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 advisable 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 RGBDS object files (described in rgbds(5)) can be used in its place.
SYNTAX
The syntax is line-based, just as in any other assembler. Each line may have components in this order:
[directive]
[; comment]
[label:]
[instruction [:: instruction ...]]
[; comment]
Directives are commands to the assembler itself, such as
PRINTLN
, SECTION
, or
OPT
.
Labels tie a name to a specific location within a section (see Labels below). They must come first in the line.
Instructions are assembled into Game Boy opcodes. Multiple
instructions on one line can be separated by double colons
‘::
’.
All reserved keywords (directives, register names, etc.) are case-insensitive; all identifiers (labels and other 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 kinds of comments, inline and block. Inline comments
are anything that follows a semicolon
‘;
’ not inside a string, until the end
of the line. Block comments, beginning with
‘/*
’ and ending with
‘*/
’, can be split across multiple
lines, or occur in the middle of an expression.
An example demonstrating these syntax features:
SECTION "My Code", ROM0 ; a directive MyFunction: ; a label push hl ; an instruction /* ...and multiple instructions, with mixed case */ ld a, [hli] :: LD H, [HL] :: Ld l, a pop /*wait for it*/ hl ret
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 DB "Hello, \ ; Space before the \ is included world!" ; Any leading space is included
Symbol interpolation
A funky feature is writing a symbol between
‘{braces}
’, called “symbol
interpolation”. This will paste the symbol's contents as if they were
part of the source file. If it is a string symbol, its characters are simply
inserted as-is. If it is a numeric symbol, its value is converted to
hexadecimal notation with a dollar sign ‘$’ prepended.
Symbol interpolations can be nested, too!
DEF topic EQUS "life, the universe, and \"everything\"" DEF meaning EQUS "answer" ; Defines answer = 42 DEF {meaning} = 42 ; Prints "The answer to life, the universe, and "everything" is $2A" PRINTLN "The {meaning} to {topic} is {{meaning}}" PURGE topic, meaning, {meaning}
Symbols can be
interpolated
even in the contexts that disable automatic
expansion
of string constants: ‘name
’ will be
expanded in all of ‘DEF({name})
’,
‘DEF {name} EQU/=/EQUS/etc ...
’,
‘PURGE {name}
’, and
‘MACRO {name}
’, but, for example,
won't be in ‘DEF(name)
’.
It's possible to change the way symbols are printed by specifying
a print format like so:
‘{fmt:symbol}
’. The
‘fmt
’ specifier consists of these
parts:
‘<sign><prefix><align><pad><width><frac><type>
’.
These parts are:
Part | Meaning |
‘<sign> ’ |
May be ‘+ ’ or
‘ ’. If specified, prints
this character in front of non-negative numbers. |
‘<prefix> ’ |
May be ‘# ’. If specified, prints
the appropriate prefix for numbers,
‘$ ’,
‘& ’, or
‘% ’. |
‘<align> ’ |
May be ‘- ’. If specified, aligns
left instead of right. |
‘<pad> ’ |
May be ‘0 ’. If specified, pads
right-aligned numbers with zeros instead of spaces. |
‘<width> ’ |
May be one or more ‘0 ’ –
‘9 ’. If specified, pads the value to
this width, right-aligned with spaces by default. |
‘<frac> ’ |
May be ‘. ’ followed by one or more
‘0 ’ –
‘9 ’. If specified, prints this many
digits of a fixed-point fraction. Defaults to 5 digits, maximum 255
digits. |
‘<type> ’ |
Specifies the type of value. |
All the format specifier parts are optional except the
‘<type>
’. Valid print types
are:
Print type | Format | Example |
‘d ’ |
Signed decimal | -42 |
‘u ’ |
Unsigned decimal | 42 |
‘x ’ |
Lowercase hexadecimal | 2a |
‘X ’ |
Uppercase hexadecimal | 2A |
‘b ’ |
Binary | 101010 |
‘o ’ |
Octal | 52 |
‘f ’ |
Fixed-point | 1234.56789 |
‘s ’ |
String | "example" |
Examples:
SECTION "Test", ROM0[2] X: ; This works with labels **whose address is known** DEF Y = 3 ; This also works with variables DEF SUM EQU X + Y ; And likewise with numeric constants ; Prints "%0010 + $3 == 5" PRINTLN "{#05b:X} + {#x:Y} == {d:SUM}" rsset 32 DEF PERCENT rb 1 ; Same with offset constants DEF VALUE = 20 DEF RESULT = MUL(20.0, 0.32) ; Prints "32% of 20 = 6.40" PRINTLN "{d:PERCENT}% of {d:VALUE} = {f:RESULT}" DEF WHO EQUS STRLWR("WORLD") ; Prints "Hello world!" PRINTLN "Hello {s:WHO}!"
