Documentation for ReSource (C) 1988 Glen McDiarmid TO GET STARTED QUICKLY: **************************************************************** Don't forget to put arp.library in your LIBS: directory! **************************************************************** Run ReSource from a CLI, and when you are presented with a file requester, select an executable file to disassemble (anything within your "C" directory will do nicely). Alternatively, you may disassemble Kickstart by supplying a filename of "*". Once loaded, you may scroll forwards/backwards through the file with the down/up arrow keys. Using the shift key with the up/down arrow keys will move you faster through the file. You may also use mouse-scrolling, by holding the left mouse button down, then SLOWLY moving the mouse forwards or backwards, depending on which way you want to move through the file. While moving forwards with the mouse, holding the left Amiga key down will start the label creation process, in a controlled manner. When labels are created, ReSource decides which type of data is being labelled, and it is generally correct in its judgement. Once you have made some labels, select the 'Fill-in data types' menu item, under the "DISPLAY" menu. Once you have created labels from all areas of code, select 'Fill-in data types' again, and you may then scroll through the file, checking for yourself that all is in order (there will occasionally be cases where ReSource made an incorrect judgement, and code made be shown as ASCII, or vice- versa). Use one of the "Set data types" sub-menu selections, to set the correct data type. Remember to use the "Fill-in data types" command again, so that code and data are shown correctly. If you are working on a large file, you may wish to save your work, so that you can continue it at a later time. To do this, select "save all" under the "PROJECT" menu. When you use the "save all" option, you are creating a "ReSource file", as it is only useable by ReSource. By default, the filename will end in ".RS". You may change this if you like. **************************************************************** ABOUT RESOURCE: ReSource is an interactive disassembler. To give you an idea of which files can and cannot be disassembled, the following is a list of files from a Workbench 1.2 disk, that ReSource can disassemble: C directory: all L directory: all LIBS directory: all DEMOS directory: Boxes, Dots, Spots SYSTEM directory: CLI, DiskCopy, Format, GraphicDump, IconEd, Say, SetMap. DEVS directory: all keymaps, all printer drivers, everything ending in ".device". FONTS directory: everything within sub-directories (topaz/11,emerald/17, etc.) UTILITIES directory: Calculator, Notepad ROOT directory: Preferences, Clock I personally wanted a good disassembler to fix bugs in many of the public domain programs that I use. I was also interested in getting to know how C programs worked, at the assembly language level. ReSource is the result of 3 and a half months full-time effort; during this time I have been using each version extensively. I am very impatient when it comes to waiting for programs to complete operations, this has resulted in a disassembler that is extremely fast, at the cost of memory usage. Even though ReSource was written purely in assembly language, it uses lots of memory, especially when disassembling large programs. Generally, if you have 1.5 Megs of memory, you will be able to disassemble most programs. To disassemble Kickstart, you will require at least 2 Megs if you have a hard drive, or 3.5 Megs if you do not have a hard drive. As a further condition, there must be at least 1.1 Megs of contiguous memory, for the attributes table. **************************************************************** GENERAL USAGE: **************************************************************** Disassembling a program consists of examining a load file (sometimes called "executable" or "object" files), and from the information contained therein, create a text file (assembler source code) which, when assembled, can be used identically to the original load file. It takes many, often hundreds, of hours of painstaking work to become proficient at disassembling even a small program manually. Even experts can spend many hours disassembling very small programs, while large Amiga programs may take weeks. From now on, this will not be the case with Amiga programs. Large programs (100K or larger) can be disassembled in an evening, while small programs (such as CD, PROMPT, AVAIL, ECHO, FILENOTE, etc., take around 3-5 seconds to produce re- assemblable source code. As an example, let's disassemble LoadWB, which you'll find in the C directory of just about any booting disk, including a standard Workbench disk (make sure that it comes from a V1.2 Workbench, not 1.1 or 1.3! At the CLI prompt, type: RUN RS C:LOADWB You don't really have to use the "run" command, but I find it convenient, so maybe you will too. When ReSource starts running, it will load the file "loadwb" from the C directory, and disassemble the first page for you. We can now start the label- creation process. This involves getting ReSource to examine lines of code, and on each line, if there is any reference to another part of the