1
0
mirror of https://gitlab.com/camelot/kickc.git synced 2025-02-21 22:29:07 +00:00

Improved inline kickasm naming

This commit is contained in:
jespergravgaard 2018-12-29 00:55:34 +01:00
parent 006aa5b428
commit bd64ba36dd
27 changed files with 500 additions and 97 deletions

View File

@ -115,7 +115,11 @@ public class Pass4CodeGeneration {
StatementKickAsm statementKasm = (StatementKickAsm) statement;
if(statementKasm.getLocation() != null) {
String asmLocation = AsmFormat.getAsmConstant(program, (ConstantValue) statementKasm.getLocation(), 99, ScopeRef.ROOT);
asm.addLine(new AsmSetPc("Inline", asmLocation));
String segmentName = "Inline";
if(asmLocation.matches("[a-zA-Z_][a-zA-Z0-9_]*")) {
segmentName = asmLocation;
}
asm.addLine(new AsmSetPc(segmentName, asmLocation));
addKickAsm(asm, statementKasm);
}
}

View File

@ -267,6 +267,11 @@ public class TestPrograms {
compileAndCompare("examples/showlogo/showlogo");
}
@Test
public void testKasmPc() throws IOException, URISyntaxException {
compileAndCompare("test-kasm-pc");
}
@Test
public void testKasm() throws IOException, URISyntaxException {
compileAndCompare("test-kasm");

View File

@ -0,0 +1,15 @@
// Test inline KickAssembler code with PC location specification
byte* TABLE = $2000;
void main() {
byte* BORDERCOL = $d020;
byte i=0;
while(true) {
*BORDERCOL = TABLE[i++];
}
}
kickasm(pc TABLE) {{
.byte 1, 2, 3
}}

View File

@ -1071,27 +1071,27 @@ sprites_init: {
rotation_matrix: .fill 9, 0
xs: .byte -$34, -$34, -$34, 0, 0, $34, $34, $34
ys: .byte -$34, 0, $34, -$34, $34, -$34, 0, $34
.pc = mulf_sqr1 "Inline"
.pc = mulf_sqr1 "mulf_sqr1"
.for(var i=0;i<$200;i++) {
.if(i<=159) { .byte round((i*i)/256) }
.if(i>159 && i<=351 ) { .byte round(((i-256)*(i-256))/256) }
.if(i>351) { .byte round(((512-i)*(512-i))/256) }
}
.pc = mulf_sqr2 "Inline"
.pc = mulf_sqr2 "mulf_sqr2"
.for(var i=0;i<$200;i++) {
.if(i<=159) { .byte round((-i-1)*(-i-1)/256) }
.if(i>159 && i<=351 ) { .byte round(((255-i)*(255-i))/256) }
.if(i>351) { .byte round(((i-511)*(i-511))/256) }
}
.pc = SPRITE "Inline"
.pc = SPRITE "SPRITE"
.var pic = LoadPicture("balloon.png", List().add($000000, $ffffff))
.for (var y=0; y<21; y++)
.for (var x=0;x<3; x++)
.byte pic.getSinglecolorByte(x,y)
.pc = PERSP_Z "Inline"
.pc = PERSP_Z "PERSP_Z"
{
.var d = 256.0
.var z0 = 6.0
@ -1105,7 +1105,7 @@ sprites_init: {
}
}
.pc = SINH "Inline"
.pc = SINH "SINH"
{
.var min = -$2000
.var max = $2000
@ -1116,7 +1116,7 @@ sprites_init: {
}
}
.pc = SINQ "Inline"
.pc = SINQ "SINQ"
{
.var min = -$1000
.var max = $1000
@ -1127,7 +1127,7 @@ sprites_init: {
}
}
.pc = SINH_LO "Inline"
.pc = SINH_LO "SINH_LO"
{
.var min = -$2000
.var max = $2000
@ -1138,7 +1138,7 @@ sprites_init: {
}
}
.pc = SINH_HI "Inline"
.pc = SINH_HI "SINH_HI"
{
.var min = -$2000
.var max = $2000
@ -1149,7 +1149,7 @@ sprites_init: {
}
}
.pc = SINQ_LO "Inline"
.pc = SINQ_LO "SINQ_LO"
{
.var min = -$1000
.var max = $1000
@ -1160,7 +1160,7 @@ sprites_init: {
}
}
.pc = SINQ_HI "Inline"
.pc = SINQ_HI "SINQ_HI"
{
.var min = -$1000
.var max = $1000

