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<table class="head">
  <tr>
    <td class="head-ltitle">RGBASM(5)</td>
    <td class="head-vol">File Formats Manual</td>
    <td class="head-rtitle">RGBASM(5)</td>
  </tr>
</table>
<div class="manual-text">
<section class="Sh">
<h1 class="Sh" id="NAME"><a class="permalink" href="#NAME">NAME</a></h1>
<code class="Nm">rgbasm</code> &#x2014;
<span class="Nd">language documentation</span>
</section>
<section class="Sh">
<h1 class="Sh" id="DESCRIPTION"><a class="permalink" href="#DESCRIPTION">DESCRIPTION</a></h1>
This is the full description of the language used by
  <a class="Xr" href="rgbasm.1.html">rgbasm(1)</a>. The description of the instructions supported by
  the Game Boy CPU is in <a class="Xr" href="gbz80.7.html">gbz80(7)</a>.
<p class="Pp">It is strongly recommended to have some familiarity with the Game
    Boy hardware before reading this document. RGBDS is specifically targeted at
    the Game Boy, and thus a lot of its features tie directly to its concepts.
    This document is not intended to be a Game Boy hardware reference.</p>
<p class="Pp">Generally, &#x201C;the linker&#x201D; will refer to
    <a class="Xr" href="rgblink.1.html">rgblink(1)</a>, but any program that processes RGB object
    files (described in <a class="Xr" href="rgbds.5.html">rgbds(5)</a>) can be used in its
  place.</p>
</section>
<section class="Sh">
<h1 class="Sh" id="SYNTAX"><a class="permalink" href="#SYNTAX">SYNTAX</a></h1>
The syntax is line&#x2010;based, just as in any other assembler, meaning that
  you do one instruction or pseudo&#x2010;op per line:
<p class="Pp"></p>
<div class="Bd Bd-indent"><code class="Li">[<var class="Ar">label</var>]
  [<var class="Ar">instruction</var>]
  [<var class="Ar">;&#x00A0;comment</var>]</code></div>
<p class="Pp">Example:</p>
<div class="Bd Pp Bd-indent">
<pre>
John: ld a,87 ;Weee
</pre>
</div>
<p class="Pp">All reserved keywords (pseudo&#x2010;ops, mnemonics, registers
    etc.) are case&#x2010;insensitive, all identifiers (symbol names) are
    case-sensitive.</p>
<p class="Pp">Comments are used to give humans information about the code, such
    as explanations. The assembler <i class="Em">always</i> ignores comments and
    their contents.</p>
<p class="Pp">There are two syntaxes for comments. The most common is that
    anything that follows a semicolon &#x2018;<code class="Li">;</code>&#x2019;
    not inside a string, is a comment until the end of the line. The other is
    that lines beginning with a &#x2018;<code class="Li">*</code>&#x2019; (not
    even spaces before it) are ignored. This second syntax is deprecated (will
    be removed in a future version) and should be replaced with the first
  one.</p>
<p class="Pp">Sometimes lines can be too long and it may be necessary to split
    them. To do so, put a backslash at the end of the line:</p>
<div class="Bd Pp Bd-indent">
<pre>
    DB 1, 2, 3,&#x00A0;\
       4, 5, 6,&#x00A0;\&#x00A0;;&#x00A0;Put it before any comments
       7, 8, 9
</pre>
</div>
<p class="Pp">This works anywhere in the code except inside of strings. To split
    strings it is needed to use <code class="Fn">STRCAT</code>() like this:</p>
<div class="Bd Pp Bd-indent">
<pre>
    db STRCAT(&quot;Hello &quot;,&#x00A0;\
              &quot;world!&quot;)
</pre>
</div>
</section>
<section class="Sh">
<h1 class="Sh" id="EXPRESSIONS"><a class="permalink" href="#EXPRESSIONS">EXPRESSIONS</a></h1>
An expression can be composed of many things. Numerical expressions are always
  evaluated using signed 32-bit math. Zero is considered to be the only
  &quot;false&quot; number, all non-zero numbers (including negative) are
  &quot;true&quot;.
<p class="Pp">An expression is said to be &quot;constant&quot; if
    <code class="Nm">rgbasm</code> knows its value. This is generally always the
    case, unless a label is involved, as explained in the
    <a class="Sx" href="#SYMBOLS">SYMBOLS</a> section.</p>
<p class="Pp">The instructions in the macro-language generally require constant
    expressions.</p>
<section class="Ss">
<h2 class="Ss" id="Numeric_Formats"><a class="permalink" href="#Numeric_Formats">Numeric
  Formats</a></h2>
There are a number of numeric formats.
<table class="Bl-column Bd-indent">
  <tr>
    <th>Format type</th>
    <th>Prefix</th>
    <th>Accepted characters</th>
  </tr>
  <tr>
    <td>Hexadecimal</td>
    <td>$</td>
    <td>0123456789ABCDEF</td>
  </tr>
  <tr>
    <td>Decimal</td>
    <td>none</td>
    <td>0123456789</td>
  </tr>
  <tr>
    <td>Octal</td>
    <td>&amp;</td>
    <td>01234567</td>
  </tr>
  <tr>
    <td>Binary</td>
    <td>%</td>
    <td>01</td>
  </tr>
  <tr>
    <td>Fixed point (16.16)</td>
    <td>none</td>
    <td>01234.56789</td>
  </tr>
  <tr>
    <td>Character constant</td>
    <td>none</td>
    <td>&quot;ABYZ&quot;</td>
  </tr>
  <tr>
    <td>Gameboy graphics</td>
    <td>`</td>
    <td>0123</td>
  </tr>
</table>
<p class="Pp">The &quot;character constant&quot; form yields the value the
    character maps to in the current charmap. For example, by default (refer to
    <a class="Xr">ascii(7)</a>) &#x2018;&quot;A&quot;&#x2019; yields 65. See
    <a class="Sx" href="#Character_maps">Character maps</a> for information on
    charmaps.</p>
<p class="Pp">The last one, Gameboy graphics, is quite interesting and useful.
    After the backtick, 8 digits between 0 and 3 are expected, corresponding to
    pixel values. The resulting value is the two bytes of tile data that would
    produce that row of pixels. For example, &#x2018;`01012323&#x2019; is
    equivalent to &#x2018;$0F55&#x2019;.</p>
<p class="Pp">You can also use symbols, which are implicitly replaced with their
    value.</p>
</section>
<section class="Ss">
<h2 class="Ss" id="Operators"><a class="permalink" href="#Operators">Operators</a></h2>
A great number of operators you can use in expressions are available (listed
  from highest to lowest precedence):
<table class="Bl-column Bd-indent">
  <tr>
    <th>Operator</th>
    <th>Meaning</th>
  </tr>
  <tr>
    <td><a class="permalink" href="#(__&amp;)"><code class="Li" id="(__&amp;)">(
      )</code></a></td>
    <td>Precedence override</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#FUNC()"><code class="Li" id="FUNC()">FUNC()</code></a></td>
    <td>Built-in function call</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#~_+_-"><code class="Li" id="~_+_-">~ +
      -</code></a></td>
    <td>Unary complement/plus/minus</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#*_/__"><code class="Li" id="*_/__">* /
      %</code></a></td>
    <td>Multiply/divide/modulo</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#_____"><code class="Li" id="_____">&lt;&lt;
      &gt;&gt;</code></a></td>
    <td>Shift left/right</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#&amp;__&amp;___"><code class="Li" id="&amp;__&amp;___">&amp;
      | ^</code></a></td>
    <td>Binary and/or/xor</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#+_-"><code class="Li" id="+_-">+
      -</code></a></td>
    <td>Add/subtract</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#!=_==__=__=____"><code class="Li" id="!=_==__=__=____">!=
      == &lt;= &gt;= &lt; &gt;</code></a></td>
    <td>Comparison</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#&amp;&amp;___"><code class="Li" id="&amp;&amp;___">&amp;&amp;
      ||</code></a></td>
    <td>Boolean and/or</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#!"><code class="Li" id="!">!</code></a></td>
    <td>Unary not</td>
  </tr>
</table>
<p class="Pp"><code class="Ic">~</code> complements a value by inverting all its
    bits.</p>
<p class="Pp"><code class="Ic">%</code> is used to get the remainder of the
    corresponding division. &#x2018;5 % 2&#x2019; is 1.</p>
<p class="Pp">Shifting works by shifting all bits in the left operand either
    left (&#x2018;&lt;&lt;&#x2019;) or right (&#x2018;&gt;&gt;&#x2019;) by the
    right operand's amount. When shifting left, all newly-inserted bits are
    reset; when shifting right, they are copies of the original most significant
    bit instead. This makes &#x2018;a &lt;&lt; b&#x2019; and &#x2018;a &gt;&gt;
    b&#x2019; equivalent to multiplying and dividing by 2 to the power of b,
    respectively.</p>
<p class="Pp">Comparison operators return 0 if the comparison is false, and 1
    otherwise.</p>
<p class="Pp">Unlike in a lot of languages, and for technical reasons,
    <code class="Nm">rgbasm</code> still evaluates both operands of
    &#x2018;&amp;&amp;&#x2019; and &#x2018;||&#x2019;.</p>
<p class="Pp">! returns 1 if the operand was 0, and 1 otherwise.</p>
</section>
<section class="Ss">
<h2 class="Ss" id="Fixed__u2010_point_Expressions"><a class="permalink" href="#Fixed__u2010_point_Expressions">Fixed&#x2010;point
  Expressions</a></h2>
Fixed-point numbers are basically normal (32-bit) integers, which count
  65536th's instead of entire units, offering better precision than integers but
  limiting the range of values. The upper 16 bits are used for the integer part
  and the lower 16 bits are used for the fraction (65536ths). Since they are
  still akin to integers, you can use them in normal integer expressions, and
  some integer operators like &#x2018;+&#x2019; and &#x2018;-&#x2019; don't care
  whether the operands are integers or fixed-point. You can easily truncate a
  fixed-point number into an integer by shifting it right by 16 bits. It follows
  that you can convert an integer to a fixed-point number by shifting it left.
