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nescript/examples/inline_asm_demo.ne

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// Demonstrates inline assembly with `{var}` substitution.
//
// Mixes NEScript and hand-written 6502 for performance-critical
// sections. Shows the three inline-asm mechanisms:
//
// 1. `asm { ... }` — NEScript-managed, variables resolved by name
// 2. `raw asm { ... }` — unmanaged; passed through verbatim
// 3. `poke(addr, value)` / `peek(addr)` — intrinsic for single
// memory-mapped-register accesses
game "InlineAsmDemo" { mapper: NROM }
var x: u8 = 0
var y: u8 = 100
var frame_count: u8 = 0
// Fast "multiply by 4" using shifts written directly in assembly.
// The NEScript compiler would strength-reduce `a * 4` to two ASLs
// anyway, but this demonstrates that hand-written asm can reference
// NEScript locals via `{name}` substitution.
fun times_four(input: u8) -> u8 {
var result: u8 = input
asm {
LDA {result}
ASL A
ASL A
STA {result}
}
return result
}
on frame {
// Increment the frame counter via inline asm. The `{frame_count}`
// placeholder is replaced with the variable's zero-page address
// by the compiler before the asm parser sees it.
asm {
LDA {frame_count}
CLC
ADC #$01
STA {frame_count}
}
// Use `poke` to clear the PPU scroll back to (0, 0) every frame.
poke(0x2005, 0)
poke(0x2005, 0)
// Use `times_four` (which itself uses inline asm) to animate the
// sprite position.
x = times_four(frame_count)
draw Smiley at: (x, y)
wait_frame
}
start Main