Awesome
Advanced optimizations in CC65
CC65 is a mature cross-compiler of the C programming language for the 6502 processor. Some people have tried to use it (e.g. here, here, or here) and got discouraged by the quality of the generated code, often not understanding why the code generated was slow and big. This article is aiming to show that with a few changes in the coding style you can achieve both speed and size comparable to assembly language, while still having a majority of the benefits of working in a higher-level language. This article is based on CC65 version 2.18 (April 2020) and we may expect that in the future the compiler will handle more optimizations mentioned here automatically.
Table of contents
- Why CC65?
- CC65 alternatives
- Sample program
- Lets start optimizations
- Optimization basics
- 01 - Start - no optimizations - 528 ticks
- 02 - Compiler Options - 392 ticks
- 03 - Smallest possible unsigned data types - 380 ticks
- 04 - Get rid of C stack, globals are your friend - 334 ticks
- 05 - Replace "array of structs" to "struct of arrays" - 305 ticks
- 06 - Get rid of enums - 296 ticks
- 07 - Place commonly used variables on Zero Page - still 296 ticks
- 08 - Get rid of parameter passing - 296 ticks
- 09 - Replace calculations, switches and screen access by Lookup Tables - 67 ticks
- 10 - Handle "integer promotion" cases and improve array access - 34 ticks
- 11 - Improve array accesses even further - 32 ticks
- 12 - Inline functions, activate additional "register" keyword optimizations - 29 ticks
- Identify code critical places and rewrite them in assembly
- What else to optimize was not covered in this tutorial?
- Summary
Why CC65?
CC65 is one of the most "C standard compliant" environments for the 6502. It has close compliance with the C99 standard, which is great for any C/C++ programmers, and a big advantage for people with knowledge of programming languages that are based on the C syntax.
Pros:
- Writing C code in CC65 you can compile for both 6502 and other platforms. The majority of my projects were compiled in parallel in Visual Studio or GCC, and while all the game logic was equal, only the "presentation layer" was different and platform-specific. This allows me to implement complex game logic and debug it using a modern IDE.
- While assembler wins in performance and code size, writing C code is incredibly fast in comparison. From my experience it takes 1/5th the time as equivalent code in assembler, and later it is much easier to maintain.
- It integrates well with assembly and code-critical parts that you can write in asm. The 80/20 Rule applies often, and by only writing speed-critical parts in assembly you can keep majority of the code in C.
- There are different benchmarks available comparing CC65 with other languages (e.g. this one) that show how bad this compiler is. Usually the C code written for them is of poor quality, intentionally or not written to highlight strengths of other compilers. I was able to rewrite (or here) the majority of such benchmarks in CC65 to improve performance by hundreds of percent.
- Recently there was a big comparison of different languages prepared by Zbyti and, in many tests, CC65 was among the top performers, where the output code was only 20-40% slower than hand-optimized assembler code.
- CC65 is very popular and many great games for the Atari 8-bit, Nintendo Entertainment System or Commodore 64 were created using this environment.
- CC65 is in active development on GitHub and, as of April 2020, has over 65 contributors.
Cons:
- The compiler is not perfect. While it can generate good code, comparable to other best compilers for the 6502, it still generates code that could easily be optimized. I hope to find more time one day to get into the compiler code to improve the main optimization bottlenecks.
- As stated in the documentation, it does no high-level optimizations. It means that many constructs need to be simplified by the programmer to achieve good performance. This article shows many of such best practices.
- Working with linker configuration to achieve the best memory utilization has a steep learning curve, but fortunately for the beginners it can be skipped until needed.
Knowledge of writing efficient code in C is abandoned nowadays, due to modern compilers that do such good optimizations, that often it is hard to manually write C that's as good as assembly. In some cases, the compilers even use superoptimizers that assure optimal code. However, if you read books about the game programming from 1990s, there is a lot of information about what tricks were used to achieve the best performance without switching to assembly. You can still find these "old tricks" in the Internet, however the majority of them do not work on 6502, or even have the opposite effect due to the 6502 CPU's architecture! I'm aware of only one guide containing hints for coding in C for 6502 and I hope this article will fill the gap.
CC65 alternatives
A great article that every programmer for 6502 should read is David A. Wheeler's "6502 Language Implementation Approaches". It explains very well the difficulties of making a good compiler for this platform.
Here is a list of many - but not all - CC65 alternatives:
- Assembly - unquestionably wins in terms of code performance and code size, however coding in asm is very time consuming in comparison to higher-level languages, and "maintability" of the code is poor, especially if you return to it after some time, or when working in a team.
- LLVM-MOS - 6502 code generator backend for LLVM. This page described the LLVM-MOS project's approach to compiling C (and any other language that has an LLVM-targeting compiler) to efficient 6502 code.
- Mad-Pascal - a new language compatible with a subset of FreePascal, primarily addressing the Atari platform. In active development by one author. It has performance comparable to CC65, but more Atari-specific external libraries.
- Millfork - in an early stage of development, a new language that includes 6502-specific features for generating very effective code. Primarily for Commodore 64, but with growing support for other platforms.
- oscar64 - optimizing compiler C compiler that compiles to 16bit bytecode. According to documentation the penalty of interpreted code is around 40-50% in comparison to native code.
- KickC - in an early stage of development. Currently a subset of the C language, aiming to generate very efficient code. The author is actively working on closer compatibility with the C standard. There were complains from the users about very slow compilation time of bigger projects.
- VBCC - commercial optimizing ISO C compiler for C99 standard, according to different benchmarks produces effective code.
- SDCC - ISO C99 and C11 compiler with recently added (still work in progress) 6502 support. Worth watching as this compiler for other platforms is very good.
- Plasma - a language that is often closer to assembler than higher-level languages. Aiming to provide a lot of control over generated code. Recently updated.
- Action! - an old (1980s) language that ran on the Atari, producing high-performance code. No cross-compiler available (but see "Effectus", below), and some language limitations prevent writing bigger programs.
- Effectus - new cross-compiler for the Action! language. A one-man project that was suspended for a while and recently got resurrected with a new "Mad-Pascal" backend.
