bin2tap.py converts a binary file produced by an assembler (see Supported assemblers) into a TAP file that can be loaded into an emulator. For example:
$ bin2tap.py game.bin
will create a file called game.tap. By default, the origin address (the address of the first byte of code or data), the start address (the first byte of code to run) and the stack pointer are set to 65536 minus the length of game.bin. These defaults can be changed by passing options to bin2tap.py. Run it with no arguments to see the list of available options:
usage: bin2tap.py [options] FILE.bin
Convert a binary snapshot file into a TAP file.
Options:
-o ORG, --org ORG Set the origin address (default: 65536 minus the
length of FILE.bin)
-p STACK, --stack STACK
Set the stack pointer (default: ORG)
-s START, --start START
Set the start address to JP to (default: ORG)
-t TAPFILE, --tapfile TAPFILE
Set the TAP filename (default: FILE.tap)
-V, --version Show SkoolKit version number and exit
Note that the ROM tape loading routine at 1366 ($0556) and the load routine used by bin2tap.py together require 14 bytes for stack operations, and so STACK must be at least 16384+14=16398 ($400E). This means that if ORG is less than 16398, you should use the -p option to set the stack pointer to something appropriate. If the main data block (derived from game.bin) overlaps any of the last four bytes of the stack, bin2tap.py will replace those bytes with the values required by the tape loading routine for correct operation upon returning. Stack operations will overwrite the bytes in the address range STACK-14 to STACK-1 inclusive, so those addresses should not be used to store essential code or data.
Version | Changes |
---|---|
1.3.1 | New |
2.2.5 | Added the -p option |
3.4 | Added the -V option and the long options |
skool2asm.py converts a skool file into an ASM file that can be fed to an assembler (see Supported assemblers). For example:
$ skool2asm.py game.skool > game.asm
skool2asm.py supports many options; run it with no arguments to see a list:
usage: skool2asm.py [options] file
Convert a skool file into an ASM file, written to standard output. FILE may be
a regular file, or '-' for standard input.
Options:
-c, --create-labels Create default labels for unlabelled instructions
-d, --crlf Use CR+LF to end lines
-D, --decimal Write the disassembly in decimal
-f N, --fixes N Apply fixes:
N=0: None (default)
N=1: @ofix only
N=2: @ofix and @bfix
N=3: @ofix, @bfix and @rfix (implies -r)
-H, --hex Write the disassembly in hexadecimal
-i N, --inst-width N Set instruction field width (default=23)
-l, --lower Write the disassembly in lower case
-p, --package-dir Show path to skoolkit package directory and exit
-q, --quiet Be quiet
-r, --rsub Use relocatability substitutions too (@rsub) (implies
'-f 1')
-s, --ssub Use safe substitutions (@ssub)
-t, --tabs Use tab to indent instructions (default indentation is
2 spaces)
-u, --upper Write the disassembly in upper case
-V, --version Show SkoolKit version number and exit
-w, --no-warnings Suppress warnings
See ASM modes and directives for a description of the @ssub and @rsub substitution modes, and the @ofix, @bfix and @rfix bugfix modes.
Version | Changes |
---|---|
1.1 | Added the -c option |
2.1.1 | Added the -u, -D and -H options |
2.2.2 | Added the ability to read a skool file from standard input |
3.4 | Added the -V and -p options and the long options |
skool2ctl.py converts a skool file into a control file. For example:
$ skool2ctl.py game.skool > game.ctl
In addition to block types and addresses, game.ctl will contain block titles, block descriptions, registers, mid-block comments, block end comments, sub-block types and addresses, instruction-level comments, and some ASM directives.
To list the options supported by skool2ctl.py, run it with no arguments:
usage: skool2ctl.py [options] FILE
Convert a skool file into a control file, written to standard output. FILE may
be a regular file, or '-' for standard input.
Options:
-a, --no-asm-dirs Do not write ASM directives
-b, --preserve-base Preserve the base of decimal and hexadecimal values in
DEFB, DEFM, DEFS and DEFW statements
-h, --hex Write addresses in hexadecimal format
-V, --version Show SkoolKit version number and exit
-w X, --write X Write only these elements, where X is one or more of:
b = block types and addresses
t = block titles
d = block descriptions
r = registers
m = mid-block comments and block end comments
s = sub-block types and addresses
c = instruction-level comments
If you need to preserve any elements that control files do not support (such as data definition entries and ASM block directives), consider using skool2sft.py to create a skool file template instead.
Version | Changes |
---|---|
1.1 | New |
2.0.6 | Added the -h option |
2.2.2 | Added the ability to read a skool file from standard input |
2.4 | Added the -a option and the ability to preserve some ASM directives |
3.4 | Added the -V option and the long options |
3.7 | Added the --preserve-base option |
skool2html.py converts a skool file (and its associated ref files, if any exist) into a browsable disassembly in HTML format.
