rgbasm(5) — language documentation
DESCRIPTION
This is the full description of the language used by rgbasm(1). The description of the instructions supported by the Game Boy CPU is in gbz80(7).
It is strongly recommended to have some familiarity with the Game Boy hardware before reading this document. RGBDS is specifically targeted at the Game Boy, and thus a lot of its features tie directly to its concepts. This document is not intended to be a Game Boy hardware reference.
Generally, “the linker” will refer to rgblink(1), but any program that processes RGB object files (described in rgbds(5)) can be used in its place.
SYNTAX
The syntax is line‐based, just as in any other assembler, meaning that you do one instruction or pseudo‐op per line:
[label]
[instruction]
[; comment]
Example:
John: ld a,87 ;Weee
All reserved keywords (pseudo‐ops, mnemonics, registers etc.) are case‐insensitive, all identifiers (symbol names) are case-sensitive.
Comments are used to give humans information about the code, such as explanations. The assembler always ignores comments and their contents.
There are two syntaxes for comments. The most common is that
anything that follows a semicolon ‘;
’
not inside a string, is a comment until the end of the line. The other is
that lines beginning with a ‘*
’ (not
even spaces before it) are ignored. This second syntax is deprecated (will
be removed in a future version) and should be replaced with the first
one.
Sometimes lines can be too long and it may be necessary to split them. To do so, put a backslash at the end of the line:
DB 1, 2, 3, \ 4, 5, 6, \ ; Put it before any comments 7, 8, 9
This works anywhere in the code except inside of
strings. To split strings it is needed to use
STRCAT
()
like this:
db STRCAT("Hello ", \ "world!")
EXPRESSIONS
An expression can be composed of many things. Numerical expressions are always evaluated using signed 32-bit math. Zero is considered to be the only "false" number, all non-zero numbers (including negative) are "true".
An expression is said to be "constant" if
rgbasm
knows its value. This is generally always the
case, unless a label is involved, as explained in the
SYMBOLS section.
The instructions in the macro-language generally require constant expressions.
Numeric Formats
There are a number of numeric formats.
Format type | Prefix | Accepted characters |
---|---|---|
Hexadecimal | $ | 0123456789ABCDEF |
Decimal | none | 0123456789 |
Octal | & | 01234567 |
Binary | % | 01 |
Fixed point (16.16) | none | 01234.56789 |
Character constant | none | "ABYZ" |
Gameboy graphics | ` | 0123 |
The "character constant" form yields the value the character maps to in the current charmap. For example, by default (refer to ascii(7)) ‘"A"’ yields 65. See Character maps for information on charmaps.
The last one, Gameboy graphics, is quite interesting and useful. After the backtick, 8 digits between 0 and 3 are expected, corresponding to pixel values. The resulting value is the two bytes of tile data that would produce that row of pixels. For example, ‘`01012323’ is equivalent to ‘$0F55’.
You can also use symbols, which are implicitly replaced with their value.
Operators
A great number of operators you can use in expressions are available (listed from highest to lowest precedence):
Operator | Meaning |
( ) |
Precedence override |
FUNC() |
Built-in function call |
~ + - |
Unary complement/plus/minus |
* / % |
Multiply/divide/modulo |
<<
>> |
Shift left/right |
& |
^ |
Binary and/or/xor |
+ - |
Add/subtract |
!= == <= >= <
> |
Comparison |
&&
|| |
Boolean and/or |
! |
Unary not |
~
complements a value by inverting all its
bits.
%
is used to get the remainder of the
corresponding division. ‘5 % 2’ is 1.
Shifting works by shifting all bits in the left operand either left (‘<<’) or right (‘>>’) by the right operand's amount. When shifting left, all newly-inserted bits are reset; when shifting right, they are copies of the original most significant bit instead. This makes ‘a << b’ and ‘a >> b’ equivalent to multiplying and dividing by 2 to the power of b, respectively.
Comparison operators return 0 if the comparison is false, and 1 otherwise.
Unlike in a lot of languages, and for technical reasons,
rgbasm
still evaluates both operands of
‘&&’ and ‘||’.
! returns 1 if the operand was 0, and 1 otherwise.