- Quick - an old (1990s) language that ran on the Atari. A structure language with built-in functions specific to Atari hardware. No cross-compiler available.
- Atalan - one-man project. Abandoned in 2012.
- GCC-6502 - there are a few attempts to use marvelous GCC compiler to produce 6502 code, usually by placing registers on Zero Page. None is in active develpement.
- PyMite - variant of Python for 6502. Abandoned in 2006.
- Some other 6502 languages are described here
Languages dedicated to 6502 (or other 8bit processors) usually use a subset of "big languages"... therefore, why not to just use a fast subset of C, keeping as an option full language compatibility when needed?
Sample program
High-performance code is usually connected with games and I will use such example in this article.
Standard elements of a game are:
- Game state (game data)
- Game logic (game code)
- Representation of the game state (on screen)
- Input handling
In this article I'm not going to focus on "input handling" but will focus on the "game state", "game logic" and "representation". In many games there is one player and multiple enemies, both described by internal state such as position on the screen or hit points. Representation on the screen in 6502 games (for performance and memory reasons) is often done using available "character modes", and here I will use a similar approach.
The full code (excluding "benchmark.h
" responsible for displaying execution time) is shown below. Writing it I tried to follow one of the C coding standards and some "good practices" for code clarity. The code is already not following some of the basic recommendations of how to write an effective program in CC65, as documented here, but is trying to represent how a C programmer of "modern platforms" would approach the problem.
#include <atari.h>
#include "benchmark.h"
#define SCREEN_SIZE_X 40
#define NO_ENEMIES 30
#define _countof(array) (sizeof(array) / sizeof(array[0]))
typedef enum e_entity_type {
ENTITY_DEAD,
ENTITY_PLAYER,
ENTITY_ENEMY
} e_entity_type;
typedef struct s_entity {
int x;
int y;
int hp;
e_entity_type type;
} s_entity;
typedef struct s_player {
s_entity entity;
int attack;
} s_player;
typedef struct s_game_state {
s_entity enemies[NO_ENEMIES];
s_player player;
} s_game_state;
void place_enemy(s_entity *e_ptr, int x, int y)
{
e_ptr->x = x;
e_ptr->y = y;
}
void set_entities(s_game_state *game_state)
{
int index;
s_entity *e;
// set enemies
for (index=0; index <_countof(game_state->enemies); index++)
{
e = &game_state->enemies[index];
place_enemy(e, (index * 5) % SCREEN_SIZE_X, index / 2 + 9);
e->hp = 99;
e->type = ENTITY_ENEMY;
};
// set player
game_state->player.entity.hp = 99;
game_state->player.entity.x = SCREEN_SIZE_X/2;
game_state->player.entity.type = ENTITY_PLAYER;
};
char get_entity_tile(e_entity_type type)
{
switch(type)
{
case ENTITY_PLAYER:
return 'p';
case ENTITY_ENEMY:
return 'e';
}
return 'x';
}
void draw_entity(unsigned char *screen_ptr, s_entity *e_ptr)
{
const int FIRST_DIGIT_CHAR = 0x10;
unsigned char *draw_ptr = &screen_ptr[e_ptr->y * SCREEN_SIZE_X + e_ptr->x];
*draw_ptr = get_entity_tile(e_ptr->type);
*(++draw_ptr) = e_ptr->hp / 10 + FIRST_DIGIT_CHAR;
*(++draw_ptr) = e_ptr->hp % 10 + FIRST_DIGIT_CHAR;
};
void damage_enemy(s_entity *e_ptr)
{
// damage
if (e_ptr->hp > 0)
e_ptr->hp--;
}
void one_frame(s_game_state *game_state, unsigned char *screen_ptr)
{
int index;
s_entity *e;
// draw enemies
for (index = 0; index < _countof(game_state->enemies); index++)
{
e = &game_state->enemies[index];
damage_enemy(e);
draw_entity(screen_ptr, e);
};
// draw player
draw_entity(screen_ptr, &game_state->player.entity);
}
void main(void)
{
unsigned char *screen_ptr;
unsigned int times;
s_game_state game_state;
screen_ptr = OS.savmsc;
set_entities(&game_state);
start_benchmark();
for (times = 0; times < 100; ++times)
one_frame(&game_state, screen_ptr);
end_benchmark();
for(;;);
}
The "representation" of the game state is visible on this screenshot:
The player is represented by letter 'p' and enemies by letters 'e'. To the right of these entities there are two digits that display their HitPoints. The font is the standard system one, as we did not change the graphics in any way. Let's imagine that the player is a wizard that casted a "freeze spell", and now all the enemies are frozen and their HitPoints are going towards zero. After 100 iterations the game ends with all the enemies frozen.
Compilation
To compile the program we can use the following command line:
cl65 -t atari -o game.xex game.c
However it is useful to add additional compilation options to generate additional output files:
cl65 -t atari -Ln game.lbl --listing game.lst --add-source -o game.xex game.c
game.lbl
is a VICE label file that can be loaded by the 'Altirra' emulator and later used by the Performance Monitor profilergame.lst
is an assembly listing that, with the--add-source
option, will include related C code parts as comments
Lets start optimizations
Optimization basics
There are a few language-independent or compiler-independent rules of optimization:
- Do not start with optimizations. Optimize at the end, because
- optimized code is hard to read
- optimized code is slow to write
- optimized code is bug-prone
- when you remove optimized code due to design changes you remove all the invested time
- Begin with proper data structures and algorithms. A good algorithm can provide a much higher performance boost than low-level optimizations.
- In case of the 6502 platform, think in advance about memory layout, and how to make access to data fast, without additional computations.
The following "best practices" are going from basic ones to extreme ones and it is up to you which make sense to apply to your code (profile it!), at the price of code readability.
01 - Start - no optimizations - 528 ticks
When compiled with the command line as above, execution ends with information that the simulation took 528 ticks. Each tick is increased on PAL systems each 1/50 second by the OS. Let's find out how well we can optimize the code from the initial state (528 ticks).
