The Symbol Table and the Editor
SOURCGEN uses a symbol-table situated in RAM and has an editor with which
you can process its contents. The purpose of the symbol-table is two-fold:
- By marking an address with one of the special characters (specified
in E. EDIT 2.), you can determine
the way SOURCGEN will interpret a section of code beginning at
a particular address. E.g. normal-code, DFB
<byte sequence>, ASC
"text", etc.. SOURCGEN masters all the display options
of the ATMAS-II assembler.
- Using E. EDIT you can define a symbol for
any address. That symbol will then appear in your listing wherever its
corresponding address occurs.
Since SOURCGEN automatically creates all necessary labels (see
P. PREPARE labels), the sole purpose of
defining symbols is to make a listing more readable.
The SOURCGEN editor, E. EDIT, is similar to
the built-in BASIC editor of the Atari.
Each line begins with a hexidecimal address. (In BASIC it's the line number).
Lines can be entered and deleted in the same way as you would do it in
O. OBTAIN symbols and S.
SAVE symbols are used to load and save whole blocks of lines. Blocks
are deleted using D. DELETE symbols, and R.
RE-ADDRESS is similar to RENUMBER in TURBO BASIC).
When SOURCGEN is started, the complete set of official system address
symbols is loaded into the symbol table.
Before SOURCGEN can create a valid source-code listing to a program,
you must first use the editor E. EDIT to create
a working symbol-file ( SMB-File )
for that program.