Fixed‐point Expressions
Fixed-point numbers are basically normal (32-bit) integers, which count 65536th's instead of entire units, offering better precision than integers but limiting the range of values. The upper 16 bits are used for the integer part and the lower 16 bits are used for the fraction (65536ths). Since they are still akin to integers, you can use them in normal integer expressions, and some integer operators like ‘+’ and ‘-’ don't care whether the operands are integers or fixed-point. You can easily truncate a fixed-point number into an integer by shifting it right by 16 bits. It follows that you can convert an integer to a fixed-point number by shifting it left.
The following functions are designed to operate with fixed-point numbers:
Name | Operation |
DIV (x,
y) |
|
MUL (x,
y) |
|
SIN (x) |
|
COS (x) |
|
TAN (x) |
|
ASIN (x) |
|
ACOS (x) |
|
ATAN (x) |
|
ATAN2 (x,
y) |
Angle between and |
These functions are useful for automatic generation of various tables. Example: assuming a circle has 65536.0 degrees, and sine values are in range [-1.0 ; 1.0]:
; -- ; -- Generate a 256-byte sine table with values between 0 and 128 ; -- ANGLE = 0.0 REPT 256 db MUL(64.0, SIN(ANGLE) + 1.0) >> 16 ANGLE = ANGLE + 256.0 ; 256 = 65536 / table_len, with table_len = 256 ENDR
String Expressions
The most basic string expression is any number of characters
contained in double quotes (‘"for
instance"
’). The backslash character
‘\
’ is special in that it causes the
character following it to be “escaped”, meaning that it is
treated differently from normal. There are a number of escape sequences you
can use within a string:
String | Meaning |
‘\\ ’ |
Produces a backslash |
‘\" ’ |
Produces a double quote without terminating |
‘\, ’ |
Comma |
‘\{ ’ |
Curly bracket left |
‘\} ’ |
Curly bracket right |
‘\n ’ |
Newline ($0A) |
‘\r ’ |
Carriage return ($0D) |
‘\t ’ |
Tab ($09) |
"\1" – "\9" | Macro argument (Only the body of a macro, see Invoking macros) |
‘\@ ’ |
Label name suffix (Only in the body of macros and REPTs) |
A funky feature is
‘{symbol}
’ within a string, called
“symbol interpolation”. This will paste
symbol's contents as a string. If it's a string
symbol, the string is simply inserted. If it's a numeric symbol, its value
is converted to hexadecimal notation with a dollar sign ‘$’
prepended.
TOPIC equs "life, the universe, and everything" ANSWER = 42 ; Prints "The answer to life, the universe, and everything is $2A" PRINTT "The answer to {TOPIC} is {ANSWER}\n"
Symbol interpolations can be nested, too!
It's possible to change the way numeric symbols are converted by
specifying a print type like so:
‘{d:symbol}
’. Valid print types
are:
Print type | Format | Example |
‘d ’ |
Decimal | 42 |
‘x ’ |
Lowercase hexadecimal | 2a |
‘X ’ |
Uppercase hexadecimal | 2A |
‘b ’ |
Binary | 101010 |
Note that print types should only be used with numeric values, not strings.
HINT: The {symbol}
construct can also be
used outside strings. The symbol's value is again inserted directly.
The following functions operate on string expressions. Most of them return a string, however some of these functions actually return an integer and can be used as part of an integer expression!
Name | Operation |
STRLEN (string) |
Returns the number of characters in string. |
STRCAT (str1,
str2) |
Appends str2 to str1. |
STRCMP (str1,
str2) |
Returns negative if str1 is alphabetically lower than str2 , zero if they match, positive if str1 is greater than str2. |
STRIN (str1,
str2) |
Returns the position of str2 in str1 or zero if it's not present (first character is position 1). |
STRSUB (str,
pos, len) |
Returns a substring from str starting at pos (first character is position 1) and len characters long. |
STRUPR (str) |
Converts all characters in str to capitals and returns the new string. |
STRLWR (str) |
Converts all characters in str to lower case and returns the new string. |
Character maps
When writing text that is meant to be displayed in the Game Boy, the characters used in the source code may have a different encoding than the default of ASCII. For example, the tiles used for uppercase letters may be placed starting at tile index 128, which makes it difficult to add text strings to the ROM.
Character maps allow mapping strings up to 16 characters long to an abitrary 8-bit value:
CHARMAP "<LF>", 10 CHARMAP "í", 20 CHARMAP "A", 128
It is possible to create multiple character maps and then switch between them as desired. This can be used to encode debug information in ASCII and use a different encoding for other purposes, for example. Initially, there is one character map called ‘main’ and it is automatically selected as the current character map from the beginning. There is also a character map stack that can be used to save and restore which character map is currently active.