<p class="Pp">The following functions are designed to operate with fixed-point
    numbers:</p>
<table class="Bl-column Bd-indent">
  <tr>
    <th>Name</th>
    <th>Operation</th>
  </tr>
  <tr>
    <td><code class="Fn">DIV</code>(<var class="Fa">x</var>,
      <var class="Fa">y</var>)</td>
    <td>
    <math class="eqn">
      <mrow><mi>x</mi><mo>&#x00F7;</mo><mi>y</mi></mrow>
    </math>
    </td>
  </tr>
  <tr>
    <td><code class="Fn">MUL</code>(<var class="Fa">x</var>,
      <var class="Fa">y</var>)</td>
    <td>
    <math class="eqn">
      <mrow><mi>x</mi><mo>&#x00D7;</mo><mi>y</mi></mrow>
    </math>
    </td>
  </tr>
  <tr>
    <td><code class="Fn">SIN</code>(<var class="Fa">x</var>)</td>
    <td>
    <math class="eqn">
      <mrow><mi>sin</mi><mo>(</mo><mi>x</mi><mo>)</mo></mrow>
    </math>
    </td>
  </tr>
  <tr>
    <td><code class="Fn">COS</code>(<var class="Fa">x</var>)</td>
    <td>
    <math class="eqn">
      <mrow><mi>cos</mi><mo>(</mo><mi>x</mi><mo>)</mo></mrow>
    </math>
    </td>
  </tr>
  <tr>
    <td><code class="Fn">TAN</code>(<var class="Fa">x</var>)</td>
    <td>
    <math class="eqn">
      <mrow><mi>tan</mi><mo>(</mo><mi>x</mi><mo>)</mo></mrow>
    </math>
    </td>
  </tr>
  <tr>
    <td><code class="Fn">ASIN</code>(<var class="Fa">x</var>)</td>
    <td>
    <math class="eqn">
      <mrow><mi>asin</mi><mo>(</mo><mi>x</mi><mo>)</mo></mrow>
    </math>
    </td>
  </tr>
  <tr>
    <td><code class="Fn">ACOS</code>(<var class="Fa">x</var>)</td>
    <td>
    <math class="eqn">
      <mrow><mi>acos</mi><mo>(</mo><mi>x</mi><mo>)</mo></mrow>
    </math>
    </td>
  </tr>
  <tr>
    <td><code class="Fn">ATAN</code>(<var class="Fa">x</var>)</td>
    <td>
    <math class="eqn">
      <mrow><mi>atan</mi><mo>(</mo><mi>x</mi><mo>)</mo></mrow>
    </math>
    </td>
  </tr>
  <tr>
    <td><code class="Fn">ATAN2</code>(<var class="Fa">x</var>,
      <var class="Fa">y</var>)</td>
    <td>Angle between
    <math class="eqn">
      <mrow><mo>(</mo><mi>x</mi><mo>,</mo><mi>y</mi><mo>)</mo></mrow>
    </math>
     and
    <math class="eqn">
      <mrow><mo>(</mo><mn>1</mn><mo>,</mo><mn>0</mn><mo>)</mo></mrow>
    </math>
    </td>
  </tr>
</table>
<p class="Pp">These functions are useful for automatic generation of various
    tables. Example: assuming a circle has 65536.0 degrees, and sine values are
    in range [-1.0 ;&#x00A0;1.0]:</p>
<div class="Bd Pp Bd-indent">
<pre>
;&#x00A0;--
;&#x00A0;-- Generate a 256-byte sine table with values between 0 and 128
;&#x00A0;--
ANGLE = 0.0
      REPT 256
      db MUL(64.0, SIN(ANGLE) + 1.0) &gt;&gt; 16
ANGLE = ANGLE + 256.0 ; 256 = 65536 / table_len, with table_len = 256
      ENDR
</pre>
</div>
</section>
<section class="Ss">
<h2 class="Ss" id="String_Expressions"><a class="permalink" href="#String_Expressions">String
  Expressions</a></h2>
The most basic string expression is any number of characters contained in double
  quotes (&#x2018;<code class="Li">&quot;for instance&quot;</code>&#x2019;). The
  backslash character &#x2018;<code class="Li">\</code>&#x2019; is special in
  that it causes the character following it to be &#x201C;escaped&#x201D;,
  meaning that it is treated differently from normal. There are a number of
  escape sequences you can use within a string:
<table class="Bl-column Bd-indent">
  <tr>
    <th>String</th>
    <th>Meaning</th>
  </tr>
  <tr>
    <td>&#x2018;<code class="Li">\\</code>&#x2019;</td>
    <td>Produces a backslash</td>
  </tr>
  <tr>
    <td>&#x2018;<code class="Li">\&quot;</code>&#x2019;</td>
    <td>Produces a double quote without terminating</td>
  </tr>
  <tr>
    <td>&#x2018;<code class="Li">\,</code>&#x2019;</td>
    <td>Comma</td>
  </tr>
  <tr>
    <td>&#x2018;<code class="Li">\{</code>&#x2019;</td>
    <td>Curly bracket left</td>
  </tr>
  <tr>
    <td>&#x2018;<code class="Li">\}</code>&#x2019;</td>
    <td>Curly bracket right</td>
  </tr>
  <tr>
    <td>&#x2018;<code class="Li">\n</code>&#x2019;</td>
    <td>Newline ($0A)</td>
  </tr>
  <tr>
    <td>&#x2018;<code class="Li">\r</code>&#x2019;</td>
    <td>Carriage return ($0D)</td>
  </tr>
  <tr>
    <td>&#x2018;<code class="Li">\t</code>&#x2019;</td>
    <td>Tab ($09)</td>
  </tr>
  <tr>
    <td>&#x201C;\1&#x201D; &#x2013; &#x201C;\9&#x201D;</td>
    <td>Macro argument (Only the body of a macro, see
      <a class="Sx" href="#Invoking_macros">Invoking macros</a>)</td>
  </tr>
  <tr>
    <td>&#x2018;<code class="Li">\@</code>&#x2019;</td>
    <td>Label name suffix (Only in the body of macros and REPTs)</td>
  </tr>
</table>
(Note that some of those can be used outside of strings, when noted further in
  this document.)
<p class="Pp">A funky feature is
    &#x2018;<code class="Li">{symbol}</code>&#x2019; within a string, called
    &#x201C;symbol interpolation&#x201D;. This will paste
    <var class="Ar">symbol</var>'s contents as a string. If it's a string
    symbol, the string is simply inserted. If it's a numeric symbol, its value
    is converted to hexadecimal notation with a dollar sign &#x2018;$&#x2019;
    prepended.</p>
<div class="Bd Pp Bd-indent">
<pre>
TOPIC equs &quot;life, the universe, and everything&quot;
ANSWER = 42
;&#x00A0;Prints &quot;The answer to life, the universe, and everything is $2A&quot;
PRINTT &quot;The answer to {TOPIC} is {ANSWER}\n&quot;
</pre>
</div>
<p class="Pp">Symbol interpolations can be nested, too!</p>
<p class="Pp">It's possible to change the way numeric symbols are converted by
    specifying a print type like so:
    &#x2018;<code class="Li">{d:symbol}</code>&#x2019;. Valid print types
  are:</p>
<table class="Bl-column Bd-indent">
  <tr>
    <th>Print type</th>
    <th>Format</th>
    <th>Example</th>
  </tr>
  <tr>
    <td>&#x2018;<code class="Li">d</code>&#x2019;</td>
    <td>Decimal</td>
    <td>42</td>
  </tr>
  <tr>
    <td>&#x2018;<code class="Li">x</code>&#x2019;</td>
    <td>Lowercase hexadecimal</td>
    <td>2a</td>
  </tr>
  <tr>
    <td>&#x2018;<code class="Li">X</code>&#x2019;</td>
    <td>Uppercase hexadecimal</td>
    <td>2A</td>
  </tr>
  <tr>
    <td>&#x2018;<code class="Li">b</code>&#x2019;</td>
    <td>Binary</td>
    <td>101010</td>
  </tr>
</table>
<p class="Pp">Note that print types should only be used with numeric values, not
    strings.</p>
<p class="Pp">HINT: The <code class="Ic">{symbol}</code> construct can also be
    used outside strings. The symbol's value is again inserted directly.</p>
<p class="Pp">The following functions operate on string expressions. Most of
    them return a string, however some of these functions actually return an
    integer and can be used as part of an integer expression!</p>
<table class="Bl-column">
  <tr>
    <th>Name</th>
    <th>Operation</th>
  </tr>
  <tr>
    <td><code class="Fn">STRLEN</code>(<var class="Fa">string</var>)</td>
    <td>Returns the number of characters in <var class="Ar">string</var>.</td>
  </tr>
  <tr>
    <td><code class="Fn">STRCAT</code>(<var class="Fa">str1</var>,
      <var class="Fa">str2</var>)</td>
    <td>Appends <var class="Ar">str2</var> <span class="No">to</span>
      <var class="Ar">str1</var>.</td>
  </tr>
  <tr>
    <td><code class="Fn">STRCMP</code>(<var class="Fa">str1</var>,
      <var class="Fa">str2</var>)</td>
    <td>Returns negative if <var class="Ar">str1</var> <span class="No">is
      alphabetically lower than</span> <var class="Ar">str2</var> ,
      <span class="No">zero if they match, positive if</span>
      <var class="Ar">str1</var> <span class="No">is greater than</span>
      <var class="Ar">str2</var>.</td>
  </tr>
  <tr>
    <td><code class="Fn">STRIN</code>(<var class="Fa">str1</var>,
      <var class="Fa">str2</var>)</td>
    <td>Returns the position of <var class="Ar">str2</var>
      <span class="No">in</span> <var class="Ar">str1</var> <span class="No">or
      zero if it's not present</span> (first character is position 1).</td>
  </tr>
  <tr>
    <td><code class="Fn">STRSUB</code>(<var class="Fa">str</var>,
      <var class="Fa">pos</var>, <var class="Fa">len</var>)</td>
    <td>Returns a substring from <var class="Ar">str</var>
      <span class="No">starting at</span> <var class="Ar">pos</var> (first
      character is position 1) and <var class="Ar">len</var>
      <span class="No">characters long.</span></td>
  </tr>
  <tr>
    <td><code class="Fn">STRUPR</code>(<var class="Fa">str</var>)</td>
    <td>Converts all characters in <var class="Ar">str</var> <span class="No">to
      capitals and returns the new string.</span></td>
  </tr>
  <tr>
    <td><code class="Fn">STRLWR</code>(<var class="Fa">str</var>)</td>
    <td>Converts all characters in <var class="Ar">str</var> <span class="No">to
      lower case and returns the new string.</span></td>
  </tr>
</table>
</section>
<section class="Ss">
<h2 class="Ss" id="Character_maps"><a class="permalink" href="#Character_maps">Character
  maps</a></h2>
When writing text that is meant to be displayed in the Game Boy, the characters
  used in the source code may have a different encoding than the default of
  ASCII. For example, the tiles used for uppercase letters may be placed
  starting at tile index 128, which makes it difficult to add text strings to
  the ROM.
