Hmm, I posted this some 20 minutes ago but it does no appear. So maybe this becomes my first double post ...
What assembler are you recommending?
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I recommend MADS because it supports ".PROC/ENDP" and ".LOCAL/ENDL" and I heavily use them to structure my code. And is the best tested compiler for the IDE because I use it myself for everything. In addition I have binaries for MADS provided for Linux & Mac in the "compilers.zip" download on my web-site.
How to associate my .a file as an APPLE2 type?
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How to associate the file extension with the editor via the preferences is described in this video tutorial
http://www.youtube.com/watch?v=QgQOle36hRA.
I also recommend the other tutorials of course.
Especially the tutorial 6 will show the power of using MADS with WUDSN when it comes to structing source.
Why do I have to put ;@com.wudsn.ide.asm.hardware=APPLE2 in the source file?
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This does not assicate the file type with the editor (that is done in the preferences, see before)
This is used to tell the compiler which is the target platform.
Every compiler has a default platform (see the online help in the IDE) but can also be used to every other platform.
Therefore you have to specifc the target platform in the source.
It is used to fine the correct compiler and emulator setting, which can be different per platform.
How do you get disk images working?
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Apple II is the first platform for which the IDE directly creates a bootable disk image and puts the executable file (which was created by the compiler) onto the disk. Internally AppleCommander is used for this. Disk images are always in DOS 3.3 format (the IDE copies an bootable image to the output folder and then adds the executable file there). Support doe other DOS version is currentl not there/planned because I want to keep the number of configuration options small.
The IDE needs to know the load address of an excutable file in order to store this information in the directory entry. In order to detect the load address from the excutable file, the IDE evaluate the file extension. Supported extensions are ".b", ".prg" and ".xex".
// // AppleDos 3.3 binary file:
// start-lo,start-hi,length-lo,length-hi,data
address = getWord(outputFileContent, 0);
length = length - 4;
content = getData(outputFileContent, 4);
} else if (fileName.endsWith(".prg") && length > 2) {
// C64 program file
// start-lo,start-hi,data
address = getWord(outputFileContent, 0);
length = length - 2;
content = getData(outputFileContent, 2);
} else if (fileName.endsWith(".xex") && length > 6
&& ((getWord(outputFileContent, 0) & 0xffff) == 0xffff)) {
// AtariDOS 2.5 binary file:
// $ff,$ff,start-lo,start-hi,end-lo,end-hi,data
address = getWord(outputFileContent, 2);
length = length - 6;
content = getData(outputFileContent, 6);
So when using the different assemblers, make sure the executable file name and content match this rule. if you used MADS and configure ".xex" as file extension, everything will work out of the box.
How can I use other emulators?
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You can "re-use" the existing tabs and simply specify another emulators' executable.
If you use "User Defined Application", you can specify whatever you want.
Note: When using "User Defined Application", no disk image is created or updated.
You can use this setting to have you own script which put the executable file onto a disk image of your choice using AppleCommander for example. Again, beware of the file content/load/run address.
What about VirtuII?
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Configuration will be included by default in the next update.