Command | Meaning |
NEWCHARMAP
name |
Creates a new, empty character map called name. |
NEWCHARMAP
name, basename |
Creates a new character map called name, copied from character map basename. |
SETCHARMAP
name |
Switch to character map name. |
PUSHC |
Push the current character map onto the stack. |
POPC |
Pop a character map off the stack and switch to it. |
Note: Character maps affect all strings in the file from the point in which they are defined, until switching to a different character map. This means that any string that the code may want to print as debug information will also be affected by it.
Note: The output value of a mapping can be 0. If this happens, the assembler will treat this as the end of the string and the rest of it will be trimmed.
Other functions
There are a few other functions that do various useful things:
Name | Operation |
BANK (arg) |
Returns a bank number. If arg is the symbol
@ , this function returns the bank of the current
section. If arg is a string, it returns the bank of
the section that has that name. If arg is a label,
it returns the bank number the label is in. The result may be constant if
rgbasm is able to compute it. |
DEF (label) |
Returns TRUE (1) if label has been defined, FALSE (0) otherwise. String symbols are not expanded within the parentheses. |
HIGH (arg) |
Returns the top 8 bits of the operand if arg is a label or constant, or the top 8-bit register if it is a 16-bit register. |
LOW (arg) |
Returns the bottom 8 bits of the operand if arg
is a label or constant, or the bottom 8-bit register if
it is a 16-bit register (AF
isn't a valid register for this function). |
ISCONST (arg) |
Returns 1 if arg's value is known by RGBASM (e.g.
if it can be an argument to IF ), or 0 if only
RGBLINK can compute its value. |
SECTIONS
Before you can start writing code, you must define a section. This tells the assembler what kind of information follows and, if it is code, where to put it.
SECTION name,
type
SECTION name,
type, options
SECTION name,
type[addr]
SECTION name,
type[addr],
options
name is a string enclosed in double quotes, and can be a new name or the name of an existing section. All sections assembled at the same time that have the same name are considered to be the same section, and their code is put together in the object file generated by the assembler. If the type doesn't match, an error occurs. All other sections must have a unique name, even in different source files, or the linker will treat it as an error.
Possible section types are as follows:
ROM0
- A ROM section. addr can range from $0000 to $3FFF, or $0000 to $7FFF if tiny ROM mode is enabled in the linker.
ROMX
- A banked ROM section. addr can range from
$4000 to $7FFF.
bank can range from 1 to 511. Becomes an alias for
ROM0
if tiny ROM mode is enabled in the linker. VRAM
- A banked video RAM section. addr can range from $8000 to $9FFF. bank can be 0 or 1, but bank 1 is unavailable if DMG mode is enabled in the linker.
SRAM
- A banked external (save) RAM section. addr can range from $A000 to $BFFF. bank can range from 0 to 15.
WRAM0
- A general-purpose RAM section. addr can range from $C000 to $CFFF, or $C000 to $DFFF if WRAM0 mode is enabled in the linker.
WRAMX
- A banked general-purpose RAM section. addr can range
from $D000 to $DFFF.
bank can range from 1 to 7. Becomes an alias for
WRAM0
if WRAM0 mode is enabled in the linker. OAM
- An object attribute RAM section. addr can range from $FE00 to $FE9F.
HRAM
- A high RAM section. addr can range from
$FF80 to $FFFE.
Note: While
rgbasm
will automatically optimizeld
instructions to the smaller and fasterldh
(see gbz80(7)) whenever possible, it is generally unable to do so when a label is involved. Using theldh
instruction directly is recommended. This forces the assembler to emit aldh
instruction and the linker to check if the value is in the correct range.
Since RGBDS produces ROMs, code and data can only be placed in
ROM0
and ROMX
sections. To
put some in RAM, have it stored in ROM, and copy it to RAM.
options are comma-separated and may include:
BANK
[bank]- Specify which bank for the linker to place the section in. See above for possible values for bank, depending on type.
ALIGN
[align]- Place the section at an address whose align least‐significant bits are zero. This option can be used with addr, as long as they don't contradict eachother.
If [addr] is not specified, the section is
considered “floating”; the linker will automatically calculate
an appropriate address for the section. Similarly, if
BANK
[bank] is not specified,
the linker will automatically find a bank with enough space.