Looking at the output code game.lst file
, anyone who knows at least the basics of 6502 would probably immediately delete the file with statement "this is useless". Lets take a look at very simple function:
void damage_enemy(s_entity *e_ptr)
{
// damage
if (e_ptr->hp > 0)
e_ptr->hp--;
}
which is getting compiled into:
000234r 1 ; --------------------------------------------------------------
000234r 1 ; void __near__ damage_enemy (__near__ struct s_entity *)
000234r 1 ; --------------------------------------------------------------
000234r 1
000234r 1 .segment "CODE"
000234r 1
000234r 1 .proc _damage_enemy: near
000234r 1
000234r 1 .segment "CODE"
000234r 1
000234r 1 ;
000234r 1 ; {
000234r 1 ;
000234r 1 20 rr rr jsr pushax
000237r 1 ;
000237r 1 ; if (e_ptr->hp > 0)
000237r 1 ;
000237r 1 A0 01 ldy #$01
000239r 1 20 rr rr jsr ldaxysp
00023Cr 1 A0 05 ldy #$05
00023Er 1 20 rr rr jsr ldaxidx
000241r 1 C9 01 cmp #$01
000243r 1 8A txa
000244r 1 E9 00 sbc #$00
000246r 1 70 02 bvs L0086
000248r 1 49 80 eor #$80
00024Ar 1 0A L0086: asl a
00024Br 1 A9 00 lda #$00
00024Dr 1 A2 00 ldx #$00
00024Fr 1 2A rol a
000250r 1 D0 03 4C rr jeq L0084
000254r 1 rr
000255r 1 ;
000255r 1 ; e_ptr->hp--;
000255r 1 ;
000255r 1 A0 01 ldy #$01
000257r 1 20 rr rr jsr ldaxysp
00025Ar 1 20 rr rr jsr pushax
00025Dr 1 A0 05 ldy #$05
00025Fr 1 20 rr rr jsr ldaxidx
000262r 1 85 rr sta regsave
000264r 1 86 rr stx regsave+1
000266r 1 20 rr rr jsr decax1
000269r 1 A0 04 ldy #$04
00026Br 1 20 rr rr jsr staxspidx
00026Er 1 A5 rr lda regsave
000270r 1 A6 rr ldx regsave+1
000272r 1 ;
000272r 1 ; }
000272r 1 ;
000272r 1 20 rr rr L0084: jsr incsp2
000275r 1 60 rts
it is terrible, indeed.
02 - Compiler Options - 392 ticks (34% speedup from the previous state)
CC65 does not turn on optimizations by default. The two main ones to turn on are:
-Osir
(which is equal to "-O -Os -Oi -Or
") - it enables optimization of code, inlines known functions, and enables use of "registry keyword".-Cl
(or--static-locals
) - this makes "static" local variables in the function instead of putting them on the stack. (Even with this, function parameters are still passed through the stack.)
The final command line to compile looks as follows:
cl65 -t atari -Ln game.lbl -Osir -Cl --listing game.lst --add-source -o game.xex game.c
The stack on 6502 is very small (256 bytes) and CC65 implemented very slow "software stack". By making all local variables static, they are placed in hard-coded locations in the data section, and access to them is much faster.
On the 6502 not only the stack is slow. Any level of indirection when accessing data is slow. When variables can be compiled to known "static locations", the CPU can access them very quickly.
After turning on optimizations the "damage_enemy
" function looks better (the majority of calls to runtime routines are gone), it but can still be improved:
000274r 1 ; --------------------------------------------------------------
000274r 1 ; void __near__ damage_enemy (__near__ struct s_entity *)
000274r 1 ; --------------------------------------------------------------
000274r 1
000274r 1 .segment "CODE"
000274r 1
000274r 1 .proc _damage_enemy: near
000274r 1
000274r 1 .segment "CODE"
000274r 1
000274r 1 ;
000274r 1 ; {
000274r 1 ;
000274r 1 20 rr rr jsr pushax
000277r 1 ;
000277r 1 ; if (e_ptr->hp > 0)
000277r 1 ;
000277r 1 A0 01 ldy #$01
000279r 1 B1 rr lda (sp),y
00027Br 1 85 rr sta ptr1+1
00027Dr 1 88 dey
00027Er 1 B1 rr lda (sp),y
000280r 1 85 rr sta ptr1
000282r 1 A0 05 ldy #$05
000284r 1 B1 rr lda (ptr1),y
000286r 1 AA tax
000287r 1 88 dey
000288r 1 B1 rr lda (ptr1),y
00028Ar 1 C9 01 cmp #$01
00028Cr 1 8A txa
00028Dr 1 E9 00 sbc #$00
00028Fr 1 70 02 bvs L008E
000291r 1 49 80 eor #$80
000293r 1 10 20 L008E: bpl L008C
000295r 1 ;
000295r 1 ; e_ptr->hp--;
000295r 1 ;
000295r 1 A0 01 ldy #$01
000297r 1 B1 rr lda (sp),y
000299r 1 AA tax
00029Ar 1 88 dey
00029Br 1 B1 rr lda (sp),y
00029Dr 1 20 rr rr jsr pushax
0002A0r 1 85 rr sta ptr1
0002A2r 1 86 rr stx ptr1+1
0002A4r 1 A0 05 ldy #$05
0002A6r 1 B1 rr lda (ptr1),y
0002A8r 1 AA tax
0002A9r 1 88 dey
0002AAr 1 B1 rr lda (ptr1),y
0002ACr 1 38 sec
0002ADr 1 E9 01 sbc #$01
0002AFr 1 B0 01 bcs L00CD
0002B1r 1 CA dex
0002B2r 1 20 rr rr L00CD: jsr staxspidx
0002B5r 1 ;
0002B5r 1 ; }
0002B5r 1 ;
0002B5r 1 4C rr rr L008C: jmp incsp2
03 - Smallest possible unsigned data types - 380 ticks (3% speedup, often more with bigger code)
6502 is an 8bit CPU, and in our game code the "int
" data type was used. By the C language's definition "int
" should be the fasted data type on the platform. However, when the C89 standard of the language was defined there were already 16bit CPUs and "int
" was defined as being a minimum of 16bits for the majority of compilers, including CC65.
