ARM Assembly Language Programming Peter Knaggs April 7, 2016 Warning: Work in progress As a work in progress this book will contain errors Preface Broadly speaking, you can divide the history of computers into four periods: the mainframe, the mini, the microprocessor, and the modern post-microprocessor. The mainframe era was charac- terized by computers that required large buildings and teams of technicians and operators to keep them going. More often than not, both academics and students had little direct contact with the mainframe—you handed a deck of punched cards to an operator and waited for the output to ap- pear hours later. During the mainfame era, academics concentrated on languages and compilers, algorithms, and operating systems. The minicomputer era put computers in the hands of students and academics, because university departments could now buy their own minis. As minicomputers were not as complex as main- frames and because students could get direct hands-on experience, many departments of computer science and electronic engineering taught students how to program in the native language of the In those days, the mid 1970s, assembly language programming computer—assembly language. was used to teach both the control of I/O devices, and the writing of programs (i.e., assembly language was taught rather like high level languages). The explosion of computer software had not taken place, and if you wanted software you had to write it yourself. The late 1970s saw the introduction of the microprocessor. For the first time, each student was able to access a real computer. Unfortunately, microprocessors appeared before the introduction of low-cost memory (both primary and secondary). Students had to program microprocessors in assembly language because the only storage mechanism was often a ROM with just enough capacity to hold a simple single-pass assembler. The advent of the low-cost microprocessor system (usually on a single board) ensured that virtually every student took a course on assembly language. Even today, most courses in computer science include a module on computer architecture and organization, and teaching students to write programs in assembly language forces them to understand the computer’s architecture. However, some computer scientists who had been educated during the mainframe era were unhappy with the microprocessor, because they felt that the 8-bit microprocessor was a retrograde step—its architecture was far more primitive than the mainframes they had studied in the 1960s. The 1990s is the post-microprocessor era. Today’s personal computers have more power and storage capacity than many of yesterday’s mainframes, and they have a range of powerful software tools that were undreamed of in the 1970s. Moreover, the computer science curriculum of the 1990s has exploded. In 1970 a student could be expected to be familiar with all field of computer science. Today, a student can be expected only to browse through the highlights. The availability of high-performance hardware and the drive to include more and more new ma- terial in the curriculum, has put pressure on academics to justify what they teach. In particular, many are questioning the need for courses on assembly language. If you regard computer science as being primarily concerned with the use of the computer, you can argue that assembly language is an irrelevance. Does the surgeon study metallurgy in order to understand how a scalpel operates? Does the pilot study thermodynamics to understand how a jet engine operates? Does the news reader study electronics to understand how the camera i ii PREFACE operates? The answer to all these questions is “no”. So why should we inflict assembly language and computer architecture on the student? First, education is not the same as training. The student of computer science is not simply being trained to use a number of computer packages. A university course leading to a degree should also cover the history and the theoretical basis for the subject. Without a knowledge of computer architecture, the computer scientist cannot understand how computers have developed and what they are capable of. Is assembly language today the same as assembly language yesterday? Two factors have influenced the way in which we teach assembly language—one is the way in which microprocessors have changed, and the other is the use to which assembly language teaching is put. Over the years microprocessors have become more and more complex, with the result that the architecture and assembly language of a modern state-of-the-art microprocessor is radically different to that of an 8-bit machine of the late 1970s. When we first taught assembly language in the 1970s and early 1980s, we did it to demonstrate how computers operated and to give students hands-on experience of a computer. Since all students either have their own computer or have ac- cess to a computer lab, this role of the single-board computer is now obsolete. Moreover, assembly language programming once attempted to ape high-level language programming— students were taught algorithms such as sorting and searching in assembly language, as if assembly language were no more than the (desperately) poor person’s C. The argument for teaching assembly language programming today can be divided into two com- ponents: the underpinning of computer architecture and the underpinning of computer software. Assembly language teaches how a computer works at the machine (i.e., register) level. It is there- fore necessary to teach assembly language to all those who might later be involved in computer architecture—either by specifying computers for a particular application, or by designing new architectures. Moreover, the von Neumann machine’s sequential nature teaches students the limi- tation of conventional architectures and, indirectly, leads them on to unconventional architectures (parallel processors, Harvard architectures, data flow computers, and even neural networks). It is probably in the realm of software that you can most easily build a case for the teaching of assembly language. During a student’s career, he or she will encounter a lot of abstract concepts in subjects ranging from programming languages, to operating systems, to real-time programming, to AI. The foundation of many of these concepts lies in assembly language programming and computer architecture. You might even say that assembly language provides bottom-up support for the top-down methodology we teach in high-level languages. Consider some of the following examples (taken from the teaching of Advanced RISC Machines Ltd (ARM) assembly language). Data types Students come across data types in high-level languages and the effects of strong and weak data typing. Teaching an assembly language that can operate on bit, byte, word and long word operands helps students understand data types. Moreover, the ability to perform any type of assembly language operation on any type of data structure demonstrates the need for strong typing. Addressing modes A vital component of assembly language teaching is addressing modes (literal, direct, and indirect). The student learns how pointers function and how pointers are manipulated. This aspect is particularly important if the student is to become a C programmer. Because an assembly language is unencumbered by data types, the students’ view of pointers is much simplified by an assembly language. The ARM has complex addressing modes that support direct and indirect addressing, generated jump tables and handling of unknown memory offsets. PREFACE The stack and subroutines iii How procedures are called, and parameters passed and returned from procedures. By using an assembly language you can readily teach the passing of parameters by value and by reference. The use of local variables and re-entrant programming can also be taught. This supports the teaching of task switching kernels in both operating systems and real-time programming. Recursion The recursive calling of subroutines often causes a student problems. You can use an assem- bly language, together with a suitable system with a tracing facility, to demonstrate how recursion operates. The student can actually observe how the stack grows as procedures are called. Run-time support for high-level languages A high-performance processor like the ARM provides facilities that support run-time check- ing in high-level languages. For example, the programming techniques document lists a series of programs that interface with ’C’ and provide run-time checking for errors such as an attempt to divide a number by zero. Protected-mode operation Members of the ARM family operate in either a priviledge mode or a user mode. The operating system operates in the priviledge mode and all user (applications) programs run in the user mode. This mechanism can be used to construct secure or protected environments in which the effects of an error in one application can be prevented from harming the operating system (or other applications). Input-output Many high-level languages make it difficult to access I/O ports and devices directly. By using an assembly language we can teach students how to write device drivers and how to control interfaces. Most real interfaces are still programmed at the machine level by accessing registers within them. All these topics can, of course, be taught in the appropriate courses (e.g., high-level languages, operating systems). However, by teaching them in an assembly language course, they pave the way for future studies, and also show the student exactly what is happening within the machine. Conclusion A strong case can be made for the continued teaching of assembly language within the computer science curriculum. However, an assembly language cannot be taught just as if it were another general-purpose programming language as it was once taught ten years ago. Perhaps more than any other component of the computer science curriculum, teaching an assembly language supports a wide range of topics at the heart of computer science. An assembly language should not be used just to illustrate algorithms, but to demonstrate what is actually happening inside the computer. iv Acknowledgements PREFACE As usual there are many people without whom this book could not exist. The first of these is Stephen Welsh, without whom I may never have started this project and for reading and commenting on many revisions of the text. Andrew Main for finding me the time to work on it. Andrew Watson for his support, comments and ideas. The students of the Computing and Software Engineering Management courses for unwittingly debugging the examples, exercises, and the development of the main text. Contents Preface Contents List of Programs 1 Introduction Instruction Code Mnemonics 1.6.1 Additional Features of Assemblers 1.6.2 Choosing an Assembler 1.1 The Meaning of Instructions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.1.1 Binary Instructions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2 A Computer Program . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.3 The Binary Programming Problem . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.4 Using Octal or Hexadecimal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.5 1.6 The Assembler Program . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.7 Disadvantages of Assembly Language . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.8 High-Level Languages 1.8.1 Advantages of High-Level Languages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.8.2 Disadvantages of High-Level Languages 1.9 Which Level Should You Use? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.9.1 Applications for Machine Language . . . . . . . . . . . . . . . . . . . . . . . 1.9.2 Applications for Assembly Language . . . . . . . . . . . . . . . . . . . . . . 1.9.3 Applications for High-Level Language . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.9.4 Other Considerations 1.10 Why Learn Assembler? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Assemblers 2.1 Fields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.1.1 Delimiters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.1.2 Labels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.2 Operation Codes (Mnemonics) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.3 Directives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.3.1 The DEFINE CONSTANT (Data) Directive 2.3.2 The EQUATE Directive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.3.3 The AREA Directive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.3.4 Housekeeping Directives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.3.5 When to Use Labels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.4 Operands and Addresses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.4.1 Decimal Numbers 2.4.2 Other Number Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.4.3 Names . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.4.4 Character Codes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . v i v xi 1 1 1 1 2 2 3 4 4 5 5 6 6 7 8 8 8 8 8 8 11 11 11 12 14 14 14 15 16 16 17 17 17 17 18 18 vi CONTENTS 2.4.5 Arithmetic and Logical Expressions 2.4.6 General Recommendations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.5 Comments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.6 Types of Assemblers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.7 Errors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.8 Loaders 3 ARM Architecture 3.1 Processor modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.2 Registers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.2.1 The stack pointer, SP or R13 . . . . . . . . . . . . . . . . . . . . . . . . . . 3.2.2 The Link Register, LR or R14 . . . . . . . . . . . . . . . . . . . . . . . . . . 3.2.3 The program counter, PC or R15 . . . . . . . . . . . . . . . . . . . . . . . . 3.2.4 Current Processor Status Registers: CPSR . . . . . . . . . . . . . . . . . . . 3.3 Flags . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.4 Exceptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.5 Register Transfer Language . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.5.1 Memory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.5.2 Arithmetic and Logic Unit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Instruction Fetch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.6.1 3.6.2 Instruction Decode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.6.3 Operand Fetch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.6.4 Execute . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.6.5 Operand Store . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.6.6 3.6 Control Unit 4 Instruction Set 4.3 Flow Control 4.1 Data Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.1.1 Set Flags Variant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.1.2 Conditional Execution: (cid:104)cc(cid:105) . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.2 Arithmetic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.2.1 Addition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.2.2 Subtraction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.2.3 Multiplication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.2.4 Division . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.3.1 Comparisons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.3.2 Branching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jumping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.3.3 4.4 Memory Access . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.4.1 Load and Store Register . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.4.2 Load and Store Register Byte . . . . . . . . . . . . . . . . . . . . . . . . . . 4.4.3 Load and Store Multiple registers . . . . . . . . . . . . . . . . . . . . . . . . 4.5 Logical and Bit Manipulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.6 System Control / Privileged . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.6.1 Software Interrupt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.6.2 Semaphores . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Status Register Access . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.6.3 4.6.4 Coprocessor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.6.5 Privileged Memory Access . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.6.6 Undefined Instructions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Addressing Modes 18 18 19 19 20 21 23 23 25 26 27 27 28 28 29 30 31 31 33 34 35 36 36 36 36 39 41 41 42 43 43 43 43 44 44 44 45 45 46 46 46 46 47 48 48 48 48 49 49 50 51 CONTENTS 5.1 Data Processing Operands: (cid:104)op1 (cid:105) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.1.1 Unmodified Value . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.1.2 Logical Shift Left . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.1.3 Logical Shift Right . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.1.4 Arithmetic Shift Right . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.1.5 Rotate Right . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.1.6 Rotate Right Extended . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.2 Memory Access Operands: (cid:104)op2 (cid:105) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.2.1 Offset Addressing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.2.2 Pre-Index Addressing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.2.3 Post-Index Addressing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Programs 6.1 Example Programs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.1.1 Program Listing Format . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.1.2 Guidelines for Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.2 Trying the examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.3 Trying the examples from the command line . . . . . . . . . . . . . . . . . . . . . . Setting up TextPad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.4 Program Initialization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.5 Special Conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.6 Problems 6.3.1 7 Data Movement 7.1 Program Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.1 16-Bit Data Transfer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.2 One’s Complement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32-Bit Addition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.3 7.1.4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Shift Left One Bit 7.1.5 Byte Disassembly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.6 Find Larger of Two Numbers . . . . . . . . . . . . . . . . . . . . . . . . . . 64-Bit Adition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.1.7 7.1.8 Table of Factorials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.2 Problems 64-Bit Data Transfer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.2.1 32-Bit Subtraction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.2.2 7.2.3 Shift Right Three Bits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.2.4 Halfword Assembly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.2.5 Find Smallest of Three Numbers . . . . . . . . . . . . . . . . . . . . . . . . Sum of Squares . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.2.6 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Shift Left n bits 7.2.7 8 Logic 8.1 Program Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.1.1 Find Larger of Two Numbers . . . . . . . . . . . . . . . . . . . . . . . . . . 8.1.2 64-Bit Adition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.1.3 Table of Factorials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2 Problems 64-Bit Data Transfer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.1 32-Bit Subtraction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.2 8.2.3 Shift Right Three Bits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.4 Halfword Assembly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.5 Find Smallest of Three Numbers . . . . . . . . . . . . . . . . . . . . . . . . Sum of Squares . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.6 vii 51 51 51 52 52 53 54 54 55 56 57 59 59 59 59 60 61 62 63 63 63 65 65 65 66 67 68 69 69 71 72 73 73 73 73 73 74 74 74 75 75 75 76 77 78 78 78 79 79 79 79 viii CONTENTS 8.2.7 Shift Left n bits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 9 Program Loops 9.1 Program Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sum of Numbers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.1.1 9.1.2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64-bit Sum of Numbers 9.1.3 Number of negative elements . . . . . . . . . . . . . . . . . . . . . . . . . . 9.1.4 Find Maximum Value . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.1.5 Normalise A Binary Number . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.2.1 Checksum of data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.2.2 Number of Zero, Positive, and Negative numbers . . . . . . . . . . . . . . . 9.2.3 Find Minimum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.2.4 Count 1 Bits . . . . . . . . . . . . . . . . . . . . . . . . . 9.2.5 Find element with most 1 bits 9.2 Problems 81 82 82 83 84 85 86 87 87 88 88 88 88 10 Strings 10.1 Handling data in ASCII . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.2 A string of characters 10.2.1 Fixed Length Strings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.2.2 Terminated Strings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.2.3 Counted Strings 10.3 International Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.4 Program Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.4.1 Length of a String of Characters . . . . . . . . . . . . . . . . . . . . . . . . 10.4.2 Find First Non-Blank Character . . . . . . . . . . . . . . . . . . . . . . . . 10.4.3 Replace Leading Zeros with Blanks . . . . . . . . . . . . . . . . . . . . . . . 10.4.4 Add Even Parity to ASCII Chatacters . . . . . . . . . . . . . . . . . . . . . 10.4.5 Pattern Match . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 91 92 93 93 93 94 94 94 95 96 97 98 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100 10.5.1 Length of a Teletypewriter Message . . . . . . . . . . . . . . . . . . . . . . 100 10.5.2 Find Last Non-Blank Character . . . . . . . . . . . . . . . . . . . . . . . . . 100 10.5.3 Truncate Decimal String to Integer Form . . . . . . . . . . . . . . . . . . . 100 10.5.4 Check Even Parity and ASCII Characters . . . . . . . . . . . . . . . . . . . 101 10.5.5 String Comparison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101 10.5 Problems 11 Code Conversion 103 11.1 Program Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 11.1.1 Hexadecimal to ASCII . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 11.1.2 Decimal to Seven-Segment . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104 11.1.3 ASCII to Decimal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 11.1.4 Binary-Coded Decimal to Binary . . . . . . . . . . . . . . . . . . . . . . . . 106 11.1.5 Binary Number to ASCII String . . . . . . . . . . . . . . . . . . . . . . . . 107 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107 11.2.1 ASCII to Hexadecimal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107 11.2.2 Seven-Segment to Decimal . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108 11.2.3 Decimal to ASCII . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108 11.2.4 Binary to Binary-Coded-Decimal . . . . . . . . . . . . . . . . . . . . . . . . 108 11.2.5 Packed Binary-Coded-Decimal to Binary String . . . . . . . . . . . . . . . . 109 11.2.6 ASCII string to Binary number . . . . . . . . . . . . . . . . . . . . . . . . . 109 11.2 Problems 12 Arithmetic 111 12.1 Program Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111 12.1.2 64-Bit Addition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111 CONTENTS ix 12.2 Problems 12.1.3 Decimal Addition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112 12.1.4 Multiplication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 12.1.5 32-Bit Binary Divide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 12.2.1 Multiple precision Binary subtraction . . . . . . . . . . . . . . . . . . . . . 115 12.2.2 Decimal Subtraction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 12.2.3 32-Bit by 32-Bit Multiply . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116 13 Tables and Lists 117 13.1 Program Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117 13.1.1 Add Entry to List 13.1.2 Check an Ordered List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118 13.1.3 Remove an Element from a Queue . . . . . . . . . . . . . . . . . . . . . . . 119 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120 13.1.4 Sort a List . . . . . . . . . . . . . . . . . . . . . . . . . 121 13.1.5 Using an Ordered Jump Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121 13.2.1 Remove Entry from List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121 13.2.2 Add Entry to Ordered List . . . . . . . . . . . . . . . . . . . . . . . . . . . 121 13.2.3 Add Element to Queue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121 13.2.4 4-Byte Sort . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122 13.2.5 Using a Jump Table with a Key . . . . . . . . . . . . . . . . . . . . . . . . 122 13.2 Problems 14 Subroutines 123 14.1 Types of Subroutines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123 14.2 Subroutine Documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124 14.3 Parameter Passing Techniques . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124 14.3.1 Passing Parameters In Registers . . . . . . . . . . . . . . . . . . . . . . . . 125 14.3.2 Passing Parameters In A Parameter Block . . . . . . . . . . . . . . . . . . . 125 14.3.3 Passing Parameters On The Stack . . . . . . . . . . . . . . . . . . . . . . . 126 14.4 Types Of Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126 14.5 Program Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133 14.6 Problems 14.6.1 ASCII Hex to Binary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133 14.6.2 ASCII Hex String to Binary Word . . . . . . . . . . . . . . . . . . . . . . . 133 14.6.3 Test for Alphabetic Character . . . . . . . . . . . . . . . . . . . . . . . . . . 133 14.6.4 Scan to Next Non-alphabetic . . . . . . . . . . . . . . . . . . . . . . . . . . 134 14.6.5 Check Even Parity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134 14.6.6 Check the Checksum of a String . . . . . . . . . . . . . . . . . . . . . . . . 134 14.6.7 Compare Two Counted Strings . . . . . . . . . . . . . . . . . . . . . . . . . 135 A ARM Instruction Definitions 137 A.1 ADC: Add with Carry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 A.2 ADD: Add . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138 A.3 AND: Bitwise AND . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139 A.4 B, BL: Branch, Branch and Link . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139 A.5 BIC: Bit Clear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 A.6 CMN: Compare Negative . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 A.7 CMP: Compare . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141 A.8 EOR: Exclusive OR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141 A.9 LDM: Load Multiple . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141 A.10 LDR: Load Register . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142 A.11 LDRB: Load Register Byte . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143 A.12 MLA: Multiply Accumulate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143 A.13 MOV: Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144 x CONTENTS A.14 MRS: Move to Register from Status . . . . . . . . . . . . . . . . . . . . . . . . . . . 144 A.15 MSR: Move to Status from Register . . . . . . . . . . . . . . . . . . . . . . . . . . . 145 A.16 MUL: Multiply . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146 A.17 MVN: Move Negative . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147 A.18 ORR: Bitwise OR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147 A.19 RSB: Reverse Subtract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147 A.20 RSC: Reverse Subtract with Carry . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148 A.21 SBC: Subtract with Carry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149 A.22 STM: Store Multiple . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149 A.23 STR: Store Register . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150 A.24 STRB: Store Register Byte . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151 A.25 SUB: Subtract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151 A.26 SWI: Software Interrupt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152 A.27 SWP: Swap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153 A.28 SWPB: Swap Byte . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153 A.29 TEQ: Test Equivalence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154 A.30 TST: Test B ARM Instruction Summary 155 List of Programs move16.s invert.s 7.1 7.2 7.3a add.s 7.3b add2.s 7.4 7.5 7.6 7.7 7.8 16bit data transfer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Find the one’s compliment (inverse) of a number . . . . . . . . . . . . Add two numbers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Add two numbers and store the result . . . . . . . . . . . . . . . . . . Shift Left one bit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . shiftleft.s Disassemble a byte into its high and low order nibbles . . . . . . . . . nibble.s Find the larger of two numbers . . . . . . . . . . . . . . . . . . . . . . bigger.s 64 bit addition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . add64.s factorial.s Lookup the factorial from a table by using the address of the memory location . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.1 8.2 8.3 Find the larger of two numbers . . . . . . . . . . . . . . . . . . . . . . bigger.s 64 bit addition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . add64.s factorial.s Lookup the factorial from a table by using the address of the memory location . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . bigsum.s 9.1a sum1.s 9.1b sum2.s 9.2 9.3a cntneg1.s 9.3b cntneg2.s 9.4 largest.s 9.5a normal1.s 9.5b normal2.s . . . . . . . . . . . . . . . . . . . . . . Add a table of 32 bit numbers . . . . . . . . . . . . . . . . . . . . . . Add a table of 32 bit numbers . . . . . . . . . . Add a table of 32-bit numbers into a 64-bit number . . Count the number of negative values in a table of 32-bit numbers . . Count the number of negative values in a table of 32-bit numbers Find largest unsigned 32 bit value in a table . . . . . . . . . . . . . . Normalize a binary number . . . . . . . . . . . . . . . . . . . . . . . . Normalise a binary number . . . . . . . . . . . . . . . . . . . . . . . . 65 66 67 67 68 69 70 71 72 75 76 77 82 83 83 84 84 85 86 87 Find the length of a Carage Return terminated string . . . . . . . . . 10.1a strlencr.s 10.1b strlen.s Find the length of a null terminated string . . . . . . . . . . . . . . . 10.2 skipblanks.s Find first non-blank . . . . . . . . . . . . . . . . . . . . . . . . . . . . Supress leading zeros in a string . . . . . . . . . . . . . . . . . . . . . 10.3 padzeros.s Set the parity bit on a series of characters store the amended string in 10.4 setparity.s Result . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Compare two counted strings for equality . . . . . . . . . . . . . . . . Compare null terminated strings for equality assume that we have no knowledge of the data structure so we must assess the individual strings 98 10.5a cstrcmp.s 10.5b strcmp.s 94 95 95 96 97 98 11.1a nibtohex.s Convert a single hex digit to its ASCII equivalent 11.1b wordtohex.s Convert a 32 bit hexadecimal number to an ASCII string and output . . . . . . . . . . . 103 to the terminal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104 Convert a decimal number to seven segment binary . . . . . . . . . . 104 11.2 nibtoseg.s 11.3 dectonib.s . . . . . . . . . . . . 105 Convert an ASCII numeric character to decimal 11.4a ubcdtohalf.s Convert an unpacked BCD number to binary . . . . . . . . . . . . . . 106 11.4b ubcdtohalf2.s Convert an unpacked BCD number to binary using MUL . . . . . . . 106 Store a 16bit binary number as an ASCII string of ’0’s and ’1’s . . . . 107 11.5 halftobin.s xi xii 12.2 add64.s 12.3 addbcd.s 12.4a mul16.s 12.4b mul32.s 12.5 divide.s 13.1a insert.s 13.1b insert2.s 13.2 search.s 13.3 head.s 13.4 sort.s 14.1a init1.s 14.1b init2.s 14.1c init3.s 14.1d init3a.s 14.1e byreg.s 14.1f bystack.s LIST OF PROGRAMS 64 Bit Addition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111 Add two packed BCD numbers to give a packed BCD result . . . . . 112 16 bit binary multiplication . . . . . . . . . . . . . . . . . . . . . . . . 113 Multiply two 32 bit number to give a 64 bit result (corrupts R0 and R1)113 Divide a 32 bit binary no by a 16 bit binary no store the quotient and remainder there is no ’DIV’ instruction in ARM! . . . . . . . . . . . . 114 Examine a table for a match - store a new entry at the end if no match found . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117 Examine a table for a match - store a new entry if no match found extends insert.s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118 Examine an ordered table for a match . . . . . . . . . . . . . . . . . . 118 Remove the first element of a queue . . . . . . . . . . . . . . . . . . . 119 Sort a list of values – simple bubble sort . . . . . . . . . . . . . . . . . 120 Initiate a simple stack . . . . . . . . . . . . . . . . . . . . . . . . . . . 127 Initiate a simple stack . . . . . . . . . . . . . . . . . . . . . . . . . . . 127 Initiate a simple stack . . . . . . . . . . . . . . . . . . . . . . . . . . . 128 Initiate a simple stack . . . . . . . . . . . . . . . . . . . . . . . . . . . 128 A simple subroutine example program passes a variable to the routine in a register . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129 A more complex subroutine example program passes variables to the routine using the stack . . . . . . . . . . . . . . . . . . . . . . . . . . 129 A 64 bit addition subroutine . . . . . . . . . . . . . . . . . . . . . . . 131 . . . . . . . . . . . . . 132 14.1g add64.s 14.1h factorial.s A subroutine to find the factorial of a number 1 Introduction A computer program is ultimately a series of numbers and therefore has very little meaning to a human being. In this chapter we will discuss the levels of human-like language in which a computer program may be expressed. We will also discuss the reasons for and uses of assembly language. 1.1 The Meaning of Instructions The instruction set of a microprocessor is the set of binary inputs that produce defined actions during an instruction cycle. An instruction set is to a microprocessor what a function table is to a logic device such as a gate, adder, or shift register. Of course, the actions that the microprocessor performs in response to its instruction inputs are far more complex than the actions that logic devices perform in response to their inputs. 1.1.1 Binary Instructions An instruction is a binary digit pattern — it must be available at the data inputs to the micropro- cessor at the proper time in order to be interpreted as an instruction. For example, when the ARM receives the binary pattern 111000000100 as the input during an instruction fetch operation, the pattern means subtract. Similary the microinstruction 111000001000 means add. Thus the 32 bit pattern 11100000010011101100000000001111 means: “Subtract R15 from R14 and put the answer in R12.” The microprocessor (like any other computer) only recognises binary patterns as instructions or data; it does not recognise characters or octal, decimal, or hexadecimal numbers. 1.2 A Computer Program A program is a series of instructions that causes a computer to perform a particular task. Actually, a computer program includes more than instructions, it also contains the data and the memory addresses that the microprocessor needs to accomplish the tasks defined by the instruc- tions. Clearly, if the microprocessor is to perform an addition, it must have two numbers to add and a place to put the result. The computer program must determine the sources of the data and the destination of the result as well as the operation to be performed. All microprocessors execute instructions sequentially unless an instruction changes the order of execution or halts the processor. That is, the processor gets its next instruction from the next higher memory address unless the current instruction specifically directs it to do otherwise. 1 2 CHAPTER 1. INTRODUCTION Ultimately, every program is a set of binary numbers. For example, this is a snippet of an ARM program that adds the contents of memory locations 809416 and 809816 and places the result in memory location 809C16: 11100101100111110001000000010000 11100101100111110001000000001000 11100000100000010101000000000000 11100101100011110101000000001000 This is a machine language, or object, program. If this program were entered into the memory of an ARM-based microcomputer, the microcomputer would be able to execute it directly. 1.3 The Binary Programming Problem There are many difficulties associated with creating programs as object, or binary machine lan- guage, programs. These are some of the problems: • The programs are difficult to understand or debug. (Binary numbers all look the same, particularly after you have looked at them for a few hours.) • The programs do not describe the task which you want the computer to perform in anything resembling a human-readable format. • The programs are long and tiresome to write. • The programmer often makes careless errors that are very difficult to locate and correct. For example, the following version of the addition object program contains a single bit error. Try to find it: 11100101100111110001000000010000 11100101100111110001000000001000 11100000100000010101000000000000 11100110100011110101000000001000 Although the computer handles binary numbers with ease, people do not. People find binary programs long, tiresome, confusing, and meaningless. Eventually, a programmer may start re- membering some of the binary codes, but such effort should be spent more productively. 1.4 Using Octal or Hexadecimal We can improve the situation somewhat by writing instructions using octal or hexadecimal num- bers, rather than binary. We will use hexadecimal numbers because they are shorter, and because they are the standard for the microprocessor industry. Table 1.1 defines the hexadecimal digits and their binary equivalents. The ARM program to add two numbers now becomes: E59F1010 E59f0008 E0815000 E58F5008 At the very least, the hexadecimal version is shorter to write and not quite so tiring to examine. Errors are somewhat easier to find in a sequence of hexadecimal digits. The erroneous version of the addition program, in hexadecimal form, becomes: 1.5. INSTRUCTION CODE MNEMONICS 3 Hexadecimal Digit 0 1 2 3 4 5 6 7 8 9 A B C D E F Binary Equivalent 0000 0001 0010 0011 0100 0101 0110 0111 1000 1001 1010 1011 1100 1101 1110 1111 Decimal Equivalent 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Table 1.1: Hexadecimal Conversion Table E59F1010 E59f0008 E0815000 E68F5008 The mistake is far more obvious. The hexadecimal version of the program is still difficult to read or understand; for example, it does not distinguish operations from data or addresses, nor does the program listing provide any suggestion as to what the program does. What does 3038 or 31C0 mean? Memorising a card full of codes is hardly an appetising proposition. Furthermore, the codes will be entirely different for a different microprocessor and the program will require a large amount of documentation. 