Sections can also be placed by using a linker script file. The format is described in rgblink(5). They allow the user to place floating sections in the desired bank in the order specified in the script. This is useful if the sections can't be placed at an address manually because the size may change, but they have to be together.
Section examples:
-
SECTION "CoolStuff",ROMX
- If it is needed, the the base address of the section can be specified:
SECTION "CoolStuff",ROMX[$4567]
- An example with a fixed bank:
SECTION "CoolStuff",ROMX[$4567],BANK[3]
- And if you want to force only the section's bank, and not its position
within the bank, that's also possible:
SECTION "CoolStuff",ROMX,BANK[7]
- Alignment examples: The first one could be useful for defining an OAM
buffer to be DMA'd, since it must be aligned to 256 bytes. The second
could also be appropriate for GBC HDMA, or for an optimized copy code that
requires alignment.
SECTION "OAM Data",WRAM0,ALIGN[8] ; align to 256 bytes SECTION "VRAM Data",ROMX,BANK[2],ALIGN[4] ; align to 16 bytes
Section Stack
POPS
and PUSHS
provide the interface to the section stack. The number of entries in the
stack is limited only by the amount of memory in your machine.
PUSHS
will push the current section
context on the section stack. POPS
can then later be
used to restore it. Useful for defining sections in included files when you
don't want to override the section context at the point the file was
included.
RAM Code
Sometimes you want to have some code in RAM. But then you can't simply put it in a RAM section, you have to store it in ROM and copy it to RAM at some point.
This means the code (or data) will not be stored in the place it
gets executed. Luckily, LOAD
blocks are the perfect
solution to that. Here's an example of how to use them:
SECTION "LOAD example", ROMX CopyCode: ld de, RAMCode ld hl, RAMLocation ld c, RAMLocation.end - RAMLocation .loop ld a, [de] inc de ld [hli], a dec c jr nz, .loop ret RAMCode: LOAD "RAM code", WRAM0 RAMLocation: ld hl, .string ld de, $9864 .copy ld a, [hli] ld [de], a inc de and a jr nz, .copy ret .string db "Hello World!", 0 .end ENDL
A LOAD
block feels similar to a
SECTION
declaration because it creates a new one.
All data and code generated within such a block is placed in the current
section like usual, but all labels are created as if they were placed in
this newly-created section.
In the example above, all of the code and data will end up in the "LOAD example" section. You will notice the ‘RAMCode’ and ‘RAMLocation’ labels. The former is situated in ROM, where the code is stored, the latter in RAM, where the code will be loaded.
You cannot nest LOAD
blocks, nor can you
change the current section within them.
Unionized Sections
When you're tight on RAM, you may want to define overlapping
blocks of variables, as explained in the
Unions section. However, the
UNION
keyword only works within a single file, which
prevents e.g. defining temporary variables on a single memory area across
several files. Unionized sections solve this problem. To declare an
unionized section, add a UNION
keyword after the
SECTION
one; the declaration is otherwise not
different. Unionized sections follow some different rules from normal
sections:
- The same unionized section (= having the same name) can be declared
several times per
rgbasm
invocation, and across several invocations. Different declarations are treated and merged identically whether within the same invocation, or different ones. - A section cannot be declared both as unionized or non-unionized.
- All declarations must have the same type. For example, even if
rgblink(1)'s
-w
flag is used,WRAM0
andWRAMX
types are still considered different. - Different constraints (alignment, bank, etc.) can be specified for each unionized section declaration, but they must all be compatible. For example, alignment must be compatible with any fixed address, all specified banks must be the same, etc.
- Unionized sections cannot have type
ROM0
orROMX
.
Different declarations of the same unionized section are not appended, but instead overlaid on top of eachother, just like Unions. Similarly, the size of an unionized section is the largest of all its declarations.
SYMBOLS
RGBDS supports several types of symbols:
- Label
- Numerical symbol designating a memory location. May or may not have a value known at assembly time.
- Constant
- Numerical symbol whose value has to be known at assembly time.
- Macro
- A block of
rgbasm
code that can be invoked later. - String equate
- String symbol that can be evaluated, similarly to a macro.
Symbol names can contain letters, numbers, underscores,
hashes and ‘@’. However, they must begin with either a letter,
a number, or an underscore. Periods are allowed exclusively for labels, as
described below. A symbol cannot have the same name as a reserved keyword.
