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Thread: Import ZASM: Leading Spaces

  1. #1
    Mad, Mad, Author ZoriaRPG's Avatar
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    Not A Bug Import ZASM: Leading Spaces

    This has been an issue for ages, and we should fix it.

    When loading a ZASM script, any instruction that does not begin with a leading space (or a leading tab) will halt the import and generate an error.



    Note than I import ZASM for one of three main reasons:
    1. When a quester provides a quest in which they need me to add an ffc, but they do not apply, or they do not have all of the ZScript files.
    2. When recompiling requires rearranging headers, and importing precompiled ZASM is easier.
    3. When I wish to 'idiot-proof' adding a script; usually ffcs.
    Last edited by ZoriaRPG; 05-29-2017 at 04:47 AM.


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  2. #2
    Administrator DarkDragon's Avatar
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    I don't think that's a bug... just part of the ZASM spec. Every line begins with a label and a space, and if there is no label, there must still be a space.

  3. #3
    Mad, Mad, Author ZoriaRPG's Avatar
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    Quote Originally Posted by DarkDragon View Post
    I don't think that's a bug... just part of the ZASM spec. Every line begins with a label and a space, and if there is no label, there must still be a space.
    Are you saying that the spec is:

    LABEL SPACE INSTRUCTION <VALUES>

    ?

    Or by label, do you mean instruction? If so, then this is still odd, because it does not see the first instruction without a leading space. CR should e treated as a space in the spec, too, FWIW.


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  4. #4
    Administrator DarkDragon's Avatar
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    The former. The label is the string used for absolute jumps etc.

  5. #5
    Mad, Mad, Author ZoriaRPG's Avatar
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    I see. There is nothing in place to check if a potential label is identical to a instruction ID, and to skip ahead if it encounters an instruction with no label or leading space. Lovely.


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  6. #6
    Administrator DarkDragon's Avatar
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    Nope. The ZASM parser could use a rewrite. But to be honest it's extremely low priority, as long as it works for the ZScript compiler output.

  7. #7
    ZC Ambassador Tamamo's Avatar
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    Wrong @DarkDragon
    The whole engine could use a rewrite.
    We're all just to damn lazy to actually do something about it... Hence why it can't actually happen.

  8. #8
    Mad, Mad, Author ZoriaRPG's Avatar
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    Quote Originally Posted by Tamamo View Post
    Wrong @DarkDragon
    The whole engine could use a rewrite.
    We're all just to damn lazy to actually do something about it... Hence why it can't actually happen.
    (Emphasis, mine.)
    This is, essentially true. (We're doing that in little bits, as needed, or as we feel like doing it.)


    Featured Scripts & Headers: RPG.zh ( v. a0.97.1 ) ( RPG.zh Thread ) | Zelda 3 Thief's Town Treasure Chest Minigame (ffc) | Bobomb (enemy)
    ZScript & ZC-Related Pastebin | Quests and ZScript Repository | ZC Dev & Betas | Latest ZC 2.54 Beta | YouTube Channel
    All of the code that I create and publish here is free for use, modification and distribution under the GPL v2.0, or v3.0 where applicable..

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