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Forums > C64 Coding > Badass - New 6502 Assembler
2020-06-28 17:47
Sasq

Registered: Apr 2004
Posts: 106
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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2020-06-28 21:24
JackAsser

Registered: Jun 2002
Posts: 1680
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..
2020-06-28 21:24
Krill

Registered: Apr 2002
Posts: 1475
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.
2020-06-28 21:25
Krill

Registered: Apr 2002
Posts: 1475
Quoting JackAsser
hashbangs are implemented by the exec() routine in the OS..
Until the interpreter in question chokes on a syntax error. :)
2020-06-28 21:28
Sasq

Registered: Apr 2004
Posts: 106
@Krill: Done :)

(Just extended the grammar to allow '#' comments if they are whole line comments).
2020-06-28 21:31
Krill

Registered: Apr 2002
Posts: 1475
Awesome! \=D/
2020-06-28 21:32
Sasq

Registered: Apr 2004
Posts: 106
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.
2020-06-28 21:33
JackAsser

Registered: Jun 2002
Posts: 1680
Quote: @Krill: Done :)

(Just extended the grammar to allow '#' comments if they are whole line comments).


Ahh, that little detail!
2020-06-28 21:34
JackAsser

Registered: Jun 2002
Posts: 1680
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.
2020-06-28 21:36
Sasq

Registered: Apr 2004
Posts: 106
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!
2020-06-28 21:36
Krill

Registered: Apr 2002
Posts: 1475
Quoting Sasq
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.
Sounds like this could be achieved with separate section-declare/collect and section directives, as 64tass does.

These allow the position in the source code to be independent of the position in the output binary.

Rest (splitting up source files) can be done via regular include semantics.
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