<p class="Pp">Character maps allow mapping strings up to 16 characters long to
    an abitrary 8-bit value:</p>
<div class="Bd Pp Bd-indent">
<pre>
CHARMAP &quot;&lt;LF&gt;&quot;, 10
CHARMAP &quot;&amp;iacute&quot;, 20
CHARMAP &quot;A&quot;, 128
</pre>
</div>
By default, a character map contains ASCII encoding.
<p class="Pp">It is possible to create multiple character maps and then switch
    between them as desired. This can be used to encode debug information in
    ASCII and use a different encoding for other purposes, for example.
    Initially, there is one character map called &#x2018;main&#x2019; and it is
    automatically selected as the current character map from the beginning.
    There is also a character map stack that can be used to save and restore
    which character map is currently active.</p>
<table class="Bl-column">
  <tr>
    <th>Command</th>
    <th>Meaning</th>
  </tr>
  <tr>
    <td><a class="permalink" href="#NEWCHARMAP"><code class="Ic" id="NEWCHARMAP">NEWCHARMAP</code></a>
      <var class="Ar">name</var></td>
    <td>Creates a new, empty character map called
      <var class="Ar">name</var>.</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#NEWCHARMAP_2"><code class="Ic" id="NEWCHARMAP_2">NEWCHARMAP</code></a>
      <var class="Ar">name</var>, <var class="Ar">basename</var></td>
    <td>Creates a new character map called <var class="Ar">name</var>,
      <span class="No">copied from character map</span>
      <var class="Ar">basename</var>.</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#SETCHARMAP"><code class="Ic" id="SETCHARMAP">SETCHARMAP</code></a>
      <var class="Ar">name</var></td>
    <td>Switch to character map <var class="Ar">name</var>.</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#PUSHC"><code class="Ic" id="PUSHC">PUSHC</code></a></td>
    <td>Push the current character map onto the stack.</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#POPC"><code class="Ic" id="POPC">POPC</code></a></td>
    <td>Pop a character map off the stack and switch to it.</td>
  </tr>
</table>
<p class="Pp"><b class="Sy">Note:</b> Character maps affect all strings in the
    file from the point in which they are defined, until switching to a
    different character map. This means that any string that the code may want
    to print as debug information will also be affected by it.</p>
<p class="Pp"><b class="Sy">Note:</b> The output value of a mapping can be 0. If
    this happens, the assembler will treat this as the end of the string and the
    rest of it will be trimmed.</p>
</section>
<section class="Ss">
<h2 class="Ss" id="Other_functions"><a class="permalink" href="#Other_functions">Other
  functions</a></h2>
There are a few other functions that do various useful things:
<table class="Bl-column">
  <tr>
    <th>Name</th>
    <th>Operation</th>
  </tr>
  <tr>
    <td><code class="Fn">BANK</code>(<var class="Fa">arg</var>)</td>
    <td>Returns a bank number. If <var class="Ar">arg</var> is the symbol
      <code class="Ic">@</code>, this function returns the bank of the current
      section. If <var class="Ar">arg</var> is a string, it returns the bank of
      the section that has that name. If <var class="Ar">arg</var> is a label,
      it returns the bank number the label is in. The result may be constant if
      <code class="Nm">rgbasm</code> is able to compute it.</td>
  </tr>
  <tr>
    <td><code class="Fn">DEF</code>(<var class="Fa">label</var>)</td>
    <td>Returns TRUE (1) if <var class="Ar">label</var> has been defined, FALSE
      (0) otherwise. String symbols are not expanded within the
      parentheses.</td>
  </tr>
  <tr>
    <td><code class="Fn">HIGH</code>(<var class="Fa">arg</var>)</td>
    <td>Returns the top 8 bits of the operand if <var class="Ar">arg</var>
      <span class="No">is a label or constant, or the top 8-bit register if it
      is a 16-bit register.</span></td>
  </tr>
  <tr>
    <td><code class="Fn">LOW</code>(<var class="Fa">arg</var>)</td>
    <td>Returns the bottom 8 bits of the operand if <var class="Ar">arg</var>
      <span class="No">is a label or constant, or the bottom 8-bit register if
      it is a 16-bit register</span> (<code class="Cm">AF</code>
      <span class="No">isn't a valid register for this function</span>).</td>
  </tr>
  <tr>
    <td><code class="Fn">ISCONST</code>(<var class="Fa">arg</var>)</td>
    <td>Returns 1 if <var class="Ar">arg</var>'s value is known by RGBASM (e.g.
      if it can be an argument to <code class="Ic">IF</code>), or 0 if only
      RGBLINK can compute its value.</td>
  </tr>
</table>
</section>
</section>
<section class="Sh">
<h1 class="Sh" id="SECTIONS"><a class="permalink" href="#SECTIONS">SECTIONS</a></h1>
Before you can start writing code, you must define a section. This tells the
  assembler what kind of information follows and, if it is code, where to put
  it.
<p class="Pp"></p>
<div class="Bd Bd-indent"><code class="Li">SECTION <var class="Ar">name</var>,
  <var class="Ar">type</var></code></div>
<div class="Bd Bd-indent"><code class="Li">SECTION <var class="Ar">name</var>,
  <var class="Ar">type</var>, <var class="Ar">options</var></code></div>
<div class="Bd Bd-indent"><code class="Li">SECTION <var class="Ar">name</var>,
  <var class="Ar">type</var>[<var class="Ar">addr</var>]</code></div>
<div class="Bd Bd-indent"><code class="Li">SECTION <var class="Ar">name</var>,
  <var class="Ar">type</var>[<var class="Ar">addr</var>],
  <var class="Ar">options</var></code></div>
<p class="Pp"><var class="Ar">name</var> is a string enclosed in double quotes,
    and can be a new name or the name of an existing section. All sections
    assembled at the same time that have the same name are considered to be the
    same section, and their code is put together in the object file generated by
    the assembler. If the type doesn't match, an error occurs. All other
    sections must have a unique name, even in different source files, or the
    linker will treat it as an error.</p>
<p class="Pp">Possible section <var class="Ar">type</var>s are as follows:</p>
<dl class="Bl-tag">
  <dt><a class="permalink" href="#ROM0"><code class="Ic" id="ROM0">ROM0</code></a></dt>
  <dd>A ROM section. <var class="Ar">addr</var> can range from
      <span class="Ad">$0000</span> to <span class="Ad">$3FFF</span>, or
      <span class="Ad">$0000</span> to <span class="Ad">$7FFF</span> if tiny ROM
      mode is enabled in the linker.</dd>
  <dt><a class="permalink" href="#ROMX"><code class="Ic" id="ROMX">ROMX</code></a></dt>
  <dd>A banked ROM section. <var class="Ar">addr</var> can range from
      <span class="Ad">$4000</span> to <span class="Ad">$7FFF</span>.
      <var class="Ar">bank</var> can range from 1 to 511. Becomes an alias for
      <code class="Ic">ROM0</code> if tiny ROM mode is enabled in the
    linker.</dd>
  <dt><a class="permalink" href="#VRAM"><code class="Ic" id="VRAM">VRAM</code></a></dt>
  <dd>A banked video RAM section. <var class="Ar">addr</var> can range from
      <span class="Ad">$8000</span> to <span class="Ad">$9FFF</span>.
      <var class="Ar">bank</var> can be 0 or 1, but bank 1 is unavailable if DMG
      mode is enabled in the linker.</dd>
  <dt><a class="permalink" href="#SRAM"><code class="Ic" id="SRAM">SRAM</code></a></dt>
  <dd>A banked external (save) RAM section. <var class="Ar">addr</var> can range
      from <span class="Ad">$A000</span> to <span class="Ad">$BFFF</span>.
      <var class="Ar">bank</var> can range from 0 to 15.</dd>
  <dt><a class="permalink" href="#WRAM0"><code class="Ic" id="WRAM0">WRAM0</code></a></dt>
  <dd>A general-purpose RAM section. <var class="Ar">addr</var> can range from
      <span class="Ad">$C000</span> to <span class="Ad">$CFFF</span>, or
      <span class="Ad">$C000</span> to <span class="Ad">$DFFF</span> if WRAM0
      mode is enabled in the linker.</dd>
  <dt><a class="permalink" href="#WRAMX"><code class="Ic" id="WRAMX">WRAMX</code></a></dt>
  <dd>A banked general-purpose RAM section. <var class="Ar">addr</var> can range
      from <span class="Ad">$D000</span> to <span class="Ad">$DFFF</span>.