1.5 Instruction Code Mnemonics An obvious programming improvement is to assign a name to each instruction code. The instruc- tion code name is called a “mnemonic” or memory jogger. In fact, all microprocessor manufacturers provide a set of mnemonics for the microprocessor in- struction set (they cannot remember hexadecimal codes either). You do not have to abide by the manufacturer’s mnemonics; there is nothing sacred about them. However, they are standard for a given microprocessor, and therefore understood by all users. These are the instruction codes that you will find in manuals, cards, books, articles, and programs. The problem with selecting instruction mnemonics is that not all instructions have “obvious” names. Some instructions do (for example, ADD, AND, ORR), others have obvious contractions (such as SUB for subtraction, EOR for exclusive-OR), while still others have neither. The result is such mnemonics as BIC, STMIA, and even MRS. Most manufacturers come up with some reasonable names and some hopeless ones. However, users who devise their own mnemonics rarely do much better. Along with the instruction mnemonics, the manufacturer will usually assign names to the CPU registers. As with the instruction names, some register names are obvious (such as A for Accumu- lator) while others may have only historical significance. Again, we will use the manufacturer’s suggestions simply to promote standardisation. If we use standard ARM instruction and register mnemonics, as defined by Advanced RISC Ma- chines, our ARM addition program becomes: 4 CHAPTER 1. INTRODUCTION LDR LDR ADD STR R1, num1 R0, num2 R5, R1, R0 R5, num3 The program is still far from obvious, but at least some parts are comprehensible. ADD is a considerable improvement over E59F. The LDR mnemonic does suggest loading data into a register or memory location. We now see that some parts of the program are operations and others are addresses. Such a program is an assembly language program. 1.6 The Assembler Program How do we get the assembly language program into the computer? We have to translate it, either into hexadecimal or into binary numbers. You can translate an assembly language program by hand, instruction by instruction. This is called hand assembly. The following table illustrates the hand assembly of the addition program: Instruction Mnemonic Register/Memory Location Hexadecimal Equivalent R1, num1 R0, num2 R5, R1, R0 R5, num3 E59F1010 E59F0008 E0815000 E58F5008 LDR LDR ADD STR Hand assembly is a rote task which is uninteresting, repetitive, and subject to numerous minor errors. Picking the wrong line, transposing digits, omitting instructions, and misreading the codes are only a few of the mistakes that you may make. Most microprocessors complicate the task even further by having instructions with different lengths. Some instructions are one word long while others may be two or three. Some instructions require data in the second and third words; others require memory addresses, register numbers, or who knows what? Assembly is a rote task that we can assign to the microcomputer. The microcomputer never makes any mistakes when translating codes; it always knows how many words and what format each instruction requires. The program that does this job is an “assembler.” The assembler program translates a user program, or “source” program written with mnemonics, into a machine language program, or “object” program, which the microcomputer can execute. The assembler’s input is a source program and its output is an object program. Assemblers have their own rules that you must learn. These include the use of certain markers (such as spaces, commas, semicolons, or colons) in appropriate places, correct spelling, the proper control of information, and perhaps even the correct placement of names and numbers. These rules are usually simple and can be learned quickly. 1.6.1 Additional Features of Assemblers Early assemblers did little more than translate the mnemonic names of instructions and registers into their binary equivalents. However, most assemblers now provide such additional features as: • Allowing the user to assign names to memory locations, input and output devices, and even sequences of instructions • Converting data or addresses from various number systems (for example, decimal or hex- adecimal) to binary and converting characters into their ASCII or EBCDIC binary codes • Performing some arithmetic as part of the assembly process 1.7. DISADVANTAGES OF ASSEMBLY LANGUAGE 5 • Telling the loader program where in memory parts of the program or data should be placed • Allowing the user to assign areas of memory as temporary data storage and to place fixed data in areas of program memory • Providing the information required to include standard programs from program libraries, or programs written at some other time, in the current program • Allowing the user to control the format of the program listing and the input and output devices employed 1.6.2 Choosing an Assembler All of these features, of course, involve additional cost and memory. Microcomputers generally have much simpler assemblers than do larger computers, but the tendency is always for the size of assemblers to increase. You will often have a choice of assemblers. The important criterion is not how many off-beat features the assembler has, but rather how convenient it is to use in normal practice. 1.7 Disadvantages of Assembly Language The assembler does not solve all the problems of programming. One problem is the tremendous gap between the microcomputer instruction set and the tasks which the microcomputer is to perform. Computer instructions tend to do things like add the contents of two registers, shift the contents of the Accumulator one bit, or place a new value in the Program Counter. On the other hand, a user generally wants a microcomputer to do something like print a number, look for and react to a particular command from a teletypewriter, or activate a relay at the proper time. An assembly language programmer must translate such tasks into a sequence of simple computer instructions. The translation can be a difficult, time-consuming job. Furthermore, if you are programming in assembly language, you must have detailed knowledge of the particular microcomputer that you are using. You must know what registers and instructions the microcomputers has, precisely how the instructions affect the various registers, what addressing methods the computer uses, and a mass of other information. None of this information is relevant to the task which the microcomputer must ultimately perform. In addition, assembly language programs are not portable. Each microcomputer has its own assembly language which reflects its own architecture. An assembly language program written for the ARM will not run on a 486, Pentium, or Z8000 microprocessor. For example, the addition program written for the Z8000 would be: LD ADD LD R0,%6000 R0,%6002 %6004,R0 The lack of portability not only means that you will not be able to use your assembly language program on a different microcomputer, but also that you will not be able to use any programs that were not specifically written for the microcomputer you are using. This is a particular drawback for new microcomputers, since few assembly language programs exist for them. The result, too frequently, is that you are on your own. If you need a program to perform a particular task, you are not likely to find it in the small program libraries that most manufacturers provide. Nor are you likely to find it in an archive, journal article, or someone’s old program File. You will probably have to write it yourself. 6 CHAPTER 1. INTRODUCTION 1.8 High-Level Languages The solution to many of the difficulties associated with assembly language programs is to use, insted, high-level or procedure-oriented langauges. Such languages allow you to describe tasks in forms that are problem-oriented rather than computer-oriented. Each statement in a high-level language performs a recognisable function; it will generally correspond to many assembly language instruction. A program called a compiler translates the high-level language source program into object code or machine language instructions. Many different hgih-level languages exist for different types of tasks. If, for exampe, you can express what you want the computer to do in algebraic notation, you can write your FORTRAN (For mula Translation Language), the oldest of the high-level languages. Now, if you want to add two numbers, you just tell the computer: sum = num1 + num2; That is a lot simpler (and shorter) than either the equivalent machine language program or the equivalent assembly language program. Other high-level languages include COBOL (for business applications), BASIC (a cut down version of FORTRAN designed to prototype ideas before codeing them in full), C (a systems-programming language), C++ and JAVA (object-orientated general development languages). 1.8.1 Advantages of High-Level Languages Clearly, high-level languages make program easier and faster to write. A common estimate is that a programmer can write a program about ten times as fast in a high-level langauge as in assembly language. That is just writing the program; it does not include problem definition, program design, debugging testing or documentation, all of which become simpler and faster. The high-level language program is, for instance, partly self-documenting. Even if you do not know FORTRAN, you could probably tell what the statement illustrated above does. Machine Independence High-level languages solve many other problems associated with assembly language programming. The high-level language has its own syntax (usually defined by an international standard). The language does not mention the instruction set, registers, or other features of a particular computer. The compiler takes care of all such details. Programmers can concentrate on their own tasks; they do not need a detailed understanding of the underlying CPU architecture — for that matter, they do not need to know anything about the computer the are programming. Portability Programs written in a high-level language are portable — at least, in theory. They will run on any computer that has a standard compiler for that language. At the same time, all previous programs written in a high-level language for prior computers and available to you when programming a new computer. This can mean thousands of programs in the case of a common language like C. 1.8. HIGH-LEVEL LANGUAGES 7 1.8.2 Disadvantages of High-Level Languages If all the good things we have said about high-level languages are true — if you can write programs faster and make them portable besides — why bother with assebly languages? Who wants to worry about registers, instruction codes, mnemonics, and all that garbage! As usual, there are disadvantages that balance the advantages. Syntax One obvious problem is that, as with assembly language, you have to learn the “rules” or syntax of any high-level language you want to use. A high-level langauge has a fairly complicated set of rules. You will find that it takes a lot of time just to get a program that is syntactically correct (and even then it probably will not do what you want). A high-level computer language is like If you have talent, you will get used to the rules and be able to turn out a foreign language. programs that the compiler will accept. Still, learning the rules and trying to get the program accepted by the compiler does not contribute directly to doing your job. Cost of Compilers Another obvious problem is that you need a compiler to translate program written in a high-level language into machine language. Compilers are expensive and use a large amount of memory. While most assemblers occupy only a few KBytes of memory, compilers would occupy far larger amounts of memory. A compiler could easily require over four times as much memory as an assembler. So the amount of overhead involved in using the compiler is rather large. Adapting Tasks to a Language Furthermore, only some compilers will make the implementation of your task simpler. Each language has its own target proglem area, for example, FORTRAN is well-suited to problems that can be expressed as algebraic formulas. If however, your problem is controlling a display terminal, editing a string of characters, or monitoring an alarm system, your problem cannot be easily expressed. In fact, formulating the solution in FORTRAN may be more awkward and more difficult than formulating it in assembly language. The answer is, of course, to use a more suitable high-level language. Languages specifically designed for tasks such as those mentioned above do exist — they are called system implementation languages. However, these languages are less widely used. Inefficiency High-level languages do not produce very efficient machine language program. The basic reason for this is that compilation is an automatic process which is riddled with compromises to allow for many ranges of possibilities. The compiler works much like a computerised language translator — sometimes the words are right but the sentence structures are awkward. A simpler compiler connot know when a variable is no longer being used and can be discarded, when a register should be used rather than a memory location, or when variables have simple relationships. The experienced programmer can take advantage of shortcuts to shorten execution time or reduce memory usage. A few compiler (known as optimizing cmpilers) can also do this, but such compilers are much larger than regular compilers. 8 CHAPTER 1. INTRODUCTION 1.9 Which Level Should You Use? Which language level you use depends on your particulr application. Let us briefly note some of the factors which may favor particular levels: 1.9.1 Applications for Machine Language Virtually no one programs in machine language because it wastes human time and is difficult to document. An assembler costs very little and greatly reduces programming time. 1.9.2 Applications for Assembly Language • Limited data processing • Short to moderate-sized programs • High-volume applications • Application where memory cost is a factor • Real-Time control applications • Applications involving more input/output or control than computation 1.9.3 Applications for High-Level Language • Long programs • Compatibility with similar applications using larger computers • Low-volume applications • Applications involing more computation than input/output or control • Programs which are expected to undergo many changes • Applications where the amout of memory required is already very large • Availability of a specific program in a high-level language which can be used in the application. 1.9.4 Other Considerations Many other factors are also important, such as the availability of a large computer for use in development, experience with particular languages, and compatibility with other applications. If hardware will ultimately be the largest cost in your application, or if speed is critical, you should favor assembly language. But be prepared to spend much extra time in software development in exchange for lower memory costs and higher execution speeds. If software will be the largest cost in your application, you should favor a high-level language. But be prepared to spend the extra money required for the supporting hardware and software. Of course, no one except some theorists will object if you use both assembly and high-level lan- guages. You can write the program originally in a high-level language and then patch some sections in assembly language. However, most users prefer not to do this because it can create havoc in debugging, testing, and documentation. 1.10 Why Learn Assembler? Given the advance of high-level languages, why do you need to learn assembly language program- ming? The reasons are: 1.10. WHY LEARN ASSEMBLER? 9 1. Most industrial microcomputer users program in assembly language. 2. Many microcomputer users will continue to program in assembly language since they need the detailed control that it provides. 3. No suitable high-level language has yet become widely available or standardised. 4. Many application require the efficiency of assembly language. 5. An understanding of assembly language can help in evaluating high-level languages. 6. Almost all microcomputer programmers ultimately find that they need some knowledge of assembly language, most often to debug programs, write I/O routines, speed up or shorten critical sections of programs written in high-level languages, utilize or modify operating system functions, and undertand other people’s programs. The rest of these notes will deal exclusively with assembler and assembly language programming. 10 CHAPTER 1. INTRODUCTION 2 Assemblers This chapter discusses the functions performed by assemblers, beginning with features common to most assemblers and proceeding through more elaborate capabilities such as macros and con- ditional assembly. You may wish to skim this chapter for the present and return to it when you feel more comfortable with the material. As we mentioned, today’s assemblers do much more than translate assembly language mnemonics into binary codes. But we will describe how an assembler handles the translation of mnemonics before describing additional assembler features. Finally we will explain how assemblers are used. 2.1 Fields Assembly language instructions (or “statements”) are divided into a number of “fields”. The operation code field is the only field which can never he empty; it always contains either an instruction mnemonic or a directive to the assembler, sometimes called a “pseudo-instruction,” “pseudo-operation,” or “pseudo-op.” The operand or address field may contain an address or data, or it may be blank. The comment and label fields are optional. A programmer will assign a label to a statement or add a comment as a personal convenience: namely, to make the program easier to read and use. Of course, the assembler must have some way of telling where one field ends and another begins. Assemblers often require that each field start in a specific column. This is a “fixed format.” However, fixed formats are inconvenient when the input medium is paper tape; fixed formats are also a nuisance to programmers. The alternative is a “free format” where the fields may appear anywhere on the line. 2.1.1 Delimiters If the assembler cannot use the position on the line to tell the fields apart, it must use something else. Most assemblers use a special symbol or “delimiter” at the beginning or end of each field. Label Field VALUE1 VALUE2 RESULT START NEXT: Operation Code or Mnemonic Field Operand or Address Field Comment Field DCW DCW DCW MOV ADD STR ? 0x201E 0x0774 1 R0, VALUE1 R0, R0, VALUE2 RESULT, R0 ? ;FIRST VALUE ;SECOND VALUE ;16-BIT STORAGE FOR ADDITION RESULT ;GET FIRST VALUE ;ADD SECOND VALUE TO FIRST VALUE ;STORE RESULT OF ADDITION ;NEXT INSTRUCTION 11 12 CHAPTER 2. ASSEMBLERS label (cid:104)whitespace(cid:105) instruction (cid:104)whitespace(cid:105) ; comment whitespace Between label and operation code, between operation code and ad- comma asterisk semicolon dress, and before an entry in the comment field Between operands in the address field Before an entire line of comment Marks the start of a comment on a line that contains preceding code Table 2.1: Standard ARM Assembler Delimiters The most common delimiter is the space character. Commas, periods, semicolons, colons, slashes, question marks, and other characters that would not otherwise be used in assembly language programs also may serve as delimiters. The general form of layout for the ARM assembler is: You will have to exercise a little care with delimiters. Some assemblers are fussy about extra spaces or the appearance of delimiters in comments or labels. A well-written assembler will handle these minor problems, but many assemblers are not well-written. Our recommendation is simple: avoid potential problems if you can. The following rules will help: • Do not use extra spaces, in particular, do not put spaces after commas that separate operands, even though the ARM assembler allows you to do this. • Do not use delimiter characters in names or labels. • Include standard delimiters even if your assembler does not require them. Then it will be more likely that your programs are in correct form for another assembler. 