Although, for these examples, STRFMT
would
be more appropriate; see String
expressions further below.
EXPRESSIONS
An expression can be composed of many things. Numeric 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. However, some operators
can be constant even with non-constant operands, as explained in
Operators further below.
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 | none | 01234.56789 |
Precise fixed-point | none | 12.34q8 |
Character constant | none | "ABYZ" |
Game Boy graphics | ` | 0123 |
Underscores are also accepted in numbers, except at the beginning
of one. This can be useful for grouping digits, like
‘123_456
’ or
‘%1100_1001
’.
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, Game Boy 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 |
** |
Exponent |
~ + - |
Unary complement/plus/minus |
* / % |
Multiply/divide/modulo |
<< |
Shift left |
>> |
Signed shift right (sign-extension) |
>>> |
Unsigned shift right (zero-extension) |
& |
^ |
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, so that ‘a / b * b + a % b == a’ is
always true. The result has the same sign as the divisor. This makes
‘a % b’. equal to ‘(a + b) % b’ or ‘(a -
b) % b’.
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 many other languages, and for technical reasons,
rgbasm
still evaluates both operands of
‘&&’ and ‘||’.
The operators ‘&&’ and ‘&’ with a zero constant as either operand will be constant 0, and ‘||’ with a non-zero constant as either operand will be constant 1, even if the other operand is non-constant.
!
returns 1 if the operand was 0, and 0
otherwise.
Fixed-point expressions
Fixed-point numbers are basically normal (32-bit) integers, which
count fractions instead of whole numbers. They offer better precision than
integers but limit the range of values. By default, the upper 16 bits are
used for the integer part and the lower 16 bits are used for the fraction
(65536ths). The default number of fractional bits can be changed with the
-Q
command-line option. You can also specify a
precise fixed-point value by appending a “q” to it followed by
the number of fractional bits, such as
‘12.34q8
’.
Since fixed-point values are still just integers, you can use them in normal integer expressions. 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) |
Fixed-point division |
MUL (x,
y) |
Fixed-point multiplication |
FMOD (x,
y) |
Fixed-point modulo |
POW (x,
y) |
to the power |
LOG (x,
y) |
Logarithm of to the base |
ROUND (x) |
Round to the nearest integer |
CEIL (x) |
Round up to an integer |
FLOOR (x) |
Round down to an integer |
SIN (x) |
Sine of |
COS (x) |
Cosine of |
TAN (x) |
Tangent of |
ASIN (x) |
Inverse sine of |
ACOS (x) |
Inverse cosine of |
ATAN (x) |
Inverse tangent of |
ATAN2 (y,
x) |
Angle between and |
All of these fixed-point functions can take an optional final
argument, which is the precision to use. For example,
‘MUL(6.0q8, 7.0q8, 8)
’ will evaluate
to ‘42.0q8
’ no matter what value is
set as the current Q
option.
The trigonometry functions ( SIN
,
COS
, TAN
, etc) are defined
in terms of a circle divided into 1.0 "turns" (equal to 2pi
radians or 360 degrees).
These functions are useful for automatic generation of various tables. For example:
; Generate a table of sine values from sin(0.0) to sin(1.0), with ; amplitude scaled from [-1.0, 1.0] to [0.0, 128.0] DEF turns = 0.0 REPT 256 db MUL(64.0, SIN(turns) + 1.0) >> 16 DEF turns += 1.0 / 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 |
‘\{ ’ |
Curly bracket left |
‘\} ’ |
Curly bracket right |
‘\n ’ |
Newline ($0A) |
‘\r ’ |
Carriage return ($0D) |
‘\t ’ |
Tab ($09) |
‘\0 ’ |
Null ($00) |
"\1" – "\9" | Macro argument (Only in the body of a macro; see Invoking macros) |
‘\# ’ |
All _NARG macro arguments,
separated by commas (Only in the body of a macro) |
‘\@ ’ |
Label name suffix (Only in the body of a macro or a
REPT block) |
Multi-line strings are contained in triple quotes
(‘"""for
instance"""
’). Escape sequences work the same
way in multi-line strings; however, literal newline characters will be
included as-is, without needing to escape them with
‘\r
’ or
‘\n
’.
