TweetFollow Us on Twitter

A4, Code Resources
Volume Number:9
Issue Number:12
Column Tag:Think Top 10

Code Resources
and the A4 World

By Scott Shurr, Symantec Technical Support, Symantec Corp.

This article will describe the various kinds of code resources, and talk about the differences between writing applications and code resources. In applications, the machine code produced by the compiler uses the A5 register as a base address from which to access the applications global variables. Code resources are intended to be run simultaneously with applications, so they use a scheme designed to prevent interference with the application which called them up. In this case the A4 register is used as the base address for the resource’s global variables, as illustrated in the following diagram:

It is important when writing a code resource to be aware of how and when to set up A4. The different types of code resources require different declarations of the main() routine. The example consists of a single segment code resource which takes 2 arguments, which are a number of beeps, and the address of a string to receive a value. The code resource beeps the appropriate number of times, and then puts “Hello world” into the string. Here is the first version of the code resource:

/* 1 */

/* CodeResource.c */
void CRdoBeep(int beepSize);

void main(int beepSize, char *receiveString)
{
static char sLiteral[] = "Hello world"; 

strcpy(receiveString,sLiteral);
CRdoBeep(beepSize);
}

void CRdoBeep(int beepSize)
{
int i;

for (i=0; i<beepSize; i++)
  SysBeep(beepSize);
}

Create a new project, Resource.pi, and add the CodeResource.c file and the ANSI-A4 library to the project. Go to Set Project Type... and select the Code Resource button. Set Name to myCodeResource, Type to CODE, and ID to 31. One of the effects of changing the project type to anything other than Application is to cause the compiler to use the A4 register instead of the A5 as the address of the beginning of the application globals. Now select Build Code Resource..., and save the resource into Main.pi.rsrc. Another project called Main.pi will be used to test the code resource, and it will expect to find the code resource in that file in the folder. Create another new project in the same folder as Resource.pi, and add this program to it:

/* 2 */

/* UsesCodeResource.c */
#include <stdio.h>

typedef void (*CRPtr) (int,char*);

void main()
{
char myString[20];
Handle myCRhandle;

myCRhandle = GetNamedResource('CODE',"\pmyCodeResource");
HLock(myCRhandle);
(* (CRPtr) (*myCRhandle))(5,myString);
HUnlock(myCRhandle);
printf("myString=\"%s\"\n",myString);
}

Add UsesCodeResource.c and the ANSI library, and give it a try. The code resource will be loaded, it will beep 5 times, and then display some garbage instead of “Hello world”. The Disassemble command is useful in pointing out the problem. For the code resource:

main:
00000000: 4E56 0000          LINK      A6,#$0000
00000004: 486C 0000          PEA       sLiteral(A4)
00000008: 2F2E 000A          MOVE.L    receiveString(A6),-(A7)
0000000C: 4EAC 0000          JSR       strcpy(A4)
00000010: 3EAE 0008          MOVE.W    beepSize(A6),(A7)
00000014: 4EAC 0000          JSR       CRdoBeep(A4)
00000018: 4E5E               UNLK      A6
0000001A: 4E75               RTS
0000001C

CRdoBeep:
00000000: 4E56 0000          LINK      A6,#$0000
00000004: 2F07               MOVE.L    D7,-(A7)
00000006: 7E00               MOVEQ     #$00,D7
00000008: 6008               BRA.S     *+$000A      ; 00000012
0000000A: 3F2E 0008          MOVE.W    beepSize(A6),-(A7)
0000000E: A9C8               _SysBeep
00000010: 5247               ADDQ.W    #$1,D7
00000012: BE6E 0008          CMP.W     beepSize(A6),D7
00000016: 6DF2               BLT.S     *-$000C      ; 0000000A
00000018: 2E1F               MOVE.L    (A7)+,D7
0000001A: 4E5E               UNLK      A6
0000001C: 4E75               RTS
0000001E