      <var class="Ar">bank</var> can range from 1 to 7. Becomes an alias for
      <code class="Ic">WRAM0</code> if WRAM0 mode is enabled in the linker.</dd>
  <dt><a class="permalink" href="#OAM"><code class="Ic" id="OAM">OAM</code></a></dt>
  <dd>An object attribute RAM section. <var class="Ar">addr</var> can range from
      <span class="Ad">$FE00</span> to <span class="Ad">$FE9F</span>.</dd>
  <dt><a class="permalink" href="#HRAM"><code class="Ic" id="HRAM">HRAM</code></a></dt>
  <dd>A high RAM section. <var class="Ar">addr</var> can range from
      <span class="Ad">$FF80</span> to <span class="Ad">$FFFE</span>.
    <p class="Pp"><b class="Sy">Note</b>: While <code class="Nm">rgbasm</code>
        will automatically optimize <code class="Ic">ld</code> instructions to
        the smaller and faster <code class="Ic">ldh</code> (see
        <a class="Xr" href="gbz80.7.html">gbz80(7)</a>) whenever possible, it is generally unable to
        do so when a label is involved. Using the <code class="Ic">ldh</code>
        instruction directly is recommended. This forces the assembler to emit a
        <code class="Ic">ldh</code> instruction and the linker to check if the
        value is in the correct range.</p>
  </dd>
</dl>
<p class="Pp">Since RGBDS produces ROMs, code and data can only be placed in
    <code class="Ic">ROM0</code> and <code class="Ic">ROMX</code> sections. To
    put some in RAM, have it stored in ROM, and copy it to RAM.</p>
<p class="Pp"><var class="Ar">option</var>s are comma-separated and may
  include:</p>
<dl class="Bl-tag">
  <dt><a class="permalink" href="#BANK"><code class="Ic" id="BANK">BANK</code></a>[<var class="Ar">bank</var>]</dt>
  <dd>Specify which <var class="Ar">bank</var> for the linker to place the
      section in. See above for possible values for <var class="Ar">bank</var>,
      depending on <var class="Ar">type</var>.</dd>
  <dt><a class="permalink" href="#ALIGN"><code class="Ic" id="ALIGN">ALIGN</code></a>[<var class="Ar">align</var>]</dt>
  <dd>Place the section at an address whose <var class="Ar">align</var>
      least&#x2010;significant bits are zero. This option can be used with
      <var class="Ar">addr</var>, as long as they don't contradict
    eachother.</dd>
</dl>
<p class="Pp">If [<var class="Ar">addr</var>] is not specified, the section is
    considered &#x201C;floating&#x201D;; the linker will automatically calculate
    an appropriate address for the section. Similarly, if
    <code class="Ic">BANK</code>[<var class="Ar">bank</var>] is not specified,
    the linker will automatically find a bank with enough space.</p>
<p class="Pp">Sections can also be placed by using a linker script file. The
    format is described in <a class="Xr" href="rgblink.5.html">rgblink(5)</a>. They allow the user to
    place floating sections in the desired bank in the order specified in the
    script. This is useful if the sections can't be placed at an address
    manually because the size may change, but they have to be together.</p>
<p class="Pp">Section examples:</p>
<ul class="Bl-item">
  <li>
    <div class="Bd Pp Bd-indent">
    <pre>
SECTION &quot;CoolStuff&quot;,ROMX
    </pre>
    </div>
    This switches to the section called &#x201C;CoolStuff&#x201D;, creating it
      if it doesn't already exist. It can end up in any ROM bank. Code and data
      may follow.</li>
  <li>If it is needed, the the base address of the section can be specified:
    <div class="Bd Pp Bd-indent">
    <pre>
SECTION &quot;CoolStuff&quot;,ROMX[$4567]
    </pre>
    </div>
  </li>
  <li>An example with a fixed bank:
    <div class="Bd Pp Bd-indent">
    <pre>
SECTION &quot;CoolStuff&quot;,ROMX[$4567],BANK[3]
    </pre>
    </div>
  </li>
  <li>And if you want to force only the section's bank, and not its position
      within the bank, that's also possible:
    <div class="Bd Pp Bd-indent">
    <pre>
SECTION &quot;CoolStuff&quot;,ROMX,BANK[7]
    </pre>
    </div>
  </li>
  <li>Alignment examples: The first one could be useful for defining an OAM
      buffer to be DMA'd, since it must be aligned to 256 bytes. The second
      could also be appropriate for GBC HDMA, or for an optimized copy code that
      requires alignment.
    <div class="Bd Pp Bd-indent">
    <pre>
SECTION &quot;OAM Data&quot;,WRAM0,ALIGN[8] ;&#x00A0;align to 256 bytes
SECTION &quot;VRAM Data&quot;,ROMX,BANK[2],ALIGN[4] ;&#x00A0;align to 16 bytes
    </pre>
    </div>
  </li>
</ul>
<section class="Ss">
<h2 class="Ss" id="Section_Stack"><a class="permalink" href="#Section_Stack">Section
  Stack</a></h2>
<code class="Ic">POPS</code> and <code class="Ic">PUSHS</code> provide the
  interface to the section stack. The number of entries in the stack is limited
  only by the amount of memory in your machine.
<p class="Pp"><code class="Ic">PUSHS</code> will push the current section
    context on the section stack. <code class="Ic">POPS</code> can then later be
    used to restore it. Useful for defining sections in included files when you
    don't want to override the section context at the point the file was
    included.</p>
</section>
<section class="Ss">
<h2 class="Ss" id="RAM_Code"><a class="permalink" href="#RAM_Code">RAM
  Code</a></h2>
Sometimes you want to have some code in RAM. But then you can't simply put it in
  a RAM section, you have to store it in ROM and copy it to RAM at some point.
<p class="Pp">This means the code (or data) will not be stored in the place it
    gets executed. Luckily, <code class="Ic">LOAD</code> blocks are the perfect
    solution to that. Here's an example of how to use them:</p>
<div class="Bd Pp Bd-indent">
<pre>
SECTION &quot;LOAD example&quot;, ROMX
CopyCode:
    ld de, RAMCode
    ld hl, RAMLocation
    ld c, RAMLocation.end - RAMLocation
.loop
    ld a, [de]
    inc de
    ld [hli], a
    dec c
    jr nz, .loop
    ret

RAMCode:
  LOAD &quot;RAM code&quot;, WRAM0
RAMLocation:
    ld hl, .string
    ld de, $9864
.copy
    ld a, [hli]
    ld [de], a
    inc de
    and a
    jr nz, .copy
    ret

.string
    db &quot;Hello World!&quot;, 0
.end
  ENDL
</pre>
</div>
<p class="Pp">A <code class="Ic">LOAD</code> block feels similar to a
    <code class="Ic">SECTION</code> declaration because it creates a new one.
    All data and code generated within such a block is placed in the current
    section like usual, but all labels are created as if they were placed in
    this newly-created section.</p>
<p class="Pp">In the example above, all of the code and data will end up in the
    &quot;LOAD example&quot; section. You will notice the
    &#x2018;RAMCode&#x2019; and &#x2018;RAMLocation&#x2019; labels. The former
    is situated in ROM, where the code is stored, the latter in RAM, where the
    code will be loaded.</p>
<p class="Pp">You cannot nest <code class="Ic">LOAD</code> blocks, nor can you
    change the current section within them.</p>
</section>
<section class="Ss">
<h2 class="Ss" id="Unionized_Sections"><a class="permalink" href="#Unionized_Sections">Unionized
  Sections</a></h2>
When you're tight on RAM, you may want to define overlapping blocks of
  variables, as explained in the <a class="Sx" href="#Unions">Unions</a>
  section. However, the <code class="Ic">UNION</code> keyword only works within
  a single file, which prevents e.g. defining temporary variables on a single
  memory area across several files. Unionized sections solve this problem. To
  declare an unionized section, add a <code class="Ic">UNION</code> keyword
  after the <code class="Ic">SECTION</code> one; the declaration is otherwise
  not different. Unionized sections follow some different rules from normal
  sections:
<ul class="Bl-bullet Bd-indent">
  <li>The same unionized section (= having the same name) can be declared
      several times per <code class="Nm">rgbasm</code> invocation, and across
      several invocations. Different declarations are treated and merged
      identically whether within the same invocation, or different ones.</li>
  <li>A section cannot be declared both as unionized or non-unionized.</li>
  <li>All declarations must have the same type. For example, even if
      <a class="Xr" href="rgblink.1.html">rgblink(1)</a>'s <code class="Fl">-w</code> flag is used,
      <code class="Ic">WRAM0</code> and <code class="Ic">WRAMX</code> types are
      still considered different.</li>
  <li>Different constraints (alignment, bank, etc.) can be specified for each
      unionized section declaration, but they must all be compatible. For
      example, alignment must be compatible with any fixed address, all
      specified banks must be the same, etc.</li>
  <li>Unionized sections cannot have type <code class="Ic">ROM0</code> or
      <code class="Ic">ROMX</code>.</li>
</ul>
<p class="Pp">Different declarations of the same unionized section are not
    appended, but instead overlaid on top of eachother, just like
    <a class="Sx" href="#Unions">Unions</a>. Similarly, the size of an unionized
    section is the largest of all its declarations.</p>
</section>
</section>
<section class="Sh">
<h1 class="Sh" id="SYMBOLS"><a class="permalink" href="#SYMBOLS">SYMBOLS</a></h1>
RGBDS supports several types of symbols:
<dl class="Bl-hang">
  <dt><b class="Sy">Label</b></dt>
  <dd>Numerical symbol designating a memory location. May or may not have a
      value known at assembly time.</dd>
  <dt><b class="Sy">Constant</b></dt>
  <dd>Numerical symbol whose value has to be known at assembly time.</dd>
  <dt><b class="Sy">Macro</b></dt>
  <dd>A block of <code class="Nm">rgbasm</code> code that can be invoked
    later.</dd>
  <dt><b class="Sy">String equate</b></dt>
  <dd>String symbol that can be evaluated, similarly to a macro.</dd>
</dl>
<p class="Pp">Symbol names can contain letters, numbers, underscores, hashes and
    &#x2018;@&#x2019;. However, they must begin with either a letter, a number,
    or an underscore. Periods are allowed exclusively for labels, as described
    below. A symbol cannot have the same name as a reserved keyword.