In the line where a symbol is
defined there mustn't be any whitespace before it, otherwise
rgbasm
will treat it as a macro invocation.
- Label declaration
- One of the assembler's main tasks is to keep track of addresses for you,
so you can work with meaningful names instead of "magic"
numbers.
This can be done in a number of ways:
GlobalLabel ; This syntax is deprecated, AnotherGlobal: ; please use this instead .locallabel .yet_a_local: AnotherGlobal.with_another_local: ThisWillBeExported:: ; Note the two colons ThisWillBeExported.too::
Declaring a label (global or local) with ‘
::
’ does anEXPORT
at the same time. (See Exporting and importing symbols below).Any label whose name does not contain a period is a global label, others are locals. Declaring a global label sets it as the current label scope until the next one; any local label whose first character is a period will have the global label's name implicitly prepended. Local labels can be declared as ‘
scope.local:
’ or simply as as ‘.local:
’. If the former notation is used, then ‘scope
’ must be the actual current scope.A label's location (and thus value) is usually not determined until the linking stage, so labels usually cannot be used as constants. However, if the section in which the label is declared has a fixed base address, its value is known at assembly time.
rgbasm
is able to compute the subtraction of two labels either if both are constant as described above, or if both belong to the same section. EQU
EQU
allows defining constant symbols. UnlikeSET
below, constants defined this way cannot be redefined. They can, for example, be used for things such as bit definitions of hardware registers.SCREEN_WIDTH equ 160 ; In pixels SCREEN_HEIGHT equ 144
Note that colons ‘
:
’ following the name are not allowed.SET
SET
, or its synonym=
, defines constant symbols likeEQU
, but those constants can be re-defined. This is useful for variables in macros, for counters, etc.ARRAY_SIZE EQU 4 COUNT SET 2 COUNT SET ARRAY_SIZE+COUNT ; COUNT now has the value 6 COUNT = COUNT + 1
Note that colons ‘
:
’ following the name are not allowed.RSSET
,RSRESET
,RB
,RW
- The RS group of commands is a handy way of defining structures:
RSRESET str_pStuff RW 1 str_tData RB 256 str_bCount RB 1 str_SIZEOF RB 0
The example defines four constants as if by:
str_pStuff EQU 0 str_tData EQU 2 str_bCount EQU 258 str_SIZEOF EQU 259
There are five commands in the RS group of commands:
Command Meaning RSRESET
Equivalent to ‘ RSSET 0
’.RSSET
constexprSets the _RS
counter to constexpr.RB
constexprSets the preceding symbol to _RS
and adds constexpr to_RS
.RW
constexprSets the preceding symbol to _RS
and adds constexpr * 2 to_RS
.RL
constexprSets the preceding symbol to _RS
and adds constexpr * 4 to_RS
. (In practice, this one cannot be used due to a bug).Note that colons ‘
:
’ following the name are not allowed. EQUS
EQUS
is used to define string symbols. Wherever the assembler meets a string symbol its name is replaced with its value. If you are familiar with C you can think of it as similar to#define .
COUNTREG EQUS "[hl+]" ld a,COUNTREG PLAYER_NAME EQUS "\"John\"" db PLAYER_NAME
This will be interpreted as:
ld a,[hl+] db "John"
String symbols can also be used to define small one-line macros:
pusha EQUS "push af\npush bc\npush de\npush hl\n"
Note that colons ‘
:
’ following the name are not allowed. String equates can't be exported or imported.Important note: An
EQUS
can be expanded to a string that contains anotherEQUS
and it will be expanded as well. If this creates an infinite loop,rgbasm
will error out once a certain depth is reached. See the-r
command-line option in rgbasm(1). Also, a macro can contain anEQUS
which calls the same macro, which causes the same problem.MACRO
- One of the best features of an assembler is the ability to write macros
for it. Macros can be called with arguments, and can react depending on
input using
IF
constructs.MyMacro: MACRO ld a,80 call MyFunc ENDM
Note that a single colon ‘
:
’ following the macro's name is required. Macros can't be exported or imported.
Exporting and importing symbols
Importing and exporting of symbols is a feature that is very useful when your project spans many source files and, for example, you need to jump to a routine defined in another file.
Exporting of symbols has to be done manually, importing is done
automatically if rgbasm
finds a symbol it does not
know about.
The following will cause symbol1, symbol2 and so on to be accessible to other files during the link process:
EXPORT
symbol1 [, symbol2,
...]
