Easy68K?
Moderator: BigEvilCorporation
Easy68K?
Has anyone checked out this assembler:
http://www.monroeccc.edu/ckelly/EASy68K.htm
It has a very flexible assembler and a decent IDE. It output to binary and s records.
There is a simulator, for source level debugging. Of course, it doesn't emulate a Genesis, but it would be useful for debugging a routine.
The simulator includes a cycle counter.
You can insert a breakpoint in the code: http://linux.cis.monroeccc.edu/EASy68Kf ... c.php?t=38
It supports structured (High Level) assembly, which means you can write something like:
IF D1 <gt> #5 then
move.w #1, d0
ELSE
move.w #0, d0
ENDI
This would be nice for handling input and game logic in asm.
http://www.monroeccc.edu/ckelly/EASy68K.htm
It has a very flexible assembler and a decent IDE. It output to binary and s records.
There is a simulator, for source level debugging. Of course, it doesn't emulate a Genesis, but it would be useful for debugging a routine.
The simulator includes a cycle counter.
You can insert a breakpoint in the code: http://linux.cis.monroeccc.edu/EASy68Kf ... c.php?t=38
It supports structured (High Level) assembly, which means you can write something like:
IF D1 <gt> #5 then
move.w #1, d0
ELSE
move.w #0, d0
ENDI
This would be nice for handling input and game logic in asm.
Last edited by cdoty on Mon Jan 22, 2007 5:20 am, edited 1 time in total.
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Re: Easy68K?
Cycle counter, that sounds interestingcdoty wrote:Has anyone checked out this assembler:
http://www.monroeccc.edu/ckelly/EASy68K.htm
It has very flexible assembler and a decent IDE. It output to binary and s records.
There is a simulator, for source level debugging. Of course, it doesn't emulate a Genesis, but it would be useful for debugging a routine.
The simulator includes a cycle counter.
You can insert a breakpoint in the code: http://linux.cis.monroeccc.edu/EASy68Kf ... c.php?t=38
It supports structured (High Level) assembly, which means you can write something like:
IF D1 <gt> #5 then
move.w #1, d0
ELSE
move.w #0, d0
ENDI
This would be nice for handling input and game logic in asm.
I'm wonder if there is a 68000 assembler capable of optimise your ASM code (use moveq #0 instead of clear.l...), there are many tricks to optimise the ASM code, it would be cool if the assembler can handle it
Yep you're right, there are local lables in macros, but not normal code.Quickman wrote:I couldn't live without nameless temporary symbols, so I use AS.
I never use them normally, would be nice to have though.
Re: Easy68K?
If it existed, TmEE and I wouldn't exist !Stef wrote:it would be cool if the assembler can handle it (optimisation) :)
I won't live without Easy68k !!! Great tool ! The one that made me learn 68k ASM !!!
I converted the demo from my Sega Assembler to the assembler.
It can be downloaded from:
http://www.rastersoft.net/EASySega.zip
The only problem I had was that incbin adds a byte to the file on import.
This screws up the filesize and memory locations, after the incbin, unless it's at the end.
I proposed a fix for that on the forums. That should be fixed shortly.
One odd thing was that the movem instructions don't like spaces after the comma. Not a big deal.
I also modified my SegaChecksum program to automatically remove the header from the binary file.
It can be downloaded from:
http://www.rastersoft.net/EASySega.zip
The only problem I had was that incbin adds a byte to the file on import.
This screws up the filesize and memory locations, after the incbin, unless it's at the end.
I proposed a fix for that on the forums. That should be fixed shortly.
One odd thing was that the movem instructions don't like spaces after the comma. Not a big deal.
I also modified my SegaChecksum program to automatically remove the header from the binary file.
Re: Easy68K?
I think TOP was able to optimized assembly code, if I remember correctly. But, I'm not sure it performed optimizations like you mentioned.Stef wrote:I'm wonder if there is a 68000 assembler capable of optimise your ASM code (use moveq #0 instead of clear.l...), there are many tricks to optimise the ASM code, it would be cool if the assembler can handle it
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I'm downloading the assembler now, I'll try it out and when I get home. I guess that I will still use EDIT+SNASM68K(and AS80) after trying it out.
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I'm not gonna use it, this assembler doesn't like my program writing style and I like to keep my ASM programs with ASM extension not anything else (thing doesn't assemble anything without x68 extension). IDE is not very good too, the best IDE I know is QuickBASIC IDE.
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Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen
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I've asked for a way to customize the extension. This bother me also, I'm not sure why.TmEE co.(TM) wrote:I'm not gonna use it, this assembler doesn't like my program writing style and I like to keep my ASM programs with ASM extension not anything else (thing doesn't assemble anything without x68 extension). IDE is not very good too, the best IDE I know is QuickBASIC IDE.
I like the idea of structured asm, and the editor is easy enough to use.
But, I'll probably stick with as (from the GCC package) and Visual Studio 6. This is definitely the best IDE. We all know the QuickBASIC IDE sucks! (I think I just started an IDE flame war, ooops!)
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Flame war... ah $h1T, Easy68K IDE sucks and QB IDE does not !!! As much as I played with it, it didn't prove to be much better than notepad.
Everyone has his/her own preferred tools and I don't want to argue about it !!!
Everyone has his/her own preferred tools and I don't want to argue about it !!!
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http://www.tmeeco.eu
Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen
http://www.tmeeco.eu
Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen
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What do you mean by "being free" ???
Mida sa loed ? Nagunii aru ei saa
http://www.tmeeco.eu
Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen
http://www.tmeeco.eu
Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen