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750 lines
30 KiB
ReStructuredText
750 lines
30 KiB
ReStructuredText
.. _syntaxreference:
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================
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Syntax Reference
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================
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Module file
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-----------
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This is a file with the ``.p8`` suffix, containing *directives* and *code blocks*, described below.
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The file is a text file wich can also contain:
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Lines, whitespace, indentation
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Line endings are significant because *only one* declaration, statement or other instruction can occur on every line.
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Other whitespace and line indentation is arbitrary and ignored by the compiler.
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You can use tabs or spaces as you wish.
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Source code comments
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^^^^^^^^^^^^^^^^^^^^
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Everything after a semicolon ``;`` is a comment and is ignored.
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If the whole line is just a comment, it will be copied into the resulting assembly source code.
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This makes it easier to understand and relate the generated code. Examples::
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counter = 42 ; set the initial value to 42
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; next is the code that...
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.. _directives:
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Directives
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-----------
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.. data:: %target <target>
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Level: module.
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Global setting, specifies that this module can only work for the given compiler target.
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If compiled with a different target, compilation is aborted with an error message.
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.. data:: %output <type>
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Level: module.
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Global setting, selects program output type. Default is ``prg``.
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- type ``raw`` : no header at all, just the raw machine code data
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- type ``prg`` : C64 program (with load address header)
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.. data:: %launcher <type>
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Level: module.
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Global setting, selects the program launcher stub to use.
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Only relevant when using the ``prg`` output type. Defaults to ``basic``.
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- type ``basic`` : add a tiny C64 BASIC program, whith a SYS statement calling into the machine code
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- type ``none`` : no launcher logic is added at all
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.. data:: %zeropage <style>
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Level: module.
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Global setting, select ZeroPage handling style. Defaults to ``kernalsafe``.
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- style ``kernalsafe`` -- use the part of the ZP that is 'free' or only used by BASIC routines,
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and don't change anything else. This allows full use of KERNAL ROM routines (but not BASIC routines),
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including default IRQs during normal system operation.
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It's not possible to return cleanly to BASIC when the program exits. The only choice is
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to perform a system reset. (A ``system_reset`` subroutine is available in the syslib to help you do this)
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- style ``floatsafe`` -- like the previous one but also reserves the addresses that
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are required to perform floating point operations (from the BASIC kernel). No clean exit is possible.
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- style ``basicsafe`` -- the most restricted mode; only use the handful 'free' addresses in the ZP, and don't
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touch change anything else. This allows full use of BASIC and KERNAL ROM routines including default IRQs
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during normal system operation.
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When the program exits, it simply returns to the BASIC ready prompt.
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- style ``full`` -- claim the whole ZP for variables for the program, overwriting everything,
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except the few addresses mentioned above that are used by the system's IRQ routine.
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Even though the default IRQ routine is still active, it is impossible to use most BASIC and KERNAL ROM routines.
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This includes many floating point operations and several utility routines that do I/O, such as ``print``.
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This option makes programs smaller and faster because even more variables can
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be stored in the ZP (which allows for more efficient assembly code).
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It's not possible to return cleanly to BASIC when the program exits. The only choice is
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to perform a system reset. (A ``system_reset`` subroutine is available in the syslib to help you do this)
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- style ``dontuse`` -- don't use *any* location in the zeropage.
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Also read :ref:`zeropage`.
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.. data:: %zpreserved <fromaddress>,<toaddress>
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Level: module.
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Global setting, can occur multiple times. It allows you to reserve or 'block' a part of the zeropage so
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that it will not be used by the compiler.
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.. data:: %address <address>
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Level: module.
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Global setting, set the program's start memory address
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- default for ``raw`` output is ``$c000``
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- default for ``prg`` output is ``$0801``
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- cannot be changed if you select ``prg`` with a ``basic`` launcher;
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then it is always ``$081e`` (immediately after the BASIC program), and the BASIC program itself is always at ``$0801``.
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This is because the C64 expects BASIC programs to start at this address.
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.. data:: %import <name>
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Level: module, block.
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This reads and compiles the named module source file as part of your current program.
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Symbols from the imported module become available in your code,
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without a module or filename prefix.
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You can import modules one at a time, and importing a module more than once has no effect.
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.. data:: %option <option> [, <option> ...]
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Level: module, block.
