NicK wrote:[...]
That explains how you can get ASM going for Arduino. There are a few ways it can be incorporated into code (inline assembler) but that is not advised do to the strange syntax.
The advantage I see with inline ASM is that I could also maybe use some higher level blocks where I don't have to, like, write my own 32bit routines, for example.
NicK wrote:The problem I would face with a purely ASM code may not be the actual game but in fact all the other parts like the Gamebuino start menu and boot loader. I managed to disassemble a VERY simple pixel routine but it was very long and to my uneducated brain far too complex.
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There wouldn't be much to a bootloader, right? As I'd just have custom code interfering with the hardware ports. I mean, the code would just start being executed.
Myndale wrote:[...]
And then finally there's the Simbuino emulator which doesn't currently support symbols but does let you step through the raw assembly and add breakpoints etc.
Too bad that one doesn't exist for linux
Myndale wrote:Overall the AVR's are much easier to program than most other comparable architectures. The chip does pretty much exactly what you expect it to thanks to no cache lines, multi-stage execution pipelines or branch-prediction to worry about. The main thing to watch out for is the poor shift support; it can only shift one bit at a time, so anything higher has to be implemented as either a loop, look-up table or multiply/divide.
It's the same with Z80 ASM so I'm used to that
So yeah, thanks for the resources etc.