Here we replaced this:
typedef struct s_entity {
int x;
int y;
int hp;
e_entity_type type;
} s_entity;
typedef struct s_player {
s_entity entity;
int attack;
} s_player;
with:
typedef struct s_entity {
unsigned char x;
unsigned char y;
unsigned char hp;
e_entity_type type;
} s_entity;
typedef struct s_player {
s_entity entity;
unsigned char attack;
} s_player;
On the 6502 the fastest data type is "unsigned char
" (a single 8bit byte), and after replacing all of the "int
"s with "unsigned char
" we dropped down to 380 ticks. Not a big improvement, but a very important one as it saves both CPU time and space. Especially in case of more complex code the gain is big.
04 - Get rid of the C stack; globals are your friend - 334 ticks (14% speedup)
As mentioned earlier, the C stack on 6502 is slow and generates bloated code. We already have "static locals", but the stack is still used to pass parameters to the functions. The next step is moving the function parameters to a global space. Then we do not need to use software stack anymore. Access to such variables is fast, because now the former stack-based function parameter is in a predefined location.
s_entity *damage_enemy_ptr;
void damage_enemy()
{
// damage
if (damage_enemy_ptr->hp > 0)
damage_enemy_ptr->hp--;
}
The disadvantage is that such coding greatly lowers the readability of the code, and therefore I recommend applying this optimization as one of the last. Remember "premature optimization is the root of all evil".
05 - Replace "array of structs" to "struct of arrays" - 305 ticks (10% speedup, often more with bigger code)
An "array of structs" is the standard way of representing objects when writing in any modern high-level language. It allows the programmer to address objects by pointer, and allows easy access to object fields by increasing the pointer by object size.
typedef struct s_entity {
unsigned char x;
unsigned char y;
unsigned char hp;
e_entity_type type;
} s_entity;
// Array of structs
s_entity enemies[NO_ENEMIES];
Unfortunately, the 6502 does not work well with pointers - it is an 8bit processor, and to address available memory space you need 16bits. To allow nested structs and complex pointer arithmetic the compiler cannot do strong optimizations here which leads to inefficient and bloated code.
No matter how a good compiler is, 16bit pointers are inefficient on the 6502. Preferably they should be changed into array indexes (of "unsigned char
" type), and arrays then should be no more than 256 elements long.
What we can do, and I recommend to start programming with such approach, is to change "array of structs" to "struct of arrays":
typedef struct s_entity {
unsigned char x[NO_ENEMIES];
unsigned char y[NO_ENEMIES];
unsigned char hp[NO_ENEMIES];
e_entity_type type[NO_ENEMIES];
} s_entity;
s_entity enemies;
With such approach you have to address the fields differently, but in very similar way:
// instead of
enemies[enemy_index].hp = value;
// you use
enemies.hp[enemy_index] = value;
It also disallows use of pointers to specific objects, and you are forced to use indexes. To make it even more effective on the 6502, keep the arrays below 256 elements so you can index them by "unsigned char
".
In our case it improved performance by about 10%, but in bigger projects the gain is usually much higher, especially on the size of the generated code.
Our simple function "damage_enemy
" is getting smaller with this approach, but there is still room for improvement:
00018Fr 1 ; --------------------------------------------------------------
00018Fr 1 ; void __near__ damage_enemy (void)
00018Fr 1 ; --------------------------------------------------------------
00018Fr 1
00018Fr 1 .segment "CODE"
00018Fr 1
00018Fr 1 .proc _damage_enemy: near
00018Fr 1
00018Fr 1 .segment "CODE"
00018Fr 1
00018Fr 1 ;
00018Fr 1 ; if (game_state.entities.hp[damage_enemy_index] > 0)
00018Fr 1 ;
00018Fr 1 AC rr rr ldy _damage_enemy_index
000192r 1 B9 rr rr lda _game_state+62,y
000195r 1 F0 1C beq L00A0
000197r 1 ;
000197r 1 ; game_state.entities.hp[damage_enemy_index]--;
000197r 1 ;
000197r 1 A9 rr lda #<(_game_state+62)
000199r 1 A2 rr ldx #>(_game_state+62)
00019Br 1 18 clc
00019Cr 1 6D rr rr adc _damage_enemy_index
00019Fr 1 90 01 bcc L00A6
0001A1r 1 E8 inx
0001A2r 1 20 rr rr L00A6: jsr pushax
0001A5r 1 85 rr sta ptr1
0001A7r 1 86 rr stx ptr1+1
0001A9r 1 A0 00 ldy #$00
0001ABr 1 B1 rr lda (ptr1),y
0001ADr 1 38 sec
0001AEr 1 E9 01 sbc #$01
0001B0r 1 4C rr rr jmp staspidx
0001B3r 1 ;
0001B3r 1 ; }
0001B3r 1 ;
0001B3r 1 60 L00A0: rts
06 - Get rid of enums - 296 ticks (3% speedup)
In CC65 sizeof(enum_type)
is 2 (same as int
), and this is not the fastest data type on 6502. Change enums to "unsigned char
" and enum values to constant #define
s. On the 6502 the use of constant values is faster than use of variables, as it does not require reading values from memory.
We are replacing:
typedef enum e_entity_type {
ENTITY_DEAD,
ENTITY_PLAYER,
ENTITY_ENEMY
} e_entity_type;
with:
#define ENTITY_DEAD 0
#define ENTITY_PLAYER 1
#define ENTITY_ENEMY 2
typedef unsigned char e_entity_type;
07 - Place commonly-used variables on Zero Page - still 296 ticks (no speedup here, but makes a real difference if big or nested loops are used)
On the 6502, the first 256 bytes of memory (the Zero Page) is a special place to which the CPU has much faster access. (Various opcodes offer Zero Page addressing modes.) It is therefore beneficial to locate frequently-used variables or pointers there. However the space is small, and often also used by external libraries that you may use in your software (like music player) or the operating system.
CC65 allows you to place variables on zero page in 3 different ways:
- using the "
register
" keyword - this documentation is worth reading- pros: safe and easy to use; the compiler has some special optimizations done for them
- cons: only a few available (6 by default); with each declaration the previous content is placed on stack (unfortunately CC65 does not use "
static locals
" for them, even if that option is enabled!)