Raw strings are prefixed by a hash ‘#’. Inside them,
backslashes and braces are treated like regular characters, so they will not
be expanded as macro arguments, interpolated symbols, or escape sequences.
For example, the raw string
‘#"\t\1{s}\"
’ is equivalent
to the regular string ‘\\t\\1\{s}\\
’.
(Note that this prevents raw strings from including the double quote
character.) Raw strings also may be contained in triple quotes for them to
be multi-line, so they can include literal newline or quote characters
(although still not three quotes in a row).
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 (str) |
Returns the number of characters in str. |
STRCAT (strs...) |
Concatenates strs. |
STRCMP (str1,
str2) |
Returns -1 if str1 is alphabetically lower than str2 , zero if they match, 1 if str1 is greater than str2. |
STRIN (str1,
str2) |
Returns the first position of str2 in str1 or zero if it's not present (first character is position 1). |
STRRIN (str1,
str2) |
Returns the last 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, last is position -1) and len characters long. If len is not specified the substring continues to the end of str. |
STRUPR (str) |
Returns str with all ASCII
letters (‘a-z ’) in
uppercase. |
STRLWR (str) |
Returns str with all ASCII
letters (‘A-Z ’) in
lowercase. |
STRRPL (str,
old, new) |
Returns str with each non-overlapping occurrence of the substring old replaced with new. |
STRFMT (fmt,
args...) |
Returns the string fmt with
each ‘%spec ’ pattern replaced
by interpolating the format spec (using the same
syntax as Symbol
interpolation) with its corresponding argument in
args (‘%%’ is replaced by the
‘%’ character). |
INCHARMAP (str) |
Returns 1 if str has an entry in the current charmap, and 0 otherwise. |
CHARLEN (str) |
Returns the number of charmap entries in str with the current charmap. |
CHARSUB (str,
pos) |
Returns the substring for the charmap entry at pos in str (first character is position 1, last is position -1) with the current charmap. |
Character maps
When writing text strings that are meant to be displayed on the Game Boy, the character encoding in the ROM may need to be different than the source file encoding. For example, the tiles used for uppercase letters may be placed starting at tile index 128, which differs from ASCII starting at 65.
Character maps allow mapping strings to arbitrary 8-bit values:
CHARMAP "<LF>", 10 CHARMAP "í", 20 CHARMAP "A", 128
This would result in ‘db
"Amen<LF>"
’ being equivalent to
‘db 128, 109, 101, 110, 10
’.
Any characters in a string without defined mappings will be copied directly, using the source file's encoding of characters to bytes.
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 and switches to it. |
NEWCHARMAP
name, basename |
Creates a new character map called name, copied from character map basename, and switches to it. |
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: Modifications to a character map take effect immediately from that point onward.
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. |
SECTION (symbol) |
Returns the name of the section that symbol is in. symbol must have been defined already. |
SIZEOF (arg) |
If arg is a string, this function returns the size of the section named arg. If arg is a section type keyword, it returns the size of that section type. The result is not constant, since only RGBLINK can compute its value. |
STARTOF (arg) |
If arg is a string, this function returns the starting address of the section named arg. If arg is a section type keyword, it returns the starting address of that section type. The result is not constant, since only RGBLINK can compute its value. |
DEF (symbol) |
Returns TRUE (1) if symbol has been defined, FALSE (0) otherwise. String constants 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. 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.
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, offset]- Place the section at an address whose align
least-significant bits are equal to offset. Note
that
ALIGN
[align] is a shorthand forALIGN
[align, 0]. This option can be used with [addr], as long as they don't contradict each other. It's also possible to request alignment in the middle of a section; see Requesting alignment below.