    <i class="Em">In the line where a symbol is defined there mustn't be any
    whitespace before it</i>, otherwise <code class="Nm">rgbasm</code> will
    treat it as a macro invocation.</p>
<dl class="Bl-tag">
  <dt><b class="Sy">Label declaration</b></dt>
  <dd>One of the assembler's main tasks is to keep track of addresses for you,
      so you can work with meaningful names instead of &quot;magic&quot;
      numbers.
    <p class="Pp">This can be done in a number of ways:</p>
    <div class="Bd Pp Bd-indent">
    <pre>
GlobalLabel ;&#x00A0;This syntax is deprecated,
AnotherGlobal: ;&#x00A0;please use this instead
.locallabel
.yet_a_local:
AnotherGlobal.with_another_local:
ThisWillBeExported:: ;&#x00A0;Note the two colons
ThisWillBeExported.too::
    </pre>
    </div>
    <p class="Pp">Declaring a label (global or local) with
        &#x2018;<code class="Li">::</code>&#x2019; does an
        <code class="Ic">EXPORT</code> at the same time. (See
        <a class="Sx" href="#Exporting_and_importing_symbols">Exporting and
        importing symbols</a> below).</p>
    <p class="Pp">Any label whose name does not contain a period is a global
        label, others are locals. Declaring a global label sets it as the
        current label scope until the next one; any local label whose first
        character is a period will have the global label's name implicitly
        prepended. Local labels can be declared as
        &#x2018;<code class="Li">scope.local:</code>&#x2019; or simply as as
        &#x2018;<code class="Li">.local:</code>&#x2019;. If the former notation
        is used, then &#x2018;<code class="Li">scope</code>&#x2019; must be the
        actual current scope.</p>
    <p class="Pp">A label's location (and thus value) is usually not determined
        until the linking stage, so labels usually cannot be used as constants.
        However, if the section in which the label is declared has a fixed base
        address, its value is known at assembly time.</p>
    <p class="Pp"><code class="Nm">rgbasm</code> is able to compute the
        subtraction of two labels either if both are constant as described
        above, or if both belong to the same section.</p>
  </dd>
  <dt><a class="permalink" href="#EQU"><code class="Ic" id="EQU">EQU</code></a></dt>
  <dd><a class="permalink" href="#EQU_2"><code class="Ic" id="EQU_2">EQU</code></a>
      allows defining constant symbols. Unlike <code class="Ic">SET</code>
      below, constants defined this way cannot be redefined. They can, for
      example, be used for things such as bit definitions of hardware registers.
    <div class="Bd Pp Bd-indent">
    <pre>
SCREEN_WIDTH   equ 160 ;&#x00A0;In pixels
SCREEN_HEIGHT  equ 144
    </pre>
    </div>
    <p class="Pp">Note that colons &#x2018;<code class="Li">:</code>&#x2019;
        following the name are not allowed.</p>
  </dd>
  <dt><a class="permalink" href="#SET"><code class="Ic" id="SET">SET</code></a></dt>
  <dd><a class="permalink" href="#SET_2"><code class="Ic" id="SET_2">SET</code></a>,
      or its synonym <code class="Ic">=</code>, defines constant symbols like
      <code class="Ic">EQU</code>, but those constants can be re-defined. This
      is useful for variables in macros, for counters, etc.
    <div class="Bd Pp Bd-indent">
    <pre>
ARRAY_SIZE EQU 4
COUNT      SET 2
COUNT      SET ARRAY_SIZE+COUNT
;&#x00A0;COUNT now has the value 6
COUNT      = COUNT + 1
    </pre>
    </div>
    <p class="Pp">Note that colons &#x2018;<code class="Li">:</code>&#x2019;
        following the name are not allowed.</p>
  </dd>
  <dt><a class="permalink" href="#RSSET"><code class="Ic" id="RSSET">RSSET</code></a>,
    <code class="Ic">RSRESET</code>, <code class="Ic">RB</code>,
    <code class="Ic">RW</code></dt>
  <dd>The RS group of commands is a handy way of defining structures:
    <div class="Bd Pp Bd-indent">
    <pre>
              RSRESET
str_pStuff    RW   1
str_tData     RB   256
str_bCount    RB   1
str_SIZEOF    RB   0
    </pre>
    </div>
    <p class="Pp">The example defines four constants as if by:</p>
    <div class="Bd Pp Bd-indent">
    <pre>
str_pStuff EQU 0
str_tData  EQU 2
str_bCount EQU 258
str_SIZEOF EQU 259
    </pre>
    </div>
    <p class="Pp">There are five commands in the RS group of commands:</p>
    <table class="Bl-column">
      <tr>
        <th>Command</th>
        <th>Meaning</th>
      </tr>
      <tr>
        <td><a class="permalink" href="#RSRESET"><code class="Ic" id="RSRESET">RSRESET</code></a></td>
        <td>Equivalent to &#x2018;<code class="Li">RSSET 0</code>&#x2019;.</td>
      </tr>
      <tr>
        <td><a class="permalink" href="#RSSET_2"><code class="Ic" id="RSSET_2">RSSET</code></a>
          <var class="Ar">constexpr</var></td>
        <td>Sets the <code class="Ic">_RS</code> <span class="No">counter
          to</span> <var class="Ar">constexpr</var>.</td>
      </tr>
      <tr>
        <td><a class="permalink" href="#RB"><code class="Ic" id="RB">RB</code></a>
          <var class="Ar">constexpr</var></td>
        <td>Sets the preceding symbol to <code class="Ic">_RS</code>
          <span class="No">and adds</span> <var class="Ar">constexpr</var>
          <span class="No">to</span> <code class="Ic">_RS</code>.</td>
      </tr>
      <tr>
        <td><a class="permalink" href="#RW"><code class="Ic" id="RW">RW</code></a>
          <var class="Ar">constexpr</var></td>
        <td>Sets the preceding symbol to <code class="Ic">_RS</code>
          <span class="No">and adds</span> <var class="Ar">constexpr</var>
          <span class="No">* 2 to</span> <code class="Ic">_RS</code>.</td>
      </tr>
      <tr>
        <td><a class="permalink" href="#RL"><code class="Ic" id="RL">RL</code></a>
          <var class="Ar">constexpr</var></td>
        <td>Sets the preceding symbol to <code class="Ic">_RS</code>
          <span class="No">and adds</span> <var class="Ar">constexpr</var>
          <span class="No">* 4 to</span> <code class="Ic">_RS</code>. (In
          practice, this one cannot be used due to a bug).</td>
      </tr>
    </table>
    <p class="Pp">Note that colons &#x2018;<code class="Li">:</code>&#x2019;
        following the name are not allowed.</p>
  </dd>
  <dt><a class="permalink" href="#EQUS"><code class="Ic" id="EQUS">EQUS</code></a></dt>
  <dd><a class="permalink" href="#EQUS_2"><code class="Ic" id="EQUS_2">EQUS</code></a>
      is used to define string symbols. Wherever the assembler meets a string
      symbol its name is replaced with its value. If you are familiar with C you
      can think of it as similar to <code class="Fd">#define .</code>
    <div class="Bd Pp Bd-indent">
    <pre>
COUNTREG EQUS &quot;[hl+]&quot;
    ld a,COUNTREG

PLAYER_NAME EQUS &quot;\&quot;John\&quot;&quot;
    db PLAYER_NAME
    </pre>
    </div>
    <p class="Pp">This will be interpreted as:</p>
    <div class="Bd Pp Bd-indent">
    <pre>
    ld a,[hl+]
    db &quot;John&quot;
    </pre>
    </div>
    <p class="Pp">String symbols can also be used to define small one-line
        macros:</p>
    <div class="Bd Pp Bd-indent">
    <pre>
pusha EQUS &quot;push af\npush bc\npush de\npush hl\n&quot;
    </pre>
    </div>
    <p class="Pp">Note that colons &#x2018;<code class="Li">:</code>&#x2019;
        following the name are not allowed. String equates can't be exported or
        imported.</p>
    <p class="Pp"><b class="Sy">Important note</b>: An
        <code class="Ic">EQUS</code> can be expanded to a string that contains
        another <code class="Ic">EQUS</code> and it will be expanded as well. If
        this creates an infinite loop, <code class="Nm">rgbasm</code> will error
        out once a certain depth is reached. See the <code class="Fl">-r</code>
        command-line option in <a class="Xr" href="rgbasm.1.html">rgbasm(1)</a>. Also, a macro can
        contain an <code class="Ic">EQUS</code> which calls the same macro,
        which causes the same problem.</p>
  </dd>
  <dt><a class="permalink" href="#MACRO"><code class="Ic" id="MACRO">MACRO</code></a></dt>
  <dd>One of the best features of an assembler is the ability to write macros
      for it. Macros can be called with arguments, and can react depending on
      input using <code class="Ic">IF</code> constructs.
    <div class="Bd Pp Bd-indent">
    <pre>
MyMacro: MACRO
         ld   a,80
         call MyFunc
         ENDM
    </pre>
    </div>
    <p class="Pp">Note that a single colon
        &#x2018;<code class="Li">:</code>&#x2019; following the macro's name is
        required. Macros can't be exported or imported.</p>
  </dd>
</dl>
<section class="Ss">
<h2 class="Ss" id="Exporting_and_importing_symbols"><a class="permalink" href="#Exporting_and_importing_symbols">Exporting
  and importing symbols</a></h2>
Importing and exporting of symbols is a feature that is very useful when your
  project spans many source files and, for example, you need to jump to a
  routine defined in another file.