2.1.2 Labels The label field is the first field in an assembly language instruction; it may be blank. If a label is present, the assembler defines the label as equivalent to the address into which the first byte of the object code generated for that instruction will be loaded. You may subsequently use the label as an address or as data in another instruction’s address field. The assembler will replace the label with the assigned value when creating an object program. The ARM assembler requires labels to start at the first character of a line. However, some other assemblers also allow you to have the label start anywhere along a line, in which case you must use a colon (:) as the delimiter to terminate the label field. Colon delimiters are not used by the ARM assembler. Labels are most frequently used in Branch or SWI instructions. These instructions place a new value in the program counter and so alter the normal sequential execution of instructions. B 15016 means “place the value 15016 in the program counter.” The next instruction to be executed will be the one in memory location 15016. The instruction B START means “place the value assigned to the label START in the program counter.” The next instruction to be executed will be the on at the address corresponding to the label START. Figure 2.1 contains an example. Why use a label? Here are some reasons: • A label makes a program location easier to find and remember. • The label can easily be moved, if required, to change or correct a program. The assembler will automatically change all instructions that use the label when the program is reassembled. • The assembler can relocate the whole program by adding a constant (a “relocation constant”) to each address in which a label was used. Thus we can move the program to allow for the insertion of other programs or simply to rearrange memory. 2.1. FIELDS 13 Assembly language Program START MOV . . . BAL R0, VALUE1 (Main Program) START When the machine language version of this program is executed, the instruction B START causes the address of the instruction labeled START to be placed in the program counter That instruction will then be executed. Figure 2.1: Assigning and Using a Label • The program is easier to use as a library program; that is, it is easier for someone else to take your program and add it to some totally different program. • You do not have to figure out memory addresses. Figuring out memory addresses is partic- ularly difficult with microprocessors which have instructions that vary in length. You should assign a label to any instruction that you might want to refer to later. The next question is how to choose a label. The assembler often places some restrictions on the number of characters (usually 5 or 6), the leading character (often must be a letter), and the trailing characters (often must be letters, numbers, or one of a few special characters). Beyond these restrictions, the choice is up to you. Our own preference is to use labels that suggest their purpose, i.e., mnemonic labels. Typical examples are ADDW in a routine that adds one word into a sum, SRCHETX in a routine that searches for the ASCII character ETX, or NKEYS for a location in data memory that contains the number of key entries. Meaningful labels are easier to remember and contribute to program documentation. Some programmers use a standard format for labels, such as starting with L0000. These labels are self-sequencing (you can skip a few numbers to permit insertions), but they do not help document the program. Some label selection rules will keep you out of trouble. We recommend the following: • Do not use labels that are the same as operation codes or other mnemonics. Most assemblers will not allow this usage; others will, but it is confusing. • Do not use labels that are longer than the assembler recognises. Assemblers have various rules, and often ignore some of the characters at the end of a long label. • Avoid special characters (non-alphabetic and non-numeric) and lower-case letters. Some assemblers will not permit them; others allow only certain ones. The simplest practice is to stick to capital letters and numbers. • Start each label with a letter. Such labels are always acceptable. • Do not use labels that could be confused with each other. Avoid the letters I, O, and Z and the numbers 0, 1, and 2. Also avoid things like XXXX and XXXXX. Assembly programming is difficult enough without tempting fate or Murphy’s Law. • When you are not sure if a label is legal, do not use it. You will not get any real benefit from discovering exactly what the assembler will accept. These are recommendations, not rules. You do not have to follow them but don’t blame us if you waste time on unnecessary problems. 14 CHAPTER 2. ASSEMBLERS 2.2 Operation Codes (Mnemonics) One main task of the assembler is the translation of mnemonic operation codes into their binary equivalents. The assembler performs this task using a fixed table much as you would if you were doing the assembly by hand. It must also The assembler must, however, do more than just translate the operation codes. somehow determine how many operands the instruction requires and what type they are. This may be rather complex — some instructions (like a Stop) have no operands, others (like a Jump instruction) have one, while still others (like a transfer between registers or a multiple-bit shift) require two. Some instructions may even allow alternatives; for example, some computers have instructions (like Shift or Clear) which can either apply to a register in the CPU or to a memory location. We will not discuss how the assembler makes these distinctions; we will just note that it must do so. 2.3 Directives Some assembly language instructions are not directly translated into machine language instruc- tions. These instructions are directives to the assembler; they assign the program to certain areas in memory, define symbols, designate areas of memory for data storage, place tables or other fixed data in memory, allow references to other programs, and perform minor housekeeping functions. To use these assembler directives or pseudo-operations a programmer places the directive’s mnemonic in the operation code field, and, if the specified directive requires it, an address or data in the address field. The most common directives are: DEFINE CONSTANT (Data) EQUATE (Define) AREA DEFINE STORAGE (Reserve) Different assemblers use different names for those operations but their functions are the same. Housekeeping directives include: END LIST FORMAT TTL PAGE INCLUDE We will discuss these pseudo-operations briefly, although their functions are usually obvious. 2.3.1 The DEFINE CONSTANT (Data) Directive The DEFINE CONSTANT directive allows the programmer to enter fixed data into program memory. This data may include: • Names • Messages • Commands • Tax tables • Thresholds • Test patterns • Lookup tables • Standard forms • Masking patterns • Weighting factors • Conversion factors • Key identifications • Subroutine addresses • Code conversion tables • Identification patterns • State transition tables • Synchronisation patterns • Coefficients for equations • Character generation patterns • Characteristic times or frequencies 2.3. DIRECTIVES 15 The define constant directive treats the data as a permanent part of the program. The format of a define constant directive is usually quite simple. An instruction like: DZCON DCW 12 will place the number 12 in the next available memory location and assign that location the name DZCON. Every DC directive usually has a label, unless it is one of a series. The data and label may take any form that the assembler permits. More elaborate define constant directives that handle a large amount of data at one time are provided, for example: EMESS SQRS DCB DCW ’ERROR’ 1,4,9,16,25 A single directive may fill many bytes of program memory, limited perhaps by the length of a line or by the restrictions of a particular assembler. Of course, you can always overcome any restrictions by following one define constant directive with another: MESSG DCB DCB DCB DCB DCB DCB "NOW IS THE " "TIME FOR ALL " "GOOD MEN " "TO COME TO THE " "AID OF THEIR " "COUNTRY", 0 ;note the ’0’ terminating the string Microprocessor assemblers typically have some variations of standard define constant directives. Define Byte or DCB handles 8-bit numbers; Define Word or DCW handles 32-bit numbers or addresses. Other special directives may handle character-coded data. The ARM assembler also defines DCD to (Define Constant Data) which may be used in place of DCW. 2.3.2 The EQUATE Directive The EQUATE directive allows the programmer to equate names with addresses or data. This pseudo-operation is almost always given the mnemonic EQU. The names may refer to device ad- dresses, numeric data, starting addresses, fixed addresses, etc. The EQUATE directive assigns the numeric value in its operand field to the label in its label field. Here are two examples: TTY LAST EQU EQU 5 5000 Most assemblers will allow you to define one label in terms of another, for example: LAST ST1 EQU EQU FINAL START+1 The label in the operand field must, of course, have been previously defined. Often, the operand field may contain more complex expressions, as we shall see later. Double name assignments (two names for the same data or address) may be useful in patching together programs that use different names for the same variable (or different spellings of what was supposed to be the same name). Note that an EQU directive does not cause the assembler to place anything in memory. The as- sembler simply enters an additional name into a table (called a “symbol table”) which the assembler maintains. When do you use a name? The answer is: whenever you have a parameter that you might want to change or that has some meaning besides its ordinary numeric value. We typically assign names to 16 CHAPTER 2. ASSEMBLERS time constants, device addresses, masking patterns, conversion factors, and the like. A name like DELAY, TTY, KBD, KROW, or OPEN not only makes the parameter easier to change, but it also adds to program documentation. We also assign names to memory locations that have special purposes; they may hold data, mark the start of the program, or be available for intermediate storage. What name do you use? The best rules are much the same as in the case of labels, except that here meaningful names really count. Why not call the teletypewriter TTY instead of X15, a bit time delay BTIME or BTDLY rather than WW, the number of the “GO” key on a keyboard GOKEY rather than HORSE? This advice seems straightforward, but a surprising number of programmers do not follow it. Where do you place the EQUATE directives? The best place is at the start of the program, under appropriate comment headings such as i/o addresses, temporary storage, time constants, or program locations. This makes the definitions easy to find if you want to change them. Furthermore, another user will be able to look up all the definitions in one centralised place. Clearly this practice improves documentation and makes the program easier to use. Definitions used only in a specific subroutine should appear at the start of the subroutine. 2.3.3 The AREA Directive The AREA directive allows the programmer to specify the memory locations where programs, subroutines, or data will reside. Programs and data may be located in different areas of memory depending on the memory configuration. Startup routines interrupt service routines, and other required programs may be scattered around memory at fixed or convenient addresses. The assembler maintains a location counter (comparable to the computer’s program counter) which contains the location in memory of the instruction or data item being processed. An area directive causes the assembler to place a new value in the location counter, much as a Jump instruction causes the CPU to place a new value in the program counter. The output from the assembler must not only contain instructions and data, but must also indicate to the loader program where in memory it should place the instructions and data. Microprocessor programs often contain several AREA statements for the following purposes: • Reset (startup) address • Interrupt service addresses • Trap (software interrupt) addresses • RAM storage • Stack • Main program • Subroutines • Input/Output Still other origin statements may allow room for later insertions, place tables or data in memory, or assign vacant memory space for data buffers. Program and data memory in microcomputers may occupy widely separate addresses to simplify the hardware. Typical origin statements are: AREA AREA AREA RESET $1000 INT3 The assembler will assume a fake address if the programmer does not put in an AREA statement. The AREA statement at the start of an ARM program is required, and its absence will cause the assembly to fail. 2.3.4 Housekeeping Directives There are various assembler directives that affect the operation of the assembler and its program listing rather than the object program itself. Common directives include: 2.4. OPERANDS AND ADDRESSES 17 END, marks the end of the assembly language source program. This must appear in the file or a “missing END directive” error will occur. INCLUDE will include the contents of a named file into the current file. When the included file has been processed the assembler will continue with the next line in the original file. For example the following line INCLUDE MATH.S will include the content of the file math.s at that point of the file. You should never use a lable with an include directive. Any labels defined in the included file will be defined in the current file, hence an error will be reported if the same label appears in both the source and include file. An include file may itself include other files, which in turn could include other files, and so on, however, the level of includes the assembler will accept is limited. It is not recommended you go beyond three levels for even the most complex of software. 2.3.5 When to Use Labels Users often wonder if or when they can assign a label to an assembler directive. These are our recommendations: 1. All EQU directives must have labels; they are useless otherwise, since the purpose of an EQU is to define its label. 2. Define Constant and Define Storage directives usually have labels. The label identifies the first memory location used or assigned. 3. Other directives should not have labels. 2.4 Operands and Addresses The assembler allow the programmer a lot of freedom in describing the contents of the operand or address field. But remember that the assembler has built-in names for registers and instructions and may have other built-in names. We will now describe some common options for the operand field. 2.4.1 Decimal Numbers The assembler assume all numbers to be decimal unless they are marked otherwise. So: ADD 100 means “add the contents of memory location 10010 to the contents of the Accumulator.” 2.4.2 Other Number Systems The assembler will also accept hexadecimal entries. But you must identify these number systems in some way: for example, by preceding the number with an identifying character. 18 CHAPTER 2. ASSEMBLERS 2_nnn Binary 8_nnn Octal nnn 0xnnn Base 2 Base 8 Base 10 Decimal Hexadecimal Base 16 It is good practice to enter numbers in the base in which their meaning is the clearest: that is, decimal constants in decimal; addresses and BCD numbers in hexadecimal; masking patterns or bit outputs in hexadecimal. 2.4.3 Names Names can appear in the operand field; they will be treated as the data that they represent. Remember, however, that there is a difference between operands and addresses. In an ARM assembly language program the sequence: FIVE EQU ADD 5 R2, #FIVE will add the contents of memory location FIVE (not necessarily the number 5) to the contents of data register R2. 2.4.4 Character Codes The assembler allows text to be entered as ASCII strings. Such strings must be surrounded with double quotation marks, unless a single ASCII character is quoted, when single qoutes may be used exactly as in ’C’. We recommend that you use character strings for all text. It improves the clarity and readability of the program. 2.4.5 Arithmetic and Logical Expressions Assemblers permit combinations of the data forms described above, connected by arithmetic, logical, or special operators. These combinations are called expressions. Almost all assemblers allow simple arithmetic expressions such as START+1. Some assemblers also permit multiplication, division, logical functions, shifts, etc. Note that the assembler evaluates expressions at assembly if a symbol appears in an expression, the address is used (i.e., the location counter or time; EQUATE value). Assemblers vary in what expressions they accept and how they interpret them. Complex expres- sions make a program difficult to read and understand. 2.4.6 General Recommendations We have made some recommendations during this section but will repeat them and add others here. In general, the user should strive for clarity and simplicity. There is no payoff for being an expert in the intricacies of an assembler or in having the most complex expression on the block. We suggest the following approach: • Use the clearest number system or character code for data. • Masks and BCD numbers in decimal, ASCII characters in octal, or ordinary numerical constants in hexadecimal serve no purpose and therefore should not be used. • Remember to distinguish data from addresses. 2.5. COMMENTS 19 • Don’t use offsets from the location counter. • Keep expressions simple and obvious. Don’t rely on obscure features of the assembler. 2.5 Comments All assemblers allow you to place comments in a source program. Comments have no effect on the object code, but they help you to read, understand, and document the program. Good commenting is an essential part of writing computer programs, programs without comments are very difficult to understand. We will discuss commenting along with documentation in a later chapter, but here are some guidelines: • Use comments to tell what application task the program is performing, not how the micro- computer executes the instructions. • Comments should say things like “is temperature above limit?”, “linefeed to TTY,” or “ex- amine load switch.” • Comments should not say things like “add 1 to Accumulator,” “jump to Start,” or “look at carry.” You should describe how the program is affecting the system; internal effects on the CPU should be obvious from the code. • Keep comments brief and to the point. Details should be available elsewhere in the docu- mentation. • Comment all key points. • Do not comment standard instructions or sequences that change counters or pointers; pay special attention to instructions that may not have an obvious meaning. • Do not use obscure abbreviations. • Make the comments neat and readable. • Comment all definitions, describing their purposes. Also mark all tables and data storage areas. • Comment sections of the program as well as individual instructions. • Be consistent in your terminology. You can (should) be repetitive, you need not consult a thesaurus. • Leave yourself notes at points that you find confusing: for example, “remember carry was set by last instruction.” If such points get cleared up later in program development, you may drop these comments in the final documentation. A well-commented program is easy to use. You will recover the time spent in commenting many times over. We will try to show good commenting style in the programming examples, although we often over-comment for instructional purposes. 2.6 Types of Assemblers Although all assemblers perform the same tasks, their implementations vary greatly. We will not try to describe all the existing types of assemblers, we will merely define the terms and indicate some of the choices. 20 CHAPTER 2. ASSEMBLERS A cross-assembler is an assembler that runs on a computer other than the one for which it assembles object programs. The computer on which the cross-assembler runs is typically a large computer with extensive software support and fast peripherals. The computer for which the cross-assembler assembles programs is typically a micro like the 6809 or MC68000. When a new microcomputer is introduced, a cross-assembler is often provided to run on existing development systems. For example, ARM provide the ’Armulator’ cross-assembler that will run on a PC development system. A self-assembler or resident assembler is an assembler that runs on the computer for which it assembles programs. The self-assembler will require some memory and peripherals, and it may run quite slowly compared to a cross-assembler. A macroassembler is an assembler that allows you to define sequences of instructions as macros. A microassembler is an assembler used to write the microprograms which define the instruction set of a computer. Microprogramming has nothing specifically to do with programming micro- computers, but has to do with the internal operation of the computer. A meta-assembler is an assembler that can handle many different instruction sets. The user must define the particular instruction set being used. A one-pass assembler is an assembler that goes through the assembly language program only once. Such an assembler must have some way of resolving forward references, for example, Jump instructions which use labels that have not yet been defined. A two-pass assembler is an assembler that goes through the assembly language source program twice. The first time the assembler simply collects and defines all the symbols; the second time it replaces the references with the actual definitions. A two-pass assembler has no problems with forward references but may be quite slow if no backup storage (like a floppy disk) is available; then the assembler must physically read the program twice from a slow input medium (like a teletypewriter paper tape reader). Most microprocessor-based assemblers require two passes. 