GLOBAL
is a deprecated synonym for
EXPORT
, do not use it.
Note also that only exported symbols will appear in symbol and map files produced by rgblink(1).
Purging symbols
PURGE
allows you to completely remove a
symbol from the symbol table as if it had never existed.
USE WITH EXTREME
CAUTION!!! I can't stress this enough,
you seriously need
to know what you are doing. DON'T purge a symbol that you use in
expressions the linker needs to calculate. When not sure, it's probably not
safe to purge anything other than string symbols, macros, and constants.
Kamikaze EQUS "I don't want to live anymore" AOLer EQUS "Me too" PURGE Kamikaze, AOLer
Note that, as an exception, string symbols in the
argument list of a PURGE
command
will not be
expanded.
Predeclared Symbols
The following symbols are defined by the assembler:
Type | Name | Contents |
EQU |
@ |
PC value |
EQU |
_PI |
Fixed point π |
SET |
_RS |
_RS Counter |
EQU |
_NARG |
Number of arguments passed to macro |
EQU |
__LINE__ |
The current line number |
EQUS |
__FILE__ |
The current filename |
EQUS |
__DATE__ |
Today's date |
EQUS |
__TIME__ |
The current time |
EQUS |
__ISO_8601_LOCAL__ |
ISO 8601 timestamp (local) |
EQUS |
__ISO_8601_UTC__ |
ISO 8601 timestamp (UTC) |
EQU |
__UTC_YEAR__ |
Today's year |
EQU |
__UTC_MONTH__ |
Today's month number, 1–12 |
EQU |
__UTC_DAY__ |
Today's day of the month, 1–31 |
EQU |
__UTC_HOUR__ |
Current hour, 0–23 |
EQU |
__UTC_MINUTE__ |
Current minute, 0–59 |
EQU |
__UTC_SECOND__ |
Current second, 0–59 |
EQU |
__RGBDS_MAJOR__ |
Major version number of RGBDS |
EQU |
__RGBDS_MINOR__ |
Minor version number of RGBDS |
EQU |
__RGBDS_PATCH__ |
Patch version number of RGBDS |
DEFINING DATA
Declaring variables in a RAM section
DS
allocates a number of empty bytes. This
is the preferred method of allocating space in a RAM section. You can also
use DB
, DW
and
DL
without any arguments instead (see
Defining constant data
below).
DS 42 ; Allocates 42 bytes
Empty space in RAM sections will not be initialized. In ROM
sections, it will be filled with the value passed to the
-p
command-line option, except when using overlays
with -O
.
Defining constant data
DB
defines a list of bytes that will be
stored in the final image. Ideal for tables and text. Note that strings are
not zero-terminated!
DB 1,2,3,4,"This is a string"
DS
can also be used to fill a region of
memory with some value. The following produces 42 times the byte $FF:
DS 42, $FF
Alternatively, you can use DW
to store a
list of words (16-bit) or DL
to store a list of
double-words/longs (32-bit). Strings are not allowed as arguments to
DW
and DL
.
You can also use DB
,
DW
and DL
without arguments,
or leaving empty elements at any point in the list. This works exactly like
DS 1
, DS 2
and
DS 4
respectively. Consequently, no-argument
DB
, DW
and
DL
can be used in a WRAM0
/
WRAMX
/ HRAM
/
VRAM
/ SRAM
section.
Including binary files
You probably have some graphics, level data, etc. you'd like to
include. Use INCBIN
to include a raw binary file as
it is. If the file isn't found in the current directory, the include-path
list passed to rgbasm(1) (see the
-i
option) on the command line will be searched.
INCBIN "titlepic.bin" INCBIN "sprites/hero.bin"
You can also include only part of a file with
INCBIN
. The example below includes 256 bytes from
data.bin, starting from byte 78.
INCBIN "data.bin",78,256
Unions
Unions allow multiple memory allocations to overlap, like unions in C. This does not increase the amount of memory available, but allows re-using the same memory region for different purposes.
A union starts with a UNION
keyword, and
ends at the corresponding ENDU
keyword.
NEXTU
separates each block of allocations, and you
may use it as many times within a union as necessary.
