CODE Editor Doc
CODE Editor Doc
Game Manuals · PDF
| Filename | CODE_editor_Doc.pdf |
|---|---|
| Size | 0.20 MB |
| Subsection | CODE Editor Doc |
| Downloads | 0 |
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OCR / Text contents
ResEdit CODE Editor (@CODE RSSC)
(Ver 2.9)
General Description
The file “CODE editor for ResEdit 2.1” contains a ResEdit 2.1 (or later) RSSC resource that adds a
disassembly viewer to ResEdit to handle CODE and code-like resources. This allows you to view code
resources as assembly code instead of “raw” hex. When added to ResEdit version 2.1.1 or later, the
CODE editor can also operate concurrently with the basic HEXA editor, providing editing and searching
capabilities as well. The disassembly code is annotated with the module names extracted from the
MacsBug strings in the code. Navigation facilities are provided to allow viewing related pieces of code.
Special formatting may be applied to the disassembly for embedded data that cannot normally be
distinguished from actual code. There are also facilities to allow you to answer the question “who
references this location?”
A typical CODE editor window has the following appearance:
The window shows the disassembled lines and the associated hex, resource addresses and module offsets.
Module names are shown in bold. A module with no name (i.e., no MacsBug symbol) is shown as AnonN,
where N is an integer.
In addition to the basic display the CODE editor provides some additional navigational facilities. The
“status panel” in the lower left of the window generally shows the module name containing the first line in
the window. The status panel can be clicked to position to the first line of the window.
The left margin in the window is reserved for arrows. Whenever the mouse passes over a PC-relative
address (or a Jump Table reference to an address in the same resource) the arrow appears showing to
where that PC-relative address points. The above example window illustrates this.
The PC-relative addresses can be clicked to “go to” the referenced address. In the CODE editor, a
clickable item is signaled by a gray-lined box around it. When a PC-relative address is clicked a “marker”
is displayed at the destination. The marker is a pair of diamonds around an address. The marker (either
diamond) can be clicked to “go back” to the referencing instruction.
Hex selections are made by selecting the hex in the conventional way. A hex selections is used to set the
selection in the HEXA editor and to copy lines to the clipboard or for printing. For copying and printing,
entire lines containing the selection are copied. Copied lines can be pasted into a text editor.
In addition to the PC-relative arrow, there are also a persistent arrow which shows a “references”. This
arrow comes up from the “Goodies/Refs to...” menu described later. The arrow will appear whenever a
PC-relative arrow is not being displayed. Associated with such references are clickable offset and address
“buttons”.
Finally, there are trap “buttons” which allow you to find the next same trap.
All of these are described in detail…
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