mirror of
				https://github.com/irmen/prog8.git
				synced 2025-11-03 19:16:13 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			233 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
			
		
		
	
	
			233 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
Prog8 documentation - |version|
 | 
						|
===============================
 | 
						|
 | 
						|
.. image:: _static/logo.jpg
 | 
						|
    :align: center
 | 
						|
    :alt: Prog8 logo
 | 
						|
 | 
						|
.. index:: what is Prog8
 | 
						|
 | 
						|
What is Prog8?
 | 
						|
--------------
 | 
						|
 | 
						|
This is a compiled programming language targeting the 8-bit 6502 CPU family.
 | 
						|
The language aims to provide many conveniences over raw assembly code (even when using a macro assembler),
 | 
						|
while still being low level enough to create high performance programs.
 | 
						|
 | 
						|
They targeted CPUs are the `6502 <https://en.wikipedia.org/wiki/MOS_Technology_6502>`_ /
 | 
						|
`6510 <https://en.wikipedia.org/wiki/MOS_Technology_6510>`_ /
 | 
						|
`65c02 <https://en.wikipedia.org/wiki/MOS_Technology_65C02>`_ microprocessors.
 | 
						|
They are from the late 1970's and early 1980's and was used in many home computers from that era,
 | 
						|
such as the `Commodore 64 <https://en.wikipedia.org/wiki/Commodore_64>`_.
 | 
						|
 | 
						|
You can compile programs for various machines:
 | 
						|
 | 
						|
* Commander X16  (with 65c02 cpu, 65816 cpu specifics are currently not supported by prog8 itself)
 | 
						|
* Commodore 64
 | 
						|
* Commodore 128 (limited support)
 | 
						|
* Commodore PET (limited support)
 | 
						|
* Atari 800 XL (very limited support)
 | 
						|
* Neo6502 (very imited support)
 | 
						|
 | 
						|
Some language features are mentioned below, and you can also read :ref:`comparingprog8` if you
 | 
						|
want to quickly read about how Prog8 compares to well-known other languages.
 | 
						|
 | 
						|
 | 
						|
Open source Software License
 | 
						|
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 | 
						|
Full source code is on github: https://github.com/irmen/prog8.git
 | 
						|
Prog8 is copyright © Irmen de Jong (irmen@razorvine.net | http://www.razorvine.net).
 | 
						|
 | 
						|
This is free software, as defined in the GNU GPL 3.0 (https://www.gnu.org/licenses/gpl.html)
 | 
						|
*Exception:* All output files generated by the compiler (intermediary files and compiled binary programs)
 | 
						|
are excluded from this particular license: you can do with those *whatever you want*.
 | 
						|
This means, for instance, that you can use the Prog8 compiler to create commercial software as long as you only sell *the actual resulting program*.
 | 
						|
 | 
						|
Community
 | 
						|
^^^^^^^^^
 | 
						|
Most of the development on Prog8 and the use of it is currently centered around
 | 
						|
the `Commander X16 <https://www.commanderx16.com/>`_ retro computer.
 | 
						|
However, the other compiler targets are also still worked on,  most notably the C64 target where it all started with!
 | 
						|
 | 
						|
The X16 `Discord server <https://discord.gg/nS2PqEC>`_ contains a small channel
 | 
						|
dedicated to Prog8. Besides that, you can use the issue tracker on github for questions or problems or contributions.
 | 
						|
 | 
						|
Want to buy me a coffee or a pizza perhaps?
 | 
						|
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 | 
						|
This project was created over the last couple of years by dedicating thousands of hours of my free time to it, to make it the best I possibly can.
 | 
						|
If you like Prog8, and think it's worth a nice cup of hot coffee or a delicious pizza,
 | 
						|
you can help me out a little bit over at https://ko-fi.com/irmen .
 | 
						|
 | 
						|
 | 
						|
.. image:: _static/cube3d.png
 | 
						|
    :width: 33%
 | 
						|
    :alt: 3d rotating sprites
 | 
						|
.. image:: _static/wizzine.png
 | 
						|
    :width: 33%
 | 
						|
    :alt: Simple wizzine sprite effect
 | 
						|
.. image:: _static/tehtriz.png
 | 
						|
    :width: 33%
 | 
						|
    :alt: Fully playable tetris clone
 | 
						|
 | 
						|
.. image:: _static/rrgame.png
 | 
						|
    :width: 33%
 | 
						|
    :alt: BoulderDash(tm) clone for the X16
 | 
						|
.. image:: _static/x16paint.png
 | 
						|
    :width: 33%
 | 
						|
    :alt: Paint program for the X16
 | 
						|
.. image:: _static/x16chess.png
 | 
						|
    :width: 33%
 | 
						|
    :alt: Chess program for the X16
 | 
						|
 | 
						|
 | 
						|
Features
 | 
						|
--------
 | 
						|
 | 
						|
- it is a cross-compiler running on modern machines (Linux, MacOS, Windows, ...)