- Withn linked assembly code, in
.SEGMENT "ZEROPAGE"
- From the C language by using #pragma bss-name and #pragma data-name
In our code we will use the third method, and will put them in the standard "ZEROPAGE
" segment defined in the default linker configuration file:
// ZP data
#pragma bss-name (push,"ZEROPAGE")
#pragma data-name (push,"ZEROPAGE")
unsigned char index1;
#pragma bss-name (pop)
#pragma data-name (pop)
#pragma zpsym ("index1");
By default the linker configuration for the Atari has the Zero Page available for the programmer defined as follows:
ZP: file = "", define = yes, start = $0082, size = $007E;
which gives 126 bytes of space, which is often more than enough for the program.
08 - Get rid of parameter passing - 296 ticks (no speedup here, but works together with further optimizations)
One optimization that often greatly improves performance is getting rid of parameter passing at all, at the price of code readability (therefore it should be used as the last-resort optimization).
With moving parameters away from the stack, currently we do:
void one_frame()
{
// draw entities
for (index1 = 0; index1 < NO_ENEMIES; index1++)
{
damage_enemy_index = index1;
damage_enemy();
draw_entity_index = index1;
draw_entity();
};
// draw player
draw_entity_index = PLAYER_INDEX;
draw_entity();
}
However, with global variables we can, internally to damage_enemy()
and draw_entity()
, use the global variable index1
instead of using extra parameters. This will not only make code less readable, but will also prevent modification of the parameters inside the functions, and therefore requires extra caution when using it.
After modification the functions look like this:
// index1 is used as parameter - global Zero Page variable
void damage_enemy()
{
// damage
if (game_state.entities.hp[index1] > 0)
game_state.entities.hp[index1]--;
}
void one_frame()
{
// draw entities
for (index1 = 0; index1 < NO_ENEMIES; index1++)
{
damage_enemy();
draw_entity();
};
// draw player
index1 = PLAYER_INDEX;
draw_entity();
}
09 - Replace calculations, switches, and screen access by using Lookup Tables - 67 ticks (342% speedup)
Now we are getting to optimization that is often mandatory for any 6502 code, no matter if using a higher-level language or assembler. The 6502 has a limited instruction set and does not have very useful instructions like multiplication or division. To perform such operations it requires running dedicated multiplication or division code (nested loops), or using arithmetic look-up tables. It is even more costly if multiplication or division is applied to data types larger than 1 byte, like integers (int
).
For the best performance whenever we have operations that multiply or divide variables by a constant value (e.g. by 10, by the screen width, etc.), we should replace them with a Lookup Tables. Such Lookup Tables can often be initialized by macros in assembler. However, in the case of C they need to be calculated using an external tool and included as arrays (bin2c
tool), or pre-calculated using internal code.
Similarly for fast access of screen data we can precalculate pointers to screen lines:
#define MAX_LOOKUP_VALUE 100
#define SCREEN_SIZE_Y 24
unsigned char div_10_lookup[MAX_LOOKUP_VALUE];
unsigned char mod_10_lookup[MAX_LOOKUP_VALUE];
unsigned char *screen_line_lookup[SCREEN_SIZE_Y];
void init_lookup_tables()
{
unsigned char *screen_ptr = OS.savmsc;
// init screen lookup
for (index1 = 0; index1 < SCREEN_SIZE_Y; ++index1)
screen_line_lookup[index1] = &screen_ptr[index1 * SCREEN_SIZE_X];
for (index1 = 0; index1 < MAX_LOOKUP_VALUE; ++index1)
{
div_10_lookup[index1] = index1 / 10 + FIRST_DIGIT_CHAR;
mod_10_lookup[index1] = index1 % 10 + FIRST_DIGIT_CHAR;
}
}
then:
// instead of using division:
result = value / 10;
// we use
result = div_10_lookup[value];
Similarly if a "switch
" statement has the role of a "data converter" (common cases are key codes, screen codes, or rotation/reverting of object direction) it can also be replaced by a lookup table:
#define ENTITY_DEAD 0
#define ENTITY_PLAYER 1
#define ENTITY_ENEMY 2
// this function
char get_entity_tile(unsigned char type)
{
switch(type)
{
case ENTITY_PLAYER:
return 'p';
case ENTITY_ENEMY:
return 'e';
}
return 'x';
}
// can be replaced by Lookup Table
char get_entity_tile[] = {
'x', 'p', 'e'
};
10 - Handle "integer promotion" cases and improve array access - 34 ticks (97% speedup)
C language does "integer promotion", for performing math or logical operations, because "int
" should be the fastest data type. On 6502 the fastest is "unsigned char
", therefore such promotion in CC65 lowers performance. While the compiler generates code that operates on 16bit values, it later gets optimized to 8bit values by the optimizer. Usually it works, however CC65 has problems with some constructs:
- when a complex calculation is performed in one line
- when the result of a calculation in one line is copied to an array field or pointer
- when a complex calculation is performed in an "
if
" statement
To help the compiler, you can use an intermediate variable before assignment. The best such intermediate variable would be placed on the Zero Page, for performance.
In the generated assembly listing you can usually find places that can be optimized by looking for "(ptr1),y
" string. It often means that compiler wasn't able to make a simple assignment, and is calculating the pointer address.