View File

@ -7654,27 +7654,27 @@ sprites_init: {
rotation_matrix: .fill 9, 0
xs: .byte -$34, -$34, -$34, 0, 0, $34, $34, $34
ys: .byte -$34, 0, $34, -$34, $34, -$34, 0, $34
.pc = mulf_sqr1 "Inline"
.pc = mulf_sqr1 "mulf_sqr1"
.for(var i=0;i<$200;i++) {
.if(i<=159) { .byte round((i*i)/256) }
.if(i>159 && i<=351 ) { .byte round(((i-256)*(i-256))/256) }
.if(i>351) { .byte round(((512-i)*(512-i))/256) }
}
.pc = mulf_sqr2 "Inline"
.pc = mulf_sqr2 "mulf_sqr2"
.for(var i=0;i<$200;i++) {
.if(i<=159) { .byte round((-i-1)*(-i-1)/256) }
.if(i>159 && i<=351 ) { .byte round(((255-i)*(255-i))/256) }
.if(i>351) { .byte round(((i-511)*(i-511))/256) }
}
.pc = SPRITE "Inline"
.pc = SPRITE "SPRITE"
.var pic = LoadPicture("balloon.png", List().add($000000, $ffffff))
.for (var y=0; y<21; y++)
.for (var x=0;x<3; x++)
.byte pic.getSinglecolorByte(x,y)
.pc = PERSP_Z "Inline"
.pc = PERSP_Z "PERSP_Z"
{
.var d = 256.0
.var z0 = 6.0
@ -7688,7 +7688,7 @@ sprites_init: {
}
}
.pc = SINH "Inline"
.pc = SINH "SINH"
{
.var min = -$2000
.var max = $2000
@ -7699,7 +7699,7 @@ sprites_init: {
}
}
.pc = SINQ "Inline"
.pc = SINQ "SINQ"
{
.var min = -$1000
.var max = $1000
@ -7710,7 +7710,7 @@ sprites_init: {
}
}
.pc = SINH_LO "Inline"
.pc = SINH_LO "SINH_LO"
{
.var min = -$2000
.var max = $2000
@ -7721,7 +7721,7 @@ sprites_init: {
}
}
.pc = SINH_HI "Inline"
.pc = SINH_HI "SINH_HI"
{
.var min = -$2000
.var max = $2000
@ -7732,7 +7732,7 @@ sprites_init: {
}
}
.pc = SINQ_LO "Inline"
.pc = SINQ_LO "SINQ_LO"
{
.var min = -$1000
.var max = $1000
@ -7743,7 +7743,7 @@ sprites_init: {
}
}
.pc = SINQ_HI "Inline"
.pc = SINQ_HI "SINQ_HI"
{
.var min = -$1000
.var max = $1000
@ -10244,27 +10244,27 @@ sprites_init: {
rotation_matrix: .fill 9, 0
xs: .byte -$34, -$34, -$34, 0, 0, $34, $34, $34
ys: .byte -$34, 0, $34, -$34, $34, -$34, 0, $34
.pc = mulf_sqr1 "Inline"
.pc = mulf_sqr1 "mulf_sqr1"
.for(var i=0;i<$200;i++) {
.if(i<=159) { .byte round((i*i)/256) }
.if(i>159 && i<=351 ) { .byte round(((i-256)*(i-256))/256) }
.if(i>351) { .byte round(((512-i)*(512-i))/256) }
}
.pc = mulf_sqr2 "Inline"
.pc = mulf_sqr2 "mulf_sqr2"
.for(var i=0;i<$200;i++) {
.if(i<=159) { .byte round((-i-1)*(-i-1)/256) }
.if(i>159 && i<=351 ) { .byte round(((255-i)*(255-i))/256) }
.if(i>351) { .byte round(((i-511)*(i-511))/256) }
}
.pc = SPRITE "Inline"
.pc = SPRITE "SPRITE"
.var pic = LoadPicture("balloon.png", List().add($000000, $ffffff))
.for (var y=0; y<21; y++)
.for (var x=0;x<3; x++)
.byte pic.getSinglecolorByte(x,y)
.pc = PERSP_Z "Inline"
.pc = PERSP_Z "PERSP_Z"
{
.var d = 256.0
.var z0 = 6.0
@ -10278,7 +10278,7 @@ sprites_init: {
}
}
.pc = SINH "Inline"
.pc = SINH "SINH"
{
.var min = -$2000
.var max = $2000
@ -10289,7 +10289,7 @@ sprites_init: {
}
}
.pc = SINQ "Inline"
.pc = SINQ "SINQ"
{
.var min = -$1000
.var max = $1000
@ -10300,7 +10300,7 @@ sprites_init: {
}
}
.pc = SINH_LO "Inline"
.pc = SINH_LO "SINH_LO"
{
.var min = -$2000
.var max = $2000
@ -10311,7 +10311,7 @@ sprites_init: {
}
}
.pc = SINH_HI "Inline"
.pc = SINH_HI "SINH_HI"
{
.var min = -$2000
.var max = $2000
@ -10322,7 +10322,7 @@ sprites_init: {
}
}
.pc = SINQ_LO "Inline"
.pc = SINQ_LO "SINQ_LO"
{
.var min = -$1000
.var max = $1000
@ -10333,7 +10333,7 @@ sprites_init: {
}
}
.pc = SINQ_HI "Inline"
.pc = SINQ_HI "SINQ_HI"
{
.var min = -$1000
.var max = $1000
@ -12849,27 +12849,27 @@ sprites_init: {
rotation_matrix: .fill 9, 0
xs: .byte -$34, -$34, -$34, 0, 0, $34, $34, $34
ys: .byte -$34, 0, $34, -$34, $34, -$34, 0, $34
.pc = mulf_sqr1 "Inline"
.pc = mulf_sqr1 "mulf_sqr1"
.for(var i=0;i<$200;i++) {
.if(i<=159) { .byte round((i*i)/256) }
.if(i>159 && i<=351 ) { .byte round(((i-256)*(i-256))/256) }
.if(i>351) { .byte round(((512-i)*(512-i))/256) }
}
.pc = mulf_sqr2 "Inline"
.pc = mulf_sqr2 "mulf_sqr2"
.for(var i=0;i<$200;i++) {
.if(i<=159) { .byte round((-i-1)*(-i-1)/256) }
.if(i>159 && i<=351 ) { .byte round(((255-i)*(255-i))/256) }
.if(i>351) { .byte round(((i-511)*(i-511))/256) }
}
.pc = SPRITE "Inline"
.pc = SPRITE "SPRITE"
.var pic = LoadPicture("balloon.png", List().add($000000, $ffffff))
.for (var y=0; y<21; y++)
.for (var x=0;x<3; x++)
.byte pic.getSinglecolorByte(x,y)
.pc = PERSP_Z "Inline"
.pc = PERSP_Z "PERSP_Z"
{
.var d = 256.0
.var z0 = 6.0
@ -12883,7 +12883,7 @@ sprites_init: {
}
}
.pc = SINH "Inline"
.pc = SINH "SINH"
{
.var min = -$2000
.var max = $2000
@ -12894,7 +12894,7 @@ sprites_init: {
}
}
.pc = SINQ "Inline"
.pc = SINQ "SINQ"
{
.var min = -$1000
.var max = $1000
@ -12905,7 +12905,7 @@ sprites_init: {
}
}
.pc = SINH_LO "Inline"
.pc = SINH_LO "SINH_LO"
{
.var min = -$2000
.var max = $2000
@ -12916,7 +12916,7 @@ sprites_init: {
}
}
.pc = SINH_HI "Inline"
.pc = SINH_HI "SINH_HI"
{
.var min = -$2000
.var max = $2000
@ -12927,7 +12927,7 @@ sprites_init: {
}
}
.pc = SINQ_LO "Inline"
.pc = SINQ_LO "SINQ_LO"
{
.var min = -$1000
.var max = $1000
@ -12938,7 +12938,7 @@ sprites_init: {
}
}
.pc = SINQ_HI "Inline"
.pc = SINQ_HI "SINQ_HI"
{
.var min = -$1000
.var max = $1000

View File

@ -289,7 +289,7 @@ mulf_init: {
mulf_sqr1: .fill $200, 0
.align $100
mulf_sqr2: .fill $200, 0
.pc = PERSP_Z "Inline"
.pc = PERSP_Z "PERSP_Z"
{
.var d = 256.0
.var z0 = 5.0

View File

@ -2581,7 +2581,7 @@ mulf_init: {
mulf_sqr1: .fill $200, 0
.align $100
mulf_sqr2: .fill $200, 0
.pc = PERSP_Z "Inline"
.pc = PERSP_Z "PERSP_Z"
{
.var d = 256.0
.var z0 = 5.0
@ -3339,7 +3339,7 @@ mulf_init: {
mulf_sqr1: .fill $200, 0
.align $100
mulf_sqr2: .fill $200, 0
.pc = PERSP_Z "Inline"
.pc = PERSP_Z "PERSP_Z"
{
.var d = 256.0
.var z0 = 5.0
@ -4222,7 +4222,7 @@ mulf_init: {
mulf_sqr1: .fill $200, 0
.align $100
mulf_sqr2: .fill $200, 0
.pc = PERSP_Z "Inline"
.pc = PERSP_Z "PERSP_Z"
{
.var d = 256.0
.var z0 = 5.0

View File

@ -232,14 +232,14 @@ print_cls: {
}
print_hextab: .text "0123456789abcdef"
vals: .byte -$5f, -$40, -$20, -$10, 0, $10, $20, $40, $5f
.pc = mulf_sqr1 "Inline"
.pc = mulf_sqr1 "mulf_sqr1"
.for(var i=0;i<$200;i++) {
.if(i<=159) { .byte round((i*i)/256) }
.if(i>159 && i<=351 ) { .byte round(((i-256)*(i-256))/256) }
.if(i>351) { .byte round(((512-i)*(512-i))/256) }
}
.pc = mulf_sqr2 "Inline"
.pc = mulf_sqr2 "mulf_sqr2"
.for(var i=0;i<$200;i++) {
.if(i<=159) { .byte round((-i-1)*(-i-1)/256) }
.if(i>159 && i<=351 ) { .byte round(((255-i)*(255-i))/256) }

View File

@ -1824,14 +1824,14 @@ print_cls: {
}
print_hextab: .text "0123456789abcdef"
vals: .byte -$5f, -$40, -$20, -$10, 0, $10, $20, $40, $5f
.pc = mulf_sqr1 "Inline"
.pc = mulf_sqr1 "mulf_sqr1"
.for(var i=0;i<$200;i++) {
.if(i<=159) { .byte round((i*i)/256) }
.if(i>159 && i<=351 ) { .byte round(((i-256)*(i-256))/256) }
.if(i>351) { .byte round(((512-i)*(512-i))/256) }
}
.pc = mulf_sqr2 "Inline"
.pc = mulf_sqr2 "mulf_sqr2"
.for(var i=0;i<$200;i++) {
.if(i<=159) { .byte round((-i-1)*(-i-1)/256) }
.if(i>159 && i<=351 ) { .byte round(((255-i)*(255-i))/256) }
@ -2453,14 +2453,14 @@ print_cls: {
}
print_hextab: .text "0123456789abcdef"
vals: .byte -$5f, -$40, -$20, -$10, 0, $10, $20, $40, $5f
.pc = mulf_sqr1 "Inline"
.pc = mulf_sqr1 "mulf_sqr1"
.for(var i=0;i<$200;i++) {
.if(i<=159) { .byte round((i*i)/256) }
.if(i>159 && i<=351 ) { .byte round(((i-256)*(i-256))/256) }
.if(i>351) { .byte round(((512-i)*(512-i))/256) }
}
.pc = mulf_sqr2 "Inline"
.pc = mulf_sqr2 "mulf_sqr2"
.for(var i=0;i<$200;i++) {
.if(i<=159) { .byte round((-i-1)*(-i-1)/256) }
.if(i>159 && i<=351 ) { .byte round(((255-i)*(255-i))/256) }
@ -3106,14 +3106,14 @@ print_cls: {
}
print_hextab: .text "0123456789abcdef"
vals: .byte -$5f, -$40, -$20, -$10, 0, $10, $20, $40, $5f
.pc = mulf_sqr1 "Inline"
.pc = mulf_sqr1 "mulf_sqr1"
.for(var i=0;i<$200;i++) {
.if(i<=159) { .byte round((i*i)/256) }
.if(i>159 && i<=351 ) { .byte round(((i-256)*(i-256))/256) }
.if(i>351) { .byte round(((512-i)*(512-i))/256) }
}
.pc = mulf_sqr2 "Inline"
.pc = mulf_sqr2 "mulf_sqr2"
.for(var i=0;i<$200;i++) {
.if(i<=159) { .byte round((-i-1)*(-i-1)/256) }
.if(i>159 && i<=351 ) { .byte round(((255-i)*(255-i))/256) }

View File

@ -254,14 +254,14 @@ plexInit: {
PLEX_YPOS: .fill PLEX_COUNT, 0
PLEX_PTR: .fill PLEX_COUNT, 0
PLEX_SORTED_IDX: .fill PLEX_COUNT, 0
.pc = YSIN "Inline"
.pc = YSIN "YSIN"
.var min = 50
.var max = 250-21
.var ampl = max-min;
.for(var i=0;i<256;i++)
.byte round(min+(ampl/2)+(ampl/2)*sin(toRadians(360*i/256)))
.pc = SPRITE "Inline"
.pc = SPRITE "SPRITE"
.var pic = LoadPicture("balloon.png", List().add($000000, $ffffff))
.for (var y=0; y<21; y++)
.for (var x=0;x<3; x++)