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Sets special compiler options.
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- For a module option, there is ``enable_floats``, which will tell the compiler
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to deal with floating point numbers (by using various subroutines from the Commodore-64 kernal).
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Otherwise, floating point support is not enabled. Normally you don't have to use this yourself as
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importing the ``floats`` library is required anyway and that will enable it for you automatically.
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- There's also ``no_sysinit`` which cause the resulting program to *not* include
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the system re-initialization logic of clearing the screen, resetting I/O config etc. You'll have to
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take care of that yourself. The program will just start running from whatever state the machine is in when the
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program was launched.
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- When used in a block with the ``force_output`` option, it will force the block to be outputted
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in the final program. Can be useful to make sure some
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data is generated that would otherwise be discarded because it's not referenced (such as sprite data).
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.. data:: %asmbinary "<filename>" [, <offset>[, <length>]]
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Level: block.
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This directive can only be used inside a block.
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The assembler will include the file as binary bytes at this point, prog8 will not process this at all.
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The optional offset and length can be used to select a particular piece of the file.
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The file is located relative to the current working directory!
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.. data:: %asminclude "<filename>", "scopelabel"
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Level: block.
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This directive can only be used inside a block.
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The assembler will include the file as raw assembly source text at this point,
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prog8 will not process this at all, with one exception: the labels.
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The scopelabel argument will be used as a prefix to access the labels from the included source code,
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otherwise you would risk symbol redefinitions or duplications.
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If you know what you are doing you can leave it as an empty string to not have a scope prefix.
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The compiler first looks for the file relative to the same directory as the module containing this statement is in,
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if the file can't be found there it is searched relative to the current directory.
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.. data:: %breakpoint
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Level: block, subroutine.
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Defines a debugging breakpoint at this location. See :ref:`debugging`
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.. data:: %asm {{ ... }}
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Level: block, subroutine.
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Declares that there is *inline assembly code* in the lines enclosed by the curly braces.
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This code will be written as-is into the generated output file.
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The assembler syntax used should be for the 3rd party cross assembler tool that Prog8 uses.
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Note that the start and end markers are both *double curly braces* to minimize the chance
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that the inline assembly itself contains either of those. If it does contain a ``}}``,
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the parsing of the inline assembler block will end prematurely and cause compilation errors.
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Identifiers
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-----------
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Naming things in Prog8 is done via valid *identifiers*. They start with a letter,
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and after that, a combination of letters, numbers, or underscores. Examples of valid identifiers::
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a
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A
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monkey
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COUNTER
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Better_Name_2
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something_strange__
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Code blocks
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-----------
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A named block of actual program code. Itefines a *scope* (also known as 'namespace') and
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can only contain *directives*, *variable declarations*, *subroutines* or *inline assembly*::
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<blockname> [<address>] {
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<directives>
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<variables>
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<subroutines>
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<inline asm>
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}
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The <blockname> must be a valid identifier.
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The <address> is optional. If specified it must be a valid memory address such as ``$c000``.
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It's used to tell the compiler to put the block at a certain position in memory.
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Also read :ref:`blocks`. Here is an example of a code block, to be loaded at ``$c000``::
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main $c000 {
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; this is code inside the block...
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}
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Labels
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------
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To label a position in your code where you can jump to from another place, you use a label::
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nice_place:
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; code ...
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It's just an identifier followed by a colon ``:``. It's allowed to put the next statement on
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the same line, after the label.
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Variables and value literals
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----------------------------
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The data that the code works on is stored in variables. Variable names have to be valid identifiers.
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Values in the source code are written using *value literals*. In the table of the supported
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data types below you can see how they should be written.
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Variable declarations
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^^^^^^^^^^^^^^^^^^^^^
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Variables should be declared with their exact type and size so the compiler can allocate storage
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for them. You can give them an initial value as well. That value can be a simple literal value,
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or an expression. If you don't provide an intial value yourself, zero will be used.
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You can add a ``@zp`` zeropage-tag, to tell the compiler to prioritize it
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when selecting variables to be put into zeropage.