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 "Cool Stuff",ROMX
- If it is needed, the the base address of the section can be specified:
SECTION "Cool Stuff",ROMX[$4567]
- An example with a fixed bank:
SECTION "Cool Stuff",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 "Cool Stuff",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
The current section can be ended without starting a new section by
using ENDSECTION
. This directive will clear the
section context, so you can no longer write code until you start another
section. It can be useful to avoid accidentally defining code or data in the
wrong section.
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 or stop the current section within them.
LOAD
blocks can use the
UNION
or FRAGMENT
modifiers,
as described below.
Unionized sections
When you're tight on RAM, you may want to define overlapping
static memory allocations, as explained in the
Unions section. However, a
UNION
only works within a single file, so it can't
be used e.g. to define temporary variables across several files, all of
which use the same statically allocated memory. 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 (i.e. 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. - If one section has been declared as unionized, all sections with the same name must be declared unionized as well.
- 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 each other, just like Unions. Similarly, the size of an unionized section is the largest of all its declarations.
Section fragments
Section fragments are sections with a small twist: when several of
the same name are encountered, they are concatenated instead of producing an
error. This works within the same file (paralleling the behavior
"plain" sections has in previous versions), but also across object
files. To declare an section fragment, add a
FRAGMENT
keyword after the
SECTION
one; the declaration is otherwise not
different. However, similarly to
Unionized sections, some rules
must be followed:
- If one section has been declared as fragment, all sections with the same name must be declared fragments as well.
- 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.
- A section fragment may not be unionized; after all, that wouldn't make much sense.
When RGBASM merges two fragments, the one encountered later is appended to the one encountered earlier.
When RGBLINK merges two fragments, the one whose file was
specified last is appended to the one whose file was specified first. For
example, assuming ‘bar.o
’,
‘baz.o
’, and
‘foo.o
’ all contain a fragment with
the same name, the command
rgblink -o rom.gb baz.o foo.o
bar.o
baz.o
’
first, followed by the one from ‘foo.o
’,
and the one from ‘bar.o
’ last.
SYMBOLS
RGBDS supports several types of symbols:
- Label
- Numeric symbol designating a memory location. May or may not have a value known at assembly time.
- Constant
- Numeric symbol whose value has to be known at assembly time.
- Macro
- A block of
rgbasm
code that can be invoked later. - String
- A text string that can be expanded later, similarly to a macro.
Symbol names can contain ASCII letters, numbers, underscores
‘_’, hashes ‘#’ and at signs ‘@’.
However, they must begin with either a letter or an underscore.
Additionally, label names can contain up to a single dot
‘.
’, which may not be the first
character.
A symbol cannot have the same name as a reserved keyword.
Labels
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. Labels enable just that: a label ties a name to a specific location within a section. A label resolves to a bank and address, determined at the same time as its parent section's (see further in this section).
A label is defined by writing its name at the beginning of a line,
followed by one or two colons, without any whitespace between the label name
and the colon(s). Declaring a label (global or local) with two colons
‘::
’ will define and
EXPORT
it at the same time. (See
Exporting and
importing symbols below). When defining a local label, the colon can be
omitted, and rgbasm
will act as if there was only
one.
A label is said to be
local if its name
contains a dot ‘.
’; otherwise, it is
said to be
global
(not to be mistaken with “exported”, explained in
Exporting and
importing symbols further below). More than one dot in label names is
not allowed.
For convenience, local labels can use a shorthand syntax: when a symbol name starting with a dot is found (for example, inside an expression, or when declaring a label), then the current “label scope” is implicitly prepended.
Defining a global label sets it as the current “label scope”, until the next global label definition, or the end of the current section.
Here are some examples of label definitions:
GlobalLabel: AnotherGlobal: .locallabel ; This defines "AnotherGlobal.locallabel" .another_local: AnotherGlobal.with_another_local: ThisWillBeExported:: ; Note the two colons ThisWillBeExported.too::
In a numeric expression, a label evaluates to its address in
memory. (To obtain its bank, use the
‘BANK()
’ function described in
Other functions). For example,
given the following, ‘ld de,
vPlayerTiles
’ would be equivalent to
‘ld de, $80C0
’ assuming the section
ends up at $80C0:
SECTION "Player tiles", VRAM vPlayerTiles: ds 6 * 16 .end
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 defined has a fixed base address, its value is known at assembly time.
Also, while rgbasm
obviously can compute
the difference between two labels if both are constant, it is also able to
compute the difference between two non-constant labels if they both belong
to the same section, such as
‘PlayerTiles
’ and
‘PlayerTiles.end
’ above.