For example:
$ skool2html.py game.skool
will convert the file game.skool into a bunch of HTML files. If any files named game*.ref (e.g. game.ref, game-bugs.ref, game-pokes.ref and so on) also exist, they will be used to provide further information to the conversion process.
skool2html.py can operate directly on ref files, too. For example:
$ skool2html.py game.ref
In this case, the skool file declared in the [Config] section of game.ref will be used; if no skool file is declared in game.ref, game.skool will be used if it exists. In addition, any existing files besides game.ref that are named game*.ref (e.g. game-bugs.ref, game-pokes.ref and so on) will also be used.
If an input file’s name ends with ‘.ref’, it will be treated as a ref file; otherwise it will be treated as a skool file.
skool2html.py supports several options; run it with no arguments to see a list:
usage: skool2html.py [options] FILE [FILE...]
Convert skool files and ref files to HTML. FILE may be a regular file, or '-'
for standard input.
Options:
-a, --asm-labels Use ASM labels
-c S/L, --config S/L Add the line 'L' to the ref file section 'S'; this
option may be used multiple times
-C, --create-labels Create default labels for unlabelled instructions
-d DIR, --output-dir DIR
Write files in this directory (default is '.')
-D, --decimal Write the disassembly in decimal
-H, --hex Write the disassembly in hexadecimal
-j NAME, --join-css NAME
Concatenate CSS files into a single file with this name
-l, --lower Write the disassembly in lower case
-o, --rebuild-images Overwrite existing image files
-p, --package-dir Show path to skoolkit package directory and exit
-P PAGES, --pages PAGES
Write only these custom pages (when '-w P' is
specified); PAGES should be a comma-separated list of
IDs of pages defined in [Page:*] sections in the ref
file(s)
-q, --quiet Be quiet
-r PREFIX, --ref-sections PREFIX
Show default ref file sections whose names start with
PREFIX and exit
-R, --ref-file Show the entire default ref file and exit
-s, --search-dirs Show the locations skool2html.py searches for resources
-t, --time Show timings
-T THEME, --theme THEME
Use this CSS theme; this option may be used multiple
times
-u, --upper Write the disassembly in upper case
-V, --version Show SkoolKit version number and exit
-w X, --write X Write only these files, where X is one or more of:
B = Graphic glitches o = Other code
b = Bugs P = Custom pages
c = Changelog p = Pokes
d = Disassembly files t = Trivia
i = Disassembly index y = Glossary
m = Memory maps
skool2html.py searches the following directories for skool files, ref files, CSS files, JavaScript files, font files, and files listed in the [Resources] section of the ref file:
where $PACKAGE_DIR is the directory in which the skoolkit package is installed (as shown by skool2html.py -p). When you need a reminder of these locations, run skool2html.py -s.
The -T option sets the CSS theme. For example, if game.ref specifies the CSS files to use thus:
[Game]
StyleSheet=skoolkit.css;game.css
then:
$ skool2html.py -T dark -T wide game.ref
will use the following CSS files, if they exist, in the order listed:
Version | Changes |
---|---|
1.4 | Added the -V option |
2.1 | Added the -o and -P options |
2.1.1 | Added the -l, -u, -D and -H options |
2.2 | No longer writes the Skool Daze and Back to Skool disassemblies by default; added the -d option |
2.2.2 | Added the ability to read a skool file from standard input |
2.3.1 | Added support for reading multiple ref files per disassembly |
3.0.2 | No longer shows timings by default; added the -t option |
3.1 | Added the -c option |
3.2 | Added ~/.skoolkit to the search path |
3.3.2 | Added $PACKAGE_DIR/resources to the search path; added the -p and -T options |
3.4 | Added the -a and -C options and the long options |
3.5 | Added support for multiple CSS themes |
3.6 | Added the --join-css and --search-dirs options |
4.0 | Added the --ref-sections and --ref-file options |
skool2sft.py converts a skool file into a skool file template. For example:
$ skool2sft.py game.skool > game.sft
To list the options supported by skool2sft.py, run it with no arguments:
usage: skool2sft.py [options] FILE
Convert a skool file into a skool file template, written to standard output.
FILE may be a regular file, or '-' for standard input.
Options:
-b, --preserve-base Preserve the base of decimal and hexadecimal values in
DEFB, DEFM, DEFS and DEFW statements
-h, --hex Write addresses in hexadecimal format
-V, --version Show SkoolKit version number and exit
Version | Changes |
---|---|
2.4 | New |
3.4 | Added the -V option and the long options |
3.7 | Added the --preserve-base option |
sna2skool.py converts a binary (raw memory) file or a SNA, SZX or Z80 snapshot into a skool file. For example:
$ sna2skool.py game.z80 > game.skool
Now game.skool can be converted into a browsable HTML disassembly using skool2html.py, or into an assembler-ready ASM file using skool2asm.py.
sna2skool.py supports several options; run it with no arguments to see a list:
usage: sna2skool.py [options] file
Convert a binary (raw memory) file or a SNA, SZX or Z80 snapshot into a skool
file.