Notice the instruction PEA sLiteral(A4). This depends on having A4 set to the address of the beginning of the code resource, so that sLiteral can be found. If MacsBug is used by putting a Debugger() call in CallsCodeResource.c, it can be seen that upon entry to the code resource’s main, A0 is set to the correct place, but A4 isn’t. Global variables always use offsets from A4 in code resources. In multi-segment code resources, all string literals also use an A4 offset. This works the same in C++, except that C++ has an option “Put string literals in code”, that will keep them from using A4. To fix the bug, change the code resource to look like this:

/* 3 */

/* CodeResource.c */
#include <SetUpA4.h>
void CRdoBeep(int beepSize);

void main(int beepSize, char *receiveString)
{
static char sLiteral[] = "Hello world"; 

RememberA0();
SetUpA4();
strcpy(receiveString,sLiteral);
CRdoBeep(beepSize);
RestoreA4();
}

void CRdoBeep(int beepSize)
{
int i;

for (i=0; i<beepSize; i++)
  SysBeep(beepSize);
}

To understand why this change makes the code resource work, see the disassembly of CallsCodeResource.c:

main:
00000000: 4E56 FFEC          LINK      A6,#$FFEC
00000004: 2F0C               MOVE.L    A4,-(A7)
00000006: 42A7               CLR.L     -(A7)
00000008: 2F3C 434F 4445     MOVE.L    #$434F4445,-(A7)
  ; 'CODE'
0000000E: 486D 0000          PEA       "\pmyCodeResource"
00000012: A9A1               _GetNamedResource
00000014: 285F               MOVEA.L   (A7)+,A4
00000016: 204C               MOVEA.L   A4,A0
00000018: A029               _HLock
0000001A: 486E FFEC          PEA       myString(A6)
0000001E: 3F3C 0005          MOVE.W    #$0005,-(A7)
00000022: 2054               MOVEA.L   (A4),A0
00000024: 4E90               JSR       (A0)
00000026: 204C               MOVEA.L   A4,A0
00000028: A02A               _HUnlock
0000002A: 486E FFEC          PEA       myString(A6)
0000002E: 486D 0000          PEA       "myString="%s""
00000032: 4EAD 0000          JSR       printf
00000036: 286E FFE8          MOVEA.L   $FFE8(A6),A4
0000003A: 4E5E               UNLK      A6
0000003C: 4E75               RTS

The _GetNamedResource trap returns a handle to the code resource on the stack. It is saved in A4 (A4 is not special in this case, it’s just what the compiler chose to use). Its dereferenced value is placed in A0, and the program does a JSR to the address in A0, the start of the code resource. The code resource itself begins with a header. It is possible to write your own header by including it in the source code for the code resource, and checking the Custom Header option in the Set Project Type dialog. In most cases, the option will not be selected, and the compiler will provide a default header for the code resource, like this:

00000000: BRA.S  *+$0010
     ...
00000010: LEA    start-of-resource,A0
00000014: NOP
00000016: NOP
00000018: BRA    main-of-code-resource

This sets A0 to the current address of the beginning of the code resource, and then jumps to the LINK instruction in the main function of the resource. A commented version of SetUpA4.h is useful in seeing the change made in the second version of the code resource:

/* 4 */

/*
 *  SetUpA4.h
 *
 *  Copyright (c) 1991 Symantec Corporation.
 *   All rights reserved.
 *
 *  This defines "SetUpA4()" and "RestoreA4()" routines that 
 *  will work in all A4-based projects.
 *
 *  "RememberA4()" or "RememberA0()" must be called in advance 
 *  to store away the value of A4 where it can be found by 
 *  "SetUpA4()".  The matching calls to "RememberA4()" (or 
 *  "RememberA0()") and "SetUpA4()" *MUST* occur in the same 
 *  file.
 *
 *  Note that "RememberA4()", "RememberA0()" "SetUpA4()", and
 *  "RestoreA4()" are not external.  Each file that uses them 
 *  must include its own copy.
 *
 *  If this file is used in the main file of a code resource 
 *  with "Custom Headers", be sure to #include it *AFTER* the 
 *  custom header!  Otherwise, the code resource will begin 
 *  with the code for the function "__GetA4()", defined below.
 *
 */

