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Uxn

A stack-based VM, written in ANSI C.

Setup

If you wish to build your own emulator, you can create a new instance of Uxn like:

#include "uxn.h"

Uxn u;

if(!bootuxn(&u))
	return error("Boot", "Failed");
if(!loaduxn(&u, argv[1]))
	return error("Load", "Failed");
if(!init())
	return error("Init", "Failed");

evaluxn(u, u->vreset); /* Once on start */
evaluxn(u, u->vframe); /* Each frame

Uxambly

Read more in the Uxambly Guide.

( hello world )

@RESET 
	
	,text1 ,print-label JSR2
	,text2 ,print-label JSR2
	#ab =Console.byte
	#cdef =Console.short

BRK

@print-label ( text )
	
	$loop NOP
		( send ) DUP2 LDR =Console.char
		( incr ) #0001 ADD2
		( loop ) DUP2 LDR #00 NEQ ^$loop MUL JMP
	POP2

RTN    

@text1 [ Welcome 20 to 20 UxnVM 0a00 ]
@text2 [ Hello 20 World 0a00 ] 

|c000 @FRAME
|d000 @ERROR 

|FF00 ;Console { pad 8 char 1 byte 1 short 2 }

|FFF0 .RESET .FRAME .ERROR ( vectors )
|FFF8 [ 13fd 1ef3 1bf2 ] ( palette )

TODOs

OS Boot Disk

  • Load external disk in disk2
  • Build hex editor

Assembler

  • Includes
  • Defines
  • Jump helpers
  • Don't brk when return stack is not zeroed
  • LDRS should load from the zeropage?
  • Keep ref counts in macros
  • A fast way(2 bytes) to read from the zero page #aa LDR.

Macros

&RTS { RSW JMP } 
&JSR { PRG WSR JMP }

Notes

Conditional Jumping

I've considered automatically popping an amount of items from the stack equal to the offset between the opcode's push/pop to make the stack length more predictable, and making the pattern JMP? POP2 unecessary, but that idea would make DUP? unusable. That change was reverted.

Palettes

  • [ 6a03 4a0d aa0c ], purple/cyan
  • [ a1f3 a14d a16c ], grey-pink/teal

Refs

https://code.9front.org/hg/plan9front/file/a7f9946e238f/sys/src/games/nes/cpu.c http://www.w3group.de/stable_glossar.html http://www.emulator101.com/6502-addressing-modes.html http://forth.works/8f0c04f616b6c34496eb2141785b4454 https://justinmeiners.github.io/lc3-vm/