2.7 Errors Assemblers normally provide error messages, often consisting of an error code number. Some typical errors are: Undefined name Illegal character Illegal format Often a misspelling or an omitted definition Such as a 2 in a binary number A wrong delimiter or incorrect operands Invalid expression for example, two operators in a row Illegal value Usually the value is too large Missing operand Pretty self explanatory Double definition Two different values assigned to one name Illegal label Missing label Undefined operation code Such as a label on a pseudo-operation that cannot have one Probably a miss spelt lable name In interpreting assembler errors, you must remember that the assembler may get on the wrong track if it finds a stray letter, an extra space, or incorrect punctuation. The assembler will then proceed to misinterpret the succeeding instructions and produce meaningless error messages. 2.8. LOADERS 21 Always look at the first error very carefully; subsequent ones may depend on it. Caution and consistent adherence to standard formats will eliminate many annoying mistakes. 2.8 Loaders The loader is the program which actually takes the output (object code) from the assembler and places it in memory. Loaders range from the very simple to the very complex. We will describe a few different types. A bootstrap loader is a program that uses its own first few instructions to load the rest of itself or another loader program into memory. The bootstrap loader may be in ROM, or you may have to enter it into the computer memory using front panel switches. The assembler may place a bootstrap loader at the start of the object program that it produces. It typically loads each program A relocating loader can load programs anywhere in memory. into the memory space immediately following that used by the previous program. The programs, however, must themselves be capable of being moved around in this way; that is, they must be relocatable. An absolute loader, in contrast, will always place the programs in the same area of memory. A linking loader loads programs and subroutines that have been assembled separately; it resolves cross-references — that is, instructions in one program that refer to a label in another program. Object programs loaded by a linking loader must be created by an assembler that allows external references. An alternative approach is to separate the linking and loading functions and have the linking performed by a program called a link editor and the loading done by a loader. 22 CHAPTER 2. ASSEMBLERS 3 ARM Architecture This chapter outlines the ARM processor’s architecture and describes the syntax rules of the ARM assembler. Later chapters of this book describe the ARM’s stack and exception processing system in more detail. Figure 3.1 on the following page shows the internal structure of the ARM processor. The ARM is a Reduced Instruction Set Computer (RISC) system and includes the attributes typical to that type of system: • A large array of uniform registers. • A load/store model of data-processing where operations can only operate on registers and not directly on memory. This requires that all data be loaded into registers before an operation can be preformed, the result can then be used for further processing or stored back into memory. • A small number of addressing modes with all load/store addresses begin determined from registers and instruction fields only. • A uniform fixed length instruction (32-bit). In addition to these traditional features of a RISC system the ARM provides a number of additional features: • Separate Arithmetic Logic Unit (ALU) and shifter giving additional control over data pro- cessing to maximize execution speed. • Auto-increment and Auto-decrement addressing modes to improve the operation of program loops. • Conditional execution of instructions to reduce pipeline flushing and thus increase execution speed. 3.1 Processor modes The ARM supports the seven processor modes shown in table 3.1. Mode changes can be made under software control, or can be caused by external interrupts or exception processing. Most application programs execute in User mode. While the processor is in User mode, the program being executed is unable to access some protected system resources or to change mode, other than by causing an exception to occur (see 3.4 on page 29). This allows a suitably written operating system to control the use of system resources. The modes other than User mode are known as privileged modes. They have full access to system resources and can change mode freely. Five of them are known as exception modes: FIQ (Fast Interrupt), IRQ (Interrupt), Supervisor, Abort, and Undefined. These are entered when specific 23 24 CHAPTER 3. ARM ARCHITECTURE Figure 3.1: ARM Block Diagram 3.2. REGISTERS 25 Processor mode Description User FIQ IRQ Supervisor Abort Undefined System Normal program execution mode Fast Interrupt for high-speed data transfer Used for general-purpose interrupt handling A protected mode for the operating system Implements virtual memory and/or memory protection Supports software emulation of hardware coprocessors Runs privileged operating system tasks usr fiq irq svc abt und sys Table 3.1: ARM processor modes exceptions occur. Each of them has some additional registers to avoid corrupting User mode state when the exception occurs (see 3.2 for details). The remaining mode is System mode, it is not entered by any exception and has exactly the same registers available as User mode. However, it is a privileged mode and is therefore not subject to the User mode restrictions. It is intended for use by operating system tasks which need access to system resources, but wish to avoid using the additional registers associated with the exception modes. Avoiding such use ensures that the task state is not corrupted by the occurrence of any exception. 3.2 Registers The ARM has a total of 37 registers. These comprise 30 general purpose registers, 6 status registers and a program counter. Figure 3.2 illustrates the registers of the ARM. Only fifteen of the general purpose registers are available at any one time depending on the processor mode. There are a standard set of eight general purpose registers that are always available (R0 – R7 ) no matter which mode the processor is in. These registers are truly general-purpose, with no special uses being placed on them by the processors’ architecture. A few registers (R8 – R12 ) are common to all processor modes with the exception of the fiq mode. This means that to all intent and purpose these are general registers and have no special use. However, when the processor is in the fast interrupt mode these registers and replaced with different set of registers (R8_fiq - R12_fiq). Although the processor does not give any special purpose to these registers they can be used to hold information between fast interrupts. You can consider they to be static registers. The idea is that you can make a fast interrupt even faster by holding information in these registers. The general purpose registers can be used to handle 8-bit bytes and 32-bit words1. When we use a 32-bit register in a byte instruction only the least significant 8 bits are used. Figure 3.3 on the following page demonstrates this. The remaining registers (R13 – R15 ) are special purpose registers and have very specific roles: R13 is also known as the Stack Pointer, while R14 is known as the Link Register, and R15 is the Program Counter. The “user” (usr) and “System” (sys) modes share the same registers. The exception modes all have their own version of these registers. Making a reference to register R14 will assume you are referring to the register for the current processor mode. If you wish to refer to the user mode version of this register you have refer to the R14_usr register. You may only refer to register from other modes when the processor is in one of the privileged modes, i.e., any mode other than user mode. 1 Later revisions of the ARM architecture are also able to handle 16-bit half-words. 26 CHAPTER 3. ARM ARCHITECTURE Modes Privileged Modes Exception Modes User R0 R1 R2 R3 R4 R5 R6 R7 R8 R9 R10 R11 R12 R13 R14 PC System Supervisor R0 R1 R2 R3 R4 R5 R6 R7 R8 R9 R10 R11 R12 R13 R14 PC R0 R1 R2 R3 R4 R5 R6 R7 R8 R9 R10 R11 R12 R13_svc R14_svc PC Abort R0 R1 R2 R3 R4 R5 R6 R7 R8 R9 R10 R11 R12 R13_abt R14_abt PC Undefined R0 R1 R2 R3 R4 R5 R6 R7 R8 R9 R10 R11 R12 R13_und R14_und PC Interrupt R0 R1 R2 R3 R4 R5 R6 R7 R8 R9 R10 R11 R12 R13_irq R14_irq PC Fast Interrupt R0 R1 R2 R3 R4 R5 R6 R7 R8_fiq R9_fiq R10_fiq R11_fiq R12_fiq R13_fiq R14_fiq PC CPSR CPSR CPSR SPSR_svc CPSR SPSR_abt CPSR SPSR_und CPSR SPSR_irq CPSR SPSR_fiq Figure 3.2: Register Organization Bit: 31 · · · 23 24 · · · 16 15 · · · 8 0 · · · 7 8-Bit Byte 32-Bit Word Figure 3.3: Byte/Word There are also one or two status registers depending on which mode the processor is in. The Cur- rent Processor Status Register (CPSR) holds information about the current status of the processor (including its current mode). In the exception modes there is an additional Saved Processor Status Register (SPSR) which holds information on the processors state before the system changed into this mode, i.e., the processor status just before an exception. 3.2.1 The stack pointer, SP or R13 Register R13 is used as a stack pointer and is also known as the SP register. Each exception mode has its own version of R13 , which points to a stack dedicated to that exception mode. The stack is typically used to store temporary values. It is normal to store the contents of any registers a function is going to use on the stack on entry to a subroutine. This leaves the register free for use during the function. The routine can then recover the register values from the stack on exit from the subroutine. In this way the subroutine can preserve the value of the register and not corrupt the value as would otherwise be the case. See Chapter 14 for more information on using the stack. 3.2. REGISTERS 27 3.2.2 The Link Register, LR or R14 Register R14 is also known as the Link Register or LR. It is used to hold the return address for a subroutine. When a subroutine call is performed via a BL instruction, R14 is set to the address of the next instruction. To return from a subroutine you need to copy the Link Register into the Program Counter. This is typically done in one of the two ways: • Execute either of these instructions: MOV PC, LR or BAL LR • On entry to the subroutine store R14 to the stack with an instruction of the form: STMIA SP!,{(cid:104)registers(cid:105), LR} and use a matching instruction to return from the subroutine: LDMIA SP!,{(cid:104)registers(cid:105), PC} This saves the Link Register on the stack at the start of the subroutine. On exit from the subroutine it collects all the values it placed on the stack, including the return address that was in the Link Register, except it returns this address directly into the Program Counter instead. See Chapter 14 for further details on subroutines and using the stack. When an exception occurs, the exception mode’s version of R14 is set to the address after the instruction which has just been completed. The SPSR is a copy of the CPSR just before the exception occurred. The return from an exception is performed in a similar way to a subroutine return, but using slightly different instructions to ensure full restoration of the state of the program that was being executed when the exception occurred. See 3.4 on page 29 for more details. 3.2.3 The program counter, PC or R15 Register R15 holds the Program Counter known as the PC. It is used to identify which instruction is to be preformed next. As the PC holds the address of the next instruction it is often referred to as an instruction pointer. The name “program counter” dates back to the times when program instructions where read in off of punched cards, it refers to the card position within a stack of cards. In spite of its name it does not actually count anything! Reading the program counter When an instruction reads the PC the value returned is the address of the current instruction plus 8 bytes. This is the address of the instruction after the next instruction to be executed2. This way of reading the PC is primarily used for quick, position-independent addressing of nearby instructions and data, including position-independent branching within a program. An exception to this rule occurs when an STR (Store Register) or STM (Store Multiple Registers) instruction stores R15 . The value stored is UNKNOWN and it is best to avoid the use of these instructions that store R15 . 2 This is caused by the processor having already fetched the next instruction from memory while it is decoding the current instruction. Thus the PC is still the next instruction to be executed, but that is not the instruction immediately after the current one. 28 CHAPTER 3. ARM ARCHITECTURE Writing the program counter When an instruction writes to R15 the normal result is that the value written is treated as an instruction address and the system starts to execute the instruction at that address3. 3.2.4 Current Processor Status Registers: CPSR Rather surprisingly the current processor status register (CPSR) contains the current status of the processor. This includes various condition code flags, interrupt status, processor mode and other status and control information. The exception modes also have a saved processor status register (SPSR), that is used to preserve the value of the CPSR when the associated exception occurs. Because the User and System modes are not exception modes, there is no SPSR available. Figure 3.4 shows the format of the CPSR and the SPSR registers. 31 N 30 Z 29 28 C V 27 · · · SBZ 8 6 7 I F SBZ 5 4 0 · · · Mode Figure 3.4: Structure of the Processor Status Registers The processors’ status is split into two distinct parts: the User flags and the Systems Control flags. The upper byte is accessible in User mode and contains a set of flags which can be used to effect the operation of a program, see section 3.3. The lower byte contains the System Control information. Any bit not currently used is reserved for future use and should be zero, and are marked SBZ in the figure. The I and F bits indicate if Interrupts (I) or Fast Interrupts (F) are allowed. The Mode bits indicate which operating mode the processor is in (see 3.1 on page 23). The system flags can only be altered when the processor is in protected mode. User mode programs can not alter the status register except for the condition code flags. 3.3 Flags The upper four bits of the status register contains a set of four flags, collectively known at the condition code. The condition code can be used to control the flow of the program execution. The is often abbreviated to just (cid:104)cc(cid:105). The condition code flags are: N The Negative (sign) flag takes on the value of the most significant bit of a result. Thus when an operation produces a negative result the negative flag is set and a positive result results in a the negative flag being reset. This assumes the values are in standard two’s complement form. If the values are unsigned the negative flag can be ignored or used to identify the value of the most significant bit of the result. Z The Zero flag is set when an operation produces a zero result. It is reset when an operation produces a non-zero result. C The Carry flag holds the carry from the most significant bit produced by arithmetic operations or shifts. As with most processors, the carry flag is inverted after a subtraction so that the flag acts as a borrow flag after a subtraction. 3 As the processor has already fetched the instruction after the current instruction it is required to flush the instruction cache and start again. This will cause a short, but not significant, delay. 3.4. EXCEPTIONS 29 V The Overflow flag is set when an arithmetic result is greater than can be represented in a register. Many instructions can modify the flags, these include comparison, arithmetic, logical and move instructions. Most of the instructions have an S qualifier which instructs the processor to set the condition code flags or not. 3.4 Exceptions Exceptions are generated by internal and external sources to cause the processor to handle an event, such as an externally generated interrupt or an attempt to execute an undefined instruction. The ARM supports seven types of exception, and a provides a privileged processing mode for each type. Table 3.2 lists the type of exception and the processor mode associated with it. When an exception occurs, some of the standard registers are replaced with registers specific to the exception mode. All exception modes have their own Stack Pointer (SP) and Link (LR) registers. The fast interrupt mode has more registers (R8_fiq – R12_fiq) for fast interrupt processing. Processor Mode Exception Type Supervisor Reset Software Interrupt Supervisor Undefined Instruction Undefined Prefetch Abort Data Abort Interrupt Fast Interrupt svc svc und abt abt irq fiq Abort Abort IRQ FIQ Table 3.2: Exception processing modes The seven exceptions are: Reset when the Reset pin is held low, this is normally when the system is first turned on or when the reset button is pressed. Software Interrupt is generally used to allow user mode programs to call the operating system. The user program executes a software interrupt (SWI, A.26 on page 152) instruction with a argument which identifies the function the user wishes to preform. Undefined Instruction is when an attempt is made to preform an undefined instruction. This normally happens when there is a logical error in the program and the processor starts to execute data rather than program code. Prefetch Abort occurs when the processor attempts to access memory that does not exist. Data Abort occurs when attempting to access a word on a non-word aligned boundary. The lower two bits of a memory must be zero when accessing a word. Interrupt occurs when an external device asserts the IRQ (interrupt) pin on the processor. This can be used by external devices to request attention from the processor. An interrupt can not be interrupted with the exception of a fast interrupt. Fast Interrupt occurs when an external device asserts the FIQ (fast interrupt) pin. This is designed to support data transfer and has sufficient private registers to remove the need for register saving in such applications. A fast interrupt can not be interrupted. When an exception occurs, the processor halts execution after the current instruction. The state of the processor is preserved in the Saved Processor Status Register (SPSR) so that the original 30 CHAPTER 3. ARM ARCHITECTURE program can be resumed when the exception routine has completed. The address of the instruction the processor was just about to execute is placed into the Link Register of the appropriate processor mode. The processor is now ready to begin execution of the exception handler. The exception handler are located a pre-defined locations known as exception vectors. It is the responsibility of an operating system to provide suitable exception handling. 