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The syntax is::
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<datatype> [ @zp ] <variable name> [ = <initial value> ]
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Various examples::
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word thing = 0
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byte counter = len([1, 2, 3]) * 20
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byte age = 2018 - 1974
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float wallet = 55.25
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str name = "my name is Irmen"
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str name = @"my name is Irmen" ; string with alternative byte encoding
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uword address = &counter
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byte[] values = [11, 22, 33, 44, 55]
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byte[5] values ; array of 5 bytes, initially set to zero
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byte[5] values = 255 ; initialize with five 255 bytes
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word @zp zpword = 9999 ; prioritize this when selecting vars for zeropage storage
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Color rgb = {1,255,0} ; a struct variable with initial values
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Data types
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^^^^^^^^^^
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Prog8 supports the following data types:
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=============== ======================= ================= =========================================
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type identifier type storage size example var declaration and literal value
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=============== ======================= ================= =========================================
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``byte`` signed byte 1 byte = 8 bits ``byte myvar = -22``
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``ubyte`` unsigned byte 1 byte = 8 bits ``ubyte myvar = $8f``, ``ubyte c = 'a'``, ``ubyte c2 = @'a'``
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-- boolean 1 byte = 8 bits ``byte myvar = true`` or ``byte myvar == false``
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The true and false are actually just aliases
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for the byte values 1 and 0.
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``word`` signed word 2 bytes = 16 bits ``word myvar = -12345``
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``uword`` unsigned word 2 bytes = 16 bits ``uword myvar = $8fee``
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``float`` floating-point 5 bytes = 40 bits ``float myvar = 1.2345``
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stored in 5-byte cbm MFLPT format
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``byte[x]`` signed byte array x bytes ``byte[4] myvar``
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``ubyte[x]`` unsigned byte array x bytes ``ubyte[4] myvar``
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``word[x]`` signed word array 2*x bytes ``word[4] myvar``
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``uword[x]`` unsigned word array 2*x bytes ``uword[4] myvar``
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``float[x]`` floating-point array 5*x bytes ``float[4] myvar``
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``byte[]`` signed byte array depends on value ``byte[] myvar = [1, 2, 3, 4]``
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``ubyte[]`` unsigned byte array depends on value ``ubyte[] myvar = [1, 2, 3, 4]``
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``word[]`` signed word array depends on value ``word[] myvar = [1, 2, 3, 4]``
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``uword[]`` unsigned word array depends on value ``uword[] myvar = [1, 2, 3, 4]``
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``float[]`` floating-point array depends on value ``float[] myvar = [1.1, 2.2, 3.3, 4.4]``
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``str[]`` array with string ptrs 2*x bytes + strs ``str[] names = ["ally", "pete"]``
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``str`` string (petscii) varies ``str myvar = "hello."``
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implicitly terminated by a 0-byte
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=============== ======================= ================= =========================================
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**arrays:** you can split an array initializer list over several lines if you want. When an initialization
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value is given, the array size in the declaration can be omitted.
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**hexadecimal numbers:** you can use a dollar prefix to write hexadecimal numbers: ``$20ac``
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**binary numbers:** you can use a percent prefix to write binary numbers: ``%10010011``
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Note that ``%`` is also the remainder operator so be careful: if you want to take the remainder
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of something with an operand starting with 1 or 0, you'll have to add a space in between.
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**character values:** you can use a single character in quotes like this ``'a'`` for the Petscii byte value of that character.
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**``byte`` versus ``word`` values:**
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- When an integer value ranges from 0..255 the compiler sees it as a ``ubyte``. For -128..127 it's a ``byte``.
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- When an integer value ranges from 256..65535 the compiler sees it as a ``uword``. For -32768..32767 it's a ``word``.
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- When a hex number has 3 or 4 digits, for example ``$0004``, it is seen as a ``word`` otherwise as a ``byte``.
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- When a binary number has 9 to 16 digits, for example ``%1100110011``, it is seen as a ``word`` otherwise as a ``byte``.
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- If the number fits in a byte but you really require it as a word value, you'll have to explicitly cast it: ``60 as uword``
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or you can use the full word hexadecimal notation ``$003c``.
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Data type conversion
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^^^^^^^^^^^^^^^^^^^^
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Many type conversions are possible by just writing ``as <type>`` at the end of an expression,
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for example ``ubyte ub = floatvalue as ubyte`` will convert the floating point value to an unsigned byte.
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Memory mapped variables
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^^^^^^^^^^^^^^^^^^^^^^^
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The ``&`` (address-of operator) used in front of a data type keyword, indicates that no storage
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should be allocated by the compiler. Instead, the (mandatory) value assigned to the variable
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should be the *memory address* where the value is located::
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&byte BORDERCOLOR = $d020
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&ubyte[5*40] top5screenrows = $0400 ; works for array as well
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Direct access to memory locations
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Instead of defining a memory mapped name for a specific memory location, you can also
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directly access the memory. Enclose a numeric expression or literal with ``@(...)`` to do that::
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color = @($d020) ; set the variable 'color' to the current c64 screen border color ("peek(53280)")
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@($d020) = 0 ; set the c64 screen border to black ("poke 53280,0")
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@(vic+$20) = 6 ; a dynamic expression to 'calculate' the address
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Constants
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^^^^^^^^^
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All variables can be assigned new values unless you use the ``const`` keyword.
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The initial value must be known at compile time (it must be a compile time constant expression).
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This is only valid for the simple numeric types (byte, word, float)::
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const byte max_age = 99
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Reserved names
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^^^^^^^^^^^^^^
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The following names are reserved, they have a special meaning::
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true false ; boolean values 1 and 0
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Range expression
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^^^^^^^^^^^^^^^^
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A special value is the *range expression* which represents a range of numbers or characters,
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from the starting value to (and including) the ending value::
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<start> to <end> [ step <step> ]
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<start> downto <end> [ step <step> ]
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You an provide a step value if you need something else than the default increment which is one (or,
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in case of downto, a decrement of one). Because a step of minus one is so common you can just use
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the downto variant to avoid having to specify the step as well.
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If used in the place of a literal value, it expands into the actual array of values::
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byte[] array = 100 to 199 ; initialize array with [100, 101, ..., 198, 199]
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Array indexing
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^^^^^^^^^^^^^^
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Strings and arrays are a sequence of values. You can access the individual values by indexing.
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Syntax is familiar with brackets: ``arrayvar[x]`` ::
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array[2] ; the third byte in the array (index is 0-based)
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string[4] ; the fifth character (=byte) in the string
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Struct
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^^^^^^
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A *struct* has to be defined to specify what its member variables are.
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There are one or more members::
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struct <structname> {
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<vardecl>
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[ <vardecl> ...]
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}
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You can only use numerical variables as member of a struct, so strings and arrays
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and other structs can not be part of a struct. Vice versa, a struct can not occur in an array.
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After defining a struct you can use the name of the struct as a data type to declare variables with.
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Struct variables can be assigned a struct literal value (also in their declaration as initial value)::
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Color rgb = [255, 100, 0] ; note that the value is an array
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String
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^^^^^^
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``"hello"`` is a string translated into the default character encoding (PETSCII)
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``@"hello"`` is a string translated into the alternate character encoding (Screencodes/pokes)
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There are several escape sequences available to put special characters into your string value:
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- ``\\`` - the backslash itself, has to be escaped because it is the escape symbol by itself
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- ``\n`` - newline character (move cursor down and to beginning of next line)
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- ``\r`` - carriage return character (more or less the same as newline if printing to the screen)
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- ``\"`` - quote character (otherwise it would terminate the string)
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- ``\'`` - apostrophe character (has to be escaped in character literals, is okay inside a string)
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- ``\uHHHH`` - a unicode codepoint \u0000 - \uffff (16-bit hexadecimal)
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- ``\xHH`` - 8-bit hex value that will be copied verbatim *without encoding*
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Operators
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---------
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arithmetic: ``+`` ``-`` ``*`` ``/`` ``**`` ``%``
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``+``, ``-``, ``*``, ``/`` are the familiar arithmetic operations.
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``/`` is division (will result in integer division when using on integer operands, and a floating point division when at least one of the operands is a float)
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``**`` is the power operator: ``3 ** 5`` is equal to 3*3*3*3*3 and is 243. (it only works on floating point variables)
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``%`` is the remainder operator: ``25 % 7`` is 4. Be careful: without a space, %10 will be parsed as the binary number 2.
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Remainder is only supported on integer operands (not floats).
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bitwise arithmetic: ``&`` ``|`` ``^`` ``~`` ``<<`` ``>>``
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``&`` is bitwise and, ``|`` is bitwise or, ``^`` is bitwise xor, ``~`` is bitwise invert (this one is an unary operator)
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``<<`` is bitwise left shift and ``>>`` is bitwise right shift (both will not change the datatype of the value)
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assignment: ``=``
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Sets the target on the LHS (left hand side) of the operator to the value of the expression on the RHS (right hand side).