program, ReSource will decide which type of data is being referenced. For example, the first line of code in our program is: MOVE.L SP,START+$01E0 Okay, go to the menus, under "LABELS" menu, you'll find "Create single". A sub-menu box will pop out, and from this, select "Address symbol dest". Now, the first line of code in our program should be: MOVE.L SP,lbL0001E0 Now, scroll forward through the program (using shift-down arrow), until you find a line starting with "lbL0001E0": lbL0001E0 dc.l 0 The label "lbL0001E0" is something that ReSource has just now created. In this case, ReSource decided that the data being referenced was a Longword, hence the "L" in "lbL0001E0". If it was code that was being referenced, the label would have been "lbC0001E0" instead. There are five type of data recognized by ReSource: ASCII - CODE - BYTES - WORDS - LONGWORDS The processes involved in deciding which type of data is being referenced is quite complex, and such things as the surrounding code/data, the relative position of reloc32 areas, hunk types, relative position from the start of a hunk, the actual information being referenced, whether the data is word/longword aligned, the actual instruction from which the reference was derived, the proximity of other labels, and what data types they refer to, all take part in the decision-making process. If the first line of code in out program had been: MOVE.W SP,START+$01E0 , then the label created would have been "lbW0001E0" instead, and the data type at this label would have been set to words. If you like, you can manually set the data type of any byte in the program, by selecting a sub-menu item from the "Set data type" menu item, under "DISPLAY" in the menus. This will not create a label, but it will re-define the current byte within the file (on the top line of the display) as being ASCII, CODE, or whichever data type you selected. Generally, this is not required, except sometimes in large programs, but after letting ReSource do its thing first. If you like doing things with the mouse, you can even set the data type this way. Once you have mastered mouse scrolling, try holding down the left-shift key while still holding down the left mouse button. This will display everything as if it were set to the data type BYTES. Holding down the left alt key will display everything as if it were set to ASCII. Similarly, the left shift and left alt keys held down together to show everything in WORDs; hold down the ctl key and everything will be displayed as CODE. Hold down all three, and everything will be shown as LONGWORDS. If you decide make this data type permanent, press the menu button, and the current position within the program will be set to the data type currently being displayed. By holding down the right alt key, you can remove labels while scrolling. Now scroll back to the start of the program (select "Start of file" submenuitem, under the "Absolute" menuitem under the "CURSOR" menu). Alternatively, just use the up arrow key, to scroll back slowly. Look in the screen title bar to find out how far you are from the start of the file. This offset is being shown in hexdecimal. Now, use the down arrow key to scroll forward to the second line of code in our program: MOVE.L D0,START+$01E8 Again, select the "Address symbol dest" submenuitem, to create the label "lbL0001E8". Do this to as many lines of code as you like, so that you become familiar with the label creating process. What you have just done can be done far quicker, by using the "Create multiple" label functions. Firstly, select the "Open" menuitem, under "PROJECT" in the menus. Again, we will use "LoadWB" from within your C directory. Once it is loaded, look in the menu under "LABELS", go to the menuitem "Create multiple", and select "All" from the sub-menuitem box. Around three quarters of a second later, you should be at position "0001C8" relative from the start of the file. The top line of the display should read: lbL0001C8 dc.l 0 If this is correct, you should now find some more code to make labels from. To do this, you could use the down arrow key to scroll forward, the shift-arrow key to page forward, or let ReSource do the searching for you, by selecting "Next unparsed code" from the "CURSOR" menu. If there is no more code that has not been parsed, you will be returned to the start of the file. However in this case, there is more code to parse, so go to it! When eventually "Next unparsed code" returns you to the start of the file, slowly scroll through the file, and examine as you go. You should find some ASCII, but it isn't being shown like it really should. This is the time to select "Fill-in data types" from the "DISPLAY" menu. Okay, now the program is completely disassembled right? Well, nearly. If you followed the above instructions to the letter, there will be once more section of code that labels have NOT been created from. This will be at offset "000584". This is because this area of the program was only recognized as code, after it had been skipped over. In fact, the only reference to this part of the program is made at offset "0005E6", and the code is: JSR lbC000584 Again, create multiple labels within this area, and search for the next unparsed code. If you select "Next unparsed code" while at the start of the file, and ReSource cannot find any, then again select "Fill-in data types", and this should complete the disassembly of LoadWB. Actually, at this point, I generally will change some of the labels, so that they are meaningful. For instance, the first line of code places the contents of the SP register at "lbL0001E0", right? Scroll forward to the line starting with this label, and select "Address symbol" submenuitem, from the "Create single" menuitem, under "LABELS" menu. You will be requested to input a new label name. I would call this label "SaveSP"; you call it anything you like. Now, scroll backwards to the offset "0000D2": MOVE.L SaveSP,SP We didn't change this line, so what is going on? You have just witnessed one of the major benefits of an interactive disassembler; any label changes you make are reflected throughout the entire program, instantly. Anywhere else in the program that you can place a meaningful label, will help greatly in recognizing how a program executes, without actually executing it. Also, if you wish to make changes to the source, meaningful labels help greatly. While still within ReSource, you may add comments, both full-line, and end-of-line, to aid in the understanding of the program. EXPLANATION OF FUNCTIONS: The following section gives details of the uses of each function, as they are shown in the menus. Not all functions are enabled in all versions, this is especially so in V0.x (demo version). PROJECT/Abort: Use this to abort out of most functions. PROJECT/Open: Requests you to select a file to open. Use this function to load executable files, as well as ReSource files. PROJECT/Restore: Same as PROJECT/Open, but assumes that you wish to open the same file as you last opened. PROJECT/Save .RS: Saves the file that you are currently working on, in a form useable only by ReSource. Also saves the current location with the file. To continue work on the file later, use the PROJECT/Open function. PROJECT/About: Gives you some specific details about the version of ReSource that you are currently using. PROJECT/Quit: Asks you for confirmation, then quits without saving. OUTPUT/Save .asm: Saves current file in assembler source code format. OUTPUT/O/P directory: Requests you to supply the name of a directory that .asm files will be sent to (you can still change this when you supply the name of the output file, it just makes it easier if you are disassembling many files). OUTPUT/Tabs: Use to select between real tabs (ASCII value 9) and spaces being used in the output source code. DISPLAY/Hiliting: Selective use of inverse video can be useful to give extra information about parts of a file. For instance, you may want to get a quick idea of which parts of a file came from a BSS hunk, rather than CODE or DATA hunks. To do this, select DISPLAY/Hiliting/BSS hunks. DISPLAY/Hiliting/Reloc32: I find it particularly useful to hilite the Reloc32 areas, especially when determining data types (reloc32 is documented in the Amiga technical reference manual. It ultimately means that a number of longwords in the file point to somewhere in memory, relative to the start of one of the hunks of the file. This almost always end up being somewhere within the file. This information helps ReSource greatly when defining data types). DISPLAY/Hiliting/Chip load hunks: Certain hunks of a load file may only be loaded into chip memory. Usually, graphics, especially sprites, will be included in one of these special hunks, and this information is sometimes useful, especially when you intend to re-assemble the file. "Chip load hunks" will hilite these hunks for you, also fast load hunks may be hilited. DISPLAY/Hiliting/Symbol scan: For all lines that you have created labels from, these lines will be hilited. DISPLAY/Hiliting/Data type uncertain: For most labels that ReSource creates automatically, it is certain of the data type that it assigns. Sometimes though, it cannot be 100% sure, and this function will hilite all lines that fall into this category. DISPLAY/Hiliting/Data type known: Similar to above function, only the lines where the ReSource was certain of the data type, will be hilited. DISPLAY/Hiliting/Internally produced refs: All lines which have a label that was created by ReSource, will be hilited. DISPLAY/Set data type: When you are certain of which type of data that you are looking at, select from one of the submenu items: Code - Ascii - Bytes - Words - Longwords DISPLAY/Set numeric base: By default, all numbers are shown in hexdecimal (base 16). You can change this to ASCII, DECIMAL or BINARY on any line by selecting from the appropriate sub-menu item. To change back to HEXDECIMAL, simply select the same function again. It is possible to change the default to decimal for numbers less than 16, or less than 10, using the decimal conversion function (see below). DISPLAY/Decimal conversion: By default, all numbers are show in hexdecimal. You can have numbers less than 16, or numbers less than 10, shown in decimal throughout the file, by selecting one of the appropriate sub-menu items. DISPLAY/Block-fill: This function will probably not get much use. It can be used to set the data type of blocks of data. For example, in a