So, now there's a display component - sort of - that will act as the display panel for the Watch Display.
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.
Tuesday, 18 June 2013
Minor updates
Have been testing the CPU Core this morning, and fixed a couple of small bugs round the divider timer (twice as fast as it should be on the flag tests), so the generator code is updated to reflect those features.
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:
lax 4
lax 7
lax 14
lax 3
..
..
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
table 4,7,14,3
Next thing is to create the display object which will simulate the LCD screen.
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:
lax 4
lax 7
lax 14
lax 3
..
..
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
table 4,7,14,3
Next thing is to create the display object which will simulate the LCD screen.
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