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uxn/projects/software/assembler.usm

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2021-03-31 22:55:02 +00:00
;tree { search-key 2 max-key-len 1 }
;assembler { pass 1 state 1 token 2 scope-len 1 scope 80 }
%HCF { #0000 DIV }
( devices )
|0100 ;Console { pad 8 char 1 byte 1 short 2 string 2 }
|0110 ;Screen { width 2 height 2 pad 4 x 2 y 2 color 1 }
|0120 ;Sprite { pad 8 x 2 y 2 addr 2 color 1 }
|0130 ;Controller { p1 1 }
|0140 ;Keys { key 1 }
|0150 ;Mouse { x 2 y 2 state 1 chord 1 }
|0160 ;File { pad 8 name 2 length 2 load 2 save 2 }
|01F0 ;System { pad 8 r 2 g 2 b 2 }
( vectors )
2021-04-02 04:44:23 +00:00
|0200 ^RESET JMP
2021-03-31 22:55:02 +00:00
|0204 BRK
|0208 BRK
@RESET
#b000 #c000 #0010 ,memcpy JSR2
HCF
,$token ,strlen JSR2
HCF
#00
$loop
DUP ,highest-bit JSR2
( )
POP
#01 ADD
DUP ^$loop JNZ
POP
,$token ^assemble-token JSR
,$token2 ^assemble-token JSR
,$token3 ^assemble-token JSR
~assembler.state
HCF
$token [ hello 00 ]
$token2 [ 00 ]
$token3 [ 00 ]
@assemble-tokens ( string-ptr* -- )
DUP2 ^assemble-token JSR
@assemble-token ( string-ptr* -- )
( get location of tree )
DUP2
,state-machine-pointers #00 ~assembler.state ,highest-bit JSR2 #0004 MUL2 ADD2
DUP2 STH2
( see if first char is recognised )
SWP2 #01 ,traverse-tree JSR2
^$not-found JNZ
( skip first character of token )
SWP2 #0001 ADD2 =assembler.token
( tail call handling function defined in tree )
POP2r JMP2
$not-found
( not interested in incoming-ptr )
POP2
=assembler.token
( tail call default handling function defined in state-machine-pointers )
LIT2r [ 0002 ] ADD2r LDR2r
JMP2r
@parse-hex-length ( string-ptr* -- value 01 if one or two hex digits
OR 00 otherwise )
DUP2 #0001 ADD2 PEK2 ^parse-hex-string-try-two JNZ
PEK2 ^parse-hex-digit JSR DUP #04 SFT ^parse-hex-string-fail1 JNZ
#01 JMP2r
@parse-hex-string ( string-ptr* -- value* 02 if four hex digits
OR value 01 if two hex digits
OR 00 otherwise )
DUP2 #0004 ADD2 PEK2 #00 EQU ^$try-four JNZ
$try-two
DUP2 #0002 ADD2 PEK2 ^$fail2 JNZ
$known-two
DUP2 PEK2 ^parse-hex-digit JSR DUP #04 SFT ^$fail3 JNZ ROT ROT
#0001 ADD2 PEK2 ^parse-hex-digit JSR DUP #04 SFT ^$fail2 JNZ
SWP #40 SFT ORA #01 JMP2r
$fail3 POP
$fail2 POP
$fail1 POP #00 JMP2r
$try-four
DUP2 #0002 ADD2 ^$known-two JSR ^$maybe-four JNZ
^$try-two JMP
$maybe-four
ROT ROT ^$known-two JSR ^$four JNZ
^$fail1 JMP
$four
SWP #02 JMP2r
@parse-hex-digit ( charcode -- 00-0f if valid hex
-- 10-ff otherwise )
DUP #3a LTH ^$digit JNZ
DUP #60 GTH ^$lowercase JNZ
DUP #40 GTH ^$uppercase JNZ
JMP2r
$digit ( #30 is #00 )
#30 SUB JMP2r
$lowercase ( #61 is #0a )
#57 SUB JMP2r
$uppercase ( #41 is #0a )
#37 SUB JMP2r
@find-opcode ( name* -- byte 00 if valid opcode name
OR 01 if not found )
,opcodes-tree SWP2 #03 ^traverse-tree JSR
^$nomatch JNZ
,opcodes-asm SUB2 #0007 DIV2
SWP JMP2r
$nomatch
DUP2 EQU2 JMP2r
@traverse-tree ( tree-ptr* search-key* max-key-len --
binary-ptr* 00 if key matched
OR incoming-ptr* 01 if key not found )
=tree.max-key-len =tree.search-key
$loop
DUP2 LDR2 #0000 NEQ2 ^$valid-node JNZ
#01 JMP2r
$valid-node
LDR2 DUP2 STH2 #0004 ADD2 ^strcmp-tree JSR
DUP ^$nomatch JNZ
POP2r JMP2r
$nomatch
#07 SFT #02 MUL #00 SWP
STH2r ADD2
^$loop JMP
@strcmp-tree ( node-key* -- order if strings differ