particular file, there may a large section of code, maybe 100K or so, and rather than rely on ReSource to make the correct judgement of data type every time, you can set the data type of every byte in the file to code, by doing the following: Scroll to the start of the block. Set the data type here to CODE. Select the "CURSOR/Remember" function. Now, scroll to the end of the block (don't use any function that stacks the cursor position, such as "CURSOR/Absolute/End of file", as this will change the remembered offset. When you get to the end of the block, select the "DISPLAY/Block-fill" function. The type of data at the start of the block will be echoed throughout the entire block. DISPLAY/Fill-in data types: This function has several uses, and will be one of the most-used functions. To understand what this function does, you will need to know how ReSource keeps track of data types (see section "Inside ReSource"). Suffice it to say, when you set the data type anywhere within a file, that data type is immediately echoed forward, to a maximum of several hundred bytes, but will not change any other places where the data type has already been set, or where there is an address symbol (label) on a line. Where there is large areas of a file where the data type has not been set, this function attempts to set the data type where appropriate. All of the above is done in the first pass. On the second pass, the length of each line is set, this is particularly useful where there is large areas of ASCII. This function should always be used just before saving a file as source code (OUTPUT/ Save .asm). DISPLAY/Set counter: The current offset in a file is always shown in the title bar, in hexdecimal. This is normal zero at the start of the file. You can change this, so that it is zero at somewhere other than the start of the file, by using this function. You may use this function to measure the size of a hunk, for example. To "reset" the counter, use the function "DISPLAY/Reset counter". DISPLAY/Reset counter: Resets the offset counter, in the title bar, so that it is zero at the start of the file. See "DISPLAY/Set counter". SYMBOLS: When you create an assembly-language program, if you wish to allocate some memory, you will probably have somewhere in you file: JSR _LVOAllocMem(A6) If you were to disassemble this program, this line of code would be show as: JSR -$0228(A6) , which is not particularly meaningful. When disassembling a program, if you can figure out which library base the A6 register is pointing to (in this case, it would be the EXEC library), you can get ReSource to make the appropriate substitution. In this example, you would select "SYMBOLS/E-G/Exec library". Following is another example: MOVE.L #$00038007,D7 MOVE.L 4,A6 JSR -$006C(A6) The second line loads Execbase into the A6 register, so you should move the third line to the top of the display, and select "SYMBOLS/E-G/Exec library". Scroll back a couple of lines, and you would see: MOVE.L #$00038007,D7 MOVE.L 4,A6 JSR _LVOAlert(A6) If you looked at the documentation for the Exec "Alert" call, you would find that one of the input parameters is required to be in the D7 register. If you then looked in the include file "exec/ alerts.i", you would find that the number "$00038007" consists of three values, OR'd together: AT_Recovery - AG_OpenLib - AO_DOSLib There is no need to go to all this trouble, simple line up the first line with the top of the display, and select "SYMBOLS/A-B/ Alert codes", and ReSource will make the appropriate substituition for you: MOVE.L #AT_Recovery!AG_OpenLib!AO_DOSLib,D7 MOVE.L 4,A6 JSR _LVOAlert(A6) Now isn't that much better than the original? There are over 200 different classes of symbols that ReSource can substitute (only two are enabled in the demo version). Consider the following lines of code: MOVE.L 4,A4 MOVE.L #$100000,$003A(A4) Let's assume that you wish to substitute a symbol for the "$003A" in the second line of code. By default, ReSource will attempt to substitute a symbol for the first number that it finds in a line of code. To change this, select "SYMBOLS/Set source/dest/ Destination", and then the appropriate symbol base (Exec library, in this example). CURSOR/Remember: Where it is possible to lose your place within a file by using certain functions (such as "CURSOR/Absolute/Start of file"), ReSource will store the current cursor location, just prior to the function being executed. To return to the previous cursor location, select "CURSOR/Absolute/Previous location". When you plan to return to a specific place within the file, using this function will make it easier to do so. It simply stores the cursor location on a stack, for later access. CURSOR/Clear Loc stack: The cursor location stack can contain up to 256 locations. If more locations are "pushed" onto this stack, the location at the bottom (the oldest) are forgotten. This function will empty the cursor location stack. CURSOR/Relative/Next byte: The cursor position is incremented. CURSOR/Relative/Previous byte: The cursor position is decremented. CURSOR/Relative/Next line: Scroll forward by one line. CURSOR/Relative/Previous line: Scroll backwards by one line. The length of a line will depend on what the data type is. Until