 | 
						|
- the compiled programs run very fast, because compilation to highly efficient native machine code.
 | 
						|
- code often is smaller and faster than equivalent C code compiled with CC65 or even LLVM-MOS
 | 
						|
- provides a convenient and fast edit/compile/run cycle by being able to directly launch
 | 
						|
  the compiled program in an emulator and provide debugging information to this emulator.
 | 
						|
- the language looks like a mix of Python and C so should be quite easy to learn
 | 
						|
- Modular programming, scoping via module source files, code blocks, and subroutines. No need for forward declarations.
 | 
						|
- Provides high level programming constructs but at the same time stay close to the metal;
 | 
						|
  still able to directly use memory addresses and ROM subroutines,
 | 
						|
  and inline assembly to have full control when every register, cycle or byte matters
 | 
						|
- Variables are all allocated statically, no memory allocation overhead
 | 
						|
- Variable data types include signed and unsigned bytes and words, arrays, strings.
 | 
						|
- Conditional branches for status flags that map 1:1 to processor branch instructions for optimal efficiency
 | 
						|
- ``when`` statement to avoid if-else chains
 | 
						|
- ``in`` expression for concise and efficient multi-value/containment test
 | 
						|
- ``defer`` statement to help write concise and robust subroutine cleanup logic
 | 
						|
- Several specialized built-in functions, such as ``lsb``, ``msb``, ``min``, ``max``, ``rol``, ``ror``
 | 
						|
- Various powerful built-in libraries to do I/O, number conversions, graphics and more
 | 
						|
- Floating point math is supported on certain compiler targets.
 | 
						|
- Easy and highly efficient integration with external subroutines and ROM routines on the target systems.
 | 
						|
- Strings can contain escaped characters but also many symbols directly if they have a PETSCII equivalent, such as "♠♥♣♦π▚●○╳". Characters like ^, _, \\, {, } and | are also accepted and converted to the closest PETSCII equivalents.
 | 
						|
- Encode strings and characters into petscii or screencodes or even other encodings, as desired (C64/Cx16)
 | 
						|
- Automatic ROM/RAM bank switching on certain compiler targets when calling routines in other banks
 | 
						|
- Identifiers can contain Unicode Letters, so ``knäckebröd``, ``приблизительно``, ``見せしめ`` and ``π`` are all valid identifiers.
 | 
						|
- Advanced code optimizations to make the resulting program smaller and faster
 | 
						|
- Programs can be restarted after exiting (i.e. run them multiple times without having to reload everything), due to automatic variable (re)initializations.
 | 
						|
- Supports the sixteen 'virtual' 16-bit registers R0 to R15 as defined on the Commander X16. You can look at them as general purpose global variables. These are also available on the other compilation targets!
 | 
						|
- On the Commander X16: Support for low level system features such as Vera Fx, which includes 16x16 bits multiplication in hardware and fast memory copy and fill.
 | 
						|
- 50 Kb of available program RAM size on the C64 by default; because Basic ROM is banked out altogether
 | 
						|
- Many library routines are available across compiler targets. This means that as long as you only use standard Kernal
 | 
						|
  and core prog8 library routines, it is sometimes possible to compile the *exact same program* for different machines by just changing the compilation target flag.
