RTS Trick: Difference between revisions

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The [[RTS Trick]] is a neat way to avoid long, complicated branching code to subroutine calls.  It is really easy to implement (easier than branching code), reads well and saves bytes too. In fact, the syscall dispatcher for the Apple IIGS toolbox (JSL $E10000) uses exactly the same trick.
The [[RTS Trick]] is one implementation of [[jump table]]s, which are a neat way to avoid long, complicated branching code to subroutine calls.  It is easier to implement than a pile of branches, reads well, and saves bytes. In fact, the syscall dispatcher for the Apple IIGS toolbox (JSL $E10000) uses this same approach.


== When to use the RTS Trick ==
It is typcially 4 bytes smaller, but 1 cycle slower than using an indirect JMP instruction (see: [[jump table]]). Its primary advantage is being able to use the stack, rather than a fixed location in RAM to store the target address.
 
Sometimes a module or data format will have a large set of subroutines that will be invoked based on the value of a variable or a data read.  One example would be a textbox module for an RPG game.  In addition to the mundane displaying of letters you will likely need subroutines to perform various textbox-related tasks.  Some examples might be:
 
*clear the textbox
*freeze the textbox (to wait for a button press, for example)
*insert a pause
*pluralize words (ie, add or omit an "s" based on a number in a case like: 1 *piece of gold/43 pieces of gold)
*play a sound
*close the textbox (end the dialogue)
*update ram (set flags, add items to inventory, etc)
*pop up a yes-no box and prompt the player for a response
*etc..
 
Another example would be a music engine.  Your song data will have values that represent note values and note lengths, but your data format will also have opcodes that invoke subroutines to perform different tasks.  For example:
 
*set a ''segno'', or loop point (possible more than one, so you can nest loops)
*''dal segno'', or loop
*alter the pitch of a playing note
*change tempo
*silence a channel or otherwise set volume
*set volume envelope
*set sweep envelope
*set square duty
*apply vibrato
*etc..
 
The more opcode-invoked subroutines you have at your disposal, the more unwieldy branching code will become:
 
    lda (data_pointer), y  ;read a byte from the text data stream
    bmi textbox_opcodes  ;let's say a value >= #$80 indicates an opcode
                          ;in our imaginary text data format
    ;...do ordinary text stuff
   
textbox_opcodes:
    cmp #$FF
    bne not_end
    jsr tb_end_dialogue
    jmp end_of_opcodes
not_end:
    cmp #$FE
    bne not_clear
    jsr tb_clear_dialogue
    jmp end_of_opcodes
not_clear:
    cmp #$FD
    bne not_pluralize
    jsr tb_pluralize_word
    jmp end_of_opcodes
not_pluralize:
    cmp #$FC
    bne not_add_inventory
    jsr tb_add_inventory
    jmp end_of_opcodes
not_add_inventory:
   
    ...
   
    etc...
   
In the above code example, we read a byte from our data stream and then determine whether that byte represents a character of text or an opcode.  If it's an opcode, we have to check which opcode.  If it FF?  no.  well is it FE?  no.  well is it FD?  crap.  how about FC?  The more opcodes you have, the more checks you have to do.  That sucks.  It will also be painful to rearrange if you decide later to swap the values around. This is where jump tables can help you, and the RTS Trick is one efficient way to make a jump table on 6502.


== About JSR and RTS ==
== About JSR and RTS ==


Before talking about the [[RTS Trick]], we need to make clear how JSR and RTS work.  When you call a subroutine using JSR, two things happen:
Before talking about the RTS Trick, we need to make clear how JSR and RTS work.  When you call a subroutine using JSR, two things happen:


*the address of the next instruction - 1 is pushed onto the stack
*the address of the last byte of the JSR (that is, the next instruction minus 1) is pushed onto the stack
*the program counter jumps to the subroutine indicated.
*the program counter jumps to the subroutine indicated.