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Note that an assignment sometimes is not possible or supported.
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augmented assignment: ``+=`` ``-=`` ``*=`` ``/=`` ``**=`` ``&=`` ``|=`` ``^=`` ``<<=`` ``>>=``
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This is syntactic sugar; ``aa += xx`` is equivalent to ``aa = aa + xx``
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postfix increment and decrement: ``++`` ``--``
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Syntactic sugar; ``aa++`` is equivalent to ``aa = aa + 1``, and ``aa--`` is equivalent to ``aa = aa - 1``.
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Because these operations are so common, we have these short forms.
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comparison: ``!=`` ``<`` ``>`` ``<=`` ``>=``
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Equality, Inequality, Less-than, Greater-than, Less-or-Equal-than, Greater-or-Equal-than comparisons.
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The result is a 'boolean' value 'true' or 'false' (which in reality is just a byte value of 1 or 0).
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logical: ``not`` ``and`` ``or`` ``xor``
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These operators are the usual logical operations that are part of a logical expression to reason
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about truths (boolean values). The result of such an expression is a 'boolean' value 'true' or 'false'
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(which in reality is just a byte value of 1 or 0).
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|
|
range creation: ``to``
|
|
Creates a range of values from the LHS value to the RHS value, inclusive.
|
|
These are mainly used in for loops to set the loop range. Example::
|
|
|
|
0 to 7 ; range of values 0, 1, 2, 3, 4, 5, 6, 7 (constant)
|
|
|
|
aa = 5
|
|
aa = 10
|
|
aa to xx ; range of 5, 6, 7, 8, 9, 10
|
|
|
|
byte[] array = 10 to 13 ; sets the array to [1, 2, 3, 4]
|
|
|
|
for i in 0 to 127 {
|
|
; i loops 0, 1, 2, ... 127
|
|
}
|
|
|
|
address of: ``&``
|
|
This is a prefix operator that can be applied to a string or array variable or literal value.
|
|
It results in the memory address (UWORD) of that string or array in memory: ``uword a = &stringvar``
|
|
Sometimes the compiler silently inserts this operator to make it easier for instance
|
|
to pass strings or arrays as subroutine call arguments.
|
|
This operator can also be used as a prefix to a variable's data type keyword to indicate that
|
|
it is a memory mapped variable (for instance: ``&ubyte screencolor = $d021``)
|
|
|
|
precedence grouping in expressions, or subroutine parameter list: ``(`` *expression* ``)``
|
|
Parentheses are used to group parts of an expression to change the order of evaluation.
|
|
(the subexpression inside the parentheses will be evaluated first):
|
|
``(4 + 8) * 2`` is 24 instead of 20.
|
|
|
|
Parentheses are also used in a subroutine call, they follow the name of the subroutine and contain
|
|
the list of arguments to pass to the subroutine: ``big_function(1, 99)``
|
|
|
|
|
|
Subroutine / function calls
|
|
---------------------------
|
|
|
|
You call a subroutine like this::
|
|
|
|
[ void / result = ] subroutinename_or_address ( [argument...] )
|
|
|
|
; example:
|
|
resultvariable = subroutine(arg1, arg2, arg3)
|
|
void noresultvaluesub(arg)
|
|
|
|
|
|
Arguments are separated by commas. The argument list can also be empty if the subroutine
|
|
takes no parameters. If the subroutine returns a value, usually you assign it to a variable.
|
|
If you're not interested in the return value, prefix the function call with the ``void`` keyword.
|
|
Otherwise the compiler will warn you about discarding the result of the call.
|
|
|
|
Multiple return values
|
|
^^^^^^^^^^^^^^^^^^^^^^
|
|
Normal subroutines can only return zero or one return values.
|
|
However, the special ``asmsub`` routines (implemented in assembly code) or ``romsub`` routines
|
|
(referencing a routine in kernel ROM) can return more than one return value.
|
|
For example a status in the carry bit and a number in A, or a 16-bit value in A/Y registers.
|
|
It is not possible to process the results of a call to these kind of routines
|
|
directly from the language, because only single value assignments are possible.