 | 
						|
 | 
						|
 | 
						|
Code example
 | 
						|
------------
 | 
						|
 | 
						|
Here is a hello world program::
 | 
						|
 | 
						|
    %import textio
 | 
						|
    %zeropage basicsafe
 | 
						|
 | 
						|
    main {
 | 
						|
        sub start() {
 | 
						|
            txt.print("hello world i ♥ prog8\n")
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
This code calculates prime numbers using the Sieve of Eratosthenes algorithm::
 | 
						|
 | 
						|
    %import textio
 | 
						|
    %zeropage basicsafe
 | 
						|
 | 
						|
    main {
 | 
						|
        bool[256] sieve
 | 
						|
        ubyte candidate_prime = 2       ; is increased in the loop
 | 
						|
 | 
						|
        sub start() {
 | 
						|
            sys.memset(sieve, 256, 0)   ; clear the sieve
 | 
						|
            txt.print("prime numbers up to 255:\n\n")
 | 
						|
            ubyte amount=0
 | 
						|
            repeat {
 | 
						|
                ubyte prime = find_next_prime()
 | 
						|
                if prime==0
 | 
						|
                    break
 | 
						|
                txt.print_ub(prime)
 | 
						|
                txt.print(", ")
 | 
						|
                amount++
 | 
						|
            }
 | 
						|
            txt.nl()
 | 
						|
            txt.print("number of primes (expected 54): ")
 | 
						|
            txt.print_ub(amount)
 | 
						|
            txt.nl()
 | 
						|
        }
 | 
						|
 | 
						|
        sub find_next_prime() -> ubyte {
 | 
						|
            while sieve[candidate_prime] {
 | 
						|
                candidate_prime++
 | 
						|
                if candidate_prime==0
 | 
						|
                    return 0        ; we wrapped; no more primes
 | 
						|
            }
 | 
						|
 | 
						|
            ; found next one, mark the multiples and return it.
 | 
						|
            sieve[candidate_prime] = true
 | 
						|
            uword multiple = candidate_prime
 | 
						|
 | 
						|
            while multiple < len(sieve) {
 | 
						|
                sieve[lsb(multiple)] = true
 | 
						|
                multiple += candidate_prime
 | 
						|
            }
 | 
						|
            return candidate_prime
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
 | 
						|
when compiled an ran on a C64 you get this:
 | 
						|
 | 
						|
.. image:: _static/primes_example.png
 | 
						|
    :align: center
 | 
						|
    :alt: result when run on C64
 | 
						|
 | 
						|
when the exact same program is compiled for the Commander X16 target, and run on the emulator, you get this:
 | 
						|
 | 
						|
.. image:: _static/primes_cx16.png
 | 
						|
    :align: center
 | 
						|
    :alt: result when run on CX16 emulator
 | 
						|
 | 
						|
 | 
						|
Getting the software
 | 
						|
--------------------
 | 
						|
 | 
						|
Usually you just download a fat jar of an official released compiler version, but you can also build it yourself from source.
 | 
						|
Detailed instructions on how to obtain a version of the compiler are in :ref:`building_compiler`.
 | 
						|
You can also read there what extra tools you need to get going.
 | 
						|
 | 
						|
You may look for an **emulator** (or a real machine of course) to test and run your programs on.
 | 
						|
For the PET, C64 and C128 targets, the compiler assumes the presence of the `VICE emulator <http://vice-emu.sourceforge.net/>`_.
 | 
						|
If you're targeting the Commander X16 instead,
 | 
						|
download a recent emulator version for the CommanderX16, such as `x16emu <https://cx16forum.com/forum/viewforum.php?f=30>`_
 | 
						|
(preferred, this is the official emulator. If required, source code is `here <https://github.com/X16Community/x16-emulator/>`_.
 | 
						|
There is also `Box16 <https://github.com/indigodarkwolf/box16>`_ which has powerful debugging features.
 | 
						|
For the Atari target, it assumes the "atari800" or "altirra" emulator.
 | 
						|
If multiple options are listed above, you can select which one you want to launch using the ``-emu`` or ``-emu2`` command line options.
 | 
						|
 | 
						|
**Syntax highlighting:** for a few different editors, syntax highlighting definition files are provided.
 | 
						|
Look in the `syntax-files <https://github.com/irmen/prog8/tree/master/syntax-files>`_ directory in the github repository to find them.
 | 
						|
 | 
						|
 | 
						|
.. toctree::
 | 
						|
    :maxdepth: 2
 | 
						|
    :caption: Contents of this manual:
 | 
						|
 | 
						|
    comparing.rst
 | 
						|
    compiling.rst
 | 
						|
    programming.rst
 | 
						|
    variables.rst
 | 
						|
    libraries.rst
 | 
						|
    targetsystem.rst
 | 
						|
    technical.rst
 | 
						|
    portingguide.rst
 | 
						|
    software.rst
 | 
						|
    todo.rst
 | 
						|
 | 
						|
 | 
						|
Index
 | 
						|
=====
 | 
						|
 | 
						|
* :ref:`genindex`
 |