Line 74: Line 14:
*the program counter jumps to this address + 1
*the program counter jumps to this address + 1


$C0E0: 20 00 80    JSR $8000
<pre>
$C0E3: A2 00        LDX #$00
$C0E0: 20 00 80    JSR $8000
$C0E5: A0 00        LDY #$00
$C0E3: A2 00        LDX #$00
$C0E5: A0 00        LDY #$00
$8000: A9 0F        LDA #$0F
 
$8002: 8D 15 40    STA $4015
$8000: A9 0F        LDA #$0F
$8005: 60          RTS
$8002: 8D 15 40    STA $4015
$8005: 60          RTS
</pre>


Let's run through this code.
Let's run through this code.
Line 91: Line 33:
*We continue on with our program as normal from $C0E3.
*We continue on with our program as normal from $C0E3.


The part we need to take note of for the [[RTS Trick]] is the fact that RTS expects the stack to have a destination address MINUS 1.  For the rest of this article, let's call this a return address.  The two byte return address should be positioned on the stack so that the low byte is popped first, then the high byte.  That's all we need to know:  Destination address minus 1.  Low byte popped first.
The part we need to take note of for the RTS Trick is the fact that RTS expects the stack to have a destination address MINUS 1.  For the rest of this article, let's call this a return address.  The two byte return address should be positioned on the stack so that the low byte is popped first, then the high byte.  That's all we need to know:  Destination address minus 1.  Low byte popped first.


== Explanation and Implementation of the RTS Trick ==
== Using RTS as a jump table ==


We said above that we want to avoid having a long chain of comparisons and branches, and that the [[RTS Trick]] will help us do that.  So what is the [[RTS Trick]]?
We said above that we want to avoid having a long chain of comparisons and branches, and that the [[RTS Trick]] will help us do that.  So what is the RTS Trick?


The [[RTS Trick]] consists of a lookup table of return addresses.  You read a return address from this table, push it onto the stack, and then RTS.  It's really, really simple to understand with an example.  Let's use our textbox example above.  What do we need?
The RTS Trick consists of a lookup table of return addresses.  You read a return address from this table, push it onto the stack, and then RTS.  It's really, really simple to understand with an example.  Let's use our textbox example above.  What do we need?


*We need a table of return addresses
*We need a table of return addresses
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This is really easy to make.  Assuming we already have a bunch of subroutines:
This is really easy to make.  Assuming we already have a bunch of subroutines:


tb_end_dialogue:
<pre>
    ;do stuff
tb_end_dialogue:
    rts
    ;do stuff
   
    rts
tb_clear_textbox:
 
    ;do stuff
tb_clear_textbox:
    rts
    ;do stuff
   
    rts
tb_pluralize_word:
 
    ;check a number and add an "s" if it's > 1
tb_pluralize_word:
    rts
    ;check a number and add an "s" if it's > 1
   
    rts
tb_add_inventory:
 
    ;do stuff
tb_add_inventory:
    rts
    ;do stuff
   
    rts
tb_set_flag:
 
    ;do stuff
tb_set_flag:
    rts
    ;do stuff
   
    rts
tb_insert_dramatic_pause:
 
    ;do stuff
tb_insert_dramatic_pause:
    rts
    ;do stuff
   
    rts
tb_play_dramatic_sound:
 
    ;do stuff
tb_play_dramatic_sound:
    rts
    ;do stuff
   
    rts
tb_set_text_color:
 
    ;do stuff
tb_set_text_color:
    rts
    ;do stuff
    ... etc
    rts
 
    ... etc
</pre>
      
      
This is how our return address table will look:
This is how our return address table will look:


tb_opcode_rts_table:
<pre>
tb_opcode_rts_table:
     .word tb_end_dialogue-1
     .word tb_end_dialogue-1
     .word tb_clear_textbox-1
     .word tb_clear_textbox-1
Line 152: Line 98:
     .word tb_set_text_color-1
     .word tb_set_text_color-1
     .word ...etc
     .word ...etc
</pre>
      