Take a look at the following function:
void damage_enemy()
{
// damage
if (game_state.entities.hp[index1] > 0)
game_state.entities.hp[index1]--;
}
It is getting compiled into the poor code:
000133r 1 ; --------------------------------------------------------------
000133r 1 ; void __near__ damage_enemy (void)
000133r 1 ; --------------------------------------------------------------
000133r 1
000133r 1 .segment "CODE"
000133r 1
000133r 1 .proc _damage_enemy: near
000133r 1
000133r 1 .segment "CODE"
000133r 1
000133r 1 ;
000133r 1 ; if (game_state.entities.hp[index1] > 0)
000133r 1 ;
000133r 1 A4 rr ldy _index1
000135r 1 B9 rr rr lda _game_state+62,y
000138r 1 F0 1B beq L00A1
00013Ar 1 ;
00013Ar 1 ; game_state.entities.hp[index1]--;
00013Ar 1 ;
00013Ar 1 A9 rr lda #<(_game_state+62)
00013Cr 1 A2 rr ldx #>(_game_state+62)
00013Er 1 18 clc
00013Fr 1 65 rr adc _index1
000141r 1 90 01 bcc L00A7
000143r 1 E8 inx
000144r 1 20 rr rr L00A7: jsr pushax
000147r 1 85 rr sta ptr1
000149r 1 86 rr stx ptr1+1
00014Br 1 A0 00 ldy #$00
00014Dr 1 B1 rr lda (ptr1),y
00014Fr 1 38 sec
000150r 1 E9 01 sbc #$01
000152r 1 4C rr rr jmp staspidx
000155r 1 ;
000155r 1 ; }
000155r 1 ;
000155r 1 60 L00A1: rts
000156r 1
000156r 1 .endproc
However after adding an intermediate variable:
void damage_enemy()
{
// damage
calc1 = game_state.entities.hp[index1];
if (calc1 > 0)
{
--calc1;
game_state.entities.hp[index1] = calc1;
}
}
we have very nice code generated:
00013Cr 1 ; --------------------------------------------------------------
00013Cr 1 ; void __near__ damage_enemy (void)
00013Cr 1 ; --------------------------------------------------------------
00013Cr 1
00013Cr 1 .segment "CODE"
00013Cr 1
00013Cr 1 .proc _damage_enemy: near
00013Cr 1
00013Cr 1 .segment "CODE"
00013Cr 1
00013Cr 1 ;
00013Cr 1 ; calc1 = game_state.entities.hp[index1];
00013Cr 1 ;
00013Cr 1 A4 rr ldy _index1
00013Er 1 B9 rr rr lda _game_state+62,y
000141r 1 85 rr sta _calc1
000143r 1 ;
000143r 1 ; if (calc1 > 0)
000143r 1 ;
000143r 1 A5 rr lda _calc1
000145r 1 F0 09 beq L00AC
000147r 1 ;
000147r 1 ; --calc1;
000147r 1 ;
000147r 1 C6 rr dec _calc1
000149r 1 ;
000149r 1 ; game_state.entities.hp[index1] = calc1;
000149r 1 ;
000149r 1 A4 rr ldy _index1
00014Br 1 A5 rr lda _calc1
00014Dr 1 99 rr rr sta _game_state+62,y
000150r 1 ;
000150r 1 ; }
000150r 1 ;
000150r 1 60 L00AC: rts
000151r 1
000151r 1 .endproc
11 - Improve array accesses even further - 32 ticks (6% speedup)
Looking at the function above, did we achieve the optimal code generation by the compiler? Unfortunately, not. One time-critical function that still requires improvement is "draw_entity
", which still looks bad:
0000ABr 1 ; ---------------------------------------------------------------
0000ABr 1 ; void __near__ draw_entity (void)
0000ABr 1 ; ---------------------------------------------------------------
0000ABr 1
0000ABr 1 .segment "CODE"
0000ABr 1
0000ABr 1 .proc _draw_entity: near
0000ABr 1
0000ABr 1 .segment "CODE"
0000ABr 1
0000ABr 1 ;
0000ABr 1 ; calc1 = game_state.entities.y[index1];
0000ABr 1 ;
0000ABr 1 A4 rr ldy _index1
0000ADr 1 B9 rr rr lda _game_state+31,y
0000B0r 1 85 rr sta _calc1
0000B2r 1 ;
0000B2r 1 ; draw_ptr = screen_line_lookup[calc1];
0000B2r 1 ;
0000B2r 1 A2 00 ldx #$00
0000B4r 1 A5 rr lda _calc1
0000B6r 1 0A asl a
0000B7r 1 90 02 bcc L00FD
0000B9r 1 E8 inx
0000BAr 1 18 clc
0000BBr 1 69 rr L00FD: adc #<(_screen_line_lookup)
0000BDr 1 85 rr sta ptr1
0000BFr 1 8A txa
0000C0r 1 69 rr adc #>(_screen_line_lookup)
0000C2r 1 85 rr sta ptr1+1
0000C4r 1 A0 01 ldy #$01
0000C6r 1 B1 rr lda (ptr1),y
0000C8r 1 85 rr sta _draw_ptr+1
0000CAr 1 88 dey
0000CBr 1 B1 rr lda (ptr1),y
0000CDr 1 85 rr sta _draw_ptr
0000CFr 1 ;
0000CFr 1 ; draw_ptr += game_state.entities.x[index1];
0000CFr 1 ;
0000CFr 1 A4 rr ldy _index1
0000D1r 1 B9 rr rr lda _game_state,y
0000D4r 1 18 clc
0000D5r 1 65 rr adc _draw_ptr
0000D7r 1 85 rr sta _draw_ptr
0000D9r 1 A9 00 lda #$00
0000DBr 1 65 rr adc _draw_ptr+1
0000DDr 1 85 rr sta _draw_ptr+1
0000DFr 1 ;
0000DFr 1 ; calc1 = game_state.entities.type[index1];
0000DFr 1 ;
0000DFr 1 A2 00 ldx #$00
0000E1r 1 A5 rr lda _index1
