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Sasq
Registered: Apr 2004 Posts: 155 |
Badass - New 6502 Assembler
The last couple of months I've created a new 6502 Assembler called bass (or Badass).
The basic idea is for it to be as advanced as Kickassembler, but with a less complex, more unified syntax.
And it also has unit tests in an internal emulator.
You can find it at https://github.com/sasq64/bass
I've started a tutorial here: http://apone.org/bass/part1.html
Here is an example C64 source http://apone.org/bass/example.asm.html |
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Krill
Registered: Apr 2002 Posts: 2839 |
Some great ideas and modern approaches to old problems.
One thing i've occasionally missed with 6502 assemblers is the possibility to have a hashbang in the first line of an assembly source file.
I like to have small projects (size-restricted demos mostly, or random experiments) in single monolithic files, and avoiding to create a build script or Makefile when getting started on something new would be nice. :) |
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JackAsser
Registered: Jun 2002 Posts: 1989 |
Quote: Some great ideas and modern approaches to old problems.
One thing i've occasionally missed with 6502 assemblers is the possibility to have a hashbang in the first line of an assembly source file.
I like to have small projects (size-restricted demos mostly, or random experiments) in single monolithic files, and avoiding to create a build script or Makefile when getting started on something new would be nice. :)
hashbangs are implemented by the exec() routine in the OS.. |
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Krill
Registered: Apr 2002 Posts: 2839 |
As for sections and the like, have you checked out 64tass?
This is my current go-to assembler for smaller projects, and seems quite similar in its approaches.
Full-blown separate link stage is ca65's domain, of course, but i usually avoid linker files until they really make things tidier and more managable, which happens rather late for most projects. |
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Krill
Registered: Apr 2002 Posts: 2839 |
Quoting JackAsserhashbangs are implemented by the exec() routine in the OS.. Until the interpreter in question chokes on a syntax error. :) |
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Sasq
Registered: Apr 2004 Posts: 155 |
@Krill: Done :)
(Just extended the grammar to allow '#' comments if they are whole line comments). |
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Krill
Registered: Apr 2002 Posts: 2839 |
Awesome! \=D/ |
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Sasq
Registered: Apr 2004 Posts: 155 |
My "vague" plan about sections and linking is not to have linking, but rather something more "javascript" like where you can have sources that "export" symbols and then you can import those sources.
And instead of a link script you can choose to have a top level source file that lays out everything. |
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JackAsser
Registered: Jun 2002 Posts: 1989 |
Quote: @Krill: Done :)
(Just extended the grammar to allow '#' comments if they are whole line comments).
Ahh, that little detail! |
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JackAsser
Registered: Jun 2002 Posts: 1989 |
Quote: My "vague" plan about sections and linking is not to have linking, but rather something more "javascript" like where you can have sources that "export" symbols and then you can import those sources.
And instead of a link script you can choose to have a top level source file that lays out everything.
I can do a small write up what I personally would need in terms of segments to support building a complex cart like EotB. I had similar chats with Mads when he implemented segments in Kickasm. |
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Sasq
Registered: Apr 2004 Posts: 155 |
Quote: I can do a small write up what I personally would need in terms of segments to support building a complex cart like EotB. I had similar chats with Mads when he implemented segments in Kickasm.
That would be great! |
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