you first use "DISPLAY/ Fill-in data types", backwards scrolling may not be quite what you expect. CURSOR/Relative/Next page: Scroll forward by one page. This will be approximately 20 lines. CURSOR/Relative/Previous page: Scroll backwards by one page. This will be approximately 20 lines. CURSOR/Relative/Skip forward: Scroll forward by approx 4096 bytes ($1000). CURSOR/Relative/Skip Backward: Scroll backward by approx 4096 bytes ($1000). CURSOR/Relative/Next unparsed code: Scroll forward to the next line of code, that has been labelled, and that has not been parsed for labels yet. CURSOR/Relative/Next data type change: Scroll forward to the next byte whose data type is different to the data type of the current byte. CURSOR/Relative/Previous data type change: Scroll backward to the first byte found whose data type is different to the data type of the current byte. CURSOR/Relative/Next uncertain data type: Scroll forward to the next position within the file that ReSource has labelled, but at the time was not quite sure of which data type to set. CURSOR/Relative/Next backward reference: Using the "CURSOR/Absolute/Backward reference" function, it is possible to find the first reference to the current position within the file. Use this function to find further references to the same position. The search function could be used instead, but may also find references within comments, mnemonics, or even within other labels. CURSOR/Absolute/End of file: Move cursor to the last line of the file. CURSOR/Absolute/Start of file: Move cursor to the first line of the file. CURSOR/Absolute/Forward reference: I'll use an example to explain this one: JSR lbC0132DE If you wanted to "check out" the subroutine at label "lbC0132DE", but later return to the current cursor position, simply scroll until this line is on the top line of the display, and select "CURSOR/Absolute/Forward reference". The current cursor location is stored (on a stack), so that you can return to this cursor position, using the "CURSOR/Absolute/Previous location" function. CURSOR/Absolute/Forward reference: This is similar to the "CURSOR/Absolute/Forward reference" function, except that on a line such as: MOVE.L lbL00DEAF,lbL00BEEF the second label is used (lbL00BEEF), rather than the first (lbL00DEAF). CURSOR/Absolute/Backward reference: Use to find the first reference made to the current cursor position. See "CURSOR/Absolute/Next backward reference". CURSOR/Absolute/Previous location: With many functions that change the cursor location substantially, the current cursor position is stored on a stack. To "pop" the last saved location, use this function. CURSOR/Scrolling speed: You can select from five scrolling speeds. This relates to the speed/smoothness of scrolling when using the "CURSOR/ Relative/Next line" and "CURSOR/Relative/Previous line" functions. CURSOR/Search/Set search pattern: You will be requested to input a string. Unless you select "CANCEL", the string you input will be searched for immediately, starting at the current cursor position. Normal ARP wildcards are accepted: (a|b|c) Will match one of a, b or c. These can be patterns. ? Matches any single character # Pattern repeated 0 or more times, in particular, #? matches anything. [char] A set of characters, for example, [abc] or [a..c] specify the same set. [^char] Match everything but this set of characters. * 0 or more occurances of any character. CURSOR/Search/Find next occurence: Using the current search string, search forward from the current cursor position. See "CURSOR/Search/Set search pattern". LABELS/Create single/End-of-line comment: You will requested for a string, which will be shown at the end of the current line, starting with " ; ". LABELS/Create single/Full-line comment: You will requested for a string, which will be shown on a seperate line, previous to the current line, starting with "; ". Generally, this will be used to add a comment too long to put at the end of the current line. LABELS/Create single/Address symbol: You will be requested for a string, which will become the label for the current line. Any references to the current line will use the new label name, throughout the entire file, immediately. LABELS/Create single/Address symbol dest: The current line of code will be searched for references to positions within the current file. If any are found, ReSource will make a decision on which type of data is at the position referenced, it will then set the data type, and create a label at that offset. This new label will be immediately used for all references to that location, which of course includes the reference within the current line. If the current line is not being shown as code, or if there is no references, or there is a reference, but it is outside of the range of the current file, then this function will do nothing. Normally, this function will only be used within macros, as it is easier and quicker to hold down the left Amiga key, while holding down the left mouse button, possibly while scrolling also. LABELS/Create single/Value symbol: Following is several examples of address symbols (labels), and value symbols. lbC000124 MOVE.B bm_Depth(A0),D0 In the above line, "lbC000124" is an address symbol, and "bm_Depth" is