Options:
-c FILE, --ctl FILE Use FILE as the control file
-g FILE, --generate-ctl FILE
Generate a control file in FILE
-h, --ctl-hex Write hexadecimal addresses in the generated control
file
-H, --skool-hex Write hexadecimal addresses and operands in the
disassembly
-l L, --defm-size L Set the maximum number of characters per DEFM
statement to L (default=66)
-L, --lower Write the disassembly in lower case
-m M, --defb-mod M Group DEFB blocks by addresses that are divisible by M
-M FILE, --map FILE Use FILE as a code execution map when generating a
control file
-n N, --defb-size N Set the maximum number of bytes per DEFB statement to
N (default=8)
-o ADDR, --org ADDR Specify the origin address of a binary (.bin) file
(default: 65536 - length)
-p PAGE, --page PAGE Specify the page (0-7) of a 128K snapshot to map to
49152-65535
-r, --no-erefs Don't add comments that list entry point referrers
-R, --erefs Always add comments that list entry point referrers
-s ADDR, --start ADDR
Specify the address at which to start disassembling
(default=16384)
-t, --text Show ASCII text in the comment fields
-T FILE, --sft FILE Use FILE as the skool file template
-V, --version Show SkoolKit version number and exit
-z, --defb-zfill Pad decimal values in DEFB statements with leading
zeroes
If the input filename does not end with ‘.sna’, ‘.szx’ or ‘.z80’, it is assumed to be a binary file.
By default, any control file or skool file template whose name (minus the ‘.ctl’ or ‘.sft’ suffix) matches the input filename (minus the ‘.bin’, ‘.sna’, ‘.szx’ or ‘.z80’ suffix, if any) will be used, if present.
The -M option may be used (in conjunction with the -g option) to specify a code execution map to use when generating a control file. The supported file formats are:
If the file specified by the -M option is 8192 bytes long, it is assumed to be a Z80 map file; otherwise it is assumed to be in one of the other supported formats.
Version | Changes |
---|---|
1.0.4 | Added the -g and -s options |
1.0.5 | Added the -t option |
2.0 | Added the -n, -m and -z options |
2.0.1 | Added the -o, -r and -l options, and the ability to read binary files |
2.0.6 | Added the -h option |
2.1 | Added the -H option |
2.1.2 | Added the -L option |
2.4 | Added the -T option |
3.2 | Added the -p option, and the ability to read SZX snapshots and 128K Z80 snapshots |
3.3 | Added the -M option, along with support for code execution maps produced by Fuse, SpecEmu, Spud, Zero and Z80; added the ability to read 128K SNA snapshots |
3.4 | Added the -V and -R options and the long options |
tap2sna.py converts a TAP or TZX file (which may be inside a zip archive) into a Z80 snapshot. For example:
$ tap2sna.py game.tap game.z80
To list the options supported by tap2sna.py, run it with no arguments:
usage:
tap2sna.py [options] INPUT snapshot.z80
tap2sna.py @FILE
Convert a TAP or TZX file (which may be inside a zip archive) into a Z80
snapshot. INPUT may be the full URL to a remote zip archive or TAP/TZX file,
or the path to a local file. Arguments may be read from FILE instead of (or as
well as) being given on the command line.
Options:
-d DIR, --output-dir DIR
Write the snapshot file in this directory.
-f, --force Overwrite an existing snapshot.
--ram OPERATION Perform a load, move or poke operation on the memory
snapshot being built. Do '--ram help' for more
information. This option may be used multiple times.
--reg name=value Set the value of a register. Do '--reg help' for more
information. This option may be used multiple times.
--state name=value Set a hardware state attribute. Do '--state help' for
more information. This option may be used multiple
times.
-V, --version Show SkoolKit version number and exit.
Note that support for TZX files is limited to block types 0x10 (Standard Speed Data Block) and 0x11 (Turbo Speed Data Block).
By default, tap2sna.py loads bytes from every data block on the tape, using the start address given in the corresponding header. For tapes that contain headerless data blocks, headers with incorrect start addresses, or irrelevant blocks, the --ram option can be used to load bytes from specific blocks at the appropriate addresses. For example:
$ tap2sna.py --ram load=3,30000 game.tzx game.z80
loads the third block on the tape at address 30000, and ignores all other blocks. The --ram option can also be used to move blocks of bytes from one location to another, and POKE values into individual addresses or address ranges before the snapshot is saved. For more information on the operations that the --ram option can perform, run:
$ tap2sna.py --ram help
For complex snapshots that require many --ram, --reg or --state options to build, it may be more convenient to store the arguments to tap2sna.py in a file. For example, if the file game.t2s has the following contents:
;
; tap2sna.py file for GAME
;
http://example.com/pub/games/GAME.zip
game.z80
--ram load=4,32768 # Load the fourth block at 32768
--ram move=40960,512,43520 # Move 40960-41471 to 43520-44031
--reg pc=34816 # Start at 34816
--reg sp=32768 # Stack at 32768
--state iff=0 # Disable interrupts
then:
$ tap2sna.py @game.t2s
will create game.z80 as if the arguments specified in game.t2s had been given on the command line.
Version | Changes |
---|---|
3.5 | New |