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16 changes: 8 additions & 8 deletions packages/app-android/app/i18n/de.json

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16 changes: 8 additions & 8 deletions packages/app-android/app/i18n/en.default.json

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2 changes: 1 addition & 1 deletion packages/app-gnome/package.json
Original file line number Diff line number Diff line change
Expand Up @@ -90,7 +90,7 @@
"build:gjs": "gjsify build src/main.ts --outfile \"${OUTDIR:-.}/${APPLICATION_ID:-eu.jumplink.Learn6502}\"",
"build:resources": "gjsify gresource data/eu.jumplink.Learn6502.data.gresource.xml --sourcedir data",
"build:schema": "gjsify gsettings data --targetdir data/schemas --strict",
"build:locale": "[ \"${BUILD_MODE:-}\" = \"flatpak\" ] || cp -r ../translations/dist/locale ${DATADIR:-./data}/locale 2>/dev/null || true",
"build:locale": "[ \"${BUILD_MODE:-}\" = \"flatpak\" ] || (rm -rf ${DATADIR:-./data}/locale && cp -r ../translations/dist/locale ${DATADIR:-./data}/locale) 2>/dev/null || true",
"build:with-deps": "yarn workspaces foreach -pRv --from @learn6502/app-gnome --topological-dev run build",
"build": "gjsify run build:gjs && gjsify run build:resources && gjsify run build:schema && gjsify run build:locale",
"check": "gjsify run check:typescript && gjsify run check:metainfo",
Expand Down
4 changes: 2 additions & 2 deletions packages/app-gnome/src/views/main/debugger.blp
Original file line number Diff line number Diff line change
Expand Up @@ -25,8 +25,8 @@ template $Debugger: Adw.Bin {
orientation: vertical;

Adw.PreferencesGroup {
// TRANSLATORS: Debugger page settings group title
title: _("Settings");
// TRANSLATORS: Debugger page settings group title — makes clear this is for debug controls, not app-wide settings
title: _("Debug Settings");
margin-bottom: 12;

Adw.SwitchRow enabledSwitch {
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29 changes: 14 additions & 15 deletions packages/learn/tutorial.mdx
Original file line number Diff line number Diff line change
Expand Up @@ -47,8 +47,8 @@ There's also a very practical reason: retro game development. The homebrew scene

So, let's dive in! This application contains a [JavaScript 6502 Assembler and Simulator](https://github.com/JumpLink/Learn6502/tree/main/packages/6502) that I have adapted for this interactive tutorial.
Click the **Copy** button in the code block below to copy the example code to the editor.
Then click the button in the top right to assemble the code, then click it again to run the program.
You can also access these actions through the dropdown menu.
Then use **Assemble** to assemble the code, and **Run** to run it.
You can find these actions as buttons or in the menu.

```6502-assembler:copyable
LDA #$01
Expand All @@ -63,9 +63,9 @@ The black game console screen now should show three coloured "pixels" at the
top left.

So, what's this program actually doing? Let's step through it. Hit **Reset**,
then select **Step** from the dropdown menu. The button will switch to step mode,
allowing you to execute the program one instruction at a time.
Click once and you'll notice in the debugger that `A=` changed from `$00` to `$01`, and `PC=` changed from `$0600` to `$0602`.
then use **Step** to execute the program one instruction at a time.
The **Debug** view shows the registers and memory — it's a separate tab on a small window, and the panel below the game console on a wide one.
Click **Step** once and you'll notice in the debug view that `A=` changed from `$00` to `$01`, and `PC=` changed from `$0600` to `$0602`.

Any numbers prefixed with `$` in 6502 assembly language (and by extension, in
this book) are in hexadecimal (hex) format. If you're not familiar with hex
Expand Down Expand Up @@ -132,7 +132,7 @@ ADC #$c4 ;Add the hex value $c4 to the A register
BRK ;Break - we're done
```

Assemble the code, then turn on the debugger and step through the code, watching
Assemble the code, then open the **Debug** view and step through the code, watching
the `A` and `X` registers. Something slightly odd happens on the line `ADC #$c4`.
You might expect that adding `$c4` to `$c0` would give `$184`, but this
processor gives the result as `$84`. What's up with that?
Expand All @@ -155,8 +155,8 @@ An important thing to notice here is the distinction between `ADC #$01` and
`ADC $01`. The first one adds the value `$01` to the `A` register, but the
second adds the value stored at memory location `$01` to the `A` register.

Assemble the code and select **Step** from the Run button's dropdown menu to step through these three
instructions. The monitor in the debugger shows a section of memory, and can be helpful to
Assemble the code and use **Step** to step through these three
instructions. The **Hex Monitor** in the debug view shows a section of memory, and can be helpful to
visualise the execution of programs. `STA $01` stores the value of the `A`
register at memory location `$01`, and `ADC $01` adds the value stored at the
memory location `$01` to the `A` register. `$80 + $80` should equal `$100`, but
Expand Down Expand Up @@ -233,11 +233,10 @@ memory available to the processor. Remember that a byte is represented by two
hex characters, so the memory locations are generally represented as `$0000 -
$ffff`. There are various ways to refer to these memory locations, as detailed below.

With all these examples you might find it helpful to use the memory monitor in the debugger to
watch the memory change. The monitor takes a starting memory location and a
number of bytes to display from that location. Both of these are hex values.
For example, to display 16 bytes of memory from `$c000`, enter `c000` and `10`
into **Start** and **Length**, respectively.
With all these examples you might find it helpful to use the **Hex Monitor** in the debug view to
watch the memory change. Pick a memory region from the list to see that section — for example,
**Display Memory ($0200–$05FF)** to watch the screen pixels, or **Zero Page ($0000–$00FF)** to
inspect the first 256 bytes.

### Absolute: `$c000`

Expand Down Expand Up @@ -302,7 +301,7 @@ instruction `LDX $01` which loads the value at memory location `$01` into the
Relative addressing is used for branching instructions. These instructions take
a single byte, which is used as an offset from the following instruction.

Assemble the following code, then check the debugger to see the hexdump of the assembled code.
Assemble the following code, then open the **Debug** view and check the **Hexdump** to see the assembled code.

```6502-assembler:copyable
LDA #$01
Expand Down Expand Up @@ -406,7 +405,7 @@ to this address to give the final address `$0704`.
### Exercise

1. Try to write code snippets that use each of the 6502 addressing modes.
Remember, you can use the monitor in the debugger to watch a section of memory.
Remember, you can use the **Hex Monitor** in the debug view to watch a section of memory.

## The stack

Expand Down
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