<p class="Pp">Exporting of symbols has to be done manually, importing is done
    automatically if <code class="Nm">rgbasm</code> finds a symbol it does not
    know about.</p>
<p class="Pp">The following will cause <var class="Ar">symbol1</var>,
    <var class="Ar">symbol2</var> and so on to be accessible to other files
    during the link process:</p>
<div class="Bd Bd-indent"><code class="Li"><code class="Ic">EXPORT</code>
  <var class="Ar">symbol1</var> [, <var class="Ar">symbol2</var>,
  <span class="No">...</span>]</code></div>
<p class="Pp"><code class="Ic">GLOBAL</code> is a deprecated synonym for
    <code class="Ic">EXPORT</code>, do not use it.</p>
<p class="Pp">Note also that only exported symbols will appear in symbol and map
    files produced by <a class="Xr" href="rgblink.1.html">rgblink(1)</a>.</p>
</section>
<section class="Ss">
<h2 class="Ss" id="Purging_symbols"><a class="permalink" href="#Purging_symbols">Purging
  symbols</a></h2>
<code class="Ic">PURGE</code> allows you to completely remove a symbol from the
  symbol table as if it had never existed. <i class="Em">USE WITH EXTREME
  CAUTION!!!</i> I can't stress this enough, <b class="Sy">you seriously need to
  know what you are doing</b>. DON'T purge a symbol that you use in expressions
  the linker needs to calculate. When not sure, it's probably not safe to purge
  anything other than string symbols, macros, and constants.
<div class="Bd Pp Bd-indent">
<pre>
Kamikaze EQUS  &quot;I don't want to live anymore&quot;
AOLer    EQUS  &quot;Me too&quot;
         PURGE Kamikaze, AOLer
</pre>
</div>
<p class="Pp">Note that, as an exception, string symbols in the argument list of
    a <code class="Ic">PURGE</code> command <i class="Em">will not be
    expanded</i>.</p>
</section>
<section class="Ss">
<h2 class="Ss" id="Predeclared_Symbols"><a class="permalink" href="#Predeclared_Symbols">Predeclared
  Symbols</a></h2>
The following symbols are defined by the assembler:
<table class="Bl-column Bd-indent">
  <tr>
    <th>Type</th>
    <th>Name</th>
    <th>Contents</th>
  </tr>
  <tr>
    <td><a class="permalink" href="#EQU_3"><code class="Ic" id="EQU_3">EQU</code></a></td>
    <td><a class="permalink" href="#@"><code class="Dv" id="@">@</code></a></td>
    <td>PC value</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#EQU_4"><code class="Ic" id="EQU_4">EQU</code></a></td>
    <td><a class="permalink" href="#_PI"><code class="Dv" id="_PI">_PI</code></a></td>
    <td>Fixed point &#x03C0;</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#SET_3"><code class="Ic" id="SET_3">SET</code></a></td>
    <td><a class="permalink" href="#_RS"><code class="Dv" id="_RS">_RS</code></a></td>
    <td>_RS Counter</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#EQU_5"><code class="Ic" id="EQU_5">EQU</code></a></td>
    <td><a class="permalink" href="#_NARG"><code class="Dv" id="_NARG">_NARG</code></a></td>
    <td>Number of arguments passed to macro</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#EQU_6"><code class="Ic" id="EQU_6">EQU</code></a></td>
    <td><a class="permalink" href="#__LINE__"><code class="Dv" id="__LINE__">__LINE__</code></a></td>
    <td>The current line number</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#EQUS_3"><code class="Ic" id="EQUS_3">EQUS</code></a></td>
    <td><a class="permalink" href="#__FILE__"><code class="Dv" id="__FILE__">__FILE__</code></a></td>
    <td>The current filename</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#EQUS_4"><code class="Ic" id="EQUS_4">EQUS</code></a></td>
    <td><a class="permalink" href="#__DATE__"><code class="Dv" id="__DATE__">__DATE__</code></a></td>
    <td>Today's date</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#EQUS_5"><code class="Ic" id="EQUS_5">EQUS</code></a></td>
    <td><a class="permalink" href="#__TIME__"><code class="Dv" id="__TIME__">__TIME__</code></a></td>
    <td>The current time</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#EQUS_6"><code class="Ic" id="EQUS_6">EQUS</code></a></td>
    <td><a class="permalink" href="#__ISO_8601_LOCAL__"><code class="Dv" id="__ISO_8601_LOCAL__">__ISO_8601_LOCAL__</code></a></td>
    <td>ISO 8601 timestamp (local)</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#EQUS_7"><code class="Ic" id="EQUS_7">EQUS</code></a></td>
    <td><a class="permalink" href="#__ISO_8601_UTC__"><code class="Dv" id="__ISO_8601_UTC__">__ISO_8601_UTC__</code></a></td>
    <td>ISO 8601 timestamp (UTC)</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#EQU_7"><code class="Ic" id="EQU_7">EQU</code></a></td>
    <td><a class="permalink" href="#__UTC_YEAR__"><code class="Dv" id="__UTC_YEAR__">__UTC_YEAR__</code></a></td>
    <td>Today's year</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#EQU_8"><code class="Ic" id="EQU_8">EQU</code></a></td>
    <td><a class="permalink" href="#__UTC_MONTH__"><code class="Dv" id="__UTC_MONTH__">__UTC_MONTH__</code></a></td>
    <td>Today's month number, 1&#x2013;12</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#EQU_9"><code class="Ic" id="EQU_9">EQU</code></a></td>
    <td><a class="permalink" href="#__UTC_DAY__"><code class="Dv" id="__UTC_DAY__">__UTC_DAY__</code></a></td>
    <td>Today's day of the month, 1&#x2013;31</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#EQU_10"><code class="Ic" id="EQU_10">EQU</code></a></td>
    <td><a class="permalink" href="#__UTC_HOUR__"><code class="Dv" id="__UTC_HOUR__">__UTC_HOUR__</code></a></td>
    <td>Current hour, 0&#x2013;23</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#EQU_11"><code class="Ic" id="EQU_11">EQU</code></a></td>
    <td><a class="permalink" href="#__UTC_MINUTE__"><code class="Dv" id="__UTC_MINUTE__">__UTC_MINUTE__</code></a></td>
    <td>Current minute, 0&#x2013;59</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#EQU_12"><code class="Ic" id="EQU_12">EQU</code></a></td>
    <td><a class="permalink" href="#__UTC_SECOND__"><code class="Dv" id="__UTC_SECOND__">__UTC_SECOND__</code></a></td>
    <td>Current second, 0&#x2013;59</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#EQU_13"><code class="Ic" id="EQU_13">EQU</code></a></td>
    <td><a class="permalink" href="#__RGBDS_MAJOR__"><code class="Dv" id="__RGBDS_MAJOR__">__RGBDS_MAJOR__</code></a></td>
    <td>Major version number of RGBDS</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#EQU_14"><code class="Ic" id="EQU_14">EQU</code></a></td>
    <td><a class="permalink" href="#__RGBDS_MINOR__"><code class="Dv" id="__RGBDS_MINOR__">__RGBDS_MINOR__</code></a></td>
    <td>Minor version number of RGBDS</td>
  </tr>
  <tr>
    <td><a class="permalink" href="#EQU_15"><code class="Ic" id="EQU_15">EQU</code></a></td>
    <td><a class="permalink" href="#__RGBDS_PATCH__"><code class="Dv" id="__RGBDS_PATCH__">__RGBDS_PATCH__</code></a></td>
    <td>Patch version number of RGBDS</td>
  </tr>
</table>
</section>
</section>
<section class="Sh">
<h1 class="Sh" id="DEFINING_DATA"><a class="permalink" href="#DEFINING_DATA">DEFINING
  DATA</a></h1>
<section class="Ss">
<h2 class="Ss" id="Declaring_variables_in_a_RAM_section"><a class="permalink" href="#Declaring_variables_in_a_RAM_section">Declaring
  variables in a RAM section</a></h2>
<code class="Ic">DS</code> allocates a number of empty bytes. This is the
  preferred method of allocating space in a RAM section. You can also use
  <code class="Ic">DB</code>, <code class="Ic">DW</code> and
  <code class="Ic">DL</code> without any arguments instead (see
  <a class="Sx" href="#Defining_constant_data">Defining constant data</a>
  below).
<div class="Bd Pp Bd-indent">
<pre>
DS 42 ;&#x00A0;Allocates 42 bytes
</pre>
</div>
<p class="Pp">Empty space in RAM sections will not be initialized. In ROM
    sections, it will be filled with the value passed to the
    <code class="Fl">-p</code> command-line option, except when using overlays
    with <code class="Fl">-O</code>.</p>
</section>
<section class="Ss">
<h2 class="Ss" id="Defining_constant_data"><a class="permalink" href="#Defining_constant_data">Defining
  constant data</a></h2>
<code class="Ic">DB</code> defines a list of bytes that will be stored in the
  final image. Ideal for tables and text. Note that strings are not
  zero-terminated!