      
Finished.  That's it.  Recall that RTS will expect the address on the stack to be its destination - 1.  So we tack a minus one to all of our addresses in the table.
Finished.  That's it.  Recall that RTS will expect the address on the stack to be its destination - 1.  So we tack a minus one to all of our addresses in the table.
Line 157: Line 104:
=== Step 2: Table-friendly Data Format ===
=== Step 2: Table-friendly Data Format ===


Our text engine reads a byte from our data stream.  It checks to see whether that value represents a letter or an opcode.  If it is an opcode, we want to turn that value into an index into our return address table.  Indexes start at 0 and go up.  The data format we have now, counting down from $FF probably won't cut it.  We want it to count up instead.  It doesn't really matter from where.  It could start at $80, or $C0, or $E0.  For this example, let's keep it simple and choose $80.  Here is our new data format:
Our text engine reads a byte from our data stream.  It checks to see whether that value represents a letter or an opcode.  If it is an opcode, we want to turn that value into an index into our return address table.  Indexes start at 0 and go up.  The data format we have now, counting down from $FF probably won't be quite as convenient as one that counts up.  It doesn't really matter from where.  It could start at $80, or $C0, or $E0, or it could start from $00 and reach $1F (such as $0A for a new line).  For this example, let's keep it simple and choose $80.  Here is our new data format:


<pre>
  $00-$7F: letters (a, b, c, d..etc)
  $00-$7F: letters (a, b, c, d..etc)
  $80-$FF(potentially): opcodes
  $80-$FF(potentially): opcodes
Line 175: Line 123:
  $89 = subtract from gold total
  $89 = subtract from gold total
  $8A ... etc
  $8A ... etc
</pre>


This Data Format for the opcodes is very table-friendly.  It starts at $80 and goes up.  When we read a byte from our data stream and determine it to be an opcode, all we have to do is chop off bit7 to turn our value into a table index:
This Data Format for the opcodes is very table-friendly.  It starts at $80 and goes up.  When we read a byte from our data stream and determine it to be an opcode, all we have to do is chop off bit7 to turn our value into a table index:


<pre>
  $80 = %10000000
  $80 = %10000000
  $81 = %10000001
  $81 = %10000001
Line 185: Line 135:
         +----------- if we chop off this bit7, we will get $00, $01, $02, $03, etc.
         +----------- if we chop off this bit7, we will get $00, $01, $02, $03, etc.
                     That's easy.  Just AND with $7F (%01111111)  
                     That's easy.  Just AND with $7F (%01111111)  
     
</pre>
 
Finished.  Step 2 Complete.
Finished.  Step 2 Complete.


Line 192: Line 143:
This is easy.  We need a subroutine that will turn our data value into an index, read a return address from the table, push the values and RTS.
This is easy.  We need a subroutine that will turn our data value into an index, read a return address from the table, push the values and RTS.


tb_opcode_launcher:
<pre>
    and #$7F        ;chop off bit7
tb_opcode_launcher:
    asl            ;we have a table of addresses, which are two bytes each. double that index.
    asl            ;we have a table of addresses, which are two bytes each. double that index.
    tax
                    ;incidentally, this chops off bit 7 and stashes it in the carry.
    lda tb_opcode_rts_table+1, x    ;RTS will expect the low byte to be popped first,
    tax
                                    ;so we need to push the high byte first
    lda tb_opcode_rts_table+1, x    ;RTS will expect the low byte to be popped first,
    pha
                                    ;so we need to push the high byte first
    lda tb_opcode_rts_table, x      ;push the low byte
    pha
    pha
    lda tb_opcode_rts_table, x      ;push the low byte
    rts            ;this rts will launch our opcode subroutine.
    pha
    rts            ;this rts will launch our opcode subroutine.
</pre>
      
