FSM

    ; Module used to ensure the player releases buttons before we accept input from them.
    Controller1DebounceModule INSTANCEOF DebounceModule_Instance

    ; Independent variables unique to each state.
    .UNION FadeUp
        TimingCounter   DB      ; Current counter value
        CharsRemaining  DB      ; How many characters are left?
    .NEXTU AwaitInput
        BlinkTimer      DB      ; How long before we blink?
        IsOn            DB      ; Are we currently displayed, or no?
        ButtonReleased  DB      ; Have we seen a button released yet?
    .ENDU   
.ENDST


The debounce module, which seems to be at the heart of the problem, is defined here:

; The parameters that drive debounce logic.  Can be in ROM or RAM.
.STRUCT DebounceModule_Parameters
    DesiredVal              .DB ; What value are we looking for to know when we're done?
    Mask                    .DB ; Current val is AND'd against this
.ENDST

; Maintains the state of a debounce module.  Must be in RAM.
.STRUCT DebounceModule_Instance
    DebounceFSM INSTANCEOF  FSM
    DebounceParams          .DW ; Pointer to parameters
    CurrentVal              .DB ; Current value to be tested against
.ENDST


Where it's most unsettling is right here:

00:c048 gModeTitleScreen.Controller1DebounceModule.DebounceParams
00:c048 gModeTitleScreen.Controller1DebounceModule.CurrentVal
00:c048 gModeTitleScreen.FadeUp
00:c048 gModeTitleScreen.FadeUp.TimingCounter


DebounceParams is a .DW, and should take up C048 and C049, with CurrentVal taking up C04A. However, this isn't the case, as everyone is taking up C048.

I thought at first it might be an issue with the UNION, but even after removing it, I'm still seeing the same issue.

Here is how the TitleScreen struct is instantiated:

.RAMSECTION "Mode - Title Screen Context" SLOT 3
    gModeTitleScreen INSTANCEOF TitleScreen
.ENDS

[/code][/b]
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Post Posted: Mon Nov 04, 2019 5:23 am
SavagePencil wrote
I'm having an issue where WLA DX (9.10a) is generating incorrect memory addresses and I want to make sure I'm not doing anything incorrect.

Here is the issue I am seeing in the assembly and .SYM file:

00:c044 gModeTitleScreen
00:c044 gModeTitleScreen.ScreenFSM
00:c044 gModeTitleScreen.ScreenFSM.CurrentState
00:c046 gModeTitleScreen.Controller1DebounceModule
00:c046 gModeTitleScreen.Controller1DebounceModule.DebounceFSM
00:c046 gModeTitleScreen.Controller1DebounceModule.DebounceFSM.CurrentState
00:c048 gModeTitleScreen.Controller1DebounceModule.DebounceParams
00:c048 gModeTitleScreen.Controller1DebounceModule.CurrentVal
00:c048 gModeTitleScreen.FadeUp
00:c048 gModeTitleScreen.FadeUp.TimingCounter
00:c049 gModeTitleScreen.FadeUp.CharsRemaining
00:c048 gModeTitleScreen.AwaitInput
00:c048 gModeTitleScreen.AwaitInput.BlinkTimer
00:c049 gModeTitleScreen.AwaitInput.IsOn
00:c04a gModeTitleScreen.AwaitInput.ButtonReleased



Note that multiple objects are sharing 0xC048. This is incorrect. Here are the structs that are defining this:


.STRUCT TitleScreen
    ; FSM governing the screen's state transitions.
    ScreenFSM INSTANCEOF  FSM

    ; Module used to ensure the player releases buttons before we accept input from them.
    Controller1DebounceModule INSTANCEOF DebounceModule_Instance

    ; Independent variables unique to each state.
    .UNION FadeUp
        TimingCounter   DB      ; Current counter value
        CharsRemaining  DB      ; How many characters are left?
    .NEXTU AwaitInput
        BlinkTimer      DB      ; How long before we blink?
        IsOn            DB      ; Are we currently displayed, or no?
        ButtonReleased  DB      ; Have we seen a button released yet?
    .ENDU   
.ENDST


The debounce module, which seems to be at the heart of the problem, is defined here:

; The parameters that drive debounce logic.  Can be in ROM or RAM.
.STRUCT DebounceModule_Parameters
    DesiredVal              .DB ; What value are we looking for to know when we're done?
    Mask                    .DB ; Current val is AND'd against this
.ENDST

; Maintains the state of a debounce module.  Must be in RAM.
.STRUCT DebounceModule_Instance
    DebounceFSM INSTANCEOF  FSM
    DebounceParams          .DW ; Pointer to parameters
    CurrentVal              .DB ; Current value to be tested against
.ENDST


Where it's most unsettling is right here:

00:c048 gModeTitleScreen.Controller1DebounceModule.DebounceParams
00:c048 gModeTitleScreen.Controller1DebounceModule.CurrentVal
00:c048 gModeTitleScreen.FadeUp
00:c048 gModeTitleScreen.FadeUp.TimingCounter


DebounceParams is a .DW, and should take up C048 and C049, with CurrentVal taking up C04A. However, this isn't the case, as everyone is taking up C048.

I thought at first it might be an issue with the UNION, but even after removing it, I'm still seeing the same issue.

Here is how the TitleScreen struct is instantiated:

.RAMSECTION "Mode - Title Screen Context" SLOT 3
    gModeTitleScreen INSTANCEOF TitleScreen
.ENDS


It's because of the dot you put before the sizes (e.g. .db). It tells WLA to not increase the address counter.
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Post Posted: Mon Nov 04, 2019 5:33 am
holy Christmas how did I miss that

Thank you!
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Post Posted: Mon Nov 04, 2019 5:53 am
SavagePencil wrote
holy Christmas how did I miss that

Thank you!

The forum tells me it's your birthday today. In case it's correct: Happy Birthday! :)
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Post Posted: Mon Nov 04, 2019 2:04 pm
Well yours is the best gift I’ve gotten so far!
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