|
|
You can still call the subroutine and not store the results.
|
|
|
|
**There is an exception:** if there's just one return value in a register, and one or more others that are returned
|
|
as bits in the status register (such as the Carry bit), the compiler allows you to call the subroutine.
|
|
It will then store the result value in a variable if required, and *keep the status register untouched
|
|
after the call* so you can use a conditional branch statement for that.
|
|
Note that this makes no sense inside an expression, so the compiler will still give an error for that.
|
|
|
|
If there really are multiple return values (other than a combined 16 bit return value in 2 registers),
|
|
you'll have to write a small block of custom inline assembly that does the call and stores the values
|
|
appropriately. Don't forget to save/restore any registers that are modified.
|
|
|
|
|
|
Subroutine definitions
|
|
----------------------
|
|
|
|
The syntax is::
|
|
|
|
sub <identifier> ( [parameters] ) [ -> returntype ] {
|
|
... statements ...
|
|
}
|
|
|
|
; example:
|
|
sub triple_something (word amount) -> word {
|
|
return X * 3
|
|
}
|
|
|
|
The open curly brace must immediately follow the subroutine result specification on the same line,
|
|
and can have nothing following it. The close curly brace must be on its own line as well.
|
|
The parameters is a (possibly empty) comma separated list of "<datatype> <parametername>" pairs specifying the input parameters.
|
|
The return type has to be specified if the subroutine returns a value.
|
|
|
|
|
|
Assembly / ROM subroutines
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
Subroutines implemented in ROM are usually defined by compiler library files, with the following syntax::
|
|
|
|
romsub $FFD5 = LOAD(ubyte verify @ A, uword address @ XY) -> clobbers() -> ubyte @Pc, ubyte @ A, ubyte @ X, ubyte @ Y
|
|
|
|
This defines the ``LOAD`` subroutine at ROM memory address $FFD5, taking arguments in all three registers A, X and Y,
|
|
and returning stuff in several registers as well. The ``clobbers`` clause is used to signify to the compiler
|
|
what CPU registers are clobbered by the call instead of being unchanged or returning a meaningful result value.
|
|
|
|
|
|
User subroutines in the program source code that are implemented purely in assembly and which have an assembly calling convention (i.e.
|
|
the parameters are strictly passed via cpu registers), are defined with ``asmsub`` like this::
|
|
|
|
asmsub clear_screenchars (ubyte char @ A) clobbers(Y) {
|
|
%asm {{
|
|
ldy #0
|
|
_loop sta c64.Screen,y
|
|
sta c64.Screen+$0100,y
|
|
sta c64.Screen+$0200,y
|
|
sta c64.Screen+$02e8,y
|
|
iny
|
|
bne _loop
|
|
rts
|
|
}}
|
|
}
|
|
|
|
the statement body of such a subroutine should consist of just an inline assembly block.
|
|
|
|
|
|
Expressions
|
|
-----------
|
|
|
|
Expressions calculate a value and can be used almost everywhere a value is expected.
|
|
They consist of values, variables, operators, function calls, type casts, direct memory reads,
|
|
and can be combined into other expressions.
|
|
Long expressions can be split over multiple lines by inserting a line break before or after an operator::
|
|
|
|
num_hours * 3600
|
|
+ num_minutes * 60
|
|
+ num_seconds
|
|
|
|
|
|
Loops
|
|
-----
|
|
|
|
for loop
|
|
^^^^^^^^
|
|
|
|
The loop variable must be a byte or word variable,
|
|
and must be defined first in the local scope of the for loop.
|
|
The expression that you loop over can be anything that supports iteration (such as ranges like ``0 to 100``,
|
|
array variables and strings) *except* floating-point arrays (because a floating-point loop variable is not supported).
|
|
|
|
You can use a single statement, or a statement block like in the example below::
|
|
|
|
for <loopvar> in <expression> [ step <amount> ] {
|
|
; do something...
|
|
break ; break out of the loop
|
|
}
|
|
|
|
For example, this is a for loop using a byte variable ``i``, defined before, to loop over a certain range of numbers::
|
|
|
|
ubyte i
|
|
|
|
...