View File

@ -3066,14 +3066,14 @@ plexInit: {
PLEX_YPOS: .fill PLEX_COUNT, 0
PLEX_PTR: .fill PLEX_COUNT, 0
PLEX_SORTED_IDX: .fill PLEX_COUNT, 0
.pc = YSIN "Inline"
.pc = YSIN "YSIN"
.var min = 50
.var max = 250-21
.var ampl = max-min;
.for(var i=0;i<256;i++)
.byte round(min+(ampl/2)+(ampl/2)*sin(toRadians(360*i/256)))
.pc = SPRITE "Inline"
.pc = SPRITE "SPRITE"
.var pic = LoadPicture("balloon.png", List().add($000000, $ffffff))
.for (var y=0; y<21; y++)
.for (var x=0;x<3; x++)
@ -3819,14 +3819,14 @@ plexInit: {
PLEX_YPOS: .fill PLEX_COUNT, 0
PLEX_PTR: .fill PLEX_COUNT, 0
PLEX_SORTED_IDX: .fill PLEX_COUNT, 0
.pc = YSIN "Inline"
.pc = YSIN "YSIN"
.var min = 50
.var max = 250-21
.var ampl = max-min;
.for(var i=0;i<256;i++)
.byte round(min+(ampl/2)+(ampl/2)*sin(toRadians(360*i/256)))
.pc = SPRITE "Inline"
.pc = SPRITE "SPRITE"
.var pic = LoadPicture("balloon.png", List().add($000000, $ffffff))
.for (var y=0; y<21; y++)
.for (var x=0;x<3; x++)
@ -4685,14 +4685,14 @@ plexInit: {
PLEX_YPOS: .fill PLEX_COUNT, 0
PLEX_PTR: .fill PLEX_COUNT, 0
PLEX_SORTED_IDX: .fill PLEX_COUNT, 0
.pc = YSIN "Inline"
.pc = YSIN "YSIN"
.var min = 50
.var max = 250-21
.var ampl = max-min;
.for(var i=0;i<256;i++)
.byte round(min+(ampl/2)+(ampl/2)*sin(toRadians(360*i/256)))
.pc = SPRITE "Inline"
.pc = SPRITE "SPRITE"
.var pic = LoadPicture("balloon.png", List().add($000000, $ffffff))
.for (var y=0; y<21; y++)
.for (var x=0;x<3; x++)

View File

@ -328,7 +328,7 @@ mulf_init: {
mulf_sqr2_hi: .fill $200, 0
xs: .byte -$46, -$46, -$46, 0, 0, $46, $46, $46
ys: .byte -$46, 0, $46, -$46, $46, -$46, 0, $46
.pc = COS "Inline"
.pc = COS "COS"
{
.var min = -$7fff
.var max = $7fff
@ -339,7 +339,7 @@ mulf_init: {
}
}
.pc = SPRITE "Inline"
.pc = SPRITE "SPRITE"
.var pic = LoadPicture("balloon.png", List().add($000000, $ffffff))
.for (var y=0; y<21; y++)
.for (var x=0;x<3; x++)

View File

@ -3058,7 +3058,7 @@ mulf_init: {
mulf_sqr2_hi: .fill $200, 0
xs: .byte -$46, -$46, -$46, 0, 0, $46, $46, $46
ys: .byte -$46, 0, $46, -$46, $46, -$46, 0, $46
.pc = COS "Inline"
.pc = COS "COS"
{
.var min = -$7fff
.var max = $7fff
@ -3069,7 +3069,7 @@ mulf_init: {
}
}
.pc = SPRITE "Inline"
.pc = SPRITE "SPRITE"
.var pic = LoadPicture("balloon.png", List().add($000000, $ffffff))
.for (var y=0; y<21; y++)
.for (var x=0;x<3; x++)
@ -4016,7 +4016,7 @@ mulf_init: {
mulf_sqr2_hi: .fill $200, 0
xs: .byte -$46, -$46, -$46, 0, 0, $46, $46, $46
ys: .byte -$46, 0, $46, -$46, $46, -$46, 0, $46
.pc = COS "Inline"
.pc = COS "COS"
{
.var min = -$7fff
.var max = $7fff
@ -4027,7 +4027,7 @@ mulf_init: {
}
}
.pc = SPRITE "Inline"
.pc = SPRITE "SPRITE"
.var pic = LoadPicture("balloon.png", List().add($000000, $ffffff))
.for (var y=0; y<21; y++)
.for (var x=0;x<3; x++)
@ -5050,7 +5050,7 @@ mulf_init: {
mulf_sqr2_hi: .fill $200, 0
xs: .byte -$46, -$46, -$46, 0, 0, $46, $46, $46
ys: .byte -$46, 0, $46, -$46, $46, -$46, 0, $46
.pc = COS "Inline"
.pc = COS "COS"
{
.var min = -$7fff
.var max = $7fff
@ -5061,7 +5061,7 @@ mulf_init: {
}
}
.pc = SPRITE "Inline"
.pc = SPRITE "SPRITE"
.var pic = LoadPicture("balloon.png", List().add($000000, $ffffff))
.for (var y=0; y<21; y++)
.for (var x=0;x<3; x++)

View File

@ -716,7 +716,7 @@ fill: {
}
.align $100
xsin: .fill 2*XSIN_SIZE, 0
.pc = LOGO "Inline"
.pc = LOGO "LOGO"
.var logoPic = LoadPicture("logo.png", List().add($444444, $808080, $000000, $ffffff))
.for (var y=0; y<6 ; y++)
.for (var x=0;x<40; x++)

View File

@ -5770,7 +5770,7 @@ fill: {
}
.align $100
xsin: .fill 2*XSIN_SIZE, 0
.pc = LOGO "Inline"
.pc = LOGO "LOGO"
.var logoPic = LoadPicture("logo.png", List().add($444444, $808080, $000000, $ffffff))
.for (var y=0; y<6 ; y++)
.for (var x=0;x<40; x++)
@ -7655,7 +7655,7 @@ fill: {
}
.align $100
xsin: .fill 2*XSIN_SIZE, 0
.pc = LOGO "Inline"
.pc = LOGO "LOGO"
.var logoPic = LoadPicture("logo.png", List().add($444444, $808080, $000000, $ffffff))
.for (var y=0; y<6 ; y++)
.for (var x=0;x<40; x++)
@ -9590,7 +9590,7 @@ fill: {
}
.align $100
xsin: .fill 2*XSIN_SIZE, 0
.pc = LOGO "Inline"
.pc = LOGO "LOGO"
.var logoPic = LoadPicture("logo.png", List().add($444444, $808080, $000000, $ffffff))
.for (var y=0; y<6 ; y++)
.for (var x=0;x<40; x++)

