ref: 171061f3a3b6d298e34aafe2843645ce3a1aa43a
parent: cd2e59fc8c8256117af2a4cbab235ac2f3f93b06
author: Anthony Bentley <[email protected]>
date: Sat Sep 12 13:10:31 EDT 2009
Replaced needless anchors with IDs
--- a/doc/asm/macro.htm
+++ b/doc/asm/macro.htm
@@ -35,7 +35,7 @@
</TR>
</TABLE>
<P>When the assembler meets MyMacro it will insert the macrodefinition (the text enclosed in <B>MACRO/ENDM</B>).
-<P><A NAME="labelsuffix"></A>Suppose your macro contains a loop.<BR>
+<P id="labelsuffix">Suppose your macro contains a loop.<BR>
<BR>
<TABLE BORDER=0 BGCOLOR="Black" CELLPADDING=8 WIDTH="50%">
<TR>
--- a/doc/fix.htm
+++ b/doc/fix.htm
@@ -19,7 +19,7 @@
<LI><A HREF="#Usage">Usage</A>
<LI><A HREF="#Options">Options</A>
</UL>
-<BR><HR><H3><BR><A NAME="History">History</A></H3>
+<BR><HR><H3 id="History">History">History</H3>
<TABLE BORDER=1>
<CAPTION><I>The history of RGBFix</I></CAPTION>
<TR>
@@ -44,7 +44,7 @@
</TD>
</TABLE>
<BR>
-<HR><H3><BR><A NAME="Usage">Usage</A></H3><BR>
+<HR><H3 id="Usage">Usage</H3><BR>
<PRE> rgbfix [options] image[.gb]</PRE>
<BR>
Options are preceded by a dash (-) and go as follows:<BR>
@@ -59,7 +59,7 @@
I have chosen to release it in the <B>ASMotor</B> package instead from now on. Its usage has changed a bit from that of GBFix
for the sake of consistence with the other <B>ASMotor</B> tools. Being part of <B>RGBDS</B> means <B>RGBFix</B>'
distribution now follows the same rules as the rest of the <B>ASMotor</B> package. GBFix still follows its own rules.</FONT> <BR>
-<BR><HR><H3><BR><A NAME="Options">Options</A></H3>
+<BR><HR><H3 id="Options">Options</H3>
<P>How to use the various options.
<H4><BR>
Titlefield</H4>
--- a/doc/geninfo.htm
+++ b/doc/geninfo.htm
@@ -24,7 +24,7 @@
<LI><A HREF="#Documentation">The Documentation</A>
<LI><A HREF="#History">History</A>
</UL>
-<BR><HR><H3><BR><A NAME="BlahBlahBlah">BlahBlahBlah</A></H3>
+<BR><HR><H3 id="BlahBlahBlah">BlahBlahBlah</H3>
<P>The <B>ASMotor</B> package (<A HREF="asm.htm">xAsm</A>, <A HREF="link.htm">xLink</A>, <A HREF="fix.htm">RGBFix</A>, examples and <A HREF="#Documentation">documentation</A>) is freeware and distributed as is. The
author retains his copyright and right to modify the specifications and operation of the software without notice.
<P>In other words this means I encourage you to...
