yes, it's compiled, not interpreted - and we can code in pure assembly there (we just need to put everything between "asm" and "end asm") - this way, we can create functions and subroutines in assembly as we can do in basic, put assembly code anywhere we want on the code, etc.
what this cross-compiler does is to convert the basic into assembly, and then compile the assembly
about coding rom files, i were successful on creating for Sega SG1000 (there are arcade machines using this hardware), Sega Master System (Sega System-E is based on it), and Sega Game Gear, as well MSX (1, 2, 2+, and v9990 display modes), ColecoVision, Amstrad GX4000 console (based on CPC+), etc. - some of them can be find at
http://www.boriel.com/wiki/en/index.php ... R_HARDWARE
and the particular case of these Sega machines, their roms starts at $0000, just like PacMan arcade machine (i think), so i guess would be something related to z80 interrupts (like $38 and etc. ), but i found nothing strange there - and i don't know if i'm setting the variables in ram in the wrong place, and the stack address as well
(i never used Mame debugger, i have no idea how it works!

)
btw, about assemblers, i'm interested in any help that i could compile on Pasmo (for example) - actually, that .asm files i used to share with the source is generated from Boriel's ZX-Basic Compiler, for some kind of debugging purpose
and thanks!