      
That's it!
That's it!
Line 209: Line 162:
One point I would like to stress: your launcher must be a subroutine.  The opcode subroutines that you are RTS-launching all end in an RTS of their own.  Do you know where they will return?  Consider the following two examples:
One point I would like to stress: your launcher must be a subroutine.  The opcode subroutines that you are RTS-launching all end in an RTS of their own.  Do you know where they will return?  Consider the following two examples:


The Right Way
The Right Way
 
tb_read_data:
<pre>
    lda (data_pointer), y
tb_read_data:
    bmi opcode_stuff    ;if negative (bit7 set), we have an opcode
    lda (data_pointer), y
    ;do normal text stuff here
    bmi opcode_stuff    ;if negative (bit7 set), we have an opcode
    ;do normal text stuff here
opcode_stuff:
 
    jsr tb_opcode_launcher    ;key point!  This JSR will put a return address on the stack!
opcode_stuff:
                              ;When our opcode finishes execution, it will return to the right place!
    jsr tb_opcode_launcher    ;key point!  This JSR will put a return address on the stack!
    iny
                              ;When our opcode finishes execution, it will return to the right place!
    ;continue
    iny
    ;continue
</pre>
 
The Wrong Way
 
<pre>
tb_read_data:
    lda (data_pointer), y
    bmi opcode_stuff
    ;do normal text stuff


The Wrong Way
opcode_stuff:
    and #$7F
tb_read_data:
    asl
    lda (data_pointer), y
    tax
    bmi opcode_stuff
    lda tb_opcode_rts_table+1, x
    ;do normal text stuff
    pha
    lda tb_opcode_rts_table, x
opcode_stuff:
    pha
    and #$7F
    rts ;the opcode return address is on the stack, but our starting point isn't.
    asl
        ;When the opcode returns, our game will leave this subroutine entirely
    tax
    iny ;and will never get here.
    lda tb_opcode_rts_table+1, x
</pre>
    pha
    lda tb_opcode_rts_table, x
    pha
    rts ;the opcode return address is on the stack, but our starting point isn't.
        ;When the opcode returns, our game will probably crash.
    iny
      
      
Let's assume that in both cases, the last INY instruction happens to be located at address space $D333.
Let's assume that in both cases, the last INY instruction happens to be located at address space $D333.


In the first example, we JSR to our launcher.  The JSR will put D332 on the stack and jump to our launcher.  Our launcher will read an opcode return address from our table and push it onto the stack.  Then our launcher will RTS, which will pull the opcode return address off the stack, add one, and jump there.  Our opcode will execute and return.  Our opcode's RTS will pull our D332 address off the stack, add one and jump there.  Good!  We made it back to our INY instruction.
In the first example, we JSR to our launcher.  The JSR will put $D332 on the stack and jump to our launcher.  Our launcher will read an opcode return address from our table and push it onto the stack.  Then our launcher will RTS, which will pull the opcode return address off the stack, add one, and jump there.  Our opcode will execute and return.  Our opcode's RTS will pull our D332 address off the stack, add one and jump there.  Good!  We made it back to our INY instruction.
 
In the second example, there is no JSR to our launcher.  No values are pushed on the stack to mark our place.  We read from the table and push an opcode return address onto the stack and RTS to it.  Our opcode executes and returns.  Our opcode's RTS will pull two bytes off the stack, but we have no idea what those two bytes are.  Usually, this will be the return address of whatever called our launcher, but if you have pushed something else onto the stack, it could return anywhere.  We are in big trouble.


In the second example, there is no JSR to our launcher.  No values are pushed on the stack to mark our place.  We read from the table and push an opcode return address onto the stack and RTS to it.  Our opcode executes and returns.  Our opcode's RTS will pull two bytes off the stack, but we have no idea what those two bytes are.  It could return anywhere.  We are in big trouble.
So make sure your launcher is wrapped up in a subroutine and called via JSR, or that it is [[wikipedia:Tail call|otherwise the last thing in a subroutine]], and you will be safe.