a value symbol. MOVE.B bm_Depth(A0),DepthByte In this line, "DepthByte" is and a reference to an address symbol (label), NOT a value symbol. MOVE.L #MEMF_CLEAR,D1 In this line, "MEMF_CLEAR" is a value symbol. If a value symbol had not been created for this line, the line would be: MOVE.L #$10000,D1 Address symbols (labels) always equate to a position within the file, while value symbols may equate to any value at all. Unfortunately, there is several cases where a value symbol may equate to a position within the file: MOVEA.L #lbC000134,A0 JSR (A0) In this case, you may assign a value symbol, in which case the value symbol will be shown, not the label name of the position within the file that the instruction refers to. If however, you later remove the value symbol, the then label name of the line being referenced (at present, this is "lbC000134"), will be shown. When you create an address symbol or value symbol, the name is NOT checked for validity, it is up to you to decide whether or not the assembler that you will be using will accept the resulting code. For example: MOVE.L #FFFFFFFA,D0 may be changed to: MOVE.L #-6,D0 by creating a value symbol "-6". Virtually any value can be given a value symbol, including bit numbers: BTST #AFB_68020,$0124(A6) LABELS/Create single/Value symbol - dest: Similar to "LABELS/Create single/Value symbol" function, except that the second reference within the current line will used, rather than the first: BTST #4,SysFlags(A6) LABELS/Edit single: All of these functions are identical to their counterparts in "LABELS/Create single", except that if their is an existing label/symbol/comment, you will be requested to edit it, rather than create a new one. Given the editing capabilities of a string gadget, the create functions are a luxury really, although I find that when I change a label/symbol/comment, I generally make it nothing like the original, hence I nearly always use the create functions, to save me the trouble of pressing "rAmiga-X". LABELS/Remove single/Address symbol: Remove any address symbol (label) for the current line. LABELS/Remove single/Value symbol: Remove ALL value symbols in the current line. LABELS/Remove single/End-of-line comment: Remove any end-of-line comment for the current line. LABELS/Remove single/All: Remove all symbols and comments for the current line. LABELS/Create multiple/Reloc32 all: For each reloc32 pointer within the current file, determine the data type being referenced, set the data type, and create a label at that address. This function should be used with caution, as when it makes a decision on the data type, it does not have the same information available as when creating labels normally. This function should be most useful after creating labels from all code in a program, where there is one or more large tables of pointers. LABELS/Create multiple/All: Starting at the current address, the "LABELS/Create single/Address symbol dest" function is executed, and if ReSource thinks that there was valid code in the current line, the "CURSOR/Relative/Next line" function is executed, and the entire function loops, otherwise the "PROJECT/-=Abort=-" function is executed. This function can make the disassembly process very fast, the disadvantage being that there is a very slight chance that what ReSource thinks is valid code, is really ascii, and invalid labels will be created. SPECIAL FUNCTIONS/Repeat last command: Execute the last function that was executed. This does not include most cursor movements. By rebinding this function to an easily-accessed key, such as the space bar, (and saving the keytable) there should be much less need to rebind keys often. SPECIAL FUNCTIONS/Convert xx(A4) EA's These functions were specifically designed to be used when disassembling 'C' programs, in which the A4 register is used as a base register for accessing data, throughout all or most of the program. Let's use an example program here: SECTION test000000,CODE LEA START+$11E,A4 LEA 0(A4),A1 MOVE.L $000C(A4),D0 .... rest of code SECTION test00011E,DATA dc.b 'dos.library',0 dc.l $00010001 END In the above program, the A4 register will point to the start of the data segment. There are three ways to tell ReSource where the A4 register will point to; in the above example, the "This operand" function could be used with the cursor at start of file, or the "This address" function could be used with the cursor at offset $00011E, or the "Specify" function could be used, suppying a parameter of "11E". Basically, with this function, you are telling ReSource where, relative to the start of the program, the A4 register can be assumed to be pointing. After you do this, any effective address that involves a word offset to the A4 register, will be shown as an absolute address. Thus, the example program above will appear as: SECTION test000000,CODE LEA START+$011E,A4 LEA START+$011E,A1 MOVE.L START+$012A,D0 .... rest of code SECTION test00011E,DATA dc.b 'dos.library',0 dc.l $00010001 END The advantage here is that labels can automatically be created where they could not before. If this conversion process is not used, it is likely that the program will not successfully re- assemble, as different assemblers assemble the same source code into