Anonymous labels
Anonymous labels are useful for short blocks of code. They are defined like normal labels, but without a name before the colon. Anonymous labels are independent of label scoping, so defining one does not change the scoped label, and referencing one is not affected by the current scoped label.
Anonymous labels are referenced using a colon
‘:
’ followed by pluses
‘+
’ or minuses
‘-
’. Thus :+
references the next one after the expression, :++
the one after that; :-
references the one before the
expression; and so on.
ld hl, :++ : ld a, [hli] ; referenced by "jr nz" ldh [c], a dec c jr nz, :- ret : ; referenced by "ld hl" dw $7FFF, $1061, $03E0, $58A5
Variables
An equal sign =
is used to define mutable
numeric symbols. Unlike the other symbols described below, variables can be
redefined. This is useful for internal symbols in macros, for counters,
etc.
DEF ARRAY_SIZE EQU 4 DEF COUNT = 2 DEF COUNT = 3 DEF COUNT = ARRAY_SIZE + COUNT DEF COUNT *= 2 ; COUNT now has the value 14
Note that colons ‘:
’
following the name are not allowed.
Variables can be conveniently redefined by compound assignment operators like in C:
Operator | Meaning |
+= -= |
Compound plus/minus |
*= /=
%= |
Compound multiply/divide/modulo |
<<=
>>= |
Compound shift left/right |
&= |=
^= |
Compound and/or/xor |
Examples:
DEF x = 10 DEF x += 1 ; x == 11 DEF y = x - 1 ; y == 10 DEF y *= 2 ; y == 20 DEF y >>= 1 ; y == 10 DEF x ^= y ; x == 1
Numeric constants
EQU
is used to define immutable numeric
symbols. Unlike =
above, constants defined this way
cannot be redefined. These constants can be used for unchanging values such
as properties of the hardware.
def SCREEN_WIDTH equ 160 ; In pixels def SCREEN_HEIGHT equ 144
Note that colons ‘:
’
following the name are not allowed.
If you
really need to,
the REDEF
keyword will define or redefine a numeric
constant symbol. (It can also be used for variables, although it's not
necessary since they are mutable.) This can be used, for example, to update
a constant using a macro, without making it mutable in general.
def NUM_ITEMS equ 0 MACRO add_item redef NUM_ITEMS equ NUM_ITEMS + 1 def ITEM_{02x:NUM_ITEMS} equ \1 ENDM add_item 1 add_item 4 add_item 9 add_item 16 assert NUM_ITEMS == 4 assert ITEM_04 == 16
Offset constants
The RS group of commands is a handy way of defining structure offsets:
RSRESET DEF str_pStuff RW 1 DEF str_tData RB 256 DEF str_bCount RB 1 DEF str_SIZEOF RB 0
The example defines four constants as if by:
DEF str_pStuff EQU 0 DEF str_tData EQU 2 DEF str_bCount EQU 258 DEF str_SIZEOF EQU 259
There are five commands in the RS group of commands:
Command | Meaning |
RSRESET |
Equivalent to ‘RSSET 0 ’. |
RSSET
constexpr |
Sets the _RS counter to
constexpr. |
RB
constexpr |
Sets the preceding symbol to _RS
and adds constexpr
to _RS . |
RW
constexpr |
Sets the preceding symbol to _RS
and adds constexpr
* 2 to _RS . |
RL
constexpr |
Sets the preceding symbol to _RS
and adds constexpr
* 4 to _RS . |
If the argument to RB
,
RW
, or RL
is omitted, it's
assumed to be 1.
Note that colons ‘:
’
following the name are not allowed.
String constants
EQUS
is used to define string constant
symbols. Wherever the assembler reads a string constant, it gets
expanded:
the symbol's name is replaced with its contents. If you are familiar with C,
you can think of it as similar to #define .
This
expansion is disabled in a few contexts:
‘DEF(name)
’,
‘DEF name EQU/=/EQUS/etc ...
’,
‘PURGE name
’, and
‘MACRO name
’ will not expand string
constants in their names.