So make sure your launcher is wrapped up in a subroutine and called via JSR and you will be safe.
== Unofficial-MagicKit Macro ==
In the [https://forums.nesdev.org/viewtopic.php?p=97318 Unofficial-MagicKit] assembler, you may use a macro like the following:
<pre>
macro def_inst
macset 2,4,*
macset 3,4,?B
bank bank(instadl)
org instadl+(\1)
db low(\2-1)
org instadh+(\1)
db high(\2-1)
bank \3
org \2
endm
</pre>


== Related Links ==
Note: This creates tables in a different format than mentioned above. It uses a separate table for the low-byte and high-byte, rather than putting them together. This avoids needing a shift operation (although you may also avoid a shift just by not defining any odd-numbered opcodes).
The [[Fixed Bit Length Encoding]] article has an example of the [[RTS Trick]] in action.
 
Now you may have a table like (they must be in the same 8K bank, and they should be aligned to a 256-byte page):
<pre>
instadl ds 256
instadh ds 256
</pre>


And then before the subroutines that would be called in this way you can do, for example:
<pre>
def_inst 42
</pre>


== Games that use the RTS Trick ==
== Games that use the RTS Trick ==
*The Guardian Legend uses the RTS trick in its sound engine for opcodes.
*The Guardian Legend uses the RTS trick in its sound engine for opcodes.
*[[LJ65]] has one jump table for the phases of each playfield: in menu, making new piece, falling piece, checking for lines, clearing lines, etc.
*[[User:Tepples/Concentration Room|Concentration Room]] uses the RTS trick for three jump tables: one for the menu, one for the state of the board, and one for the state of the AI.
*[[Concentration Room]] has three: one for the menu, one for the state of the board, and one for the state of the AI.
*Famicom Z-machine has two: one for Z-character decoding (which uses a state machine) and one for instruction decoding.
*[[User:Zzo38/Attribute Zone|Attribute Zone]] uses it for keyboard decoding in the level editor.
*[[User:Tepples/Haunted: Halloween '85|Haunted: Halloween '85]] uses it to call enemies' move handlers.
*[https://github.com/pinobatch/240p-test-mini 240p test suite] has a jump table for main menu activities.
*Games using [https://github.com/pinobatch/pently Pently] audio engine version 5 or later use the RTS trick to process pattern opcodes that enable effects.
 
== See also ==
The [[Fixed Bit Length Encoding]] article has an example of the [[RTS Trick]] in action.

Latest revision as of 01:40, 18 March 2023

The RTS Trick is one implementation of jump tables, which are a neat way to avoid long, complicated branching code to subroutine calls. It is easier to implement than a pile of branches, reads well, and saves bytes. In fact, the syscall dispatcher for the Apple IIGS toolbox (JSL $E10000) uses this same approach.

It is typcially 4 bytes smaller, but 1 cycle slower than using an indirect JMP instruction (see: jump table). Its primary advantage is being able to use the stack, rather than a fixed location in RAM to store the target address.

About JSR and RTS

Before talking about the RTS Trick, we need to make clear how JSR and RTS work. When you call a subroutine using JSR, two things happen:

  • the address of the last byte of the JSR (that is, the next instruction minus 1) is pushed onto the stack
  • the program counter jumps to the subroutine indicated.

When the program encounters an RTS instruction, this happens:

  • an address is popped off the stack.
  • the program counter jumps to this address + 1
$C0E0: 20 00 80     JSR $8000
$C0E3: A2 00        LDX #$00
$C0E5: A0 00        LDY #$00

$8000: A9 0F        LDA #$0F
$8002: 8D 15 40     STA $4015
$8005: 60           RTS

Let's run through this code.

  • The Program Counter is at $C0E0.
  • We encounter a JSR instruction. The address of the next instruction - 1 is pushed onto the stack. The next instruction is $C0E3. $C0E3 - 1 is $C0E2. $C0, then $E2 are pushed onto the stack (note the order). Then we jump to $8000.
  • We load #$0F into the accumulator.
  • We store the accumulator in $4015.
  • We encounter an RTS instruction. Two bytes are popped off the stack. In this case, those two values will be E2 and C0. The program counter jumps to this address + 1. $C0E2 + 1 is $C0E3. The Program Counter jumps to $C0E3, which is the instruction after our original JSR.
  • We continue on with our program as normal from $C0E3.