different opcodes. For example, the assembler that I normally use does virtually no optimizing, and so the resulting program is often larger than the original, even if I did not modify the source code. For example: MOVE.L 4,A6 If absolute long addressing is used, the instruction above will be 6 bytes long, whereas if absolute short addressing is used, it will be only 4 bytes long. Where you wish to do EA conversions in only a portion of a program, you can set the lower and upper limits. Changing to absolute EA's will increase the size of the resulting program, unless you convert back to relative addressing, within the source code. I believe that one of the features of BLINK (from the Software Distillery) can help to make this conversion. SPECIAL FUNCTIONS/Convert specific EA's: Please read and understand the "SPECIAL FUNCTIONS/Convert xx(A4) EA's" functions first! Where you want to do specific EA conversions, use "Set base #1" (or #2, or #3), when the cursor is the same as where the base register (whatever that is, it does not have to be A4 this time) can be assumed to point to. Assuming that you set base #1, and it is the A5 register that is being used as a base register, you will then use the "Convert W/ Base #1" function to convert lines like: MOVE.L $0032(A5),A6 .. into: MOVE.L lbL0014AC(A5),A6 Note here that there has not actually been an EA conversion, but a label has been created, the data type at label "lbL0014AC" has been determined and set, and a value symbol ("lbL0014AC") has been created for this line. It is up to you then to make the necessary changes to the resulting source code, if re-assembling is required. Whereas the "Convert xx(A4) EA's" function converts immediately and automatically, you must use the "Convert W/Base #1" function on each line that you want converted. If you wish to convert a destination address, first use the "SYMBOLS/Set source/dest/Destination" function first. MACROS: There are currently twelve user-definable macros available in ReSource. To start macro #1, select "MACROS/Start/ #1", select the functions to be included in the macro (you can use the menus, or press keys, it's all the same thing to the macro). When you are done, select "MACROS/Start/#1" again, to end the macro. To run the macro, select "MACROS/Execute/#1". The display is always refreshed during the defining of a macro, however it is not during the execution. At the end of a macro, the display is always refreshed. You may nest macros, but you should not use recursion. If ReSource finds that the nesting level has exceeded 40, the macro will be abandoned. Macro files can be saved and re-loaded. When ReSource first starts up, it looks for "S:RS.macros". If it finds it, it will load it, and execute macro #12 immediately (that is why macro #12 is hilited in the menus). This is used to configure ReSource. Just start macro #12, set what option you want, end macro #12, save the macro file as "S:RS.macros", and ReSource will be configured every time that you run it. KEY BINDINGS: Every function in ReSource can be found in the menus. You do not need to use any keys at all, but you probably will want to. You can bind any function to any key. All Amiga keys are supported, you may use shift, alt, ctl, lAmiga, rAmiga, shift-alt, shift-ctl, alt-ctl, or shift-alt-ctl in combination with any key, as a distinct key to bind a function to. Thus, you have complete control over which keys do what. After re-binding some keys, you will probably want to save the keytable. If you save the keytable as "S:RS.keytable", it will be loaded every time you run ReSource. You may want to create several keytables, suitable for doing differing program types (C, assembler, etc.). OPTIONS/Show offsets: If this option is set to ON, all lines will start with either a label, or the offset from the start of the file. OPTIONS/Display Beep: If this option is set to ON, the "BeepDisplay" function is used to give feedback to the user, that either a function has failed, or that a lengthy function has completed, and that the user should now wake up. OPTIONS/User Feedback: If this option is set to ON, messages will appear in the title bar, to let the user know what ReSource is doing, especially while doing functions that take a lot of time, extraordinary functions that only ReSource has direct control over (such as dynamically allocating more memory for strings, etc.), and also information about what hunks, etc., that it finds in a load file. OPTIONS/Feedback Delays: If this option is set to ON, whenever a feedback message is displayed, ReSource will wait for you to read the message, before continuing. You will probably not want to keep this on all the time, as it can slow down the disassembly process somewhat, but while you are learning to use ReSource, it will probably be very useful. OPTIONS/Labels: If this option is set to ON, labels will be displayed. This is the default. OPTIONS/Value symbols: If this option is set to ON, value symbols will be displayed. This is the default. OPTIONS/End-of-line comments: If this option is set to ON, end-of-line comments will be displayed. This is the default. OPTIONS/Full-line comments: If this option is set to ON, full-line comments will be displayed. This is the default.