static void
__GetA4(void)
{
 asm {
 bsr.s  @1;  PC, (points to next line) goes on the stack
 ;  Branch to @1
 
 dc.l 0 ;  store A4 here
@1 move.l (sp)+,a1 ;  pop item from stack (which points
 ;  to previous line) into a1
 }
}

#define RememberA4() do { __GetA4(); asm { move.l a4,(a1) } } while (0)
 // __GetA4() puts pointer to spot for storing a4 in a1
 // move a4 to spot a1 points to
 
#define RememberA0() do { __GetA4(); asm { move.l a0,(a1) } } while (0)
 // __GetA4() puts pointer to spot for storing a4 in a1
 // move a0 to spot a1 points to
 
#define SetUpA4()do { asm { move.l a4,-(sp) } __GetA4(); /
  asm { move.l (a1),a4 } } while (0);
 // push a4 onto the stack
 // Call __GetA4 which puts a pointer to the space into a1
 // move whatever a1 is pointing to into a4
 
#define RestoreA4()do { asm { move.l (sp)+,a4 } } while (0)
 // pop item from stack into a4
 
/* In other words:

 RememberA4 puts the value in A4 in special spot.
 RememberA0 puts the value in A0 in special spot.
 
 SetUpA4 puts current value in A4 on the stack and gets 
 value in special spot and puts it in A4.
 RestoreA4 pops saved value of A4 from stack into A4.
*/

Here is the disassembly of the changed portion of the code resource:

__GetA4:
00000000: 6104               BSR.S     *+$0006      ; 00000006
00000002: 0000 0000          ORI.B     #$00,D0
00000006: 225F               MOVEA.L   (A7)+,A1
00000008: 4E75               RTS
0000000A

main:
00000000: 4E56 0000          LINK      A6,#$0000
00000004: 4EAC 0000          JSR       __GetA4(A4)
00000008: 2288               MOVE.L    A0,(A1)
0000000A: 2F0C               MOVE.L    A4,-(A7)
0000000C: 4EAC 0000          JSR       __GetA4(A4)
00000010: 2851               MOVEA.L   (A1),A4
00000012: 486C 0000          PEA       sLiteral(A4)
00000016: 2F2E 000A          MOVE.L    receiveString(A6),-(A7)
0000001A: 4EAC 0000          JSR       strcpy(A4)
0000001E: 508F               ADDQ.L    #$8,A7
00000020: 3F2E 0008          MOVE.W    beepSize(A6),-(A7)
00000024: 4EAC 0000          JSR       CRdoBeep(A4)
00000028: 548F               ADDQ.L    #$2,A7
0000002A: 285F               MOVEA.L   (A7)+,A4
0000002C: 4E5E               UNLK      A6
0000002E: 4E75               RTS
00000030

The RememberA0() in the source creates the 2 instructions after the LINK. It first does a JSR to __GetA4, whose job it is to get an address into A1. Notice that the second line of __GetA4 is a DC.L, which allocates 4 bytes, which are used for storing the addresses. The fact that the SetUpA4.h actually reserves some memory, unlike most other header files, is why it must always be included in each segment that uses any of RememberA4(), RememberA0(), SetUpA4(), or RestoreA4(). The BSR.S pushes the address of the 4 bytes onto the stack and then jumps over the 4 bytes. Then the address is popped from the stack into A1, and the function returns. The value of A0 is then saved at that address. The next 3 instructions in the code resource’s main are generated from SetUpA4(). It first pushes the current value of A4 onto the stack, so that it can be restored before returning to the application, which was probably using A4 for its own purposes. Then, the JSR to __GetA4 again gets the address of the storage area into A1. The address stored there is then placed into A4, which now holds the correct base address for the code resource. After the code resource does its work, it finishes up with RestoreA4(). That generates the MOVEA.L instruction which restores the old value of A4 from the stack before the code resource returns to the application which called it. This example may have raised some more questions, which I will try to answer here.