3.5 Register Transfer Language Before continuing, we need to develop an unambiguous notation to help us describe the way in which information moves around the processor (see figure 3.1 on page 24). The register transfer language (RTL) is just such a notation. Each component of the processor is given a name or an abbreviation, for example the Memory Address Register is known as the MAR, and the Program Counter is refereed to as PC. A left-, or back-arrow (←) indicates the transfer of data from one component to another. Thus the RTL expression: MAR ← PC means that the contents of the program counter are transferred (i.e. copied into) the memory address register. A comment can be added to the line by placing the text after a semi-colon (;) following the expression. In addition to accessing a component directly we can also refer to a particular field, or part, of a device by placing the name of the field in parentheses after the device name. For example, the Instruction Register (IR) is split into a number of fields including the operation code (or op-code) field (see section 3.6.2 for a further description of the IR fields). In order to access the op-code field we would need to write: IR(op-code) A field is not always given a name, so we need to indicate the field by specifying which bits have been grouped to provide the field. This is known as a bit field which we denote by giving the lower and upper bits, separated by a colon as the field name. Thus to select the upper four bits (bits 28 to 31 inclusive) of register R4 we would write: R4 (28:31) Finally, we also have the notion of a guard. This is a condition which must be true before the expression can be evaluated. The guard is written before the RTL expression it is guarding and is separated from that expression with a colon (:). Normally the guard is a test for an optional item in the instruction. For example, there is a version of the MOV instruction (MOVS) which sets the CPSR flags N and Z. We can place a guard, which test for the extra S like this: (cid:104)S (cid:105): CPSR ← ALU(Flags) When more than one guard is required we simply list the guards next to each other in sequence: (cid:104)cc(cid:105)(cid:104)S (cid:105): CPSR ← ALU(Flags) indicates the process must be in the current condition, as indicated by the (cid:104)cc(cid:105) guard (see sec- tion 4.1.2 on page 42), and it must be the S form of the instruction before the RTL expression is be executed. 3.5. REGISTER TRANSFER LANGUAGE 31 3.5.1 Memory When accessing external random access memory the processor must go though the memory device, indicated by the device name M. The processor must first place the address, or location, it intends to access in the Memory Address Register (MAR). When writing to external memory the value to be written should then be copied into the Memory Buffer Register (MBR). When reading from memory the value made available in the MBR. The following RTL demonstrates how the system accesses memory. The location we wish to access is held in the register R12 . In the first example we are reading the value from memory into register R0 while the second example writes the value in register R1 to memory. Read MAR ← R12 MBR ← M(MAR) R0 ← MBR Write MAR ← R12 MBR ← R1 M(MAR) ← MBR In particular you should note the two lines which include the item M(MAR). This is where the data is actually transferred between the processor and external memory. Although this is the correct way of accessing external memory, it is rather tiresome. To overcome this we abuse the notation slightly by placing the location we wish to access as a field to the memory device, and read/write to it directly. Thus we can write the above examples as: R0 ← M(R12 ) M(R12 ) ← R1 In this way we hide the reference to the MAR and MBR inside the reference to the memory device M(. . . ). 3.5.2 Arithmetic and Logic Unit In a similar manner the ALU has a number of rules for its use. The ALU has a number of parts, or registers. Normally the ALU requires two operands (arguments) and a command. A B Cmd The first operand (or argument) goes into ALU register A, written as ALU(A). The design of the processor means that only a register may be moved into the A register. The second operand (or argument) should be placed in the ALU’s B register, denoted by ALU(B). The value for the B register may come from a number of different sources, normally a register. As the B register is connected to the Barrel Shift component the value can be modified (shifted) as it is copied into the B register, this is discussed later. Once the two operands have been set up, copied into registers A and B, the ALU needs to know what to do with them. Thus we also have a Command (Cmd) register. We should write this as ALU(Cmd) but we normally miss off the register name when writing to the ALU. The commands the ALU can process are: R = A + B Add A to B add subtract R = A − B Subtract B from A and or eor not R = A ∧ B Bitwise AND of A and B R = A ∨ B Bitwise OR of A and B R = A ⊕ B Exclusive OR of A and B Logical complement of B R = B R Having preformed some operation the result of that operation is placed in the Result (R) register. As with the command register we should refer to this register as ALU(R), 32 CHAPTER 3. ARM ARCHITECTURE however, when reading from the ALU it can be assumed we are referring to the Result register, so we miss it off. Flags Finally we have the flags register. This includes the N, Z, C and V flags after the operation. The state of these flags can be copied into the Current Process Status Register (CPSR) for use with conditional execution, discussed in section 4.1.2 on page 42. To demonstrate the way the ALU works, let us look at how it would add two registers together. The instruction ADD R0, R1, R2 would add the content of register R1 to the content of register R2 placing the result in the register R0 . The register transfer language to describe this would be: ALU(A) ← R1 ALU(B) ← R2 ALU ← add ; First operand ; Second operand ; ALU command R0 ← ALU ; Read result Note the lack of field in the last two lines. We are using the defaults for the write (cmd) and read (R) operations. As with the memory operations we tend to abuse the notation by writing a single line which summarised this operation: R0 ← R1 + R2 The convention is that the item before the operator is placed in the ALU register A and the item after the operator is placed in register B. In our example the operator is the plus sign (+), while the register R1 would be copied into ALU(A) and R2 would be copied into ALU(B). The data paths leading to the A and B registers pass though two additional components that preform operations which traditionally form part of the Arithmetic and Logic Unit. These are the Booth Multiplier and Barrel Shifter respectively. Booth Multiplier The Booth multiplier is a hardware component that is capable of multiplying two signed numbers. It can take two 16-bit values and produces a single 32-bit result. As with the ALU, the Booth Multiplier (BM) has two input registers (A and B) and one results register (R). The instruction: MUL R0, R1, R2 will multiply the value in register R1 with that in register R2 , placing the result in R0 . The RTL for this would be: BM(A) ← R1 (0:15) BM(B) ← R2 (0:15) ALU(A) ← BM(R) R0 ← ALU ; First operand ; Second operand ; Result gos on to the ALU ; Read result There are two points to note here, firstly only the lower 16-bits (or halfwords) of the operands are used in the multiply operation. The second point to note is that the result must go on to the ALU before it can be copied into the destination register. You may be surprised to discover that whilst this is what actually happens inside the processor we tend to write it differently: R0 ← R1 × R2 The Booth Multiplier is named after Andrew D. Booth who first suggested a method of multiplying two numbers together that could be implemented as a hardware component4. See Chapter 12 for a discussion of the Multiply instructions. 4Booth’s paper A signed binary multiplication technique was first published in the Quarterly Journal of Me- chanics and Applied Mathematics, 4:2 (236–240) in 1951. 3.6. CONTROL UNIT 33 Shift Method RTL Logical Shift Left A << B A >> B Logical Shift Right Arithmetic Shift Right A +>> B A >>> B Rotate Right A >>> B Rotate Right Extend Section Page 5.1.2 5.1.3 5.1.4 5.1.5 5.1.6 51 52 52 53 54 Table 3.3: Barrel Shifter Operations Barrel Shifter The Barrel Shift unit allows the ARM to manipulate the second operand, leading to register B of the ALU, before it actually reaches it. This is an advantage when dealing with bit-orientated operations (Chapter 8) and data structures (Chapter 13). For a discussion on the use of the Barrel Shift we refer you to Chapter 5. Particularly the discussion of the data addressing mode ((cid:104)op1 (cid:105)) in section 5.1 on page 51. Table 3.3 above shows how we write the five different ways in which data can be manipulated by the barrel shift, and which section of Chapter 5 discusses the shift method. For example, if we wish to add the value of register R2 shifted left by 4 bits (effectively multiplied by 16) to the register R1 leaving the result in register R0 , we would give the instruction: ADD R0, R1, R2, LSL #4 Which would be represented in RTL as: R0 ← R1 + R2 (cid:28) 4 Note the use of the shorthand form of the ALU operation + (add). As the shift is on the right hand side of the operator, the result must be placed in register B of the ALU. It is only data going to register B which can be shifted in the manner anyhow so that works out. You should also note that most processes require a separate instruction to preform these operations. 3.6 Control Unit The Control Unit is the most complex part of the processor. This controls the overall operation of the processor. It sends control signals to the other devices prompting them to place data on one of the buses or take data from the bus. The control unit is the device which actually executes the RTL we have been looking at. Indeed the purpose of this book is to describe the operation of this unit. So what happens in the Control Unit? In essence it is quite simple, it reads a machine instruction from memory and then preforms the operation described by the instruction. It does this though the now famous fetch/execute cycle. This starts with the fetch phase where the control unit will fetch the next instruction from memory into the Instruction Register (IR). In older microprocessors the execute phase was a simple task. When processors become more complex a micro-code system was introduced where the execute phase consisted of executing a series of RTL like instructions within the control unit itself. Such systems are refereed to as Complex Instruction Set Computers (CISC). Such systems include the Motorola MC68000, and the Intel 80x86 series. 34 CHAPTER 3. ARM ARCHITECTURE The ARM however, is a Reduced Instruction Set Computer (RISC) system, which means the designers chose to use a larger instruction size (32-bit) in exchange for making the control unit simple, well simpler. Other RISC processors include the SPARC, and the PowerPC range (Gn). A RISC processor has a number of stages to the execute part of the fetch/execute cycle: Instruction Fetch Fetch the instruction from memory into the instruction register. Instruction Decode Decode the instruction in the instruction register working out what we are supposed to do next. Operand Fetch Fetch the source operands for the task, this may involve the use of the data addressing mode (see 5.1 on page 51) or a memory addressing mode (see 5.2 on page 54). Execute Perform the requested operation. Operand Store Save the result someplace, this will almost always be a register. The ARM have been designed to perform these stages simultaneously. So whilst it is decoding one instruction it can be fetching the next instruction from memory. This is known as the instruction pipeline. The way in which the pipeline works can best be seen by examining the RTL the control unit will generate when processing the instruction SUBS R0, R0, #1 This instruction will subtract 1 from the content of the register R0 , and set the Z flag should it become zero. This is a particularly useful instruction as we will see in chapter 9. It should be noted that while we discuss a five stage instruction pipeline, different variants of the ARM have a different stages. The version of the ARM we are using has a three stage pipeline: Instruction Fetch and Decode; Operand Fetch; Execute and Operand Store. 3.6.1 Instruction Fetch The first step is to copy the memory location contained in the program counter into the memory address register. MAR ← PC The program counter is badly named as it does not count programs, or anything else for that matter, but contains the address of the next instruction in memory to be executed. In some system it is called the instruction pointer, or IP. Once the MAR has the location of the next instruction, the contents of the program counter are incremented (moved on to the next instruction) with a special address incrementer (INC) circuit and moved back to the program counter. In this way, the program counter is pointing to the next instruction while the current instruction is being executed. INC ← MAR PC ← INC The MAR now contains a copy of the contents of the PC, so that the instruction to be executed is read from the memory and transferred to the memory buffer register (MBR). Once in the MBR the instruction can then be copied into the instruction register (IR). MBR ← M(MAR) IR ← MBR By abusing the notation we can reduce these five lines to just two: 3.6. CONTROL UNIT 35 IR ← M(PC) PC ← INC(PC) ; Read value at PC into the Instruction Register ; Move Program Counter to next instruction 3.6.2 Instruction Decode Now the instruction is in the instruction register it is necessary to decode it. The IR is divided into a number of fields or parts. op-code This is the operation code or binary instruction which tells the control unit which function to preform. condition code. This is a general guard for the whole instruction. The instruction will only be preformed if the process is in this state or the condition code has been set to always, the default. See section 4.1.2 on page 42 for more information. Our example instruction has the default setting, so there is not guard and the instruction will always be executed. Set flags. Most of the data processing instructions include a S variation. Such as our SUBS instruction. The (cid:104)S (cid:105) field used to indicate whether the instruction should set the CPSR flags (as in our example) or not. destination register. All of the instructions take one or two source values, and preform some operation on them, placing a result in the destination register. With the exception of the store instruction it is always a register. In our example this would be the register R0 . source register. The majority of instructions require one or two source values to operate on. The (cid:104)source(cid:105) register indicates which register holds the source value for the instruction/operation. In our example this would also be the register R0 . op1 The data processing instructions all require a source value which can be calculated as part of the instruction. This is known as a (cid:104)op1 (cid:105) value. See section 5.1 on page 51 for a full discussion of the possible values for (cid:104)op1 (cid:105). Our subtract instruction is a data processing instruction and (cid:104)op1 (cid:105) is an immediate value, so it will take the value from the (cid:104)value(cid:105) part of the instruction register. op2 The memory based instructions require a memory location to work with, this is specified in an effective address, known as an (cid:104)op2 (cid:105) operand. Section 5.2 on page 54 goes into the details of the (cid:104)op2 (cid:105) field. value Holds a small value as part of the binary instruction. This is normally used when calculating the second operand, either (cid:104)op1 (cid:105) or (cid:104)op2 (cid:105). As we are using immediate addressing in our example instruction (the #1), the value (1) will be in the (cid:104)value(cid:105) field. offset This is similar to (cid:104)value(cid:105) except the value is larger. This field is only used by the branch instructions. Whilst all of the fields are available, they only have any real meaning in the context of the instruction. The only fields that have any real value are the op-code and condition fields. Even then not all instructions have an condition field. The instruction decode stage of the fetch/execute cycle does not actually produce any RTL. However, for our example instruction the IR will be broken down as follows: 36 CHAPTER 3. ARM ARCHITECTURE op-code subtract condition always set true destination R0 source R0 op1 immediate value 1 3.6.3 Operand Fetch The operand fetch stage will prepare the ALU for the execution phase by reading the operands into the ALU registers. In our example we read the (cid:104)source(cid:105) register into the ALU’s A register. ALU(A) ← R0 At the same time we can also copy the second operand into register B of the ALU. As this is a data processing instruction the control unit will analyse IR(op1) and see that we are using an immediate value. Thus it will copy the value field into the ALU register. ALU(B) ← IR(value) As the (cid:104)op1 (cid:105) value passes through the Barrel Shifter we can preform a shift operation on the value as it passes into the ALU. For the memory load instruction, the operand fetch stage will read a value from external memory as specified by (cid:104)op2 (cid:105). 3.6.4 Execute Now that the ALU has been configured, both registers have been loaded with the appropriate operands (values), we can now instruct the ALU to subtract the second operand from the first. This is done by simply sending a subtract message to the ALU. ALU ← subtract 3.6.5 Operand Store Finally we need to store the result of this operation by copying the value from the ALU to the destination register. R0 ← ALU However we also have the (cid:104)S (cid:105) flag set, so we must copy the flags from the ALU back into the CPSR in the control unit. CPSR ← ALU(flags) For the memory store instruction the destination is a memory location specified by (cid:104)op2 (cid:105). This is the only instruction that does not use a register as the destination. This will cause the system to write the result to memory. 3.6.6 Summary We have just looked at the fetch/execute cycle and the way the system actually processes an instruction. In particular we looked at the processing of a specific instruction SUBS R0, R0, #1 3.6. CONTROL UNIT 37 which subtracts 1 from the content of the register R0 , and sets the Z flag should it become zero. Here we will list the RTL that was produced without all the bothersome interpretation. MAR ← PC INC ← MAR PC ← INC MBR ← M(MAR) IR ← MBR ALU(A) ← R0 ALU(B) ← IR(value) ; Instruction Fetch ; Instruction Decode ; Operand Fetch ALU ← subtract ; Execute the instruction R0 ← ALU ; Operand Store CPSR ← ALU(flags) If we abuse the notation, as discussed earlier in sections 3.5.2 and 3.6.1, we can reduce this from 10 instructions to just four. IR ← M(PC) PC ← INC(PC) R0 ← R0 − IR(value) CSPR ← ALU(flags) ; Fetch the instruction ; Move on to the next instruction ; Execute the subtract ; Save the flags Although this might be smaller and easier to read. Unfortunately it does not describe the data flow correctly, the longer version is more correct. 38 CHAPTER 3. ARM ARCHITECTURE 4 Instruction Set Why are a microprocessor’s instructions referred to as an instruction set? Because the micropro- cessor designer selects the instruction complement with great care; it must be easy to execute complex operations as a sequence of simple events, each of which is represented by one instruction from a well-designed instruction set. Assembler often frighten users who are new to programming. Yet taken in isolation, the operations involved in the execution of a single instruction are usually easy to follow. Furthermore, you need not attempt to understand all the instructions at once. As you study each of the programs in this book you will learn about the specific instructions involved. From the advent of the microprocessor in the early 1970s there has been a trend for instruction sets to become more sophisticated and complex. In the early 1980s, a different approach to the instruction set emerged, that of the Reduced Instruction Set Computer or RISC, which attempted to produce a ‘striped down’ processor, or a ‘supercharged’ one if you prefer. When David Patterson and David Ditzel1 first proposed the idea, they analysed a large number of programs to find out how developers where actually using the processor. They came up with three interesting observations. The first of which can be seen in table 4.1 below. Instruction Grouping 1 Data Movement Flow Control 2 3 Arithmetic 4 Comparison Usage 45.28% 28.73% 10.75% 5.92% Logical Shift Instruction Grouping Usage 3.91% 2.93% 2.04% 0.44% 5 6 7 Bit Manipulation 8 Input/Output and Miscellaneous Table 4.1: Instruction Group Average Usage This shows that most programs spend over 80% of the time executing instructions from the Data Movement, Flow Control or Arithmetic instruction groups. If they could find a method of increasing the speed of these instructions, the program would execute that much faster. There second observation was in the use of constant values. Some 56% of constant values where within the range of ±15, while 98% of constants where in the range ±511. As the most constant values are small enough (just 5 bits) they could be included as part of the instruction, rather than forcing yet another memory access for it. The final observation was that the number of parameters (or arguments) passed between subrou- tines was normally less than six. Remember this research was done before the advent of Microsoft Windows and the 13-parameter API call which nobody can ever remember. Thus if the processor had sufficient registers, it would not be necessary to use external (off-chip) memory for a stack frame. See Chapter ?? for a discussion of the stack frame. 