@@ -43,7 +43,7 @@
</UL>
<P>I am happy to say that xAsm and xLink use PMODE/W as DOS-extender for the MS-DOS port! This means fast assembling of your sourcecodes. A lot faster. PMODE/W is a drop-in replacement for the bulky DOS4GW. If you are a programmer you should check out <A HREF="http://www.di.net/pmw">http://www.di.net/pmw</A><BR>
"PMODE/W is Copyright (c) 1994-1997, Charles Scheffold and Thomas Pytel. All rights reserved."<BR>
-<BR><HR><H3><BR><A NAME="Author">The Author</A></H3>
+<BR><HR><H3 id="Author">The Author</H3>
<P>Any questions? Write me!<BR>
<BR>
Carsten Sorensen<BR>
@@ -52,12 +52,12 @@
Surrey GU2 6QW<BR>
United Kingdom<BR>
<BR>
-<A NAME="Email">e-mail:</A><BR>
+<h4 id="Email">e-mail:</h4>
<A HREF="mailto:[email protected]">[email protected]</A> (private)<BR>
<A HREF="mailto:[email protected]">[email protected]</A> (work)<BR>
<BR>
Get the latest version from my web page at <A HREF="http://www.matilde.demon.co.uk">http://www.matilde.demon.co.uk</A>
-<BR><HR><H3><BR><A NAME="Introduction">Introduction</A></H3>
+<BR><HR><H3 id="Introduction">Introduction</H3>
<P><B>ASMotor</B> is a package currently consisting of three programs (<A HREF="asm.htm">xAsm</A>, <A HREF="link.htm">xLink</A> and <A HREF="fix.htm">RGBFix</A>) originally designed for development on the Gameboy hand-held
video-game console by Nintendo but recently it has moved towards being a target independent shell for making development of new
assemblers for different processors easier.<BR>
@@ -71,11 +71,11 @@
<P>The <A HREF="asm.htm">assembler</A> and <A HREF="link.htm">linker</A> are written entirely in ANSI C using Bison for the parser. I try to maintain two pre-compiled ports of <B>ASMotor</B>, one for the MS-DOS environment and one for Linux. Bison
is a GNU tool (compiler-compiler) tailored to aid in the development of compilers which you will need if you want to compile it afresh.<BR>
-<BR><HR><H3><BR><A NAME="Installation">Installation</A></H3>
+<BR><HR><H3 id="Installation">Installation</H3>
<P>Anywhere on your HD will do. For maximum enjoyment I recommend adding the directory to your path.
Alternatively you can run it from a floppy.<BR>
-<BR><HR><H3><BR><A NAME="Documentation">The Documentation</A></H3>
+<BR><HR><H3 id="Documentation">The Documentation</H3>
<P>The documentation only comes in one flavour. HTML. This has several advantages for me
<UL>
<LI>It's a more "portable" format.
@@ -84,7 +84,7 @@
<LI>I can put it "as is" on <A HREF="http://www.matilde.demon.co.uk">my web page</A>.
</UL>
-<BR><HR><H3><BR><A NAME="History">History</A></H3>
+<BR><HR><H3 id="History">History</H3>
<TABLE BORDER=1>
<CAPTION><I>The history of ASMotor</I></CAPTION>
--- a/doc/lib.htm
+++ b/doc/lib.htm
@@ -19,10 +19,8 @@
<LI><A HREF="#Usage"> Usage</A>
<LI><A HREF="#Commands"> The commands</A>
</UL>
-<H3><BR>
-<HR SIZE="3">
-<BR>
-<A NAME="History">History</A></H3>
+<hr>
+<H3 id="History">History</H3>
<TABLE BORDER=1>
<CAPTION><I>The history of xLib</I></CAPTION>
<TR>
@@ -39,12 +37,10 @@
<BR>
<HR>
<BR>
-<H3><A NAME="Usage">Usage</A></H3>
+<H3 id="Usage">Usage</H3>
<PRE> xlib library command [module1 module2 ... modulen]</PRE>
<HR>
-<H3>
-<BR>
-<A NAME="Commands">The Commands</A></H3>
+<H3 id="Commands">The Commands</H3>
<P>The <B>command</B> specified after <B>library</B> on the <A HREF="#Usage">commandline</A> tells xLib what to do.
<P>The following commands are available:
<TABLE BORDER=1>
--- a/doc/link.htm
+++ b/doc/link.htm
@@ -22,10 +22,8 @@
<LI><A HREF="#smallmode"> Operation for Gameboy small mode</A>
<LI><A HREF="#psion2"> Operation for Psion2 relocatable modules</A>
</UL>
-<H3><BR>
-<HR SIZE="3">
-<BR>
-<A NAME="History">History</A></H3>
+<hr>
+<H3 id="History">History</H3>
<TABLE BORDER=1>
<CAPTION><I>The history of xLink</I></CAPTION>
<TR>
@@ -79,7 +77,7 @@
<BR>
<HR>
<BR>
-<H3><A NAME="Usage">Usage</A></H3>
+<H3 id="Usage">Usage</H3>
<PRE> xlink [options] linkfile</PRE>
<P>Options are preceded by a dash (-) and go as follows:<BR>
<BR>
@@ -92,9 +90,7 @@
z<B>HX</B> : Set the byte value (hex format) used for uninitialised data (default is ? for random)
</PRE>
<HR>
-<H3>
-<BR>
-<A NAME="Linkfile">The Linkfile</A></H3>
+<H3 id="Linkfile">The Linkfile</H3>
<P>A linkfile is used to tell <B>xLink</B> which objects to include and what the outputname should be. It is in plain ASCII-format.<BR>
<BR>
<PRE> # Linkfile for foobar.gb
@@ -110,22 +106,19 @@
foobar.gb</PRE>
<P>A line starting with # is ignored.<BR>
<P>If you use libraries they will only be included if one of the objects actually reference them. This works on a SECTION level and not on a module level. This means that when you write libraries you can put each subroutine in its own SECTION so only the relevant bits are included.