Q. Does this work the same in C++ as it works in C?

A. The code produced by C++ for a code resource that contains #include <SetUpA4.h> is almost identical to that produced by C, but the mechanism for producing it is different. If you look at SetUpA4.h (in Mac #includes: THINK #includes) you will see #if THINK_C which will select the C or the C++ version of the source. The __GetA4 is essentially the same for both versions, but the C++ version reflects its less powerful asm capabilities. In C, the calls like RememberA4() are implemented as #defines, while in C++ they are inline functions.

Q. Does any of this also apply to the other non-application projects, like Desk Accessories and Device Drivers?

A. The non-application projects are similar in that they all use offsets from A4 instead of A5 to access globals. You don't need to use SetUpA4 for desk accessories and device drivers, because the compiler provides a header which sets up the A4 for you.

Q. Why would one want to use a custom header in a code resource?

A. You can use the 18 bytes of the header for any purpose, as long as the first word is reserved for the code which will branch to where the resource is to begin execution. You could put flags for the version of the resource, or similar information, to be read by the code resource or by the program that is calling it. Just remember when you do that to put the #include <SetUpA4.h> after the header, or the code resource will start in the code SetUpA4.h generates, which isn’t desireable.

Q. What are the prototypes for the main() functions of various kinds of code resources?

A.

CDEF control definition
pascal long main(short varCode, ControlHandle theControl, 
 short message, long param);
FKEY function key
main();
INIT
main();
LDEF list definition
pascal main(short lMessage, Boolean lSelect, Rect lRect, 
 Cell lCell, short lDataOffset, short lDataLen, 
 ListHandle lHandle);
MDEF menu definition
pascal main(short message, MenuHandle theMenu, 
 Rect *menuRect, Point hitPt, short *whichItem);
WDEF window definition
pascal long main(short varCode, WindowPtr theWindow, 
 short message, long param);

 

Community Search:
MacTech Search:

Software Updates via MacUpdate

Latest Forum Discussions

See All

Top Mobile Game Discounts
Every day, we pick out a curated list of the best mobile discounts on the App Store and post them here. This list won't be comprehensive, but it every game on it is recommended. Feel free to check out the coverage we did on them in the links... | Read more »
Price of Glory unleashes its 1.4 Alpha u...
As much as we all probably dislike Maths as a subject, we do have to hand it to geometry for giving us the good old Hexgrid, home of some of the best strategy games. One such example, Price of Glory, has dropped its 1.4 Alpha update, stocked full... | Read more »
The SLC 2025 kicks off this month to cro...
Ever since the Solo Leveling: Arise Championship 2025 was announced, I have been looking forward to it. The promotional clip they released a month or two back showed crowds going absolutely nuts for the previous competitions, so imagine the... | Read more »
Dive into some early Magicpunk fun as Cr...
Excellent news for fans of steampunk and magic; the Precursor Test for Magicpunk MMORPG Crystal of Atlan opens today. This rather fancy way of saying beta test will remain open until March 5th and is available for PC - boo - and Android devices -... | Read more »
Prepare to get your mind melted as Evang...
If you are a fan of sci-fi shooters and incredibly weird, mind-bending anime series, then you are in for a treat, as Goddess of Victory: Nikke is gearing up for its second collaboration with Evangelion. We were also treated to an upcoming... | Read more »
Square Enix gives with one hand and slap...
We have something of a mixed bag coming over from Square Enix HQ today. Two of their mobile games are revelling in life with new events keeping them alive, whilst another has been thrown onto the ever-growing discard pile Square is building. I... | Read more »
Let the world burn as you have some fest...
It is time to leave the world burning once again as you take a much-needed break from that whole “hero” lark and enjoy some celebrations in Genshin Impact. Version 5.4, Moonlight Amidst Dreams, will see you in Inazuma to attend the Mikawa Flower... | Read more »
Full Moon Over the Abyssal Sea lands on...
Aether Gazer has announced its latest major update, and it is one of the loveliest event names I have ever heard. Full Moon Over the Abyssal Sea is an amazing name, and it comes loaded with two side stories, a new S-grade Modifier, and some fancy... | Read more »
Open your own eatery for all the forest...
Very important question; when you read the title Zoo Restaurant, do you also immediately think of running a restaurant in which you cook Zoo animals as the course? I will just assume yes. Anyway, come June 23rd we will all be able to start up our... | Read more »
Crystal of Atlan opens registration for...
Nuverse was prominently featured in the last month for all the wrong reasons with the USA TikTok debacle, but now it is putting all that behind it and preparing for the Crystal of Atlan beta test. Taking place between February 18th and March 5th,... | Read more »