0000E3r 1 0A asl a
0000E4r 1 90 01 bcc L00FC
0000E6r 1 E8 inx
0000E7r 1 85 rr L00FC: sta ptr1
0000E9r 1 8A txa
0000EAr 1 18 clc
0000EBr 1 69 rr adc #>(_game_state+93)
0000EDr 1 85 rr sta ptr1+1
0000EFr 1 A0 rr ldy #<(_game_state+93)
0000F1r 1 B1 rr lda (ptr1),y
0000F3r 1 85 rr sta _calc1
0000F5r 1 ;
0000F5r 1 ; *draw_ptr = get_entity_tile[calc1];
0000F5r 1 ;
0000F5r 1 A5 rr lda _draw_ptr+1
0000F7r 1 85 rr sta ptr1+1
0000F9r 1 A5 rr lda _draw_ptr
0000FBr 1 85 rr sta ptr1
0000FDr 1 A4 rr ldy _calc1
0000FFr 1 B9 rr rr lda _get_entity_tile,y
000102r 1 A0 00 ldy #$00
000104r 1 91 rr sta (ptr1),y
000106r 1 ;
000106r 1 ; calc1 = game_state.entities.hp[index1];
000106r 1 ;
000106r 1 A4 rr ldy _index1
000108r 1 B9 rr rr lda _game_state+62,y
00010Br 1 85 rr sta _calc1
00010Dr 1 ;
00010Dr 1 ; *(++draw_ptr) = div_10_lookup [ calc1 ];
00010Dr 1 ;
00010Dr 1 E6 rr inc _draw_ptr
00010Fr 1 D0 02 bne L009D
000111r 1 E6 rr inc _draw_ptr+1
000113r 1 A5 rr L009D: lda _draw_ptr+1
000115r 1 85 rr sta ptr1+1
000117r 1 A5 rr lda _draw_ptr
000119r 1 85 rr sta ptr1
00011Br 1 A4 rr ldy _calc1
00011Dr 1 B9 rr rr lda _div_10_lookup,y
000120r 1 A0 00 ldy #$00
000122r 1 91 rr sta (ptr1),y
000124r 1 ;
000124r 1 ; *(++draw_ptr) = mod_10_lookup [ calc1 ];
000124r 1 ;
000124r 1 E6 rr inc _draw_ptr
000126r 1 D0 02 bne L00A3
000128r 1 E6 rr inc _draw_ptr+1
00012Ar 1 A5 rr L00A3: lda _draw_ptr+1
00012Cr 1 85 rr sta ptr1+1
00012Er 1 A5 rr lda _draw_ptr
000130r 1 85 rr sta ptr1
000132r 1 A4 rr ldy _calc1
000134r 1 B9 rr rr lda _mod_10_lookup,y
000137r 1 A0 00 ldy #$00
000139r 1 91 rr sta (ptr1),y
00013Br 1 ;
00013Br 1 ; };
00013Br 1 ;
00013Br 1 60 rts
00013Cr 1
00013Cr 1 .endproc
Just like above, we can improve this function by addition intermediate variables:
void draw_entity()
{
calc1 = game_state.entities.y[index1];
draw_ptr = screen_line_lookup[calc1];
draw_ptr += game_state.entities.x[index1];
calc1 = game_state.entities.type[index1];
draw_ptr[0] = get_entity_tile[calc1];
calc1 = game_state.entities.hp[index1];
draw_ptr[1] = div_10_lookup [ calc1 ];
draw_ptr[2] = mod_10_lookup [ calc1 ];
};
Lets take a look at the part of the current function for plotting entities and their HitPoint:
0000F5r 1 ;
0000F5r 1 ; draw_ptr[0] = get_entity_tile[calc1];
0000F5r 1 ;
0000F5r 1 A5 rr lda _draw_ptr+1
0000F7r 1 85 rr sta ptr1+1
0000F9r 1 A5 rr lda _draw_ptr
0000FBr 1 85 rr sta ptr1
0000FDr 1 A4 rr ldy _calc1
0000FFr 1 B9 rr rr lda _get_entity_tile,y
000102r 1 A0 00 ldy #$00
000104r 1 91 rr sta (ptr1),y
000106r 1 ;
000106r 1 ; calc1 = game_state.entities.hp[index1];
000106r 1 ;
000106r 1 A4 rr ldy _index1
000108r 1 B9 rr rr lda _game_state+62,y
00010Br 1 85 rr sta _calc1
00010Dr 1 ;
00010Dr 1 ; draw_ptr[1] = div_10_lookup [ calc1 ];
00010Dr 1 ;
00010Dr 1 A5 rr lda _draw_ptr+1
00010Fr 1 85 rr sta ptr1+1
000111r 1 A5 rr lda _draw_ptr
000113r 1 85 rr sta ptr1
000115r 1 A4 rr ldy _calc1
000117r 1 B9 rr rr lda _div_10_lookup,y
00011Ar 1 A0 01 ldy #$01
00011Cr 1 91 rr sta (ptr1),y
00011Er 1 ;
00011Er 1 ; draw_ptr[2] = mod_10_lookup [ calc1 ];
00011Er 1 ;
00011Er 1 A5 rr lda _draw_ptr+1
000120r 1 85 rr sta ptr1+1
000122r 1 A5 rr lda _draw_ptr
000124r 1 85 rr sta ptr1
000126r 1 A4 rr ldy _calc1
000128r 1 B9 rr rr lda _mod_10_lookup,y
00012Br 1 A0 02 ldy #$02
00012Dr 1 91 rr sta (ptr1),y
We see here that it is still not perfect. CC65's optimizer does not do good tracking of registers and memory state even within one basic block. This is the place that, having more time, I will look to improve in CC65 optimizer. The issues are:
- The compiler internal
ptr1
is not getting modified, therefore always copying it from_draw_ptr
should be removed by optimizer. CC65 does this optimization when the "register
" keyword is used (register unsigned char *draw_ptr
), however "register" cannot be defined as global, which on the one hand leads to code optimization and on the other hand adds additional code for stack operations. - Our
draw_ptr
is already a pointer on zero page, therefore "sta (ptr1),y
" could be replaced by "sta (_draw_ptr),y
"
To help the optimizer we need some additional higher-level optimizations.
