New N64 Assembler by ARM9 & krom

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krom
Posts: 72
Joined: Sat Oct 05, 2013 2:19 am

New N64 Assembler by ARM9 & krom

Post by krom » Thu Sep 10, 2015 5:44 am

Hi,
Just to let you guys know, me & ARM9 have forked byuu's bass assembler & have added all N64 instructions (CPU, RSP, RDP)
You can grab it from here: https://github.com/ARM9/bass

Features:
100% Main CPU MIPS instructions & Floating Point Unit (COP1)
100% RSP Integer Vector (COP2) & MIPS instructions
100% RDP GPU Commands
We have also added many MIPS pseudo instructions.

I have also converted all of my N64 homebrew to now use bass: https://github.com/PeterLemon/N64

Hope you like it =D

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Narann
Posts: 154
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Re: New N64 Assembler by ARM9 & krom

Post by Narann » Thu Sep 17, 2015 10:12 am

Hi krom! Nice to see you back!

What bass is exactly? A converter of assembly code to bin? For example, if I (you actually) write N64 assembly code, I can compile it, put it on my N64 and running it am I right?

So, if I write a C API which generate N64 assembly text code, I can use this to convert it to binary right?

krom
Posts: 72
Joined: Sat Oct 05, 2013 2:19 am

Re: New N64 Assembler by ARM9 & krom

Post by krom » Thu Sep 17, 2015 10:58 am

Narann wrote:What bass is exactly?
bass is a SNES assembler originally written by byuu (author of bsnes/higan): http://byuu.org/tool/bass/
Me & ARM9 have added lots more CPU's to the official bass, culminating in this version which supports all the N64 CPU's.
Narann wrote:A converter of assembly code to bin?
An assembler converts machine code human readable instructions to a binary file, so yes this will convert MIPS assembly into a binary.
Also it has RSP instructions which let you program the special integer vector unit of the N64,
& I have added RDP GPU GFX commands, to make it easy to render GPU command lists of primitives to the screen.

If you check out my simple tests from my github, you will see lots of examples of me testing each portion of the N64:
I have fractal demos which test the co-processor 1 (COP1) floating point unit (FPU) of the main N64 CPU:
Image
https://github.com/PeterLemon/N64/tree/ ... rot/Double

I have done many RDP tests with more to come as I explore the GPU of the N64:
Image
https://github.com/PeterLemon/N64/tree/ ... A4B320x240

I have also done some RSP demos that convert SNES tiles to N64 linear format textures & display them using rectangles using all 8 integer vector pipelines at once:
Image
https://github.com/PeterLemon/N64/tree/ ... BPPTile8x8

I hope this helps you out, I'll try todo lots more demos & experiments on the N64, & post here with anything good =D

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Narann
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Re: New N64 Assembler by ARM9 & krom

Post by Narann » Thu Sep 17, 2015 1:33 pm

Thanks krom! I love your code comments! They really help to understand! :)

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