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gbasm

A GameBoy Assembler.

Source
npmnpm
Version
0.0.12
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3
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Maintainers
1
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A JavaScript Gameboy Assembler

gbasm is a JavaScript based compiler for Gameboy z80 assembly code.

gbasm is mainly being developed for and tested with Tuff.

Installation and Usage

  • Install Node.js
  • Now install gbasm by running npm install -g gbasm
Usage: gbasm [options] [sources]

   --outfile, -o <s>: The name of the output rom file (default: game.gb)
      --optimize, -O: Enable instruction optimizations
   --mapfile, -m <s>: Generates a ASCII overview of the mapped ROM space
   --symfile, -s <s>: Generates a symbol map compatible with debuggers
  --jsonfile, -j <s>: Generates a JSON data dump of all sections with their data, labels, instructions etc.
        --silent, -S: Surpresses all logging
       --verbose, -v: Surpresses all logging
           --version: Displays version information
              --help: Displays this help text

Output Options

--outfile / -o

Specifies the filename of the generated ROM image

--optimize / -O

Turns on assembly optimizations which are automatically performed during linkage.

--mapfile / -m

Generates a ASCII overview of the mapped ROM areas.

--symfile / -s

Generates a symbol map file for use with Debuggers (e.g. bgb)

--jsonfile / -j

Generates a json file that contains the fully linked ROM data serialized into a detailed format useable for further, custom processing.

Compatibility Notes

gbasm is mostly compatible with rgbds but there are some deviations and additions:

General

  • gbasm is a multipass compiler, meaning the all sources files and definitions are parsed before resolving any names or sizes.

Syntax

  • The load accumulator and increment/decrement hl type instructions only take hli and hld as their second operand
  • Memory operands do only support [ and ] in their syntax
  • All names and labels which start with an underscore are treated as being local / private to the file they were defined in

Macros

  • Most of the pre-defined macros from rgbds are available (e.g. COS, STRLWR etc.)

  • User defined macros come in two flavors:

    • Expression Macros

    These macros contain only a single expression statement and can be used as values everywhere a built-in macro could be used:

    MACRO add(@a, @b)
      @a + @b
    ENDMACRO
    
    DB add(2, 5) ; essentially DB 7
    

    Expression Macros can take Numbers and Strings as their arguments.

    • Expansion Macros

    These are macros in the classical sense which just expand into additional assembler code:

    MACRO header()
      DB $11,$22,$33,$44,$55
      DW $1234,$4567
    ENDMACRO
    
    header(); expands into the DB and DW diretives above
    

    In addition to Strings and Numbers, expansion macros can also take Registers as their arguments.

    MACRO ld16(@number, @a, @b)
      ld @a,@number >> 8
      ld @b,@number & $ff
    ENDMACRO
    
    ld16($1234, b, c); turns into ld b,$12 and ld c,$34
    

License

Licensed under MIT.

Keywords

gameboy

FAQs

Package last updated on 25 Oct 2014

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