OR after-node-key* 00 if strings match )
~tree.search-key STH2
~tree.max-key-len
$loop ( node-key* key-len in wst, search-key* in rst )
DUP ^$keep-going JNZ
( exhausted key-len, match found )
POP2r
JMP2r
$keep-going
#01 OVR2 PEK2 DUP2r PEK2r STHr
DUP2 ORA ^$not-end JNZ
( end of C strings, match found )
POP2r POP ROT POP SWP ADD2 #00
JMP2r
$not-end
SUB DUP ^$nomatch JNZ
POP SUB
LIT2r [ 0001 ] ADD2r STH
LIT2 [ 0001 ] ADD2 STHr
^$loop JMP
$nomatch
STH POP2 POP2 STHr POP2r
JMP2r
@memcpy ( src-ptr* dest-ptr* length* -- )
SWP2 STH2
$loop
DUP2 ORA ^$keep-going JNZ
POP2 POP2 POP2r
JMP2r
$keep-going
#0001 SUB2
SWP2 DUP2 PEK2 DUP2r STH2r POK2
#0001 ADD2 SWP2
LIT2r [ 0001 ] ADD2r
^$loop JMP
@strlen ( string-ptr* -- length* )
DUP2 #0001 SUB2
$loop
#0001 ADD2
DUP2 PEK2 ^$loop JNZ
SWP2 SUB2
JMP2r
@add-label ( string-ptr* label-flags -- )
( NYI )
POP POP2 JMP2r
@highest-bit ( n -- 00 if n is 00
OR 01 if n is 01
OR 02 if n is 02..03
OR 03 if n is 04..07
OR 04 if n is 08..0f
..
OR 08 if n is 80..ff )
DUP #00 NEQ JMP JMP2r
DUP #01 SFT ORA
DUP #02 SFT ORA
DUP #04 SFT ORA
#1d MUL #05 SFT #00 SWP ,$lookup ADD2 PEK2
JMP2r
$lookup
[ 01 06 02 07 05 04 03 08 ]
@opcodes
(
The code for this section is automatically generated, and needs to be
regenerated when the opcode list in src/assembler.c is updated.
After editing src/assembler.c, run "lua etc/assembler-trees.lua"
and this file will be edited automatically.
This is the first example of a binary tree in this code, so let's
explore them in general. The format of a tree node in memory is:
left-node* right-node* node-key-cstring binary-data
and the general algorithm is to compare the key you're looking for
against node-key-cstring, and move to the node pointed to by left-node*
or right-node* if the keys don't match. If your key sorts earlier than
use left-node*, otherwise go to right-node*. When you find a node that
matches your key, traverse-bintree gives you a pointer to the
binary-data straight after the node-key-cstring. This data can contain
anything you want: fixed length fields, executable code... in this case
of this opcode tree, we store nothing. traverse-bintree is passed the
maximum length of node-key-cstring, not including the zero, so the zero
can be omitted if the string is at that maximum length.
If the key isn't present in the tree, you'll eventually get to a node
where the left-node* or right-node* pointer you'll need to follow is
null (0000). traverse-bintree will give you the location of that
pointer, so if you want to insert another node, you can write it to the
heap and overwrite the pointer with the new node's location. This
approach works even if the tree is completely empty and the pointer
you've provided to the root node is null, since that pointer gets
updated to point to the first node without needing any special logic.
The ordering of nodes in memory is totally arbitrary, so for pre-
prepared trees like this one we can have our own meaning for the order
of the nodes. By ordering the opcodes by their byte value, we can find
the byte by subtracting $asm from the binary-data pointer and dividing
by seven (the size of each node). By multiplying the byte value by seven
and adding to $disasm, we get the opcode name when disassembling too.