Price Scanner via MacPrices.net

AT&T is offering a 65% discount on the ne...
AT&T is offering the new iPhone 16e for up to 65% off their monthly finance fee with 36-months of service. No trade-in is required. Discount is applied via monthly bill credits over the 36 month... Read more
Use this code to get a free iPhone 13 at Visi...
For a limited time, use code SWEETDEAL to get a free 128GB iPhone 13 Visible, Verizon’s low-cost wireless cell service, Visible. Deal is valid when you purchase the Visible+ annual plan. Free... Read more
M4 Mac minis on sale for $50-$80 off MSRP at...
B&H Photo has M4 Mac minis in stock and on sale right now for $50 to $80 off Apple’s MSRP, each including free 1-2 day shipping to most US addresses: – M4 Mac mini (16GB/256GB): $549, $50 off... Read more
Buy an iPhone 16 at Boost Mobile and get one...
Boost Mobile, an MVNO using AT&T and T-Mobile’s networks, is offering one year of free Unlimited service with the purchase of any iPhone 16. Purchase the iPhone at standard MSRP, and then choose... Read more
Get an iPhone 15 for only $299 at Boost Mobil...
Boost Mobile, an MVNO using AT&T and T-Mobile’s networks, is offering the 128GB iPhone 15 for $299.99 including service with their Unlimited Premium plan (50GB of premium data, $60/month), or $20... Read more
Unreal Mobile is offering $100 off any new iP...
Unreal Mobile, an MVNO using AT&T and T-Mobile’s networks, is offering a $100 discount on any new iPhone with service. This includes new iPhone 16 models as well as iPhone 15, 14, 13, and SE... Read more
Apple drops prices on clearance iPhone 14 mod...
With today’s introduction of the new iPhone 16e, Apple has discontinued the iPhone 14, 14 Pro, and SE. In response, Apple has dropped prices on unlocked, Certified Refurbished, iPhone 14 models to a... Read more
B&H has 16-inch M4 Max MacBook Pros on sa...
B&H Photo is offering a $360-$410 discount on new 16-inch MacBook Pros with M4 Max CPUs right now. B&H offers free 1-2 day shipping to most US addresses: – 16″ M4 Max MacBook Pro (36GB/1TB/... Read more
Amazon is offering a $100 discount on the M4...
Amazon has the M4 Pro Mac mini discounted $100 off MSRP right now. Shipping is free. Their price is the lowest currently available for this popular mini: – Mac mini M4 Pro (24GB/512GB): $1299, $100... Read more
B&H continues to offer $150-$220 discount...
B&H Photo has 14-inch M4 MacBook Pros on sale for $150-$220 off MSRP. B&H offers free 1-2 day shipping to most US addresses: – 14″ M4 MacBook Pro (16GB/512GB): $1449, $150 off MSRP – 14″ M4... Read more

Jobs Board

All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.