DEF COUNTREG EQUS "[hl+]" ld a,COUNTREG DEF PLAYER_NAME EQUS "\"John\"" db PLAYER_NAME
This will be interpreted as:
ld a,[hl+] db "John"
String constants can also be used to define small one-line macros:
DEF pusha EQUS "push af\npush bc\npush de\npush hl\n"
Note that colons ‘:
’
following the name are not allowed.
String constants can't be exported or imported.
String constants, like numeric constants, cannot be redefined.
However, the REDEF
keyword will define or redefine a
string constant symbol. For example:
DEF s EQUS "Hello, " REDEF s EQUS "{s}world!" ; prints "Hello, world!" PRINTLN "{s}\n"
Important note: When a string constant is
expanded, its expansion may contain another string constant, which 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). The same problem can occur if
the expansion of a macro invokes another macro, recursively.
Macros
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.
MACRO MyMacro ld a, 80 call MyFunc ENDM
The example above defines
‘MyMacro
’ as a new macro. String
constants are not expanded within the name of the macro.
Macros can't be exported or imported.
Plainly nesting macro definitions is not allowed, but this can be
worked around using EQUS
. So this won't work:
MACRO outer MACRO inner PRINTLN "Hello!" ENDM ENDM
But this will:
MACRO outer DEF definition EQUS "MACRO inner\nPRINTLN \"Hello!\"\nENDM" definition PURGE definition ENDM
Macro arguments support all the escape sequences of strings, as
well as ‘\,
’ to escape commas, as well
as ‘\(
’ and
‘\)
’ to escape parentheses, since
those otherwise separate and enclose arguments, respectively.
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,
...]
For example, if you have the following three files:
‘a.asm
’:
SECTION "a", WRAM0 LabelA:
‘b.asm
’:
SECTION "b", WRAM0 ExportedLabelB1:: ExportedLabelB2: EXPORT ExportedLabelB2
‘c.asm
’:
SECTION "C", ROM0[0] dw LabelA dw ExportedLabelB1 dw ExportedLabelB2
Then ‘c.asm
’ can use
‘ExportedLabelB1
’ and
‘ExportedLabelB2
’, but not
‘LabelA
’, so linking them together
will fail:
$ rgbasm -o a.o a.asm $ rgbasm -o b.o b.asm $ rgbasm -o c.o c.asm $ rgblink a.o b.o c.o error: c.asm(2): Unknown symbol "LabelA" Linking failed with 1 error
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 variables, numeric or string constants, or
macros.
DEF Kamikaze EQUS "I don't want to live anymore" DEF AOLer EQUS "Me too" PURGE Kamikaze, AOLer
String constants are not expanded within the symbol names.
Predeclared symbols
The following symbols are defined by the assembler:
Name | Type | Contents |
@ |
EQU |
PC value (essentially, the current memory address) |
_RS |
= |
_RS Counter |
_NARG |
EQU |
Number of arguments passed to macro, updated by
SHIFT |
__DATE__ |
EQUS |
Today's date |
__TIME__ |
EQUS |
The current time |
__ISO_8601_LOCAL__ |
EQUS |
ISO 8601 timestamp (local) |
__ISO_8601_UTC__ |
EQUS |
ISO 8601 timestamp (UTC) |
__UTC_YEAR__ |
EQU |
Today's year |
__UTC_MONTH__ |
EQU |
Today's month number, 1–12 |
__UTC_DAY__ |
EQU |
Today's day of the month, 1–31 |
__UTC_HOUR__ |
EQU |
Current hour, 0–23 |
__UTC_MINUTE__ |
EQU |
Current minute, 0–59 |
__UTC_SECOND__ |
EQU |
Current second, 0–59 |
__RGBDS_MAJOR__ |
EQU |
Major version number of RGBDS |
__RGBDS_MINOR__ |
EQU |
Minor version number of RGBDS |
__RGBDS_PATCH__ |
EQU |
Patch version number of RGBDS |
__RGBDS_RC__ |
EQU |
Release candidate ID of RGBDS, not defined for final releases |
__RGBDS_VERSION__ |
EQUS |
Version of RGBDS, as printed by ‘rgbasm
--version ’ |
The current time values will be taken from the
SOURCE_DATE_EPOCH
environment variable if that is
defined as a UNIX timestamp. Refer to the spec at
reproducible-builds.org.
DEFINING DATA
Statically allocating space in RAM
DS
statically 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
in ROM 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
.
