Tuesday, 18 June 2013
This isn't a real Java component though. It's a classic 'game' design - there are a collection of BufferedImages() that draw onto another BufferedImage() which is then copied to the display.
You could split this up into components and layouts, but it would slow it down and it would be interesting to get it right.
Also, the assembler has had the ability to do data statements added. I'm not quite sure why I bothered with this as there appears to be no way of reading from the ROM.
You can create a table because LAX skips subsequent lax instructions. So if you have:
and jump in at (say) "lax 7" it executes lax 7 (put 7 in the accumulator) but ignores all subsequent lax instructions. But if you want to read 8 bit values, you can't. It's a bit wasteful.
It may even make sense to create a psuedo op "table" which generates the above with
Next thing is to create the display object which will simulate the LCD screen.