1David A. Patterson and David R. Ditzel, The case for the reduced instruction set computer published in Computer Architecture News, volume 9(3) in 1980. 39 40 CHAPTER 4. INSTRUCTION SET Mnemonic Instruction Mnemonic Instruction MOV ADD SUB RSB MUL CMP TEQ BAL BLAL LDR LDRB LDM AND ORR MVN MRS SWP SWI Move Add Subtract Reverse Subtract Multiply Data Movement Arithmetic ADC SBC RSC MLA Add with Carry Subtract with Carry Reverse Subtract with Carry Multiply Accumulate Compare Test Equivalence Branch Always Branch and Link Always Flow Control CMN TST B(cid:104)cc(cid:105) BL(cid:104)cc(cid:105) Load Register Load Register Byte Load Multiple Memory Access STR STRB STM Compare Negative Test Conditional Branch Conditional Branch and Link Store Register Store Register Byte Store Multiple Logical and Bit Manipulation Bitwise AND Bitwise (inclusive) OR Move Negative BIC EOR Bit Clear Bitwise Exclusive OR Move to Register from Status Swap Software Interrupt System Control MSR SWPB Move to Status from Register Swap Byte Table 4.2: Instruction Mnemonics These three observations form the basis of what has become know as the Berkeley RISC architec- ture, and subsequently formed the principles upon which the ARM instruction set was designed. The mnemonics for the ARM instruction set are listed in table 4.2 above. This provides a survey of the processors capabilities, and will also be useful when you need a certain kind of operation but are either unsure of the specific mnemonics or not yet familiar with what instructions are available. The instruction mnemonics are supposed to provide you with an easy way to remember the in- structions set. Although, despite having developed in assembler on ten different microprocessors, we have yet to find a set of mnemonics which are truly mnemonic. This is one of the reasons people new to assembler find it so daunting, attempting to remember all of these so called mnemonics. It is probably easier to remember the instruction you want, and then work out the mnemonic for it. There are generally three types of developer. One who can understand what each instruction does but is not able to put them together to form a program, chapters 7 through to 14 are intended to help these people. The second is one who can understand the principles behind the instructions and is able to put it all together to form a program, but can never remember the precise details of the instructions, appendix A is intended for these people. The final type, is the most annoying, those who can not only put it all together in the form of a program, in addition they are also able to remember each and every instruction in minute detail. The ARM instruction set can be divided into six broad classes of instruction. • Data Movement • Arithmetic • Flow Control • Memory Access • Logical and Bit Manipulation • System Control 4.1. DATA MOVEMENT 4.1 Data Movement 41 There is only one instruction which falls into this category, which is the MOV (Move) Instruction. This is however probably the most important instruction, as over 40% of a program will consists of this instructions. It is worth our while looking at this instruction in more detail as it shares two attributes with most of the other instructions, namely the set flags variant and conditional execution. Section A.13 on page 144 gives the syntax for this instruction as: MOV(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , (cid:104)op1 (cid:105) which we interpret as: MOV (cid:104)cc(cid:105) (cid:104)S (cid:105) Rd this is the mnemonic for the instruction which indicates which operation we would like to preform. See table 4.2 on the preceding page for a list of mnemonics, and Appendix A for a detailed discussion of each instruction. The MOV mnemoic is a bit of a misnomer as the original value is not destroyed, but copied. indicates conditional execution, where the instruction is only executed under the specified condition. This is either a two letter condition code (see table 4.3 on the following page) or missing altogether, in which case it is assumed the instruction should always be executed. This is discussed in more detail later (in section 4.1.2). indicates the operation should set the condition code. This is to be used in conjunction with the conditional execution and is discussed in more detail later. indicates the destination register. This is always a register and may be any register available in the current processor mode. (cid:104)op1 (cid:105) indicates the source of the data. The MOV instruction is unusual in that it only has the one source. Most instructions require two operands, thus they require two sources. The first is normally a source register (Rs). The source register (if present) is copied into the register A of the ALU. The (cid:104)op1 (cid:105) source is copied into register B of the ALU, which means it has to pass though the Barrel Shifter. This allows the programmer to preform an arithmetic or logical shift of the data en route. As a result there is no requirement for the dedicated shift instructions found in other (CISC) processors. See section 5.1 for a full discussion of what can be done with an (cid:104)op1 (cid:105) value. With this in mind, the register transfer language notation describing a general MOV instruction would be: (cid:104)cc(cid:105): ALU(B) ← (cid:104)op1 (cid:105) (cid:104)cc(cid:105): (cid:104)cc(cid:105)(cid:104)S (cid:105): Rd ← ALU CSPR ← ALU(flags) Where the (cid:104)cc(cid:105) guard indicates the conditional execution, and the (cid:104)S (cid:105) guard indicates the Set flags variant of the instruction. 4.1.1 Set Flags Variant Most of the data processing instructions, this includes the Arithmetic, and Logic instruction groups, have a variant which allows them to sets the condition code flags. This variant is indicated by an (cid:104)S (cid:105) in the syntax definition of the instruction (in Appendix A) and by adding the letter S to the end of the mnemonic. 42 CHAPTER 4. INSTRUCTION SET General Signed Unsigned C arry S et GT Greater T han CS GE Greater Than or E qual HS H igher or S ame (aka CS) CC C arry C lear EQ Equal (Zero Set) LT NE N ot E qual (Zero Clear) LE VS Ov erflow S et VC Ov erflow C lear MI Minus (Negative) PL Less T han Less Than or E qual LO Lower Than LS Lower or S ame (aka CC) Pl us (Positive) Higher Than HI Table 4.3: (cid:104)cc(cid:105) (Condition code) Mnemonics The flow control instructions will always effect the processor status, thus they do not need a variant. The Memory Access instructions do not pass the data via the ALU and so can not set the flags. This is quite a pain, as it means we have to add an extra instruction to check if the value we have just read from memory is a zero or not. The MOVS instruction will pass the value though the ALU in order to generate the condition codes. In particular it can only set the Zero and Negative flags. This variant can be combined with the flow control and conditional execution feature to provide fast efficient code. Chapter 9 provides a number of examples. We can indicate the action taken by a Set Flags variant by using the (cid:104)S (cid:105) guard in the RTL description of the instruction: (cid:104)S (cid:105): CSPR ← ALU(flags) 4.1.2 Conditional Execution: (cid:104)cc(cid:105) The vast majority of instructions include the condition code ((cid:104)cc(cid:105)) attribute which allows the instruction to be executed conditionally dependent on the current status of the processor (condition code flags, see section 3.3 on page 28). If the flags indicate that the condition is true, the instruction is executed, otherwise the instruction is ignored, and the processor simply moves on to the next instruction. A list of the two letter condition codes are shown in table 4.3 above. To indicate that an instruction is conditional we simply place the two letter mnemonic for the condition after the mnemonic for the instruction, but before the (cid:104)S (cid:105) if present. If no condition code mnemonic is used the instruction will always be executed, there is even a two letter mnemonic to indicate always (AL) if you prefer. Note that the Greater and the Less conditions are for use with signed numbers while the Higher and Lower conditions are for use with unsigned numbers. These condition codes only really make sense after a comparison instruction (see 4.3). For example, the instruction MOVCC R0, R1 will copy the value in the register R1 into the R0 register, only when the Carry flag is clear (or not set, this is the CC condition code), R0 will remain unaffected if the C flag is set. Conditional execution can be combined with the (cid:104)S (cid:105) variant instruction. For example, what would the following code fragment do? MOVS MOVEQS MOVEQ R0, R1 R0, R2 R0, R3 1. The first instruction will always copy R1 into R0 , but it will also set the N and Z flags accordingly. 4.2. ARITHMETIC 43 2. The second instruction is only executed if the Z flag is set, i.e., the value of R1 was zero. If the value of R1 was not zero the instruction is skipped. If the second instruction is executed it will copy the value of R2 into R0 and it will also set the N and Z flags according to the value of R2 . 3. The third instruction is only executed if both R1 and R2 are both zero. 4.2 Arithmetic The eight instructions in this group all preform an arithmetic operation on two (and in one case three) source operands, one of which must be a register (Rn) and another value ((cid:104)op1 (cid:105)) producing a result which is placed in a destination register (Rd ). They can also optionally update the condition code flags based on the result. 4.2.1 Addition There are only two addition instructions: ADD (Add) and ADC (Add with Carry). These instructions both add two 32-bit numbers, but they can be combined to add 64-bit or larger numbers. Let registers R0 , R1 and R2 , R3 contain two 64-bit numbers, with the lower word in registers R0 and R2 respectively. We can add these 64-bit numbers to produce a new 64-bit number in R4 , R5 : ADDS ADC R4, R0, R2 R5, R1, R3 ; Add lower words ; Add upper words The ADDS not only adds the two lower words together, but also sets the carry flag if there is a carry over, and clears it if there is no carry over. The ADC not only adds the upper words, but also adds in the carry over from the lower words. 4.2.2 Subtraction There are four subtraction instructions. The SUB (Subtract) and SBC (Subtract with Carry) instructions are the equivalent of the ADD and ADC instructions above. Unlike addition, subtraction is not commutative. This means that while the result of adding 4 + 2 is the same as that of adding 2+4, the result of subtracting 4−2 (2) is not the same as subtracting 2 − 4 (−2). To allow for this we have two additional “reverse” instructions: RSB (Reverse Subtract) and RSC (Reverse Subtract with Carry) which subtract the value in a register from another value. In subtraction, the carry flag records the fact that a subtraction had to borrow from the next (32nd) bit. Thus the SUB and SBC instructions can be combined in the same way as the ADD and ADC instructions to form a 64-bit subtraction. The RSB and RSC instruction can also be combined in this manner. 4.2.3 Multiplication There are two multiplication instructions, MUL (Multiply) and MLA (Multiply Accumulate). These instructions are different from the others in this group, in that they can only operate on regis- ters. The second operand must be a register, rather than an (cid:104)op1 (cid:105) value, as used by the other instructions in the arithmetic group. The MUL instruction will use the Booth Multiplier to simply multiply two 32-bit numbers, giving a 32-bit result. This causes a small problem, as multiplying two 32-bit numbers should produces 44 CHAPTER 4. INSTRUCTION SET a 64-bit result. So the multiply instructions should be used with caution. It does, however, mean that we can multiply to signed 16-bit numbers, and receive a correct signed 32-bit result. The MLA instruction the same as the MUL instruction with the exception that it will add the result of the multiplication to the value in a third register. This can be used for calculating running totals. 4.2.4 Division If you have been paying attention, you will have realised that we have already discussed the eight instructions in this group. This means that there are no instructions to support division. Division is performed considerably less frequently than the other arithmetic operations. It is, however, possible to perform division by repeatedly subtracting the divisor from the dividend until the result is either zero or less than the divisor. The number of times the divisor is subtracted is known as the quotient, and the value left after the final subtraction is the remainder. That is: Let us consider the following equation: dividend = quotient × divisor + remainder 10 7 = 1 remainder 3 in this equation the dividend is 10, the divisor is 7, the result is in two parts the quotient (1) and the remainder (3). This is all very well, but what happens when the numbers are signed, do we use floored or symmetric division? Floored division is where the quotient is rounded down toward negative infinity and the remainder is used to correct the rounding. Thus if we divide −10 by 7, we would have a quotient of −2 and a remainder of 4 (7 × −2 = −14 + 4 = −10). In symmetric division the rounding is done the other way, towards zero. Thus −10 divided by 7 would have a quotient of −1 with a remainder of −3 (7 × −1 = −7 + −3 = −10). Just to complicate matter more, like subtraction, division is not commutative. Given that division is the least used arithmetic operation is it any wonder there are no instructions to support (integer) division. 4.3 Flow Control The flow control instructions fall into two sub-groups, those that compare two values and set the condition codes, and those that which change the flow of execution (branch). 4.3.1 Comparisons There are four comparison instructions which use the same format as the arithmetic instructions. These perform an arithmetic or logical operation on two source operands, one of which must be a register, and the other can be any (cid:104)op1 (cid:105) value. The instructions do not write the result to a register, but use it to update the condition flags. The CMP (Compare) instructions compares two numbers. It will subtract the second operand (the (cid:104)op1 (cid:105) value) from the first (the register), setting all of the status flags accordingly: 4.3. FLOW CONTROL 45 Zero Negative Carry oVerflow Set if there was a signed overflow Set if the two number are equal, otherwise it is clear. Set should the second operand be larger than the first, and clear if it is smaller. Set if the subtraction had to borrow, (unsigned underflow) This will allow the full set of condition codes, general, signed, and unsigned, to be used in the instructions which follow. The CMN (Compare Negative) instruction compares the register value with the negative of the second value. Thus it can be used to change the sign of the second value. Although this may cause difficulties if the value is zero. The TEQ (Test Equivalence) instruction checks to see if the two values are equal. It will set the Z flag if they are, so the EQ (Equal) and NE (Not Equal) condition codes can be used. It can also be used to check if two values have the same sign. The N flag will be clear should the two values have the same sign, so the PL (Plus) condition can be used. Should the two values have different signs the flag will be clear and the MI (Minus) condition code could be used. The final instruction in this sub-group is the TST (Test) instruction, which is used to discover whether a single bit of the register is set or not. The Z flag will be set if the bit in the register is clear and the EQ (Equal) condition code can be used. If the bit in the register was set, the flag will be clear and the NE (Not Equal) condition code can be used. The TST can be used to test a collection of bits. However, all of the bits must be clear for the Z flag to be set. If any of the register bits are set, the flag will be cleared. 4.3.2 Branching The B(cid:104)cc(cid:105) (Branch) instruction is used to change the control flow by adding an offset to the current Program Counter. The offset is a signed number, allowing forward and backward branches of up to 32MB. In assembler we place a label after the B(cid:104)cc(cid:105) (Branch) instruction, and the assembler will calculate the offset for us. The Branch instruction can be used in two ways, conditionally and unconditionally. An uncon- ditional branch will always branch no matter what the state of the flags, conventionally this is written as BAL (Branch Always). For a conditional branch, one of the condition codes, listed in table 4.3 on page 42, is given immediately after the B. Thus the BEQ instruction is used to branch on equal condition (the Z flag is set). There is also the BL(cid:104)cc(cid:105) (Branch and Link) instruction which preserves the address of the instruc- tion immediately after the branch in the Link Register (LR or R14 ). This allows for a subroutine call. The code which has been called (the target of the branch) can return to the next instruction, after the branch by copying the Link Register (LR) into the Program Counter (PC). Chapters ?? and 14 go into detail over the use of subroutines. 4.3.3 Jumping All of the instructions in the Arithmetic, Logical, and Data Movement groups can use the Program Counter (PC or R15 ) as a destination register. This allows them to alter the location from which the next instruction is fetched. The direct manipulation of the PC in this way is known as a jump. Any 32-bit value can be copied into the PC, thus a jump can be to any location in the 4GB memory space. This is a particularly useful feature when the location of the next instruction can be calculated, via a jump table (see 13.1.5 on page 121 for further discussion). 46 CHAPTER 4. INSTRUCTION SET 4.4 Memory Access The memory access instructions naturally fall into three sub-groups: Register; Register Byte; and Multiple Registers. Each of which has a Load and a Store instruction. 4.4.1 Load and Store Register The LDR (Load Register) instruction can load a 32-bit word from memory into a register. While, surprisingly, the STR (Store Register) instructions will store a 32-bit word from a register to memory. The Load and Store Register instructions use an (cid:104)op2 (cid:105) value to identify the memory to use. All of the (cid:104)op2 (cid:105) values use a base register and an offset of some form specified by the instruction: Offset addressing is where the memory address is formed by adding (or subtracting) an offset to (or from) the value held in the base register. Pre-indexed addressing is where the memory address is formed in the same way as for offset addressing. As a added extra the memory address is also written back into the base register. This is quite useful for looping though data, see Chapter 9 for more details. Post-indexed addressing is where the memory address is taken from the base register directly, without any modification. This time the base register is modified (the offset is added or subtracted) after the load or store has occurred. See section 5.2 for a full discussion of the values available for an (cid:104)op2 (cid:105) value. 