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133 lines
5.7 KiB
ReStructuredText
133 lines
5.7 KiB
ReStructuredText
==============================
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Writing and building a program
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==============================
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First, getting a working compiler
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---------------------------------
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Before you can compile Prog8 programs, you'll have to build the compiler itself.
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First make sure you have installed the :ref:`requirements`.
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Then you can choose a few ways to create the compiler:
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**Using the shell script:**
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#. run the "build_the_compiler.sh" shell script
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#. it will create a "prog8compiler.jar" file which contains everything.
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#. run the compiler with "java -jar prog8compiler.jar" to see how you can use it.
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**using the Gradle build system:**
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#. run the command "./gradlew installDist"
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#. it will create the commands and required libraries in the "./compiler/build/install/p8compile/" directory
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#. run the compiler with the "./compiler/build/install/p8compile/bin/p8compile" command to see how you can use it.
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**download a precompiled version from github:**
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#. download a recent "prog8compiler.jar" from `the releases on Github <https://github.com/irmen/prog8/releases>`_
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#. run the compiler with "java -jar prog8compiler.jar" to see how you can use it.
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What is a Prog8 "Program" anyway?
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---------------------------------
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A "complete runnable program" is a compiled, assembled, and linked together single unit.
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It contains all of the program's code and data and has a certain file format that
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allows it to be loaded directly on the target system. Prog8 currently has no built-in
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support for programs that exceed 64 Kb of memory, nor for multi-part loaders.
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For the Commodore-64, most programs will have a tiny BASIC launcher that does a SYS into the generated machine code.
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This way the user can load it as any other program and simply RUN it to start. (This is a regular ".prg" program).
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Prog8 can create those, but it is also possible to output plain binary programs
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that can be loaded into memory anywhere.
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Compiling program code
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----------------------
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Make sure you have installed the :ref:`requirements`.
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Compilation of program code is done by telling the Prog8 compiler to compile a main source code module file.
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Other modules that this code needs will be loaded and processed via imports from within that file.
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The compiler will link everything together into one output program at the end.
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If you start the compiler without arguments, it will print a short usage text.
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For normal use the compiler is invoked with the command:
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``$ java -jar prog8compiler.jar sourcefile.p8`` if you're using the packaged release version, or
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``$ ./p8compile.sh sourcefile.p8`` if you're running an unpackaged development version.
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If you tell it to save the intermediate code for the prog8 virtual machine, you can
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actually run this code with the command:
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``$ ./p8vm.sh sourcefile.vm.txt``
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By default, assembly code is generated and written to ``sourcefile.asm``.
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It is then (automatically) fed to the `64tass <https://sourceforge.net/projects/tass64/>`_ cross assembler tool
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that assembles it into the final program.
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If you use the option to let the compiler auto-start a C-64 emulator, it will do so after
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a successful compilation. This will load your program and the symbol and breakpoint lists
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(for the machine code monitor) into the emulator.
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Module source code files
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------------------------
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A module source file is a text file with the ``.p8`` suffix, containing the program's source code.
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It consists of compilation options and other directives, imports of other modules,
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and source code for one or more code blocks.
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Prog8 has a couple of *LIBRARY* modules that are defined in special internal files provided by the compiler:
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``c64lib``, ``c64utils``, ``c64flt`` and ``prog8lib``. You should not overwrite these or reuse their names.
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They are embedded into the packaged release version of the compiler so you don't have to worry about
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where they are, but their names are still reserved.
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.. _debugging:
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Debugging (with Vice)
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---------------------
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There's support for using the monitor and debugging capabilities of the rather excellent
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`Vice emulator <http://vice-emu.sourceforge.net/>`_.
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The ``%breakpoint`` directive (see :ref:`directives`) in the source code instructs the compiler to put
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a *breakpoint* at that position. Some systems use a BRK instruction for this, but
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this will usually halt the machine altogether instead of just suspending execution.
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Prog8 issues a NOP instruction instead and creates a 'virtual' breakpoint at this position.
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All breakpoints are then written to a file called "programname.vice-mon-list",
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which is meant to be used by the Vice emulator.
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It contains a series of commands for Vice's monitor, including source labels and the breakpoint settings.
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If you use the emulator autostart feature of the compiler, it will take care of this for you.
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If you launch Vice manually, you'll have to use a command line option to load this file:
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``$ x64 -moncommands programname.vice-mon-list``
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Vice will then use the label names in memory disassembly, and will activate any breakpoints as well.
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If your running program hits one of the breakpoints, Vice will halt execution and drop you into the monitor.
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Troubleshooting
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---------------
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Getting an assembler error about undefined symbols such as ``not defined 'c64flt'``?
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This happens when your program uses floating point values, and you forgot to import ``c64flt`` library.
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If you use floating points, the compiler needs routines from that library.
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Fix it by adding an ``%import c64flt``.
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Examples
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--------
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A couple of example programs can be found in the 'examples' directory of the source tree.
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Make sure you have installed the :ref:`requirements`. Then, for instance,
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to compile and run the rasterbars example program, use this command::
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$ java -jar prog8compiler.jar -emu examples/rasterbars.p8
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or::
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$ ./p8compile.sh -emu examples/rasterbars.p8
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