The part we need to take note of for the RTS Trick is the fact that RTS expects the stack to have a destination address MINUS 1. For the rest of this article, let's call this a return address. The two byte return address should be positioned on the stack so that the low byte is popped first, then the high byte. That's all we need to know: Destination address minus 1. Low byte popped first.

Using RTS as a jump table

We said above that we want to avoid having a long chain of comparisons and branches, and that the RTS Trick will help us do that. So what is the RTS Trick?

The RTS Trick consists of a lookup table of return addresses. You read a return address from this table, push it onto the stack, and then RTS. It's really, really simple to understand with an example. Let's use our textbox example above. What do we need?

  • We need a table of return addresses
  • We need a data format that will allow us to index into this table easily.
  • We need a RTS Trick launcher subroutine (I'll tell you why below. Don't worry, it's super-simple)

Step 1: Return Address Table

This is really easy to make. Assuming we already have a bunch of subroutines:

tb_end_dialogue:
    ;do stuff
    rts
   
tb_clear_textbox:
    ;do stuff
    rts
   
tb_pluralize_word:
    ;check a number and add an "s" if it's > 1
    rts
   
tb_add_inventory:
    ;do stuff
    rts
   
tb_set_flag:
    ;do stuff
    rts
  
tb_insert_dramatic_pause:
    ;do stuff
    rts
   
tb_play_dramatic_sound:
    ;do stuff
    rts
   
tb_set_text_color:
    ;do stuff
    rts

    ... etc

This is how our return address table will look:

tb_opcode_rts_table:
     .word tb_end_dialogue-1
     .word tb_clear_textbox-1
     .word tb_pluralize_word-1
     .word tb_add_inventory-1
     .word tb_set_flag-1
     .word tb_insert_dramatic_pause-1
     .word tb_play_dramatic_sound-1
     .word tb_set_text_color-1
     .word ...etc

Finished. That's it. Recall that RTS will expect the address on the stack to be its destination - 1. So we tack a minus one to all of our addresses in the table.

Step 2: Table-friendly Data Format

Our text engine reads a byte from our data stream. It checks to see whether that value represents a letter or an opcode. If it is an opcode, we want to turn that value into an index into our return address table. Indexes start at 0 and go up. The data format we have now, counting down from $FF probably won't be quite as convenient as one that counts up. It doesn't really matter from where. It could start at $80, or $C0, or $E0, or it could start from $00 and reach $1F (such as $0A for a new line). For this example, let's keep it simple and choose $80. Here is our new data format:

 $00-$7F: letters (a, b, c, d..etc)
 $80-$FF(potentially): opcodes

 Opcode list:
 
 $80 = end dialogue
 $81 = clear the textbox
 $82 = pluralize a word
 $83 = add an item to the character's inventory
 $84 = set a flag
 $85 = insert a pause
 $86 = play a sound
 $87 = set text color
 $88 = add to gold total
 $89 = subtract from gold total
 $8A ... etc

This Data Format for the opcodes is very table-friendly. It starts at $80 and goes up. When we read a byte from our data stream and determine it to be an opcode, all we have to do is chop off bit7 to turn our value into a table index:

 $80 = %10000000
 $81 = %10000001
 $82 = %10000010
 $83 = %10000011
        |
        +----------- if we chop off this bit7, we will get $00, $01, $02, $03, etc.
                     That's easy.  Just AND with $7F (%01111111) 

Finished. Step 2 Complete.

Step 3: RTS Trick Launcher subroutine.