; Let's say PC = $C0DE here UNION ; Here, PC = $C0DE Name: ds 8 ; PC = $C0E6 Nickname: ds 8 ; PC = $C0EE NEXTU ; PC is back to $C0DE Health: dw ; PC = $C0E0 Something: ds 6 ; And so on Lives: db NEXTU VideoBuffer: ds 19 ENDU
In the example above, ‘Name, Health, VideoBuffer’
all have the same value, as do ‘Nickname’ and
‘Lives’. Thus, keep in mind that ld [Health],
a
is identical to ld [Name], a
.
The size of this union is 19 bytes, as this is the size of the largest block (the last one, containing ‘VideoBuffer’). Nesting unions is possible, with each inner union's size being considered as described above.
Unions may be used in any section, but inside them may only be
DS -
like commands (see
Declaring
variables in a RAM section).
THE MACRO LANGUAGE
Invoking macros
You execute the macro by inserting its name.
add a,b ld sp,hl MyMacro ; This will be expanded sub a,87
It's valid to call a macro from a macro (yes, even the same one).
When rgbasm
sees
MyMacro
it will insert the macro definition (the
code enclosed in MACRO
/
ENDM
).
Suppose your macro contains a loop.
LoopyMacro: MACRO xor a,a .loop ld [hl+],a dec c jr nz,.loop ENDM
This is fine, but only if you use the macro no more than once per
scope. To get around this problem, there is the escape sequence
\@
that expands to a unique string.
\@
also works in
REPT
blocks.
LoopyMacro: MACRO xor a,a .loop\@ ld [hl+],a dec c jr nz,.loop\@ ENDM
Important note: Since a macro can call itself
(or a different macro that calls the first one), there can be circular
dependency problems. If this creates an infinite loop,
rgbasm
will error out once a certain depth is
reached. See the -r
command-line option in
rgbasm(1). Also, a macro can have inside
an EQUS which references the same macro, which has the
same problem.
It's possible to pass arguments to macros as well! You retrieve
the arguments by using the escape sequences \1
through \9
, \1
being the
first argument specified on the macro invocation.
LoopyMacro: MACRO ld hl,\1 ld c,\2 xor a,a .loop\@ ld [hl+],a dec c jr nz,.loop\@ ENDM
Now I can call the macro specifying two arguments, the first being the address and the second being a byte count. The generated code will then reset all bytes in this range.
LoopyMacro MyVars,54
Arguments are passed as string equates, although there's no need
to enclose them in quotes. Thus, an expression will not be evaluated first
but kind of copy-pasted. This means that it's probably a very good idea to
use brackets around \1
to \9
if you perform further calculations on them. For instance, consider the
following:
print_double: MACRO PRINTV \1 * 2 ENDM print_double 1 + 2
The PRINTV
statement will expand to
‘PRINTV 1 + 2 * 2
’, which will print 5
and not 6 as you might have expected.
Line continuations work as usual inside macros or lists of macro arguments. However, some characters need to be escaped, as in the following example:
PrintMacro: MACRO PRINTT \1 ENDM PrintMacro STRCAT("Hello "\, \ "world\\n")
The comma needs to be escaped to avoid it being treated as
separating the macro's arguments. The backslash ‘\’ (from
‘\n’) also needs to be escaped because of the way
rgbasm
processes macro arguments.
In reality, up to 256 arguments can be passed to a macro, but you
can only use the first 9 like this. If you want to use the rest, you need to
use the SHIFT
command.
SHIFT
is a special command only available
in macros. Very useful in REPT
blocks. It will shift
the arguments by one to the left. \1
will get the
value of \2
, \2
will get the
value of \3
, and so forth.
This is the only way of accessing the value of arguments from 10 to 256.
SHIFT
can optionally be given an integer
parameter, and will apply the above shifting that number of times.
Printing things during assembly
The next four commands print text and values to the standard output. Useful for debugging macros, or wherever you may feel the need to tell yourself some important information.
PRINTT "I'm the greatest programmer in the whole wide world\n" PRINTI (2 + 3) / 5 PRINTV $FF00 + $F0 PRINTF MUL(3.14, 3987.0)
PRINTT
- prints out a string. Be careful to add a line feed ("\n") at the end, as it is not added automatically.
PRINTV
- prints out an integer value in hexadecimal or, as in the example, the result of a calculation. Unsurprisingly, you can also print out a constant symbol's value.
PRINTI
- prints out a signed integer value.
PRINTF
- prints out a fixed point value.
Be careful that none of those automatically print a line feed; if
you need one, use PRINTT \n
.
Automatically repeating blocks of code
Suppose you want to unroll a time consuming loop without
copy-pasting it. REPT
is here for that purpose.
