6502 assembly optimisations: Difference between revisions
(delete two hints that are more thoroughly explained in the Synthetic instructions article) |
(test for equality) |
||
Line 239: | Line 239: | ||
Savings : 2 cycles, 3 bytes | Savings : 2 cycles, 3 bytes | ||
=== Test for equality preserving carry === | |||
To test whether A equals some other value, EOR can be used instead of CMP to avoid overwriting the carry flag. However, unlike CMP, EOR destroys A.<ref>[https://archive.org/details/eor6502 EOR #$FF - 6502 Ponderables and Befuddlements], puzzle $00</ref> | |||
Before: | |||
<pre> | |||
php ; store carry | |||
cmp myVal | |||
beq equal | |||
plp ; restore carry; A != myVal | |||
... | |||
equal: | |||
plp ; restore carry; A == myVal | |||
... | |||
</pre> | |||
After (unlike the previous snippet, destroys A): | |||
<pre> | |||
eor myVal | |||
beq equal | |||
... ; A was not equal to myVal | |||
equal: | |||
... ; A was equal to myVal | |||
</pre> | |||
If necessary, the original value of A can be restored with another EOR, which is still faster than the first snippet: | |||
<pre> | |||
eor myVal | |||
beq equal | |||
eor myVal ; A was not equal to myVal; restore A | |||
... | |||
equal: | |||
eor myVal ; restore A | |||
... | |||
</pre> | |||
Savings: 7 cycles and 3 bytes if A destroyed, 3 cycles and -1 byte if A preserved. | |||
=== Test whether all specified bits are set, preserving carry === | === Test whether all specified bits are set, preserving carry === |
Revision as of 13:56, 20 November 2023
This page is about optimisations that are possible in assembly language, or various things one programmer has to keep in mind to make their code as optimal as possible.
There is two major kind of optimisations: Optimisation for speed (code executes in fewer cycles) and optimisation for size (the code takes fewer bytes).
There is also some other kinds of optimisations, such as constant-executing-time optimisation (code execute in a constant number of cycle no matter what it has to do), or RAM usage optimisation (use as few variables as possible). Because those optimisations have more to do with the algorithm than with its implementation in assembly, only speed and size optimisations will be discussed in this article.
Optimise both speed and size of the code
Avoid a jsr + rts chain
A tail call occurs when a subroutine finishes by calling another subroutine. This can be optimised into a JMP instruction:
MySubroutine lda Foo sta Bar jsr SomeRandomRoutine rts
becomes :
MySubroutine lda Foo sta Bar jmp SomeRandomRoutine
Savings : 9 cycles, 1 byte
Split word tables in high and low components
This optimisation is not human friendly, makes the source code much bigger, but still makes the compiled[1] size smaller and faster:
Example lda FooBar asl A tax lda PointerTable,X sta Temp lda PointerTable+1,X sta Temp+1 .... PointerTable .dw Pointer1, Pointer2, ....
Becomes :
Example ldx FooBar lda PointerTableL,X sta Temp lda PointerTableH,X sta Temp+1 .... PointerTableL .byt <Pointer1, <Pointer2, .... PointerTableH .byt >Pointer1, >Pointer2, ....
Some assemblers may have a way to implement a macro to automatically make the table coded like this (Unofficial MagicKit Assembler is one such program).
Savings : 2 bytes, 4 cycles
Use Jump tables with RTS instruction instead of JMP indirect instruction
The so-called RTS Trick is a method of implementing jump tables by pushing a subroutine's entry point to the stack.
; This: ldx JumpEntry lda PointerTableH,X sta Temp+1 lda PointerTableL,X sta Temp jmp [Temp] ; becomes this: ldx JumpEntry lda PointerTableH,X pha lda PointerTableL,X pha rts
Note that PointerTable entries must point to one byte before the intended target when the RTS trick is used, because RTS will add 1 to the offset.
If Temp
is outside zero page, this saves 6 bytes and 1 cycle. If Temp
is within zero page, this saves 4 bytes and costs 1 cycle.
In either case, it frees up the RAM occupied by Temp
for other uses so long as the use of the RTS Trick does not occur at peak stack depth. In addition, it's reentrant, which means the NMI and IRQ handlers do not need dedicated 2-byte RAM allocations for their own Temp
variables.
Combining this with the tail call optimization squeezes 1 more byte and 9 more cycles:
; This: jsr SomeOtherFunction ; MUST NOT modify JumpEntry ldx JumpEntry lda PointerTableH,X pha lda PointerTableL,X pha rts ; Becomes this: ldx JumpEntry lda PointerTableH,X pha lda PointerTableL,X pha jmp SomeOtherFunction
Here, the CPU runs SomeOtherFunction
, then returns to the function from the jump table, then returns to what called this dispatcher. One example is a SomeOtherFunction
that mixes player input into the random number generator's entropy pool before calling the routine for a particular game state.