This is easy. We need a subroutine that will turn our data value into an index, read a return address from the table, push the values and RTS.

tb_opcode_launcher:
    asl             ;we have a table of addresses, which are two bytes each. double that index.
                    ;incidentally, this chops off bit 7 and stashes it in the carry.
    tax
    lda tb_opcode_rts_table+1, x    ;RTS will expect the low byte to be popped first,
                                    ;so we need to push the high byte first
    pha
    lda tb_opcode_rts_table, x      ;push the low byte
    pha
    rts             ;this rts will launch our opcode subroutine.

That's it!

Potential Pitfall

One point I would like to stress: your launcher must be a subroutine. The opcode subroutines that you are RTS-launching all end in an RTS of their own. Do you know where they will return? Consider the following two examples:

The Right Way

tb_read_data:
    lda (data_pointer), y
    bmi opcode_stuff    ;if negative (bit7 set), we have an opcode
    ;do normal text stuff here

opcode_stuff:
    jsr tb_opcode_launcher    ;key point!  This JSR will put a return address on the stack!
                              ;When our opcode finishes execution, it will return to the right place!
    iny
    ;continue

The Wrong Way

tb_read_data:
    lda (data_pointer), y
    bmi opcode_stuff
    ;do normal text stuff

opcode_stuff:
    and #$7F
    asl
    tax
    lda tb_opcode_rts_table+1, x
    pha
    lda tb_opcode_rts_table, x
    pha
    rts ;the opcode return address is on the stack, but our starting point isn't.
        ;When the opcode returns, our game will leave this subroutine entirely
    iny ;and will never get here.

Let's assume that in both cases, the last INY instruction happens to be located at address space $D333.

In the first example, we JSR to our launcher. The JSR will put $D332 on the stack and jump to our launcher. Our launcher will read an opcode return address from our table and push it onto the stack. Then our launcher will RTS, which will pull the opcode return address off the stack, add one, and jump there. Our opcode will execute and return. Our opcode's RTS will pull our D332 address off the stack, add one and jump there. Good! We made it back to our INY instruction.

In the second example, there is no JSR to our launcher. No values are pushed on the stack to mark our place. We read from the table and push an opcode return address onto the stack and RTS to it. Our opcode executes and returns. Our opcode's RTS will pull two bytes off the stack, but we have no idea what those two bytes are. Usually, this will be the return address of whatever called our launcher, but if you have pushed something else onto the stack, it could return anywhere. We are in big trouble.

So make sure your launcher is wrapped up in a subroutine and called via JSR, or that it is otherwise the last thing in a subroutine, and you will be safe.

Unofficial-MagicKit Macro

In the Unofficial-MagicKit assembler, you may use a macro like the following:

	macro def_inst
	macset 2,4,*
	macset 3,4,?B
	bank bank(instadl)
	org instadl+(\1)
	db low(\2-1)
	org instadh+(\1)
	db high(\2-1)
	bank \3
	org \2
	endm

Note: This creates tables in a different format than mentioned above. It uses a separate table for the low-byte and high-byte, rather than putting them together. This avoids needing a shift operation (although you may also avoid a shift just by not defining any odd-numbered opcodes).

Now you may have a table like (they must be in the same 8K bank, and they should be aligned to a 256-byte page):

instadl	ds 256
instadh	ds 256

And then before the subroutines that would be called in this way you can do, for example:

	def_inst 42

Games that use the RTS Trick

  • The Guardian Legend uses the RTS trick in its sound engine for opcodes.
  • Concentration Room uses the RTS trick for three jump tables: one for the menu, one for the state of the board, and one for the state of the AI.
  • Famicom Z-machine has two: one for Z-character decoding (which uses a state machine) and one for instruction decoding.
  • Attribute Zone uses it for keyboard decoding in the level editor.
  • Haunted: Halloween '85 uses it to call enemies' move handlers.
  • 240p test suite has a jump table for main menu activities.
  • Games using Pently audio engine version 5 or later use the RTS trick to process pattern opcodes that enable effects.

See also

The Fixed Bit Length Encoding article has an example of the RTS Trick in action.