View File

@ -87,7 +87,7 @@ fill: {
bne b1
rts
}
.pc = LOGO "Inline"
.pc = LOGO "LOGO"
.var logoPic = LoadPicture("logo.png", List().add($444444, $808080, $000000, $ffffff))
.for (var y=0; y<6 ; y++)
.for (var x=0;x<40; x++)

View File

@ -1040,7 +1040,7 @@ fill: {
//SEG52 [27] return
rts
}
.pc = LOGO "Inline"
.pc = LOGO "LOGO"
.var logoPic = LoadPicture("logo.png", List().add($444444, $808080, $000000, $ffffff))
.for (var y=0; y<6 ; y++)
.for (var x=0;x<40; x++)
@ -1261,7 +1261,7 @@ fill: {
//SEG52 [27] return
rts
}
.pc = LOGO "Inline"
.pc = LOGO "LOGO"
.var logoPic = LoadPicture("logo.png", List().add($444444, $808080, $000000, $ffffff))
.for (var y=0; y<6 ; y++)
.for (var x=0;x<40; x++)
@ -1601,7 +1601,7 @@ fill: {
//SEG52 [27] return
rts
}
.pc = LOGO "Inline"
.pc = LOGO "LOGO"
.var logoPic = LoadPicture("logo.png", List().add($444444, $808080, $000000, $ffffff))
.for (var y=0; y<6 ; y++)
.for (var x=0;x<40; x++)

View File

@ -780,7 +780,7 @@ fill: {
bitmap_plot_bit: .fill $100, 0
.align $100
sin: .fill 2*$200, 0
.pc = sin2 "Inline"
.pc = sin2 "sin2"
.for(var i=0; i<512; i++) {
.word sin(toRadians([i*360]/512))*320
}

View File

@ -5434,7 +5434,7 @@ fill: {
bitmap_plot_bit: .fill $100, 0
.align $100
sin: .fill 2*$200, 0
.pc = sin2 "Inline"
.pc = sin2 "sin2"
.for(var i=0; i<512; i++) {
.word sin(toRadians([i*360]/512))*320
}
@ -7366,7 +7366,7 @@ fill: {
bitmap_plot_bit: .fill $100, 0
.align $100
sin: .fill 2*$200, 0
.pc = sin2 "Inline"
.pc = sin2 "sin2"
.for(var i=0; i<512; i++) {
.word sin(toRadians([i*360]/512))*320
}
@ -9422,7 +9422,7 @@ fill: {
bitmap_plot_bit: .fill $100, 0
.align $100
sin: .fill 2*$200, 0
.pc = sin2 "Inline"
.pc = sin2 "sin2"
.for(var i=0; i<512; i++) {
.word sin(toRadians([i*360]/512))*320
}

View File

@ -185,7 +185,7 @@ irq: {
sta irq_sprite_ptr
jmp b3
}
.pc = PLAYFIELD_SPRITES "Inline"
.pc = PLAYFIELD_SPRITES "PLAYFIELD_SPRITES"
.var sprites = LoadPicture("nes-playfield.png", List().add($010101, $000000))
.for(var sy=0;sy<10;sy++) {
.for(var sx=0;sx<3;sx++) {

View File

@ -1887,7 +1887,7 @@ irq: {
sta irq_sprite_ptr_1
jmp b3_from_b9
}
.pc = PLAYFIELD_SPRITES "Inline"
.pc = PLAYFIELD_SPRITES "PLAYFIELD_SPRITES"
.var sprites = LoadPicture("nes-playfield.png", List().add($010101, $000000))
.for(var sy=0;sy<10;sy++) {
.for(var sx=0;sx<3;sx++) {
@ -2430,7 +2430,7 @@ irq: {
sta irq_sprite_ptr
jmp b3_from_b9
}
.pc = PLAYFIELD_SPRITES "Inline"
.pc = PLAYFIELD_SPRITES "PLAYFIELD_SPRITES"
.var sprites = LoadPicture("nes-playfield.png", List().add($010101, $000000))
.for(var sy=0;sy<10;sy++) {
.for(var sx=0;sx<3;sx++) {
@ -3066,7 +3066,7 @@ irq: {
sta irq_sprite_ptr
jmp b3
}
.pc = PLAYFIELD_SPRITES "Inline"
.pc = PLAYFIELD_SPRITES "PLAYFIELD_SPRITES"
.var sprites = LoadPicture("nes-playfield.png", List().add($010101, $000000))
.for(var sy=0;sy<10;sy++) {
.for(var sx=0;sx<3;sx++) {

View File

@ -1163,14 +1163,14 @@ irq: {
playfield: .fill PLAYFIELD_LINES*PLAYFIELD_COLS, 0
PIECES: .word PIECE_T, PIECE_S, PIECE_Z, PIECE_J, PIECE_O, PIECE_I, PIECE_L
playfield_lines_idx: .fill PLAYFIELD_LINES+1, 0
.pc = PLAYFIELD_CHARSET "Inline"
.pc = PLAYFIELD_CHARSET "PLAYFIELD_CHARSET"
.fill 8,$00 // Place a filled char at the start of the charset
.import binary "nes-screen.imap"
.pc = PLAYFIELD_SCREEN_ORIGINAL "Inline"
.pc = PLAYFIELD_SCREEN_ORIGINAL "PLAYFIELD_SCREEN_ORIGINAL"
.import binary "nes-screen.iscr"
.pc = PLAYFIELD_SPRITES "Inline"
.pc = PLAYFIELD_SPRITES "PLAYFIELD_SPRITES"
.var sprites = LoadPicture("nes-playfield.png", List().add($010101, $000000))
.for(var sy=0;sy<10;sy++) {
.for(var sx=0;sx<3;sx++) {