|
|
|
|
for i in 20 to 155 {
|
|
; do something
|
|
}
|
|
|
|
And this is a loop over the values of the array ``fibonacci_numbers``::
|
|
|
|
uword[] fibonacci_numbers = [0, 1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144, 233, 377, 610, 987, 1597, 2584, 4181]
|
|
|
|
uword number
|
|
for number in fibonacci_numbers {
|
|
; do something with number
|
|
}
|
|
|
|
|
|
|
|
while loop
|
|
^^^^^^^^^^
|
|
|
|
As long as the condition is true (1), repeat the given statement(s).
|
|
You can use a single statement, or a statement block like in the example below::
|
|
|
|
while <condition> {
|
|
; do something...
|
|
break ; break out of the loop
|
|
}
|
|
|
|
|
|
do-until loop
|
|
^^^^^^^^^^^^^
|
|
|
|
Until the given condition is true (1), repeat the given statement(s).
|
|
You can use a single statement, or a statement block like in the example below::
|
|
|
|
do {
|
|
; do something...
|
|
break ; break out of the loop
|
|
} until <condition>
|
|
|
|
|
|
repeat loop
|
|
^^^^^^^^^^^
|
|
|
|
When you're only interested in repeating something a given number of times.
|
|
It's a short hand for a for loop without an explicit loop variable::
|
|
|
|
repeat 15 {
|
|
; do something...
|
|
break ; you can break out of the loop
|
|
}
|
|
|
|
If you omit the iteration count, it simply loops forever.
|
|
You can still ``break`` out of such a loop if you want though.
|
|
|
|
|
|
Conditional Execution and Jumps
|
|
-------------------------------
|
|
|
|
Unconditional jump
|
|
^^^^^^^^^^^^^^^^^^
|
|
|
|
To jump to another part of the program, you use a ``goto`` statement with an addres or the name
|
|
of a label or subroutine::
|
|
|
|
goto $c000 ; address
|
|
goto name ; label or subroutine
|
|
|
|
|
|
Notice that this is a valid way to end a subroutine (you can either ``return`` from it, or jump
|
|
to another piece of code that eventually returns).
|
|
|
|
|
|
Conditional execution
|
|
^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
With the 'if' / 'else' statement you can execute code depending on the value of a condition::
|
|
|
|
if <expression> <statements> [else <statements> ]
|
|
|
|
where <statements> can be just a single statement for instance just a ``goto``, or it can be a block such as this::
|
|
|
|
if <expression> {
|
|
<statements>
|
|
} else {
|
|
<alternative statements>
|
|
}
|
|
|
|
|
|
**Special status register branch form:**
|
|
|
|
There is a special form of the if-statement that immediately translates into one of the 6502's branching instructions.
|
|
It is almost the same as the regular if-statement but it lacks a contional expression part, because the if-statement
|
|
itself defines on what status register bit it should branch on::
|
|
|
|
if_XX <statements> [else <statements> ]
|
|
|
|
where <statements> can be just a single statement for instance just a ``goto``, or it can be a block such as this::
|
|
|
|
if_XX {
|
|
<statements>
|
|
} else {
|
|
<alternative statements>
|
|
}
|
|
|
|
The XX corresponds to one of the eigth branching instructions so the possibilities are:
|
|
``if_cs``, ``if_cc``, ``if_eq``, ``if_ne``, ``if_pl``, ``if_mi``, ``if_vs`` and ``if_vc``.
|
|
It can also be one of the four aliases that are easier to read: ``if_z``, ``if_nz``, ``if_pos`` and ``if_neg``.
|
|
|
|
when statement ('jump table')
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
The structure of a when statement is like this::
|
|
|
|
when <expression> {
|
|
<value(s)> -> <statement(s)>
|
|
<value(s)> -> <statement(s)>
|
|
...
|
|
[ else -> <statement(s)> ]
|
|
}
|
|
|
|
The when-*value* can be any expression but the choice values have to evaluate to
|
|
compile-time constant integers (bytes or words).
|
|
The else part is optional.
|
|
Choices can result in a single statement or a block of multiple statements in which
|
|
case you have to use { } to enclose them::
|
|
|
|
when value {
|
|
4 -> c64scr.print("four")
|
|
5 -> c64scr.print("five")
|
|
10,20,30 -> {
|
|
c64scr.print("ten or twenty or thirty")
|
|
}
|
|
else -> c64scr.print("don't know")
|
|
}
|
|
|