Everything between REPT
and the matching
ENDR
will be repeated a number of times just as if
you had done a copy/paste operation yourself. The following example will
assemble ‘add a,c
’ four times:
REPT 4 add a,c ENDR
You can also use REPT
to generate tables
on the fly:
; -- ; -- Generate a 256 byte sine table with values between 0 and 128 ; -- ANGLE = 0.0 REPT 256 db (MUL(64.0, SIN(ANGLE)) + 64.0) >> 16 ANGLE = ANGLE+256.0 ENDR
As in macros, you can also use the escape sequence
\@
. REPT
blocks can be
nested.
Aborting the assembly process
FAIL
and WARN
can
be used to print errors and warnings respectively during the assembly
process. This is especially useful for macros that get an invalid argument.
FAIL
and WARN
take a string
as the only argument and they will print this string out as a normal error
with a line number.
FAIL
stops assembling immediately while
WARN
shows the message but continues afterwards.
If you need to ensure some assumption is correct when compiling,
you can use ASSERT
and
STATIC_ASSERT
. Syntax examples are given below:
Function: xor a ASSERT LOW(Variable) == 0 ld h, HIGH(Variable) ld l, a ld a, [hli] ; You can also indent this! ASSERT BANK(OtherFunction) == BANK(Function) call OtherFunction ; Lowercase also works assert Variable + 1 == OtherVariable ld c, [hl] ret .end ; If you specify one, a message will be printed STATIC_ASSERT .end - Function < 256, "Function is too large!"
First, the difference between ASSERT
and
STATIC_ASSERT
is that the former is evaluated by
RGBASM if it can, otherwise by RGBLINK; but the latter is only ever
evaluated by RGBASM. If RGBASM cannot compute the value of the argument to
STATIC_ASSERT
, it will produce an error.
Second, as shown above, a string can be optionally added at the end, to give insight into what the assertion is checking.
Finally, you can add one of WARN
,
FAIL
or FATAL
as the first
optional argument to either ASSERT
or
STATIC_ASSERT
. If the assertion fails,
WARN
will cause a simple warning (controlled by
rgbasm(1) flag
-Wassert
) to be emitted;
FAIL
(the default) will cause a non-fatal error; and
FATAL
immediately aborts.
Including other source files
Use INCLUDE
to process another assembler
file and then return to the current file when done. If the file isn't found
in the current directory the include path list (see the
-i
option in
rgbasm(1)) will be searched. You may
nest INCLUDE
calls infinitely (or until you run out
of memory, whichever comes first).
INCLUDE "irq.inc"
Conditional assembling
The four commands IF
,
ELIF
, ELSE
, and
ENDC
let you have rgbasm
skip over parts of your code depending on a condition. This is a powerful
feature commonly used in macros.
IF NUM < 0 PRINTT "NUM < 0\n" ELIF NUM == 0 PRINTT "NUM == 0\n" ELSE PRINTT "NUM > 0\n" ENDC
The ELIF
(standing for "else
if") and ELSE
blocks are optional.
IF
/ ELIF
/
ELSE
/ ENDC
blocks can be
nested.
Note that if an ELSE
block is found before
an ELIF
block, the ELIF
block will be ignored. All ELIF
blocks must go
before the ELSE
block. Also, if there is more than
one ELSE
block, all of them but the first one are
ignored.
MISCELLANEOUS
Changing options while assembling
OPT
can be used to change some of the
options during assembling from within the source, instead of defining them
on the command-line.
OPT
takes a comma-separated list of
options as its argument:
PUSHO OPT g.oOX ;Set the GB graphics constants to use these characters DW `..ooOOXX POPO DW `00112233
The options that OPT can modify are currently:
b
, g
and
p
.
POPO
and PUSHO
provide the interface to the option stack. PUSHO
will push the current set of options on the option stack.
POPO
can then later be used to restore them. Useful
if you want to change some options in an include file and you don't want to
destroy the options set by the program that included your file. The stack's
number of entries is limited only by the amount of memory in your
machine.
SEE ALSO
rgbasm(1), rgblink(1), rgblink(5), rgbds(5), rgbds(7), gbz80(7)
HISTORY
rgbasm
was originally written by Carsten
Sørensen as part of the ASMotor package, and was later packaged in
RGBDS by Justin Lloyd. It is now maintained by a number of contributors at
https://github.com/rednex/rgbds.