Instead of an exact number of bytes, you can specify
ALIGN
[align,
offset] to allocate however many bytes are required to
align the subsequent data. Thus, ‘DS
ALIGN
[align, offset],
...’ is equivalent to
‘DS
n,
...’ followed by
‘ALIGN
[align,
offset]’, where n is the
minimum value needed to satisfy the ALIGN
constraint
(see Requesting alignment
below). Note that ALIGN
[align]
is a shorthand for
ALIGN
[align,
0].
Defining constant data in ROM
DB
defines a list of bytes that will be
stored in the final image. Ideal for tables and text.
DB 1,2,3,4,"This is a string"
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). Both of these write their data in little-endian
byte order; for example, ‘dw $CAFE
’ is
equivalent to ‘db $FE, $CA
’ and not
‘db $CA, $FE
’.
Strings are handled a little specially: they first undergo charmap conversion (see Character maps), then each resulting character is output individually. For example, under the default charmap, the following two lines are identical:
DW "Hello!" DW "H", "e", "l", "l", "o", "!"
If you do not want this special handling, enclose the string in parentheses.
DS
can also be used to fill a region of
memory with some repeated values. For example:
; outputs 3 bytes: $AA, $AA, $AA DS 3, $AA ; outputs 7 bytes: $BB, $CC, $BB, $CC, $BB, $CC, $BB DS 7, $BB, $CC
You can also use DB
,
DW
and DL
without arguments.
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
The length argument is optional. If only the start position is specified, the bytes from the start position until the end of the file will be included.
Unions
Unions allow multiple static 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
Statically
allocating space in RAM).
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.
MACRO LoopyMacro 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.
MACRO LoopyMacro 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.
MACRO LoopyMacro ld hl,\1 ld c,\2 xor a,a .loop\@ ld [hl+],a dec c jr nz,.loop\@ ENDM
Now you 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 constants, 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:
MACRO print_double PRINTLN \1 * 2 ENDM print_double 1 + 2
The PRINTLN
statement will expand to
‘PRINTLN 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:
MACRO PrintMacro1 PRINTLN STRCAT(\1) ENDM PrintMacro1 "Hello "\, \ "world" MACRO PrintMacro2 PRINT \1 ENDM PrintMacro2 STRCAT("Hello ", \ "world\n")
The comma in ‘PrintMacro1
’
needs to be escaped to prevent it from starting another macro argument. The
comma in ‘PrintMacro2
’ does not need
escaping because it is inside parentheses, similar to macro arguments in C.
The backslash in ‘\n
’ also does not
need escaping because string literals work as usual inside macro
arguments.
Since there are only nine digits, you can only access the first
nine macro arguments like this. To use the rest, you need to put the
multi-digit argument number in angle brackets, like
‘\<10>
’. This bracketed syntax
supports decimal numbers and numeric constant symbols. For example,
‘\<_NARG>
’ will get the last
argument.
Other macro arguments and symbol interpolations will be expanded
inside the angle brackets. For example, if
‘\1
’ is
‘13
’, then
‘\<\1>
’ will expand to
‘\<13>
’. Or if
‘v10 = 42
’ and
‘x = 10
’, then
‘\<v{d:x}>
’ will expand to
‘\<42>
’.
Another way to access more than nine macro arguments is the
SHIFT
command, a special command only available in
macros. It will shift the arguments by one to the left, and decrease
_NARG
by 1. \1
will get the
value of \2
, \2
will get the
value of \3
, and so forth.
SHIFT
can optionally be given an integer
parameter, and will apply the above shifting that number of times. A
negative parameter will shift the arguments in reverse.
SHIFT
is useful in
REPT
blocks to repeat the same commands with
multiple arguments.
Printing things during assembly
The PRINT
and
PRINTLN
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.
PRINT "Hello world!\n" PRINTLN "Hello world!" PRINT _NARG, " arguments\n" PRINTLN "sum: ", 2+3, " product: ", 2*3 PRINTLN "Line #", __LINE__ PRINTLN STRFMT("E = %f", 2.718)
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 table of square values from 0**2 = 0 to 100**2 = 10000 DEF x = 0 REPT 101 dw x * x DEF x += 1 ENDR
As in macros, you can also use the escape sequence
\@
. REPT
blocks can be
nested.