View File

@ -11174,14 +11174,14 @@ irq: {
playfield: .fill PLAYFIELD_LINES*PLAYFIELD_COLS, 0
PIECES: .word PIECE_T, PIECE_S, PIECE_Z, PIECE_J, PIECE_O, PIECE_I, PIECE_L
playfield_lines_idx: .fill PLAYFIELD_LINES+1, 0
.pc = PLAYFIELD_CHARSET "Inline"
.pc = PLAYFIELD_CHARSET "PLAYFIELD_CHARSET"
.fill 8,$00 // Place a filled char at the start of the charset
.import binary "nes-screen.imap"
.pc = PLAYFIELD_SCREEN_ORIGINAL "Inline"
.pc = PLAYFIELD_SCREEN_ORIGINAL "PLAYFIELD_SCREEN_ORIGINAL"
.import binary "nes-screen.iscr"
.pc = PLAYFIELD_SPRITES "Inline"
.pc = PLAYFIELD_SPRITES "PLAYFIELD_SPRITES"
.var sprites = LoadPicture("nes-playfield.png", List().add($010101, $000000))
.for(var sy=0;sy<10;sy++) {
.for(var sx=0;sx<3;sx++) {
@ -14488,14 +14488,14 @@ irq: {
playfield: .fill PLAYFIELD_LINES*PLAYFIELD_COLS, 0
PIECES: .word PIECE_T, PIECE_S, PIECE_Z, PIECE_J, PIECE_O, PIECE_I, PIECE_L
playfield_lines_idx: .fill PLAYFIELD_LINES+1, 0
.pc = PLAYFIELD_CHARSET "Inline"
.pc = PLAYFIELD_CHARSET "PLAYFIELD_CHARSET"
.fill 8,$00 // Place a filled char at the start of the charset
.import binary "nes-screen.imap"
.pc = PLAYFIELD_SCREEN_ORIGINAL "Inline"
.pc = PLAYFIELD_SCREEN_ORIGINAL "PLAYFIELD_SCREEN_ORIGINAL"
.import binary "nes-screen.iscr"
.pc = PLAYFIELD_SPRITES "Inline"
.pc = PLAYFIELD_SPRITES "PLAYFIELD_SPRITES"
.var sprites = LoadPicture("nes-playfield.png", List().add($010101, $000000))
.for(var sy=0;sy<10;sy++) {
.for(var sx=0;sx<3;sx++) {
@ -18124,14 +18124,14 @@ irq: {
playfield: .fill PLAYFIELD_LINES*PLAYFIELD_COLS, 0
PIECES: .word PIECE_T, PIECE_S, PIECE_Z, PIECE_J, PIECE_O, PIECE_I, PIECE_L
playfield_lines_idx: .fill PLAYFIELD_LINES+1, 0
.pc = PLAYFIELD_CHARSET "Inline"
.pc = PLAYFIELD_CHARSET "PLAYFIELD_CHARSET"
.fill 8,$00 // Place a filled char at the start of the charset
.import binary "nes-screen.imap"
.pc = PLAYFIELD_SCREEN_ORIGINAL "Inline"
.pc = PLAYFIELD_SCREEN_ORIGINAL "PLAYFIELD_SCREEN_ORIGINAL"
.import binary "nes-screen.iscr"
.pc = PLAYFIELD_SPRITES "Inline"
.pc = PLAYFIELD_SPRITES "PLAYFIELD_SPRITES"
.var sprites = LoadPicture("nes-playfield.png", List().add($010101, $000000))
.for(var sy=0;sy<10;sy++) {
.for(var sx=0;sx<3;sx++) {

View File

@ -0,0 +1,16 @@
.pc = $801 "Basic"
:BasicUpstart(main)
.pc = $80d "Program"
.label TABLE = $2000
main: {
.label BORDERCOL = $d020
ldx #0
b2:
lda TABLE,x
sta BORDERCOL
inx
jmp b2
}
.pc = TABLE "TABLE"
.byte 1, 2, 3

View File

@ -0,0 +1,20 @@
@begin: scope:[] from
[0] phi()
to:@1
@1: scope:[] from @begin
kickasm(location (const byte*) TABLE#0) {{ .byte 1, 2, 3
}}
[2] call main
to:@end
@end: scope:[] from @1
[3] phi()
main: scope:[main] from @1
[4] phi()
to:main::@1
main::@1: scope:[main] from main main::@2
[5] (byte) main::i#2 ← phi( main/(byte/signed byte/word/signed word/dword/signed dword) 0 main::@2/(byte) main::i#1 )
to:main::@2
main::@2: scope:[main] from main::@1
[6] *((const byte*) main::BORDERCOL#0) ← *((const byte*) TABLE#0 + (byte) main::i#2)
[7] (byte) main::i#1 ← ++ (byte) main::i#2
to:main::@1