<div class="Bd Pp Bd-indent">
<pre>
DB 1,2,3,4,&quot;This is a string&quot;
</pre>
</div>
<p class="Pp"><code class="Ic">DS</code> can also be used to fill a region of
    memory with some value. The following produces 42 times the byte $FF:</p>
<div class="Bd Pp Bd-indent">
<pre>
DS 42, $FF
</pre>
</div>
<p class="Pp">Alternatively, you can use <code class="Ic">DW</code> to store a
    list of words (16-bit) or <code class="Ic">DL</code> to store a list of
    double-words/longs (32-bit). Strings are not allowed as arguments to
    <code class="Ic">DW</code> and <code class="Ic">DL</code>.</p>
<p class="Pp">You can also use <code class="Ic">DB</code>,
    <code class="Ic">DW</code> and <code class="Ic">DL</code> without arguments,
    or leaving empty elements at any point in the list. This works exactly like
    <code class="Ic">DS 1</code>, <code class="Ic">DS 2</code> and
    <code class="Ic">DS 4</code> respectively. Consequently, no-argument
    <code class="Ic">DB</code>, <code class="Ic">DW</code> and
    <code class="Ic">DL</code> can be used in a <code class="Ic">WRAM0</code> /
    <code class="Ic">WRAMX</code> / <code class="Ic">HRAM</code> /
    <code class="Ic">VRAM</code> / <code class="Ic">SRAM</code> section.</p>
</section>
<section class="Ss">
<h2 class="Ss" id="Including_binary_files"><a class="permalink" href="#Including_binary_files">Including
  binary files</a></h2>
You probably have some graphics, level data, etc. you'd like to include. Use
  <code class="Ic">INCBIN</code> to include a raw binary file as it is. If the
  file isn't found in the current directory, the include-path list passed to
  <a class="Xr" href="rgbasm.1.html">rgbasm(1)</a> (see the <code class="Fl">-i</code> option) on the
  command line will be searched.
<div class="Bd Pp Bd-indent">
<pre>
INCBIN &quot;titlepic.bin&quot;
INCBIN &quot;sprites/hero.bin&quot;
</pre>
</div>
<p class="Pp">You can also include only part of a file with
    <code class="Ic">INCBIN</code>. The example below includes 256 bytes from
    data.bin, starting from byte 78.</p>
<div class="Bd Pp Bd-indent">
<pre>
INCBIN &quot;data.bin&quot;,78,256
</pre>
</div>
</section>
<section class="Ss">
<h2 class="Ss" id="Unions"><a class="permalink" href="#Unions">Unions</a></h2>
Unions allow multiple memory allocations to overlap, like unions in C. This does
  not increase the amount of memory available, but allows re-using the same
  memory region for different purposes.
<p class="Pp">A union starts with a <code class="Ic">UNION</code> keyword, and
    ends at the corresponding <code class="Ic">ENDU</code> keyword.
    <code class="Ic">NEXTU</code> separates each block of allocations, and you
    may use it as many times within a union as necessary.</p>
<div class="Bd Pp Bd-indent">
<pre>
    ; Let's say PC = $C0DE here
    UNION
    ; Here, PC = $C0DE
Name: ds 8
    ; PC = $C0E6
Nickname: ds 8
    ; PC = $C0EE
    NEXTU
    ; PC is back to $C0DE
Health: dw
    ; PC = $C0E0
Something: ds 6
    ; And so on
Lives: db
    NEXTU
VideoBuffer: ds 19
    ENDU
</pre>
</div>
<p class="Pp">In the example above, &#x2018;Name, Health, VideoBuffer&#x2019;
    all have the same value, as do &#x2018;Nickname&#x2019; and
    &#x2018;Lives&#x2019;. Thus, keep in mind that <code class="Ic">ld [Health],
    a</code> is identical to <code class="Ic">ld [Name], a</code>.</p>
<p class="Pp">The size of this union is 19 bytes, as this is the size of the
    largest block (the last one, containing &#x2018;VideoBuffer&#x2019;).
    Nesting unions is possible, with each inner union's size being considered as
    described above.</p>
<p class="Pp">Unions may be used in any section, but inside them may only be
    <code class="Ic">DS -</code> like commands (see
    <a class="Sx" href="#Declaring_variables_in_a_RAM_section">Declaring
    variables in a RAM section</a>).</p>
</section>
</section>
<section class="Sh">
<h1 class="Sh" id="THE_MACRO_LANGUAGE"><a class="permalink" href="#THE_MACRO_LANGUAGE">THE
  MACRO LANGUAGE</a></h1>
<section class="Ss">
<h2 class="Ss" id="Invoking_macros"><a class="permalink" href="#Invoking_macros">Invoking
  macros</a></h2>
You execute the macro by inserting its name.
<div class="Bd Pp Bd-indent">
<pre>
         add a,b
         ld sp,hl
         MyMacro ;&#x00A0;This will be expanded
         sub a,87
</pre>
</div>
<p class="Pp">It's valid to call a macro from a macro (yes, even the same
  one).</p>
<p class="Pp">When <code class="Nm">rgbasm</code> sees
    <code class="Ic">MyMacro</code> it will insert the macro definition (the
    code enclosed in <code class="Ic">MACRO</code> /
    <code class="Ic">ENDM</code>).</p>
<p class="Pp">Suppose your macro contains a loop.</p>
<div class="Bd Pp Bd-indent">
<pre>
LoopyMacro: MACRO
            xor  a,a
.loop       ld   [hl+],a
            dec  c
            jr   nz,.loop
ENDM
</pre>
</div>
<p class="Pp">This is fine, but only if you use the macro no more than once per
    scope. To get around this problem, there is the escape sequence
    <code class="Ic">\@</code> that expands to a unique string.</p>
<p class="Pp"><code class="Ic">\@</code> also works in
    <code class="Ic">REPT</code> blocks.</p>
<div class="Bd Pp Bd-indent">
<pre>
LoopyMacro: MACRO
            xor  a,a
.loop\@     ld   [hl+],a
            dec  c
            jr   nz,.loop\@
ENDM
</pre>
</div>
<p class="Pp"><b class="Sy">Important note</b>: Since a macro can call itself
    (or a different macro that calls the first one), there can be circular
    dependency problems. If this creates an infinite loop,
    <code class="Nm">rgbasm</code> will error out once a certain depth is
    reached. See the <code class="Fl">-r</code> command-line option in
    <a class="Xr" href="rgbasm.1.html">rgbasm(1)</a>. Also, a macro can have inside an
    <b class="Sy">EQUS</b> which references the same macro, which has the same
    problem.</p>
<p class="Pp">It's possible to pass arguments to macros as well! You retrieve
    the arguments by using the escape sequences <code class="Ic">\1</code>
    through <code class="Ic">\9</code>, <code class="Ic">\1</code> being the
    first argument specified on the macro invocation.</p>
<div class="Bd Pp Bd-indent">
<pre>
LoopyMacro: MACRO
            ld   hl,\1
            ld   c,\2
            xor  a,a
.loop\@     ld   [hl+],a
            dec  c
            jr   nz,.loop\@
            ENDM
</pre>
</div>
<p class="Pp">Now I can call the macro specifying two arguments, the first being
    the address and the second being a byte count. The generated code will then
    reset all bytes in this range.</p>
<div class="Bd Pp Bd-indent">
<pre>
LoopyMacro MyVars,54
</pre>
</div>
<p class="Pp">Arguments are passed as string equates, although there's no need
    to enclose them in quotes. Thus, an expression will not be evaluated first
    but kind of copy-pasted. This means that it's probably a very good idea to
    use brackets around <code class="Ic">\1</code> to <code class="Ic">\9</code>
    if you perform further calculations on them. For instance, consider the
    following:</p>
<div class="Bd Pp Bd-indent">
<pre>
print_double: MACRO
    PRINTV \1 * 2
ENDM
    print_double 1 + 2
</pre>
</div>
<p class="Pp">The <code class="Ic">PRINTV</code> statement will expand to
    &#x2018;<code class="Li">PRINTV 1 + 2 * 2</code>&#x2019;, which will print 5
    and not 6 as you might have expected.</p>
<p class="Pp">Line continuations work as usual inside macros or lists of macro
    arguments. However, some characters need to be escaped, as in the following
    example:</p>
<div class="Bd Pp Bd-indent">
<pre>
PrintMacro: MACRO
    PRINTT \1
ENDM

    PrintMacro STRCAT(&quot;Hello &quot;\, \
                      &quot;world\\n&quot;)
</pre>
</div>
<p class="Pp">The comma needs to be escaped to avoid it being treated as
    separating the macro's arguments. The backslash &#x2018;\&#x2019; (from
    &#x2018;\n&#x2019;) also needs to be escaped because of the way
    <code class="Nm">rgbasm</code> processes macro arguments.</p>
<p class="Pp">In reality, up to 256 arguments can be passed to a macro, but you
    can only use the first 9 like this. If you want to use the rest, you need to
    use the <code class="Ic">SHIFT</code> command.</p>
<p class="Pp"><code class="Ic">SHIFT</code> is a special command only available
    in macros. Very useful in <code class="Ic">REPT</code> blocks. It will shift
    the arguments by one to the left. <code class="Ic">\1</code> will get the
    value of <code class="Ic">\2</code>, <code class="Ic">\2</code> will get the
    value of <code class="Ic">\3</code>, and so forth.</p>
<p class="Pp">This is the only way of accessing the value of arguments from 10
    to 256.</p>
<p class="Pp"><code class="Ic">SHIFT</code> can optionally be given an integer
    parameter, and will apply the above shifting that number of times.</p>
</section>
<section class="Ss">
<h2 class="Ss" id="Printing_things_during_assembly"><a class="permalink" href="#Printing_things_during_assembly">Printing
  things during assembly</a></h2>
The next four commands print text and values to the standard output. Useful for
  debugging macros, or wherever you may feel the need to tell yourself some
  important information.