A common pattern is to repeat a block for each value in some
range. FOR
is simpler than
REPT
for that purpose. Everything between
FOR
and the matching ENDR
will be repeated for each value of a given symbol. String constants are not
expanded within the symbol name. For example, this code will produce a table
of squared values from 0 to 255:
FOR N, 256 dw N * N ENDR
It acts just as if you had done:
N = 0 dw N * N N = 1 dw N * N N = 2 dw N * N ; ... N = 255 dw N * N N = 256
You can customize the range of FOR
values,
similarly to Python's ‘range
’
function:
Code | Range |
FOR
V, stop |
V increments from 0 to stop |
FOR
V, start,
stop |
V increments from start to stop |
FOR
V, start,
stop, step |
V goes from start to stop by step |
The FOR
value will be updated by
step until it reaches or exceeds
stop, i.e. it covers the half-open range from
start (inclusive) to stop
(exclusive). The variable V will be assigned this
value at the beginning of each new iteration; any changes made to it within
the FOR
loop's body will be overwritten. So the
symbol V need not be already defined before any
iterations of the FOR
loop, but it must be a
variable (Variables) if so. For
example:
FOR V, 4, 25, 5 PRINT "{d:V} " DEF V *= 2 ENDR PRINTLN "done {d:V}"
This will print:
4 9 14 19 24 done 29
Just like with REPT
blocks, you can use
the escape sequence \@
inside of
FOR
blocks, and they can be nested.
You can stop a repeating block with the
BREAK
command. A BREAK
inside of a REPT
or FOR
block will interrupt the current iteration and not repeat any more. It will
continue running code after the block's ENDR
. For
example:
FOR V, 1, 100 PRINT "{d:V}" IF V == 5 PRINT " stop! " BREAK ENDC PRINT ", " ENDR PRINTLN "done {d:V}"
This will print:
1, 2, 3, 4, 5 stop! done 5
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(MyByte) == 0 ld h, HIGH(MyByte) ld l, a ld a, [hli] ; You can also indent this! ASSERT BANK(OtherFunction) == BANK(Function) call OtherFunction ; Lowercase also works ld hl, FirstByte ld a, [hli] assert FirstByte + 1 == SecondByte ld b, [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"
You may also implicitly INCLUDE
a file
before the source file with the -P
option of
rgbasm(1).
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 PRINTLN "NUM < 0" ELIF NUM == 0 PRINTLN "NUM == 0" ELSE PRINTLN "NUM > 0" 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. (See
rgbasm(1)).
OPT
takes a comma-separated list of
options as its argument:
PUSHO OPT g.oOX, Wdiv ; acts like command-line -g.oOX -Wdiv DW `..ooOOXX ; uses the graphics constant characters from OPT g PRINTLN $80000000/-1 ; prints a warning about division POPO DW `00112233 ; uses the default graphics constant characters PRINTLN $80000000/-1 ; no warning by default
The options that OPT
can modify are
currently: b
, g
,
p
, Q
, and
r
.
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.
Requesting alignment
While ALIGN
as presented in
SECTIONS is often useful as-is, sometimes
you instead want a particular piece of data (or code) in the middle of the
section to be aligned. This is made easier through the use of mid-section
ALIGN
align,
offset. It will alter the section's attributes to
ensure that the location the ALIGN
directive is at,
has its align lower bits equal to
offset.
If the constraint cannot be met (for example because the section
is fixed at an incompatible address), an error is produced. Note that
ALIGN
align is a shorthand for
ALIGN
align,
0.
There may be times when you don't just want to specify an
alignment constraint at the current location, but also skip ahead until the
constraint can be satisfied. In that case, you can use DS
ALIGN
[align, offset] to
allocate however many bytes are required to align the subsequent data.
If the constraint cannot be met by skipping any amount of space,
an error is produced. Note that
ALIGN
[align] is a shorthand
for ALIGN
[align,
0].
SEE ALSO
rgbasm(1), rgblink(1), rgblink(5), rgbfix(1), rgbgfx(1), gbz80(7), rgbds(5), rgbds(7)
HISTORY
rgbasm(1) was originally written by Carsten Sørensen as part of the ASMotor package, and was later repackaged in RGBDS by Justin Lloyd. It is now maintained by a number of contributors at https://github.com/gbdev/rgbds.