Inline subroutine called only one time through the whole program
There is no reason to call a subroutine if it is only called a single time. It would be more optimal to just insert the code where the subroutine is called. However this makes the code less structured and harder to understand. Inline expansion of a subroutine into another subroutine can be done with a macro. One drawback is that if the subroutine is called in a loop, it may require some JMPing to work around the 128-byte limit on branch length.
How macros are used depends on the assembler so no code examples will be placed here to avoid further confusion.
In C, the static inline
keyword acts as a hint to expand a function as a macro.
Savings : 4 bytes, 12 cycles.
Easily test 2 upper bits of a variable
lda FooBar asl A ;C = b7, N = b6
Alternative:
bit Foobar ;N = b7, V = b6, regardless of the value of A.
This can be e.g. used to poll the sprite-0-hit flag in $2002.
Avoiding the need for CLC/SEC with ADC/SBC
When using ADC #imm, somewhere where it is known carry is already cleared, there's no need to use a CLC instruction. However, that carry is known to be set (for example, the code is located in a branch that is only ever entered with a BCS instruction), it's still possible to avoid using CLC by just doing ADC #(value-1). The PLOT
subroutine in the Apple II Monitor uses this.
Similarly for SBC #imm: When it is known that carry is clear, SEC instruction can be avoided by just doing SBC #(value+1) or ADC #<-value.
Test bits in decreasing order
lda foobar bmi bit7_set cmp #$40 ; we know that bit 7 wasn't set bcs bit6_set cmp #$20 bcs bit5_set ; and so on
Or the value of A doesn't need to be preserved :
lda foobar bmi bit7_set asl bmi bit6_set asl bmi bit5_set ; and so on
This saves one byte per comparison.
Test bits in increasing order
lda foobar lsr bcs bit0_set lsr bcs bit1_set lsr bcs bit2_set ; and so on
Note: This does not preserve the value of A.
Test bits without destroying the accumulator
The AND instruction can be used to test bits, but this destroy the value in the accumulator. The BIT can do this but it has no immediate adressing mode. A way to do it is to look for an opcode that has the bits that needs to be tested, and using bit $xxxx on this opcode.
Example lda foobar and #$30 beq bits_clear lda foobar .... bits_clear lda foobar .....
becomes :
Example lda foobar bit _bmi_instruction ;equivalent to and #$30 but preserves A beq bits_clear .... bits_clear ..... anywhere_in_the_code .... _bmi_instruction ;The BMI opcode = $30 bmi somewhere
Savings : 2 cycles, 3 bytes
Test for equality preserving carry
To test whether A equals some other value, EOR can be used instead of CMP to avoid overwriting the carry flag. However, unlike CMP, EOR destroys A.[2]
Before:
php ; store carry cmp myVal beq equal plp ; restore carry; A != myVal ... equal: plp ; restore carry; A == myVal ...
After (unlike the previous snippet, destroys A):
eor myVal beq equal ... ; A was not equal to myVal equal: ... ; A was equal to myVal
If necessary, the original value of A can be restored with another EOR, which is still faster than the first snippet:
eor myVal beq equal eor myVal ; A was not equal to myVal; restore A ... equal: eor myVal ; restore A ...
Savings: 7 cycles and 3 bytes if A destroyed, 3 cycles and -1 byte if A preserved.
Test whether all specified bits are set, preserving carry
To test whether all specified bits are set, EOR & AND can be used instead of AND & CMP to avoid overwriting the carry flag.[3]
Before (testing bits 7, 6, 1 and 0 of A):
php ; preserve carry and #%11000011 cmp #%11000011 beq all_set plp ; not all set ... all_set: plp ...
After:
eor #$ff and #%11000011 beq all_set ... ; not all set all_set: ...
Savings: 7 cycles, 3 bytes.
Use opposite rotate instead of a great number of shifts
To retrieve the 3 highest bits of a value in the low positions, it is tempting to do 5 LSRs in a row. However, if it is not needed for the 5 top bits to be cleared, this is more efficient:
lda value ; got: 76543210 c rol ; got: 6543210c 7 rol ; got: 543210c7 6 rol ; got: 43210c76 5 rol ; got: 3210c765 4 ; Only care about these ^^^
It works the same for replacing 5 ASLs with 4 RORs.
3 RORs can replace 6 ASLs :
lda value ; got: 76453210 c ror ; got: c7654321 0 ror ; got: 0c765432 1 ror ; got: 10c76543 2 and #$C0 ; got: 10------
Avoid compare instructions in loops
In a loop, comparing the loop counter using CMP/CPX/CPY #constant can often be avoided by choosing the direction of the loop and the final value carefully, so the branch instruction can operate using only the Z and N flags from INX/DEX/etc.