)
$tree .$root
$op-brk .$op-add .$op-dup $disasm [ BRK ] $asm
$op-nop .$op-mul .$op-ovr [ NOP ]
$op-lit [ 0000 ] [ 0000 ] [ LIT ]
$op-pop [ 0000 ] [ 0000 ] [ POP ]
$op-dup .$op-div .$op-eor [ DUP ]
$op-swp [ 0000 ] [ 0000 ] [ SWP ]
$op-ovr .$op-ora .$op-pek [ OVR ]
$op-rot .$op-pop .$op-sft [ ROT ]
$op-equ .$op-brk .$op-jnz [ EQU ]
$op-neq [ 0000 ] [ 0000 ] [ NEQ ]
$op-gth [ 0000 ] [ 0000 ] [ GTH ]
$root .$op-equ .$op-pok [ LTH ]
$op-gts .$op-gth .$op-jmp [ GTS ]
$op-lts [ 0000 ] [ 0000 ] [ LTS ]
[ 0000 ] [ 0000 ] [ ??? ]
[ 0000 ] [ 0000 ] [ ??? ]
$op-pek [ 0000 ] [ 0000 ] [ PEK ]
$op-pok .$op-nop .$op-sth [ POK ]
$op-ldr .$op-jsr .$op-lit [ LDR ]
$op-str [ 0000 ] [ 0000 ] [ STR ]
$op-jmp [ 0000 ] [ 0000 ] [ JMP ]
$op-jnz .$op-gts .$op-ldr [ JNZ ]
$op-jsr [ 0000 ] [ 0000 ] [ JSR ]
$op-sth .$op-rot .$op-sub [ STH ]
$op-add [ 0000 ] .$op-and [ ADD ]
$op-sub .$op-str .$op-swp [ SUB ]
$op-mul .$op-lts .$op-neq [ MUL ]
$op-div [ 0000 ] [ 0000 ] [ DIV ]
$op-and [ 0000 ] [ 0000 ] [ AND ]
$op-ora [ 0000 ] [ 0000 ] [ ORA ]
$op-eor [ 0000 ] [ 0000 ] [ EOR ]
$op-sft [ 0000 ] [ 0000 ] [ SFT ]
@state-machine-pointers
( normal mode 00 )
.first-char-root .nyi
( FIXME 01 )
.nyi .nyi
( FIXME 02 )
.nyi .nyi
( FIXME 04 )
.nyi .nyi
( FIXME 08 )
.nyi .nyi
( FIXME 10 )
.nyi .nyi
( literal data 20 )
[ 0000 ] .nyi
( FIXME 40 )
.nyi .nyi
( comment 80 )
.first-char-) .ignore
(
Next up, we have the tree of code corresponding to each token's
first character. Here we do have a binary payload, which is
the code to run when the assembler considers the token.
Some special assembler modes have their own trees. Since comments
have a very simple tree that only understands the end of comments,
we reuse the terminal branch of the main tree as the root of
the comment tree.
)
(
Left and right parentheses start and end comment sections. They use the
highest bit in assembler state, so they receive highest priority: it
doesn't matter what other bits are set, a comment's a comment.
)
@first-char-( [ 0000 ] .first-char-) [ 28 ]
~assembler.state #80 ORA =assembler.state
JMP2r
@first-char-) [ 0000 ] [ 0000 ] [ 29 ]
~assembler.state #7f AND =assembler.state
JMP2r
(
Left and right square brackets start and end literal data sections.
)
@first-char-[ .first-char-@ .first-char-] [ 5b ]
~assembler.state #20 ORA =assembler.state
JMP2r
@first-char-] [ 0000 ] [ 0000 ] [ 5d ]
~assembler.state #df AND =assembler.state
JMP2r
(
Ampersands introduce global labels, and define the scope for any
local labels that follow.
)
@first-char-@ [ 0000 ] [ 0000 ] [ 40 ]
~assembler.pass ^$scope JNZ
DUP2 #00 ,add-label JSR2
$scope
DUP2 ,strlen JSR2
DUP2 =assembler.scope-len POP
,assembler.scope SWP2 JMP2
@first-char-root
@first-char-= .first-char-$ .first-char-^ [ 3d ]
@first-char-" .first-char-nul .first-char-# [ 22 ]
@first-char-# [ 0000 ] [ 0000 ] [ 23 ]
@first-char-$ .first-char-" .first-char-, [ 24 ]
@first-char-% [ 0000 ] .first-char-( [ 25 ]
@first-char-, .first-char-% .first-char-dot [ 2c ]
@first-char-dot [ 0000 ] .first-char-; [ 2e ]
@first-char-; [ 0000 ] [ 0000 ] [ 3b ]
@first-char-^ .first-char-[ .first-char-| [ 5e ]
@first-char-{ [ 0000 ] [ 0000 ] [ 7b ]
@first-char-| .first-char-{ .first-char-} [ 7c ]
@first-char-} [ 0000 ] .first-char-~ [ 7d ]
@first-char-~ [ 0000 ] [ 0000 ] [ 7e ]
@first-char-nul [ 0000 ] [ 0000 ] [ 00 ]
@ignore
JMP2r
@nyi
,$string =Console.string
HCF
$string [ Not 20 implemented 0a 00 ]
(
Here's the big set of trees relating to labels. Starting from l-root, all
the devices are stored here, perhaps some helper functions in the future,
too.
left-node* right-node* node-key-cstring binary-data
The node-keys are terminated with NUL since, unlike the opcodes and first
characters, the keys are variable length.