<div class="Bd Pp Bd-indent">
<pre>
PRINTT &quot;I'm the greatest programmer in the whole wide world\n&quot;
PRINTI (2 + 3) / 5
PRINTV $FF00 + $F0
PRINTF MUL(3.14, 3987.0)
</pre>
</div>
<dl class="Bl-inset">
  <dt><a class="permalink" href="#PRINTT"><code class="Ic" id="PRINTT">PRINTT</code></a></dt>
  <dd>prints out a string. Be careful to add a line feed (&#x201C;\n&#x201D;) at
      the end, as it is not added automatically.</dd>
  <dt><a class="permalink" href="#PRINTV"><code class="Ic" id="PRINTV">PRINTV</code></a></dt>
  <dd>prints out an integer value in hexadecimal or, as in the example, the
      result of a calculation. Unsurprisingly, you can also print out a constant
      symbol's value.</dd>
  <dt><a class="permalink" href="#PRINTI"><code class="Ic" id="PRINTI">PRINTI</code></a></dt>
  <dd>prints out a signed integer value.</dd>
  <dt><a class="permalink" href="#PRINTF"><code class="Ic" id="PRINTF">PRINTF</code></a></dt>
  <dd>prints out a fixed point value.</dd>
</dl>
<p class="Pp">Be careful that none of those automatically print a line feed; if
    you need one, use <code class="Ic">PRINTT \n</code>.</p>
</section>
<section class="Ss">
<h2 class="Ss" id="Automatically_repeating_blocks_of_code"><a class="permalink" href="#Automatically_repeating_blocks_of_code">Automatically
  repeating blocks of code</a></h2>
Suppose you want to unroll a time consuming loop without copy-pasting it.
  <code class="Ic">REPT</code> is here for that purpose. Everything between
  <code class="Ic">REPT</code> and the matching <code class="Ic">ENDR</code>
  will be repeated a number of times just as if you had done a copy/paste
  operation yourself. The following example will assemble
  &#x2018;<code class="Li">add a,c</code>&#x2019; four times:
<div class="Bd Pp Bd-indent">
<pre>
REPT 4
  add  a,c
ENDR
</pre>
</div>
<p class="Pp">You can also use <code class="Ic">REPT</code> to generate tables
    on the fly:</p>
<div class="Bd Pp Bd-indent">
<pre>
;&#x00A0;--
;&#x00A0;-- Generate a 256 byte sine table with values between 0 and 128
;&#x00A0;--
ANGLE =   0.0
      REPT  256
      db    (MUL(64.0, SIN(ANGLE)) + 64.0) &gt;&gt; 16
ANGLE = ANGLE+256.0
      ENDR
</pre>
</div>
<p class="Pp">As in macros, you can also use the escape sequence
    <code class="Ic">\@</code>. <code class="Ic">REPT</code> blocks can be
    nested.</p>
</section>
<section class="Ss">
<h2 class="Ss" id="Aborting_the_assembly_process"><a class="permalink" href="#Aborting_the_assembly_process">Aborting
  the assembly process</a></h2>
<code class="Ic">FAIL</code> and <code class="Ic">WARN</code> can be used to
  print errors and warnings respectively during the assembly process. This is
  especially useful for macros that get an invalid argument.
  <code class="Ic">FAIL</code> and <code class="Ic">WARN</code> take a string as
  the only argument and they will print this string out as a normal error with a
  line number.
<p class="Pp"><code class="Ic">FAIL</code> stops assembling immediately while
    <code class="Ic">WARN</code> shows the message but continues afterwards.</p>
<p class="Pp">If you need to ensure some assumption is correct when compiling,
    you can use <code class="Ic">ASSERT</code> and
    <code class="Ic">STATIC_ASSERT</code>. Syntax examples are given below:</p>
<div class="Bd Pp Bd-indent">
<pre>
Function:
      xor a
ASSERT LOW(Variable) == 0
      ld h, HIGH(Variable)
      ld l, a
      ld a, [hli]
      ; You can also indent this!
      ASSERT BANK(OtherFunction) == BANK(Function)
      call OtherFunction
; Lowercase also works
assert Variable + 1 == OtherVariable
      ld c, [hl]
      ret
.end
      ; If you specify one, a message will be printed
      STATIC_ASSERT .end - Function &lt; 256, &quot;Function is too large!&quot;
</pre>
</div>
<p class="Pp">First, the difference between <code class="Ic">ASSERT</code> and
    <code class="Ic">STATIC_ASSERT</code> is that the former is evaluated by
    RGBASM if it can, otherwise by RGBLINK; but the latter is only ever
    evaluated by RGBASM. If RGBASM cannot compute the value of the argument to
    <code class="Ic">STATIC_ASSERT</code>, it will produce an error.</p>
<p class="Pp">Second, as shown above, a string can be optionally added at the
    end, to give insight into what the assertion is checking.</p>
<p class="Pp">Finally, you can add one of <code class="Ic">WARN</code>,
    <code class="Ic">FAIL</code> or <code class="Ic">FATAL</code> as the first
    optional argument to either <code class="Ic">ASSERT</code> or
    <code class="Ic">STATIC_ASSERT</code>. If the assertion fails,
    <code class="Ic">WARN</code> will cause a simple warning (controlled by
    <a class="Xr" href="rgbasm.1.html">rgbasm(1)</a> flag <code class="Fl">-Wassert</code>) to be
    emitted; <code class="Ic">FAIL</code> (the default) will cause a non-fatal
    error; and <code class="Ic">FATAL</code> immediately aborts.</p>
</section>
<section class="Ss">
<h2 class="Ss" id="Including_other_source_files"><a class="permalink" href="#Including_other_source_files">Including
  other source files</a></h2>
Use <code class="Ic">INCLUDE</code> to process another assembler file and then
  return to the current file when done. If the file isn't found in the current
  directory the include path list (see the <code class="Fl">-i</code> option in
  <a class="Xr" href="rgbasm.1.html">rgbasm(1)</a>) will be searched. You may nest
  <code class="Ic">INCLUDE</code> calls infinitely (or until you run out of
  memory, whichever comes first).
<div class="Bd Pp Bd-indent">
<pre>
    INCLUDE &quot;irq.inc&quot;
</pre>
</div>
</section>
<section class="Ss">
<h2 class="Ss" id="Conditional_assembling"><a class="permalink" href="#Conditional_assembling">Conditional
  assembling</a></h2>
The four commands <code class="Ic">IF</code>, <code class="Ic">ELIF</code>,
  <code class="Ic">ELSE</code>, and <code class="Ic">ENDC</code> let you have
  <code class="Nm">rgbasm</code> skip over parts of your code depending on a
  condition. This is a powerful feature commonly used in macros.
<div class="Bd Pp Bd-indent">
<pre>
IF NUM &lt; 0
  PRINTT &quot;NUM &lt; 0\n&quot;
ELIF NUM == 0
  PRINTT &quot;NUM == 0\n&quot;
ELSE
  PRINTT &quot;NUM &gt; 0\n&quot;
ENDC
</pre>
</div>
<p class="Pp">The <code class="Ic">ELIF</code> (standing for &quot;else
    if&quot;) and <code class="Ic">ELSE</code> blocks are optional.
    <code class="Ic">IF</code> / <code class="Ic">ELIF</code> /
    <code class="Ic">ELSE</code> / <code class="Ic">ENDC</code> blocks can be
    nested.</p>
<p class="Pp">Note that if an <code class="Ic">ELSE</code> block is found before
    an <code class="Ic">ELIF</code> block, the <code class="Ic">ELIF</code>
    block will be ignored. All <code class="Ic">ELIF</code> blocks must go
    before the <code class="Ic">ELSE</code> block. Also, if there is more than
    one <code class="Ic">ELSE</code> block, all of them but the first one are
    ignored.</p>
</section>
</section>
<section class="Sh">
<h1 class="Sh" id="MISCELLANEOUS"><a class="permalink" href="#MISCELLANEOUS">MISCELLANEOUS</a></h1>
<section class="Ss">
<h2 class="Ss" id="Changing_options_while_assembling"><a class="permalink" href="#Changing_options_while_assembling">Changing
  options while assembling</a></h2>
<code class="Ic">OPT</code> can be used to change some of the options during
  assembling from within the source, instead of defining them on the
  command-line.
<p class="Pp"><code class="Ic">OPT</code> takes a comma-separated list of
    options as its argument:</p>
<div class="Bd Pp Bd-indent">
<pre>
PUSHO
OPT   g.oOX ;Set the GB graphics constants to use these characters
DW    `..ooOOXX
POPO
DW    `00112233
</pre>
</div>
<p class="Pp">The options that OPT can modify are currently:
    <code class="Cm">b</code>, <code class="Cm">g</code> and
    <code class="Cm">p</code>.</p>
<p class="Pp"><code class="Ic">POPO</code> and <code class="Ic">PUSHO</code>
    provide the interface to the option stack. <code class="Ic">PUSHO</code>
    will push the current set of options on the option stack.
    <code class="Ic">POPO</code> can then later be used to restore them. Useful
    if you want to change some options in an include file and you don't want to
    destroy the options set by the program that included your file. The stack's
    number of entries is limited only by the amount of memory in your
  machine.</p>
</section>
</section>
<section class="Sh">
<h1 class="Sh" id="SEE_ALSO"><a class="permalink" href="#SEE_ALSO">SEE
  ALSO</a></h1>
<a class="Xr" href="rgbasm.1.html">rgbasm(1)</a>, <a class="Xr" href="rgblink.1.html">rgblink(1)</a>,
  <a class="Xr" href="rgblink.5.html">rgblink(5)</a>, <a class="Xr" href="rgbds.5.html">rgbds(5)</a>,
  <a class="Xr" href="rgbds.7.html">rgbds(7)</a>, <a class="Xr" href="gbz80.7.html">gbz80(7)</a>
</section>
<section class="Sh">
<h1 class="Sh" id="HISTORY"><a class="permalink" href="#HISTORY">HISTORY</a></h1>
<code class="Nm">rgbasm</code> was originally written by Carsten S&#x00F8;rensen
  as part of the ASMotor package, and was later packaged in RGBDS by Justin
  Lloyd. It is now maintained by a number of contributors at
  <a class="Lk" href="https://github.com/rednex/rgbds">https://github.com/rednex/rgbds</a>.
</section>
</div>
<table class="foot">
  <tr>
    <td class="foot-date">December 5, 2019</td>
    <td class="foot-os">General</td>
  </tr>
</table>
</body>
</html>