Increasing values of X up to 127, starting from 255 or 0-127:
loop: ... inx bpl loop
Increasing values of X up to 255:
loop: ... inx bne loop
Decreasing values of X down to 1:
loop: ... dex bne loop
Decreasing values of X down to 0, starting from 0-128:
loop: ... dex bpl loop
Decreasing values of X down to 128, starting from 129-255 or 0:
loop: ... dex bmi loop
Arrays can be offset by a constant to get a suitable final value for the loop counter:
; copy indexes 10-13 from my_array to $2007 ldx #252 ; 256 - number of bytes loop: lda my_array-242,x ; 242 = first X - first index in my_array sta $2007 inx bne loop
Savings: 2 cycles, 2 bytes (less if applying an offset to an array prevents using zero page addressing).
Optimise speed at the expense of size
Those optimisations will make code faster to execute, but use more ROM. Therefore, it is useful in NMI routines and other things that need to run fast.
Use identity look-up table instead of temp variable
Main article: Identity table
Example ldx Foo lda Bar stx Temp clc adc Temp ;A = Foo + Bar
becomes :
Example ldx Foo lda Bar clc adc Identity,X ;A = Foo + Bar Identity .byt $00, $01, $02, $03, .....
If the program is very large (such as in large games), it is possible that this way eventually saves ROM; also, it might save one byte of RAM in some circumstances.
Savings : 2 cycles
Use look-up table to shift left 4 times
Provided that the high nibble is already cleared, the value can be shifted left by 4 by making a look-up table.
Example: lda rownum asl A asl A asl A asl A rts
becomes
Example: ldx rownum lda times_sixteen,x rts times_sixteen: .byt $00, $10, $20, $30, $40, $50, $60, $70 .byt $80, $90, $A0, $B0, $C0, $D0, $E0, $F0
In very large programs, this might save some ROM space. However, it will use up the X register, so it might not be ideal.
Savings: 4 cycles
Optimise code size at the expense of cycles
Those optimisations will produce code that is smaller but takes more cycles to execute. Therefore, it can be used in the parts of the program that do not have to be fast.
Use the stack instead of a temp variable
Example lda Foo sta Temp lda Bar .... .... lda Temp ;Restores Foo .....
becomes:
Example lda Foo pha lda Bar .... .... pla ;Restores Foo .....
Savings : 2 bytes.
Use an "intelligent" argument system
Each time a routine needs multiple bytes of arguments (>3) it's hard to code it without wasting a lot of bytes.
Example lda Argument1 sta Temp lda Argument2 ldx Argument3 ldy Argument4 jsr RoutineWhichNeeds4Args .....
Becomes something like:
Example jsr PassArguments .dw RoutineWhichNeeds4Args .db Argument1, Argument2, Argument3, Argument4 .db $00 .... PassArguments pla tay pla pha ; put the high byte back sta pointer+1 ldx #$00 beq SKIP LOOP sta parameters,x inx SKIP iny ; pointing one short first pass here fixes that lda (pointer),y bne LOOP iny lda (pointer),y beq LOOP dey ; fix the return address guess we can't return to a ; break tya pha jmp (parameters)
Syscalls in Apple ProDOS[4] and FDS BIOS work this way.
Savings : Complicated to estimate - only saves bytes if the trick is used fairly often across the program, in order to compensate for the size of the PassArguments routine.
Using relative branch instruction instead of absolute
If the state of one of the processor flags is already known at this point and the branch target is not too far away, then a condition branch instruction can be used. For example,
lda #1 jmp target
becomes
lda #1 bne target ; zero flag is always clear
or
lda #1 bpl target ; negative flag is always clear
Savings : 1 byte.
BIT trick
The BIT instruction ($24 and $2C) can be used to "mask out" the following 1- or 2-byte instruction without affecting non-flags CPU registers. Care should be taken, however, to ensure a masked 2-byte instruction does not match the address of a register with read side effects, as this would trigger them.
This trick can be used to create multiple entry points to a subroutine that takes one argument in a register. For example,
sub_11: lda #11 sub: sta $2007 sta $2007 rts ... lda #5 jsr sub lda #7 jsr sub jsr sub_11 lda #13 jsr sub
becomes
sub_5: lda #5 .byte $2c ; BIT absolute opcode sub_7: lda #7 ; turns into the operand of BIT if sub_5 was called .byte $2c ; BIT absolute opcode sub_11: lda #11 ; turns into the operand of BIT if sub_5 or sub_7 was called sub: sta $2007 sta $2007 rts ... jsr sub_5 jsr sub_7 jsr sub_11 lda #13 jsr sub
Code size is reduced if sub_5 and sub_7 are called more than once.
See also
Notes
- ↑ Pedants may complain that "compile" is incorrect terminology for "translate a program written in assembly language into object code". But it is the most familiar term meaning "translate a program, no matter the language, into object code", and the same issues apply to code generators within a compiler that targets the 6502 as to programs written in 6502 assembly language.
- ↑ EOR #$FF - 6502 Ponderables and Befuddlements, puzzle $00
- ↑ foobles on NESDev Discord 2023-08-30 (UTC)
- ↑ ProDOS 8 Technical Reference Manual
- ↑ Used in Super Mario Bros. (e.g. MoveSpritesOffscreen in doppelganger's disassembly)