One of my hobbies in the 1980s was writing assemblers, because most of the existing commercial offerings were pretty bad. I started out writing my own utterly terrible (though fast) assemblers, and after several years and my fifth or sixth try I had one that was fast, very usable and that people liked a lot. It was shipped as a component of our company's devkits and wasn't "commercial" in the sense of a standalone product, but I still count it a commercial success.
Things that make assemblers useful -
- A real macro language. The C-preprocessor does not count.
- Support of the manufacturer's mnemonics and syntax. Unless the manufacturer's official syntax is "AT&T / Unix assembler syntax" then that doesn't count, either. Parsing addressing modes is often painful -- the 68000 was a bear that took several days to get right -- but telling your users "Oh, just use this alternate syntax . . . documented where? Umm..." is lots more difficult.
- Listings and cross-referencing. Maybe this was a function of the era when I was writing these, but all of the assemblers I wrote did not output a listing (addresses and generated bytes along with the program text) and my initial users were reluctant to use them. When I added listings to my last effort -- it took a day or two IIRC -- the tool suddenly became usable in their eyes.
- Speed. No reason these things can't crunch through a million lines a second.
(For my own game carts, I would print out a complete listing every couple of days because these were really helpful in debugging. At the end of a typical project I'd have a couple five-foot-high stacks of fanfold paper, which I'd have shredded. I'll point out that while my floppy-based copies of my games' sources have gone walkabout, I still have the most recent complete assembly listings in binders).
I've thought about reviving my hobby . . . but modern CPUs are much more complicated than the 68Ks and 8-bit wonders of decades ago, and life is too damned short to be writing assembly anyway.
Things that make assemblers useful -
- A real macro language. The C-preprocessor does not count.
- Support of the manufacturer's mnemonics and syntax. Unless the manufacturer's official syntax is "AT&T / Unix assembler syntax" then that doesn't count, either. Parsing addressing modes is often painful -- the 68000 was a bear that took several days to get right -- but telling your users "Oh, just use this alternate syntax . . . documented where? Umm..." is lots more difficult.
- Listings and cross-referencing. Maybe this was a function of the era when I was writing these, but all of the assemblers I wrote did not output a listing (addresses and generated bytes along with the program text) and my initial users were reluctant to use them. When I added listings to my last effort -- it took a day or two IIRC -- the tool suddenly became usable in their eyes.
- Speed. No reason these things can't crunch through a million lines a second.
(For my own game carts, I would print out a complete listing every couple of days because these were really helpful in debugging. At the end of a typical project I'd have a couple five-foot-high stacks of fanfold paper, which I'd have shredded. I'll point out that while my floppy-based copies of my games' sources have gone walkabout, I still have the most recent complete assembly listings in binders).
I've thought about reviving my hobby . . . but modern CPUs are much more complicated than the 68Ks and 8-bit wonders of decades ago, and life is too damned short to be writing assembly anyway.