The binary-data is either three or five bytes long:
flags value* [ subtree-pointer* ]
The flags byte is divided up into bits:
bit 0: 01 means load or store helpers can be used,
bit 1: 02 means the helpers use STR/LDR, 00 means they use POK/PEK;
bits 2-6 are reserved; and
bit 7: 80 means there is a subtree.
If there is a subtree, it is searched when the reference contains a dot.
)
@l-Console [ 0000 ] [ 0000 ] [ Console 00 ] [ 80 ] .Console .l-Console-root
@l-Console-byte [ 0000 ] [ 0000 ] [ byte 00 ] [ 01 ] .Console.byte
@l-Console-root
@l-Console-char .l-Console-byte .l-Console-short [ char 00 ] [ 01 ] .Console.char
@l-Console-short [ 0000 ] .l-Console-string [ short 00 ] [ 03 ] .Console.short
@l-Console-string [ 0000 ] [ 0000 ] [ string 00 ] [ 03 ] .Console.string
@l-Controller .l-Console .l-File [ Controller 00 ] [ 80 ] .Controller .l-Controller-root
@l-Controller-root
@l-Controller-p1 [ 0000 ] [ 0000 ] [ p1 00 ] [ 01 ] .Controller.p1
@l-File [ 0000 ] [ 0000 ] [ File 00 ] [ 80 ] .File .l-File-root
@l-File-length [ 0000 ] [ 0000 ] [ length 00 ] [ 03 ] .File.length
@l-File-root
@l-File-load .l-File-length .l-File-name [ load 00 ] [ 03 ] .File.load
@l-File-name [ 0000 ] .l-File-save [ name 00 ] [ 03 ] .File.name
@l-File-save [ 0000 ] [ 0000 ] [ save 00 ] [ 03 ] .File.save
@l-root
@l-Keys .l-Controller .l-Screen [ Keys 00 ] [ 80 ] .Keys .l-Keys-root
@l-Keys-root
@l-Keys-key [ 0000 ] [ 0000 ] [ key 00 ] [ 01 ] .Keys.key
@l-Mouse [ 0000 ] [ 0000 ] [ Mouse 00 ] [ 80 ] .Mouse .l-Mouse-root
@l-Mouse-chord [ 0000 ] [ 0000 ] [ chord 00 ] [ 01 ] .Mouse.chord
@l-Mouse-root
@l-Mouse-state .l-Mouse-chord .l-Mouse-x [ state 00 ] [ 01 ] .Mouse.state
@l-Mouse-x [ 0000 ] .l-Mouse-y [ x 00 ] [ 03 ] .Mouse.x
@l-Mouse-y [ 0000 ] [ 0000 ] [ y 00 ] [ 03 ] .Mouse.y
@l-Screen .l-Mouse .l-Sprite [ Screen 00 ] [ 80 ] .Screen .l-Screen-root
@l-Screen-color [ 0000 ] .l-Screen-height [ color 00 ] [ 01 ] .Screen.color
@l-Screen-height [ 0000 ] [ 0000 ] [ height 00 ] [ 03 ] .Screen.height
@l-Screen-root
@l-Screen-width .l-Screen-color .l-Screen-x [ width 00 ] [ 03 ] .Screen.width
@l-Screen-x [ 0000 ] .l-Screen-y [ x 00 ] [ 03 ] .Screen.x
@l-Screen-y [ 0000 ] [ 0000 ] [ y 00 ] [ 03 ] .Screen.y
@l-Sprite [ 0000 ] .l-System [ Sprite 00 ] [ 80 ] .Sprite .l-Sprite-root
@l-Sprite-addr [ 0000 ] [ 0000 ] [ addr 00 ] [ 03 ] .Sprite.addr
@l-Sprite-root
@l-Sprite-color .l-Sprite-addr .l-Sprite-x [ color 00 ] [ 01 ] .Sprite.color
@l-Sprite-x [ 0000 ] .l-Sprite-y [ x 00 ] [ 03 ] .Sprite.x
@l-Sprite-y [ 0000 ] [ 0000 ] [ y 00 ] [ 03 ] .Sprite.y
@l-System [ 0000 ] [ 0000 ] [ System 00 ] [ 80 ] .System .l-System-root
@l-System-b [ 0000 ] [ 0000 ] [ b 00 ] [ 03 ] .System.b
@l-System-root
@l-System-g .l-System-b .l-System-r [ g 00 ] [ 03 ] .System.g
@l-System-r [ 0000 ] [ 0000 ] [ r 00 ] [ 03 ] .System.r