high level programming language and compiler targeting 6502 machines such as the C-64 and CommanderX16
Go to file
2020-08-18 00:53:14 +02:00
.idea optimize callgraph 2020-03-10 21:47:15 +01:00
compiler gradle version 2020-08-18 00:47:23 +02:00
docs removed 'continue' statement to be able to generate more optimized loop assembly code. started with for loop optimizations 2020-08-17 19:22:29 +02:00
examples more forloop codegen 2020-08-17 23:42:43 +02:00
gradle/wrapper gradle version 2020-08-18 00:47:23 +02:00
parser gradle version 2020-08-18 00:47:23 +02:00
scripts removed fake vm functions 2019-08-21 22:00:05 +02:00
.gitignore don't include the generated parser java files in git 2020-03-20 22:53:56 +01:00
.travis.yml gradle version 2020-08-18 00:53:14 +02:00
gradle.properties removed bogus clang target 2020-02-07 01:22:07 +01:00
gradlew gradle version 2020-08-18 00:47:23 +02:00
gradlew.bat gradle version 2020-08-18 00:47:23 +02:00
LICENSE rethinking some aspects and rewriting text a bit 2018-07-01 23:24:32 +02:00
README.md use repeat 2020-07-26 13:50:14 +02:00
settings.gradle removed sim65 because it was moved to a separate repository 2019-09-11 02:24:44 +02:00

saythanks Build Status Documentation

Prog8 - Structured Programming Language for 8-bit 6502/6510 microprocessors

Written by Irmen de Jong (irmen@razorvine.net)

Software license: GNU GPL 3.0, see file LICENSE

This is a structured programming language for the 8-bit 6502/6510 microprocessor from the late 1970's and 1980's as used in many home computers from that era. It is a medium to low level programming language, which aims to provide many conveniences over raw assembly code (even when using a macro assembler):

  • reduction of source code length
  • modularity, symbol scoping, subroutines
  • various data types other than just bytes (16-bit words, floats, strings)
  • automatic variable allocations, automatic string and array variables and string sharing
  • subroutines with an input- and output parameter signature
  • constant folding in expressions
  • conditional branches
  • 'when' statement to provide a concise jump table alternative to if/elseif chains
  • structs to group together sets of variables and manipulate them at once
  • floating point operations (requires the C64 Basic ROM routines for this)
  • abstracting away low level aspects such as ZeroPage handling, program startup, explicit memory addresses
  • various code optimizations (code structure, logical and numerical expressions, unused code removal...)
  • inline assembly allows you to have full control when every cycle or byte matters
  • many built-in functions such as sin, cos, rnd, abs, min, max, sqrt, msb, rol, ror, swap, memset, memcopy, sort and reverse

Rapid edit-compile-run-debug cycle:

  • use a modern PC to do the work on
  • very quick compilation times
  • can automatically run the program in the Vice emulator after succesful compilation
  • breakpoints, that let the Vice emulator drop into the monitor if execution hits them
  • source code labels automatically loaded in Vice emulator so it can show them in disassembly

Prog8 is mainly targeted at the Commodore-64 machine at this time. Contributions to add support for other 8-bit (or other?!) machines are welcome.

Documentation/manual

https://prog8.readthedocs.io/

Required tools

64tass - cross assembler. Install this on your shell path. A recent .exe version of this tool for Windows can be obtained from my clone of this project. For other platforms it is very easy to compile it yourself (make ; make install).

A Java runtime (jre or jdk), version 8 or newer is required to run a prepackaged version of the compiler. If you want to build it from source, you'll need a Java SDK + Kotlin 1.3.x SDK (or for instance, IntelliJ IDEA with the Kotlin plugin).

It's handy to have a C-64 emulator or a real C-64 to run the programs on. The compiler assumes the presence of the Vice emulator

Example code

This code calculates prime numbers using the Sieve of Eratosthenes algorithm::

%import c64utils
%zeropage basicsafe

main {

    ubyte[256] sieve
    ubyte candidate_prime = 2

    sub start() {
        memset(sieve, 256, false)

        c64scr.print("prime numbers up to 255:\n\n")
        ubyte amount=0
        repeat {
            ubyte prime = find_next_prime()
            if prime==0
                break
            c64scr.print_ub(prime)
            c64scr.print(", ")
            amount++
        }
        c64.CHROUT('\n')
        c64scr.print("number of primes (expected 54): ")
        c64scr.print_ub(amount)
        c64.CHROUT('\n')
    }


    sub find_next_prime() -> ubyte {

        while sieve[candidate_prime] {
            candidate_prime++
            if candidate_prime==0
                return 0
        }

        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 C-64 you'll get:

c64 screen

One of the included examples (wizzine.p8) animates a bunch of sprite balloons and looks like this:

wizzine screen

Another example (cube3d-sprites.p8) draws the vertices of a rotating 3d cube:

cube3d screen

If you want to play a video game, a fully working Tetris clone is included in the examples:

tehtriz_screen