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Famicom Macro Assembler

FMA (famicom macro assembler) is a new multi platform cross assembler, mainly used for SNES development.

FMA speeds up development by adding lots of macro features, utilities and improved readability to your project. It allows you to write games in a ruby like syntax, but still keep full control over your application.

Note: For the old JavaScript version see release v1.0

Overview

Features

  • Ruby like syntax for assembler projects

  • Manage code in modules, macros and classes

  • Auto generated locations for variables

  • Memory ranges can be reused for other variables

  • Automatically keeps track about size of A, X and Y registers

  • Pass numbers, strings or even registers to macros

  • Other assemblers can be implemented, even if they have totally different opcodes

  • Basic type hinting used to reference class instances

Supported targets

  • Super Nintendo (65816)

  • Super Nintendo Audio Chip (SPC)

  • Others can be implemented

Example usage

Simple example of macro usage:

module SNES
  macro set_screen_brightness(brightness, enabled=true)
    LDA   #brightness | (enabled ? 0 : $80) unless brightness.A?
    STA   $2100
  end
end

def main
  SNES.set_screen_brightness enabled: false

  do_initialize_stuff

  LDA   #0
loop:
  SNES.set_screen_brightness A
  do_something
  INC   A
  CMP   #16
  BNE   loop

  do_something_else
end

Compile

Compile this project using the standard cmake routine:

mkdir build
cd build
cmake ..
make

This should find and build the dependencies and create a fma directory

Run

From within the build directory just issue:

./fma/fma -l 65816 <inputfile.fma>

Modules

  • CSV reading

  • PNG reading

  • File reading

  • JSON reading

  • Memory management

  • 65816 language support

  • SPC language support

Documentation

License

FMA is licensed with the MIT license. Author: Benjamin Schulte

Special thanks

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