View File

@ -0,0 +1,328 @@
CONTROL FLOW GRAPH SSA
@begin: scope:[] from
(byte*) TABLE#0 ← ((byte*)) (word/signed word/dword/signed dword) 8192
to:@1
main: scope:[main] from @1
(byte*) TABLE#4 ← phi( @1/(byte*) TABLE#2 )
(byte*) main::BORDERCOL#0 ← ((byte*)) (word/dword/signed dword) 53280
(byte) main::i#0 ← (byte/signed byte/word/signed word/dword/signed dword) 0
to:main::@1
main::@1: scope:[main] from main main::@2
(byte*) main::BORDERCOL#2 ← phi( main/(byte*) main::BORDERCOL#0 main::@2/(byte*) main::BORDERCOL#1 )
(byte) main::i#3 ← phi( main/(byte) main::i#0 main::@2/(byte) main::i#1 )
(byte*) TABLE#3 ← phi( main/(byte*) TABLE#4 main::@2/(byte*) TABLE#1 )
if(true) goto main::@2
to:main::@return
main::@2: scope:[main] from main::@1
(byte*) main::BORDERCOL#1 ← phi( main::@1/(byte*) main::BORDERCOL#2 )
(byte) main::i#2 ← phi( main::@1/(byte) main::i#3 )
(byte*) TABLE#1 ← phi( main::@1/(byte*) TABLE#3 )
*((byte*) main::BORDERCOL#1) ← *((byte*) TABLE#1 + (byte) main::i#2)
(byte) main::i#1 ← ++ (byte) main::i#2
to:main::@1
main::@return: scope:[main] from main::@1
return
to:@return
@1: scope:[] from @begin
(byte*) TABLE#2 ← phi( @begin/(byte*) TABLE#0 )
kickasm(location (byte*) TABLE#2) {{ .byte 1, 2, 3
}}
call main
to:@2
@2: scope:[] from @1
to:@end
@end: scope:[] from @2
SYMBOL TABLE SSA
(label) @1
(label) @2
(label) @begin
(label) @end
(byte*) TABLE
(byte*) TABLE#0
(byte*) TABLE#1
(byte*) TABLE#2
(byte*) TABLE#3
(byte*) TABLE#4
(void()) main()
(label) main::@1
(label) main::@2
(label) main::@return
(byte*) main::BORDERCOL
(byte*) main::BORDERCOL#0
(byte*) main::BORDERCOL#1
(byte*) main::BORDERCOL#2
(byte) main::i
(byte) main::i#0
(byte) main::i#1
(byte) main::i#2
(byte) main::i#3
Culled Empty Block (label) @2
Successful SSA optimization Pass2CullEmptyBlocks
Alias (byte*) TABLE#1 = (byte*) TABLE#3
Alias (byte) main::i#2 = (byte) main::i#3
Alias (byte*) main::BORDERCOL#1 = (byte*) main::BORDERCOL#2
Alias (byte*) TABLE#0 = (byte*) TABLE#2
Successful SSA optimization Pass2AliasElimination
Self Phi Eliminated (byte*) TABLE#1
Self Phi Eliminated (byte*) main::BORDERCOL#1
Successful SSA optimization Pass2SelfPhiElimination
Redundant Phi (byte*) TABLE#4 (byte*) TABLE#0
Redundant Phi (byte*) TABLE#1 (byte*) TABLE#4
Redundant Phi (byte*) main::BORDERCOL#1 (byte*) main::BORDERCOL#0
Successful SSA optimization Pass2RedundantPhiElimination
Constant (const byte*) TABLE#0 = ((byte*))8192
Constant (const byte*) main::BORDERCOL#0 = ((byte*))53280
Constant (const byte) main::i#0 = 0
Successful SSA optimization Pass2ConstantIdentification
if() condition always true - replacing block destination if(true) goto main::@2
Successful SSA optimization Pass2ConstantIfs
Removing unused block main::@return
Successful SSA optimization Pass2EliminateUnusedBlocks
Inlining constant with var siblings (const byte) main::i#0
Constant inlined main::i#0 = (byte/signed byte/word/signed word/dword/signed dword) 0
Successful SSA optimization Pass2ConstantInlining
Adding NOP phi() at start of @begin
Adding NOP phi() at start of @end
Adding NOP phi() at start of main
CALL GRAPH
Calls in [] to main:2
Created 1 initial phi equivalence classes
Coalesced [8] main::i#4 ← main::i#1
Coalesced down to 1 phi equivalence classes
Adding NOP phi() at start of @begin
Adding NOP phi() at start of @end
Adding NOP phi() at start of main
FINAL CONTROL FLOW GRAPH
@begin: scope:[] from
[0] phi()
to:@1
@1: scope:[] from @begin
kickasm(location (const byte*) TABLE#0) {{ .byte 1, 2, 3
}}
[2] call main
to:@end
@end: scope:[] from @1
[3] phi()
main: scope:[main] from @1
[4] phi()
to:main::@1
main::@1: scope:[main] from main main::@2
[5] (byte) main::i#2 ← phi( main/(byte/signed byte/word/signed word/dword/signed dword) 0 main::@2/(byte) main::i#1 )
to:main::@2
main::@2: scope:[main] from main::@1
[6] *((const byte*) main::BORDERCOL#0) ← *((const byte*) TABLE#0 + (byte) main::i#2)
[7] (byte) main::i#1 ← ++ (byte) main::i#2
to:main::@1
VARIABLE REGISTER WEIGHTS
(byte*) TABLE
(void()) main()
(byte*) main::BORDERCOL
(byte) main::i
(byte) main::i#1 22.0
(byte) main::i#2 16.5
Initial phi equivalence classes
[ main::i#2 main::i#1 ]
Complete equivalence classes
[ main::i#2 main::i#1 ]
Allocated zp ZP_BYTE:2 [ main::i#2 main::i#1 ]
INITIAL ASM
//SEG0 Basic Upstart
.pc = $801 "Basic"
:BasicUpstart(bbegin)
.pc = $80d "Program"
//SEG1 Global Constants & labels
.label TABLE = $2000
//SEG2 @begin
bbegin:
jmp b1
//SEG3 @1
b1:
//SEG4 kickasm(location (const byte*) TABLE#0) {{ .byte 1, 2, 3 }}
//SEG5 [2] call main
//SEG6 [4] phi from @1 to main [phi:@1->main]
main_from_b1:
jsr main
//SEG7 [3] phi from @1 to @end [phi:@1->@end]
bend_from_b1:
jmp bend
//SEG8 @end
bend:
//SEG9 main
main: {
.label BORDERCOL = $d020
.label i = 2
//SEG10 [5] phi from main to main::@1 [phi:main->main::@1]
b1_from_main:
//SEG11 [5] phi (byte) main::i#2 = (byte/signed byte/word/signed word/dword/signed dword) 0 [phi:main->main::@1#0] -- vbuz1=vbuc1
lda #0
sta i
jmp b1
//SEG12 main::@1
b1:
jmp b2
//SEG13 main::@2
b2:
//SEG14 [6] *((const byte*) main::BORDERCOL#0) ← *((const byte*) TABLE#0 + (byte) main::i#2) -- _deref_pbuc1=pbuc2_derefidx_vbuz1