12 - Inline functions, activate additional "register" keyword optimizations - 29 ticks (6% speedup)
CC65 does not inline leaf functions (there was a branch of CC65 a long time ago that did this, but for some reason it was not merged into the "master branch") therefore to push performance further we can manually inline the time-critical functions into the loop, to prevent function calls and to help the optimizer:
void one_frame()
{
register unsigned char *draw_ptr;
for (index1 = 0; index1 < NO_ENEMIES; ++index1)
{
// inlined damage_enemy
calc1 = game_state.entities.hp[index1];
if (calc1 > 0)
{
--calc1;
game_state.entities.hp[index1] = calc1;
}
}
for (index1 = 0;index1 < NO_ENTITIES; ++index1)
{
// inlined drawing of entities
calc1 = game_state.entities.y[index1];
draw_ptr = screen_line_lookup[calc1];
draw_ptr += game_state.entities.x[index1];
calc1 = game_state.entities.type[index1];
calc2 = get_entity_tile[calc1];
calc1 = game_state.entities.hp[index1];
calc3 = div_10_lookup [ calc1 ];
calc4 = mod_10_lookup [ calc1 ];
draw_ptr[0] = calc2;
draw_ptr[1] = calc3;
draw_ptr[2] = calc4;
};
}
What you see here is that the "register
" keyword was used. Why do it, when we already had draw_ptr
in the ZEROPAGE
segment? The reason is that CC65 has some additional optimizations for "register
" variables, that do not apply in the current CC65 version to user-defined zero-page variables. "register" variables have additional overhead related to putting their value on the stack when entering a function, but it's getting negligible if you define them outside of loops. The code from the previous point looks much better now:
0000FCr 1 ; calc1 = game_state.entities.type[index1];
0000FCr 1 ;
0000FCr 1 A4 rr ldy _index1
0000FEr 1 B9 rr rr lda _game_state+93,y
000101r 1 85 rr sta _calc1
000103r 1 ;
000103r 1 ; calc2 = get_entity_tile[calc1];
000103r 1 ;
000103r 1 A4 rr ldy _calc1
000105r 1 B9 rr rr lda _get_entity_tile,y
000108r 1 85 rr sta _calc2
00010Ar 1 ;
00010Ar 1 ; calc1 = game_state.entities.hp[index1];
00010Ar 1 ;
00010Ar 1 A4 rr ldy _index1
00010Cr 1 B9 rr rr lda _game_state+62,y
00010Fr 1 85 rr sta _calc1
000111r 1 ;
000111r 1 ; calc3 = div_10_lookup [ calc1 ];
000111r 1 ;
000111r 1 A4 rr ldy _calc1
000113r 1 B9 rr rr lda _div_10_lookup,y
000116r 1 85 rr sta _calc3
000118r 1 ;
000118r 1 ; calc4 = mod_10_lookup [ calc1 ];
000118r 1 ;
000118r 1 A4 rr ldy _calc1
00011Ar 1 B9 rr rr lda _mod_10_lookup,y
00011Dr 1 85 rr sta _calc4
00011Fr 1 ;
00011Fr 1 ; draw_ptr[0] = calc2;
00011Fr 1 ;
00011Fr 1 A5 rr lda _calc2
000121r 1 A0 00 ldy #$00
000123r 1 91 rr sta (regbank+4),y
000125r 1 ;
000125r 1 ; draw_ptr[1] = calc3;
000125r 1 ;
000125r 1 A5 rr lda _calc3
000127r 1 C8 iny
000128r 1 91 rr sta (regbank+4),y
00012Ar 1 ;
00012Ar 1 ; draw_ptr[2] = calc4;
00012Ar 1 ;
00012Ar 1 A5 rr lda _calc4
00012Cr 1 C8 iny
00012Dr 1 91 rr sta (regbank+4),y
Identify code critical places and rewrite them in assembly
There are still some optimizations to be done in C, but I will stop here. If you really need to optimize time-critical code then do it in assembly. If you do not know how to do it, ask the community for help and you will be surprised how helpful 8bit programmers are!
Critical is finding out which part of your code requires improvement, and "code profilers" are here to help you. Good 6502 emulators have more or less advanced code profilers built-in.
In case of using Altirra emulator:
- Enable debugger (F8)
- Load symbols "
.loadsym game.lbl
" - Start Performance Analyzer to profile code
- Stop it at desired moment
- View how much time is taken by specific instructions, basic blocks, or functions
- Optimize the identified bottlenecks in C
- Rewrite the time-critical code in assembly
What else to optimize was not covered in this tutorial?
The example above does not cover all the cases. Here are a few that you will meet writing programs in CC65:
Dynamic memory allocations
Basically, forget about malloc()
/free()
and use static buffers for everything. On the 6502 we have such little memory, and dynamic allocation has such big overhead, that using them makes both code size and speed very poor. Additionally, deallocations of memory will lead to memory fragmentation that may prevent further allocations!
Multidimensional arrays
2-dimensional arrays are often used to store game maps or game boards.
You might expect that multidimensional arrays are fast, because the compiler knows the addresses for accessing data. However for some reason they are slow in CC65, even when the array fits in one 256 bytes page. Do not use multidimensional arrays (even two-dimensional). Use single dimensional array and address it with lookup table.
Default runtime functions vs specialized functions
Some default CRT or library functions are huge. One commonly used is "printf
", but it is so complex and big that you will really want to replace it with your own function that is specialized for outputing characters or numbers on the screen.
The other one is for file operations. fopen
, fwrite
, fread
, and fclose
from the stdio
library have smaller and faster equivalents (open
, write
, read
, close
) from the <fcntl.h>
header file.
Cache and precalculate
The fastest code is one that is not executed at all. So think whether you really need to do calculations:
- Maybe you can avoid modifying the state?
- Maybe you can cache the results?
- Maybe you can use lookup tables?
- Maybe you can calculate the result in advance?
Increasing and decreasing variables
CC65 does not do high-level optimizations, and to increase (or similarly decrease) the value of variables use the preincrement (or predecrement) operator.
// instead of
a = a + 1;
// or
a += 1;
// use:
++a;
This will be translated into a single "INC variable
" assembler instruction.
Drawing single pixels on the screen and interrupt handlers
Usually these are so time-critical, that they should be done in assembler.
Summary
We went through a lot of different cases and were able to improve the initially generated code from 528 to 29 ticks, which is 18 times faster, almost to level of hand-written assembly!
When writing in C for 6502 remember that:
- Premature code optimization is root of all evil!
- Turn on optimization options in the compiler - you get it for free.
- Use proper data structures and algorithms from the start, and add caching later.
- Organize your data for fast access:
- Use "struct of arrays" instead of "array of structs"
- Keep arrays under 256 bytes whenever possible, and use "
unsigned char
" to index them instead of pointers. - Use the smallest possible data types
- Use lookup tables whenever possible
- Later, if needed
- Get rid of C stack and passing parameters
- Handle integer promotion and array access by calculating intermediate values before assignment
- Use a profiler, and rewrite time-critical code pieces in assembler
With just these steps your C code will be blazing-fast!