Subliminal Extacy
#02
01 января 1995 |
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Basics Of Machine Code - Part 2
Basics Of Machine Code - Part 2 ------------------------------- By L.A. Of Extacy-3 ------------------- Before I start, let me say that if you haven't read Part 1 (In S.E.#1) then you must read that before reading this. Otherwise none of this article will make any sense at all. Down 2 business then. Did you try the source I gave you last ish? I hope you liked it. You may think that alot of it was crap and pointless, but if you don't understand or know very basic stuff like that then you ain't got a chance at learning to code!! This issue I thought we'd look into loops and a few other instructions. First up we will look at a 'LOOP'ing command known as 'DJNZ'. Now DJNZ works on the 'B' register. Let's make some source and then I'll explain later. LD B,69 POOCAKE DJNZ POOCAKE RET Okay, LD B,69 sets our counter up at 69. DJNZ POOCAKE - this is the very clever part. DJNZ ruffly means Decrement B and jump if B is Not Zero. So as we 'LOAD'ed B with 69 it will keep looping until B = 0, but don't forget everytime DJNZ is executed, B is decremented!! So after 69 times that DJNZ has been executed B will equal 0. So the DJNZ command will then carry on with next instruction, which in our case is RET. So to recap, We load B with 69, DJNZ loops to itself 69 times and then RETurns. Understand? I hope so!! Let's try something a bit more complex now!! LD A,0 LD HL,16384 LD B,255 POOCAKE LD (HL),A INC A HALT DJNZ POOCAKE RET Get that!! You should beable to understand the above program above (if you have read all my tutorials so far!). But just incase you are a bit unsure of what is happening then here goes for an explaination. We LoaD A with 0. Then we LoaD HL with 16384 (start of the display file or Screen$). Then B (our counter) is LoaDed with 255 (as B is an 8 bit register so it's max value is 255). Then we LoaD the contents of HL with A, which basically means we poke HL (16384) with A (at the minute it's 0). A is then INCreased by 1. Then the Z80 is told to HALT causing the Speccy to pause for 1/5Oth of a second!! Then it's told to DJNZ back to POOCAKE. So remember that DJNZ DECrements B and JumPs if B is NOT ZERO!! So if B isn't zero then it will go back to LD (HL),A Now this goes through this cycle 255 times because of us setting B to 255. After that there is a RET. Now because we are doing it 255 times you may think '255. Corr that'll take it's time!' but try it out, it will hardly take any time at all hence I've put a HALT in it. If it still goes too fast for you then add in more HALTs after the one I've put in!! Another way to loop is JP which means JumP. This does'nt depend on B (like DJNZ does) or any other register. It will JumP to an address which you define. It's a bit like RANDOMIZE USR from basic but different. Because when you RANDOMIZE USR a RETurn address is left on the STACK (I'll explain that at a later date!!) so that the Speccy knows just where to return to when it finally reaches a RET. But when you use JP no return address is left on the STACK. So If you do a RAN. USR from basic to a bit of code that JumPed to a bit of code which ended with a RET then when that RET is reached, the Speccy will return to BASIC. It won't JumP back to where it JumPed from (like a CALL does (Oh shit I haven't explained CALLs) Shit). It had to happen. I knew I'd start rambling on and end up going on about instructions you may never had heard of. CALL is a very simple command. It's basically the M/C version of the RAN. USR command. (Or GO SUB in basic.ED) But when you CALL an address if it reaches a RET the Speccy will RETurn to the next instruction after the CALL. So say we had a bit of Code that went sommit like the following:- CALL POOCAKE POOCAKE LD HL,16384 LD A,69 RET What do you expect will happen here? Well CALL POOCAKE will go to POOCAKE and execute the chain of instructions until it reaches a RET. When the RET is reached and executed the Speccy will RETurn to the next instuction after the CALL. Which is the LD HL,16384 command. The Speccy then continues to execute the commands until it reaches a RET. Then it will RETurn back to basic in our case. If the CALL was changed into a JP then the Speccy would JP to POOCAKE, execute all the commands until it reaches a RET. Then instead of RETurning to the next instruction after the JP it will RETurn to BASIC if you RAN. USR from Basic which how all code is run. You load up your code and then RANDOMIZE USR an address which sets the ball rolling. I hope all this has made sense. If you getting confused by this tutorial then read it through again, a section at a time until it does make sense!!
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