ldy i
lda TABLE,y
sta BORDERCOL
//SEG15 [7] (byte) main::i#1 ← ++ (byte) main::i#2 -- vbuz1=_inc_vbuz1
inc i
//SEG16 [5] phi from main::@2 to main::@1 [phi:main::@2->main::@1]
b1_from_b2:
//SEG17 [5] phi (byte) main::i#2 = (byte) main::i#1 [phi:main::@2->main::@1#0] -- register_copy
jmp b1
}
.pc = TABLE "TABLE"
.byte 1, 2, 3
REGISTER UPLIFT POTENTIAL REGISTERS
Statement [6] *((const byte*) main::BORDERCOL#0) ← *((const byte*) TABLE#0 + (byte) main::i#2) [ main::i#2 ] ( main:2 [ main::i#2 ] ) always clobbers reg byte a
Removing always clobbered register reg byte a as potential for zp ZP_BYTE:2 [ main::i#2 main::i#1 ]
Statement [6] *((const byte*) main::BORDERCOL#0) ← *((const byte*) TABLE#0 + (byte) main::i#2) [ main::i#2 ] ( main:2 [ main::i#2 ] ) always clobbers reg byte a
Potential registers zp ZP_BYTE:2 [ main::i#2 main::i#1 ] : zp ZP_BYTE:2 , reg byte x , reg byte y ,
REGISTER UPLIFT SCOPES
Uplift Scope [main] 38.5: zp ZP_BYTE:2 [ main::i#2 main::i#1 ]
Uplift Scope []
Uplifting [main] best 2814 combination reg byte x [ main::i#2 main::i#1 ]
Uplifting [] best 2814 combination
ASSEMBLER BEFORE OPTIMIZATION
//SEG0 Basic Upstart
.pc = $801 "Basic"
:BasicUpstart(bbegin)
.pc = $80d "Program"
//SEG1 Global Constants & labels
.label TABLE = $2000
//SEG2 @begin
bbegin:
jmp b1
//SEG3 @1
b1:
//SEG4 kickasm(location (const byte*) TABLE#0) {{ .byte 1, 2, 3 }}
//SEG5 [2] call main
//SEG6 [4] phi from @1 to main [phi:@1->main]
main_from_b1:
jsr main
//SEG7 [3] phi from @1 to @end [phi:@1->@end]
bend_from_b1:
jmp bend
//SEG8 @end
bend:
//SEG9 main
main: {
.label BORDERCOL = $d020
//SEG10 [5] phi from main to main::@1 [phi:main->main::@1]
b1_from_main:
//SEG11 [5] phi (byte) main::i#2 = (byte/signed byte/word/signed word/dword/signed dword) 0 [phi:main->main::@1#0] -- vbuxx=vbuc1
ldx #0
jmp b1
//SEG12 main::@1
b1:
jmp b2
//SEG13 main::@2
b2:
//SEG14 [6] *((const byte*) main::BORDERCOL#0) ← *((const byte*) TABLE#0 + (byte) main::i#2) -- _deref_pbuc1=pbuc2_derefidx_vbuxx
lda TABLE,x
sta BORDERCOL
//SEG15 [7] (byte) main::i#1 ← ++ (byte) main::i#2 -- vbuxx=_inc_vbuxx
inx
//SEG16 [5] phi from main::@2 to main::@1 [phi:main::@2->main::@1]
b1_from_b2:
//SEG17 [5] phi (byte) main::i#2 = (byte) main::i#1 [phi:main::@2->main::@1#0] -- register_copy
jmp b1
}
.pc = TABLE "TABLE"
.byte 1, 2, 3
ASSEMBLER OPTIMIZATIONS
Removing instruction jmp b1
Removing instruction jmp bend
Removing instruction jmp b1
Removing instruction jmp b2
Succesful ASM optimization Pass5NextJumpElimination
Replacing label b1 with b2
Removing instruction b1:
Removing instruction main_from_b1:
Removing instruction bend_from_b1:
Removing instruction b1:
Succesful ASM optimization Pass5RedundantLabelElimination
Removing instruction bend:
Removing instruction b1_from_main:
Removing instruction b1_from_b2:
Succesful ASM optimization Pass5UnusedLabelElimination
Updating BasicUpstart to call main directly
Removing instruction jsr main
Succesful ASM optimization Pass5SkipBegin
Removing instruction bbegin:
Succesful ASM optimization Pass5UnusedLabelElimination
FINAL SYMBOL TABLE
(label) @1
(label) @begin
(label) @end
(byte*) TABLE
(const byte*) TABLE#0 TABLE = ((byte*))(word/signed word/dword/signed dword) 8192
(void()) main()
(label) main::@1
(label) main::@2
(byte*) main::BORDERCOL
(const byte*) main::BORDERCOL#0 BORDERCOL = ((byte*))(word/dword/signed dword) 53280
(byte) main::i
(byte) main::i#1 reg byte x 22.0
(byte) main::i#2 reg byte x 16.5
reg byte x [ main::i#2 main::i#1 ]
FINAL ASSEMBLER
Score: 2715
//SEG0 Basic Upstart
.pc = $801 "Basic"
:BasicUpstart(main)
.pc = $80d "Program"
//SEG1 Global Constants & labels
.label TABLE = $2000
//SEG2 @begin
//SEG3 @1
//SEG4 kickasm(location (const byte*) TABLE#0) {{ .byte 1, 2, 3 }}
//SEG5 [2] call main
//SEG6 [4] phi from @1 to main [phi:@1->main]
//SEG7 [3] phi from @1 to @end [phi:@1->@end]
//SEG8 @end
//SEG9 main
main: {
.label BORDERCOL = $d020
//SEG10 [5] phi from main to main::@1 [phi:main->main::@1]
//SEG11 [5] phi (byte) main::i#2 = (byte/signed byte/word/signed word/dword/signed dword) 0 [phi:main->main::@1#0] -- vbuxx=vbuc1
ldx #0
//SEG12 main::@1
//SEG13 main::@2
b2:
//SEG14 [6] *((const byte*) main::BORDERCOL#0) ← *((const byte*) TABLE#0 + (byte) main::i#2) -- _deref_pbuc1=pbuc2_derefidx_vbuxx
lda TABLE,x
sta BORDERCOL
//SEG15 [7] (byte) main::i#1 ← ++ (byte) main::i#2 -- vbuxx=_inc_vbuxx
inx
//SEG16 [5] phi from main::@2 to main::@1 [phi:main::@2->main::@1]
//SEG17 [5] phi (byte) main::i#2 = (byte) main::i#1 [phi:main::@2->main::@1#0] -- register_copy
jmp b2
}
.pc = TABLE "TABLE"
.byte 1, 2, 3

View File

@ -0,0 +1,15 @@
(label) @1
(label) @begin
(label) @end
(byte*) TABLE
(const byte*) TABLE#0 TABLE = ((byte*))(word/signed word/dword/signed dword) 8192
(void()) main()
(label) main::@1
(label) main::@2
(byte*) main::BORDERCOL
(const byte*) main::BORDERCOL#0 BORDERCOL = ((byte*))(word/dword/signed dword) 53280
(byte) main::i
(byte) main::i#1 reg byte x 22.0
(byte) main::i#2 reg byte x 16.5
reg byte x [ main::i#2 main::i#1 ]