-<BR><HR><H3><BR>
-<A NAME="OperationTG">Operation for Gameboy (-tg)</A></H3>
+<BR><HR><H3 id="OperationTG">Operation for Gameboy (-tg)</H3>
<P><A HREF="asm.htm#sections">Sections</A> created with <B>HOME</B> in the assembler are placed in the GB bank #0 (the fixed bank $0000-$3FFF) in the order they are loaded from the objectfiles specified in the linkfile. So you want the first file in the linkfile to contain your header.
<B>CODE/DATA</B> sections are placed in <I>any bank other than #0</I>. This means you have absolutely <U>no</U> control over which sections goes where. This insures minimal slack (unused bytes) at the end of each bank in the image.
<P>Currently the linker doesn't calculate the GB checksums.
You must use <A HREF="fix.htm">RGBFix</A> to do this.<BR><BR>
-<BR><HR><H3><BR>
-<A NAME="smallmode">Operation for Gameboy small mode (-ts)</A></H3>
+<BR><HR><H3 id="smallmode">Operation for Gameboy small mode (-ts)</H3>
<P>Small mode forces all <B>DATA/CODE</B> sections to be of type <B>HOME</B> and increases the
<B>HOME</B> section size from 16kB to 32kB. This also means that <B>CODE/DATA/HOME</B> sections are written to the final image in the order you have specified in the linkfile.
<P>Currently the linker doesn't calculate the GB checksums.
You must use <A HREF="fix.htm">RGBFix</A> to do this.<BR><BR>
-<BR><HR><H3><BR>
-<A NAME="psion2">Operation for Psion2 relocatable modules (-tp)</A></H3>
+<BR><HR><H3 id="psion2">Operation for Psion2 relocatable modules (-tp)</H3>
<P>This is a fileformat for the Psion2 that allows you to load your code into where ever there's any free space. The only sections types allowed are <B>HOME, DATA and BSS</B>. All CODE and DATA sections are written to the output file in the order specified in the linkfile. The BSS are actually then expanded to DATA sections filled with zeroes and appended. This might change later.<BR>
The file looks like this (all values are big endian):
<PRE>
--- a/doc/rgb0.htm
+++ b/doc/rgb0.htm
@@ -20,7 +20,7 @@
<LI><A HREF="#RPN">Rpn Data</A>
</UL>
<BR>
-<HR><H3><BR><A NAME="Background">Background</A></H3>
+<HR><H3 id="Background">Background</H3>
<P>I developed the RGB0 fileformat mainly because I needed a suitable dataformat to hold the output from <A HREF="asm.htm">xAsm</A> that was powerful to accomodate all the features I needed and also would make it easy for me to add
new ones.
The reason for documenting it is so people can write converters between it and other formats. Perhaps even develop other compilers for it?<BR>
@@ -27,7 +27,7 @@
<BR>
The RGB1 fileformat saw the light of day with the V1.02 of the old RGBDS release because of the addition of fixed sections.<BR>
The RGB2 fileformat emerged because I needed to add support for big endian CPUs.
-<BR><HR><H3><BR><A NAME="FileStructure">FileStructure</A></H3>
+<BR><HR><H3 id="FileStructure">FileStructure</H3>
<B>LONG</B> is a 32-bit integer stored in little-endian format (Intel)<BR>
<B>BYTE</B> is an 8-bit integer<BR>
<B>STRING</B> is a 0 terminated string of <B>BYTE</B><BR>
@@ -93,7 +93,7 @@
ENDR
ENDC
ENDR</PRE>
-<BR><HR><H3><BR><A NAME="RPN">Rpn Data</A></H3>
+<BR><HR><H3 id="RPN">Rpn Data</H3>
<P>Expressions in the objectfile are stored as <B>RPN</B>. This is an expression of the form "2 5 +". This will first push
the value "2" to the stack. Then "5". The "+" operator pops two arguments from the stack, adds them, and then
pushes the result on the stack, effectively replacing the two top arguments with their sum. In the <B>RGB</B> format <B>RPN</B>