mirror of
https://github.com/imjasonh/nescript
synced 2026-07-08 08:55:38 +00:00
A small example that exercises all three inline-assembly paths in
one program:
- \`asm { ... }\` with \`{var}\` substitution for \`result\` and
\`frame_count\`
- \`poke(addr, value)\` for a hardware register write (PPU \$2005)
- A helper function whose body is hand-written 6502 that still
reads and writes NEScript-owned local variables
Useful as a short reference for anyone learning the escape hatches
to hand-written 6502.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
54 lines
1.5 KiB
Text
54 lines
1.5 KiB
Text
// 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
|