4.4.2 Load and Store Register Byte Rather like the Load and Store Register instruction the LDRB (Load Register Byte) and STRB (Store Register Byte) instructions can load an 8-bit byte from memory, or store one respectively. The memory location is identified by an (cid:104)op2 (cid:105) value in the same way. The load byte instruction, will load the byte into the lower 8-bits of the register. The upper 24-bit of the register are cleared, set to zero. The byte can not be signed unless additional steps are taken. When storing a byte, only the lower 8-bits of the register are stored. The remaining 24-bits are ignored. 4.4.3 Load and Store Multiple registers The LDM (Load Multiple) and STM (Store Multiple) instructions allow a block transfer of any number of registers to or from memory. The memory location must be in a base register, which can be optionally updated after the transfer. A list of registers to transfer is given, this can include the Program Counter. Each register is transferred to or from memory in turn starting with the lowest register (R0 if given) and ending with the highest register (R15 if given in the register list). The base register is modified with transfer, so the system knows the memory location for the next transfer. The base register is modified according to one of four transfer modes: 4.5. LOGICAL AND BIT MANIPULATION 47 A B C 0 0 0 0 1 0 0 0 1 1 1 1 A B C 0 0 0 0 1 0 1 0 1 0 1 1 A B C 0 0 0 1 1 0 1 0 1 0 1 1 A B C 0 0 0 1 1 0 1 0 1 1 1 1 C = A AND B C = A BIC B C = A EOR B C = A ORR B Table 4.4: True tables for Logical operations Increment Before Increment After IB IA DB Decrement Before DA Decrement After The Load and Store Multiple instructions are particularly well suited for preserving registers during a subroutine call. A Store Multiple allows registers to be saved at the start of the subroutine, while a Load Multiple can return the registers back to their original state at the end of the routine. See Chapter 14 for a detailed discussion of subroutines. 4.5 Logical and Bit Manipulation The five instructions in this group all preform logical operation on two (or in one case, one) source operands, one of which must be a register (Rn) and the other is an (cid:104)op1 (cid:105) value, producing a result which is placed in a destination register. They can also optionally update the condition code flags based on the result. An (cid:104)op1 (cid:105) value must pass through the Barrel Shift before it can be used. This means that any instruction which uses an (cid:104)op1 (cid:105) value can preform an arithmetic or logical shift. This includes the MOV (Move) instruction on page 41. As a result of this, there is no requirement for the dedicated shift instructions found on Complex instruction Set Computers. The AND (Bitwise AND) instruction will AND the bits of the first operand (the register) the those of the second operand (the (cid:104)op1 (cid:105) value). In other words, the bit will be set in the result only if it is set in both the first and second operands, otherwise the bit will be clear. The AND is frequently used to mask out, or clear, bits we are not interested in. The BIC (Bit Clear) instruction is intended to take over the masking function from the AND instruction. With this instruction a bit in the result is clear if the bit in the second operand is set, no matter what the bit is set to in the first operand. The remanding bits are left unchanged. The EOR (Exclusive OR) instruction will OR the bits of the first operand with those of the second operand, except if both bits are set the resulting bit will be clear. This is known as an Exclusive OR, as it allows a bit from the first operand or the second operand, but not from both. This can be used to invert selected bits. By setting a bit in the second operand the corresponding bit in the first operand will be changed, if it was set it will become clear, if it was clear it will now be set. The ORR (Bitwise OR) instruction will simply OR the bits of the first and second operands. The bit in the result will be set if the corresponding bit is set in either of the two operands. If the bit is clear in the second operand, the resulting bit will be the same as the first operand. This is known as an inclusive OR, as it include a bit set in not only the first operand, or the second operand, but also in both operands. This is frequently used to for a bit to be set. Finally the MVN (Move Not) instruction is slightly different in that it only uses one operand. The result is a complete inversion of the operands value. That is each bit is switch from set to clear and 48 CHAPTER 4. INSTRUCTION SET clear to set. This can be useful for making a bit-mask for use with one of the other instructions. 4.6 System Control / Privileged 4.6.1 Software Interrupt The SWI (Software Interrupt) instructions cause a software Interrupt exception to occur. These are normally used to request a service from an operating system. The exception causes processor to change into a privileged mode, thus allowing a user mode task to gain access to privileged functions, but only under the supervision of an operating system. There are three methods an operating system could use to identify which service is required. 1. A service number is provided as an immediate value associated with the SWI. Any additional parameters are passed between the operating system and the task though general-purpose registers. This is the most common form of communication. 2. The service number is placed in a general-purpose register. Any additional parameters are also passed in general-purpose registers. 3. The service number is placed in a data structure which follows immediately after the instruc- tion. Additional parameters may be passed as part of the data structure, or in registers. The precise details of the SWI instruction are dependent on the operating system or environment. This should be described in the developers documentation provided with the environment. The only function used in this book is function number 17 (or &11). In the system we are using this represents a the exit() function, and is used to exit a program. 4.6.2 Semaphores When there are two or more processes running on one or more processors they need a way of communicating in order to share common resources. This can be provided by a semaphore. Two instructions are provided that would help an Operating System to provide a semaphore. The SWP (Swap) instruction reads a word value from memory (into a destination register) replacing it with another value (from a source register). The memory location is specified in yet another register. The same register can be given for the source and destination in which case the value at the memory location and the value is the register are simply exchanged. There is also a SWPB (Swap Byte) instruction which preforms the same operation for a single byte rather than a full word. 4.6.3 Status Register Access The status register can be accessed via two instructions. The MRS (Move to Register from Status) instruction will copy the current process status register (CPSR) into a general-purpose register. There is only one real reason for reading the status register, and that is to change one of the fields. There is also a corresponding MSR (Move to Status from Register) instruction which replaces specific field(s) in the current status register. Access to the control fields (process mode and interrupt enable flags) is restricted to privileged mode. Only the condition code flags may be overwritten in User mode, this is to stop the wayward User mode program from entering into a privileged mode. 4.6. SYSTEM CONTROL / PRIVILEGED 49 The MRS and MSR instructions may also access the saved process status register (SPSR). As the User and System modes do not have a SPSR register and the privileged modes do, these instruction are limited to privileged mode only. The Data Movement, Arithmetic, and Logical instruction groups all allow the Program Counter as a destination register. This allows them to calculate the address of the next instruction. In addition to this, when the PC is the destination register and the (cid:104)S (cid:105) flag is given, these instructions will also copy the SPSR for the current mode into the CPSR. Obviously such instructions are restricted to privileged modes, as they actually have a SPSR. This is a rather peculiar special effect which has been provided to allow exception handlers to return the processor back to the same state it was in before the exception occurred. 4.6.4 Coprocessor Up to 16 coprocessors can be added on to the processor to perform additional operations. Such coprocessors could include a Memory Management Unit (MMU), a Floating Point Unit (FPU), and a Digital Signal Processor (DSP) Unit. Different manufactures extend or customise the ARM by the addition of various coprocessors. A discussion of such coprocessors is well beyond the scope of this book. It is however worth noting that there are five instructions for communicating with the coprocessor which fall into three sub-groups: Data-processing instructions which start a coprocessor specific operation, CDP (Coprocessor Data Operation). Data transfer instructions which transfer data between the coprocessor and memory. The LDC (Load Coprocessor) and STC (Store Coprocessor) instructions. Register transfer instructions to transfer data between a register and the coprocessor. In par- ticular the MRC (Move from Register to Coprocessor) and MCR (Move from Coprocessor to Register) instructions. A manufacture may provide additional pseudo instructions which hide the use of the coprocessor from you. 4.6.5 Privileged Memory Access The Memory Access instructions (4.4 on page 46) provide access to memory in the current processor mode. Thus if used when the processor is in a privileged mode, the memory access will also be privileged. The could cause difficulty if the memory being accessed is only available in User mode. To cater for this difficulty a set of memory access instructions have been provided which access the memory in User mode, without effecting the current processor mode. These are known as the “with Translation” instructions. LDRT (Load Register with Translation) and STRT (Store Register with Translation) provide 32- bit memory access with User mode Translation. The corresponding LDRBT (Load Register Byte with Translation) and STRBT (Store Register Byte with Translation) instructions provide the 8-bit memory access with User mode Translation. As these instructions are used when an exception handler is required to access User-mode memory, any further discussion is beyond the scope of an introductory text. 50 CHAPTER 4. INSTRUCTION SET 4.6.6 Undefined Instructions There are many instruction words (values) which have yet to be defined. There are even some which have been explicitly left undefined. Attempting to perform one of these undefined words will cause an Undefined Instruction exception to occur. An Operating System can use this exception to provide additional services, and instructions which are specific to that operating environment. Any such additional instructions should be documented in the developers documented provided with the environment. Should the environment not provide any additional services in this manner it should produce a suitable error response. 5 Addressing Modes 5.1 Data Processing Operands: (cid:104)op1 (cid:105) The majority of the instructions relate to data processing of some form. One of the operands to these instructions is routed through the Barrel Shifter. This means that the operand can be modified before it is used. This can be very useful when dealing with lists, tables and other complex data structures. We denote instructions of this type as taking one of its arguments from (cid:104)op1 (cid:105). An (cid:104)op1 (cid:105) argument may come from one of two sources, a constant value or a register, and be modified in five different ways. 5.1.1 Unmodified Value You can use a value or a register unmodified by simply giving the value or the register name. For example the following instructions will demonstrate the two methods: Immediate MOV R0, #1234 Will move the immediate constant value 123410 into the reg- ister R0 . R0 ← IR(value) Register MOV R0, R1 Will move the value in the register R1 into the register R0 . R0 ← R1 5.1.2 Logical Shift Left This will take the value of a register and shift the value up, towards the most significant bit, by n bits. The number of bits to shift is specified by either a constant value or another register. The lower bits of the value are replaced with a zero. This is a simple way of performing a multiply by a power of 2 (×2n). 51 52 CHAPTER 5. ADDRESSING MODES Logical Shift Left Immediate MOV R0, R1, LSL #2 R0 will become the value of R1 shifted left by 2 bits. The value of R1 is not changed. R0 ← R1 << IR(value) Logical Shift Left Register MOV R0, R1, LSL R2 R0 will become the value of R1 shifted left by the number of bits specified in the R2 register. R0 is the only register to change, both R1 and R2 are not effected by this operation. R0 ← R1 << R2 (7:0) If the instruction is to set the status register, the carry flag (C) is the last bit that was shifted out of the value. 5.1.3 Logical Shift Right Logical Shift Right is very similar to Logical Shift Left except it will shift the value to the right, towards the lest significant bit, by n bits. It will replace the upper bits with zeros, thus providing an efficient unsigned divide by 2n function (| ÷ 2n|). The number of bits to shift may be specified by either a constant value or another register. Logical Shift Right Immediate MOV R0, R1, LSR #2 R0 will take on the value of R1 shifted to the right by 2 bits. The value of R1 is not changed. R0 ← R1 >> IR(value) Logical Shift Right Register MOV R0, R1, LSR R2 As before R0 will become the value of R1 shifted to the right by the number of bits specified in the R2 register. R1 and R2 are not altered by this operation. R0 ← R1 >> R2 If the instruction is to set the status register, the carry flag (C) is the last bit to be shifted out of the value. 5.1.4 Arithmetic Shift Right 5.1. DATA PROCESSING OPERANDS: (cid:104)OP1 (cid:105) 53 The Arithmetic Shift Right is rather similar to the Logical Shift Right, but rather than replacing the upper bits with a zero, it maintains the value of the most significant bit. As the most significant bit is used to hold the sign, this means the sign of the value is maintained, thus providing a signed divide by 2n operation (÷2n). Arithmetic Shift Right Immediate MOV R0, R1, ASR #2 Register R0 will become the value of register R1 shifted to the right by 2 bits, with the sign maintained. R0 ← R1 +>> IR(value) Arithmetic Shift Right Register MOV R0, R1, ASR R2 Register R0 will become the value of the register R1 shifted to the right by the number of bits specified by the R2 register. R1 and R2 are not altered by this operation. R0 ← R1 +>> R2 Given the distinction between the Logical and Arithmetic Shift Right, why is there no Arithmetic Shift Left operation? As a signed number is stored in two’s complement the upper most bits hold the sign of the number. These bits can be considered insignificant unless the number is of a sufficient size to require their use. Thus an Arithmetic Shift Left is not required as the sign is automatically preserved by the Logical Shift. 5.1.5 Rotate Right In the Rotate Right operation, the lest significant bit is copied into the carry (C) flag, while the value of the C flag is copied into the most significant bit of the value. In this way none of the bits in the value are lost, but are simply moved from the lower bits to the upper bits of the value. Rotate Right Immediate MOV R0, R1, ROR #2 This will rotate the value of R1 by two bits. The most signif- icant bit of the resulting value will be the same as the least significant bit of the original value. The second most signifi- cant bit will be the same as the Carry flag. In the S version the Carry flag will be set to the second least significant bit of the original value. The value of R1 is not changed by this operation. R0 ← R1 >>> IR(value) 54 CHAPTER 5. ADDRESSING MODES Rotate Right Register MOV R0, R1, ROR R2 Register R0 will become the value of the register R1 rotated to the right by the number of bits specified by the R2 register. R1 and R2 are not altered by this operation. R0 ← R1 >>> R2 Why is there no corresponding Rotate Left operation? An Add With Carry (ADC, A.1 on page 137) to a zero value provides this service for a single bit. The designers of the instruction set believe that a Rotate Left by more than one bit would never be required, thus they have not provided a ROL function. 5.1.6 Rotate Right Extended This is similar to a Rotate Right by one bit. The extended section of the fact that this function moves the value of the Carry (C) flag into the most significant bit of the value, and the least significant bit of the value into the Carry (C) flag. Thus it allows the Carry flag to be propagated though multi-word values, thereby allowing values larger than 32-bits to be used in calculations. Rotate Right Extend MOV R0, R1 RRX The register R0 become the same as the value of the regis- ter R1 rotated though the carry flag by one bit. The most significant bit of the value becomes the same as the current Carry flag, while the Carry flag will be the same as the least significant bit or R1 . The value of R1 will not be changed. R0 ← C >>> R1 >>> C 5.2 Memory Access Operands: (cid:104)op2 (cid:105) The memory address used in the memory access instructions may also modified by the barrel shifter. This provides for more advanced access to memory which is particularly useful when dealing with more advanced data structures. It allows pre- and post-increment instructions that update memory pointers as a side effect of the instruction. This makes loops which pass though memory more efficient. We denote instructions of this type as taking one of its arguments from (cid:104)op2 (cid:105). There are three main methods of specifying a memory address ((cid:104)op2 (cid:105)), all of which include an offset value of some form. This offset can be specified in one of three ways: Constant Value An immediate constant value can be provided. If no offset is specified an immediate constant value of zero is assumed. Register The offset can be specified by another register. The value of the register is added to the address held in another register to form the final address. 5.2. MEMORY ACCESS OPERANDS: (cid:104)OP2 (cid:105) 55 Scaled The offset is specified by another register which can be scaled by one of the shift operators used for (cid:104)op1 (cid:105). More specifically by the Logical Shift Left (LSL), Logical Shift Right (LSR), Arithmetic Shift Right (ASR), ROtate Right (ROR) or Rotate Right Extended (RRX) shift operators, where the number of bits to shift is specified as a constant value. 5.2.1 Offset Addressing In offset addressing the memory address is formed by adding (or subtracting) an offset to or from the value held in a base register. Zero Offset LDR R0, [R1] Will load the register R0 with the 32-bit word at the memory address held in the register R1 . In this instruction there is no offset specified, so an offset of zero is assumed. The value of R1 is not changed in this instruction. MAR ← R1 MBR ← M(MAR) R0 ← MBR Immediate Offset LDR R0, [R1, #4] Will load the register R0 with the word at the memory ad- dress calculated by adding the constant value 4 to the mem- ory address contained in the R1 register. The register R1 is not changed by this instruction. MAR ← R1 + IR(value) MBR ← M(MAR) R0 ← MBR Register Offset LDR R0, [R1, R2] Loads the register R0 with the value at the memory address calculated by adding the value in the register R1 to the value held in the register R2 . Both R1 and R2 are not altered by this operation. MAR ← R1 + R2 MBR ← M(MAR) R0 ← MBR 56 CHAPTER 5. ADDRESSING MODES Scaled Register Offset LDR R0, [R1, R2, LSL #2] Will load the register R0 with the 32-bit value at the memory address calculated by adding the value in the R1 register to the value obtained by shifting the value in R2 left by 2 bits. Both registers, R1 and R2 are not effected by this operation. MAR ← R1 + R2 << IR(value) MBR ← M(MAR) R0 ← MBR This is particularly useful for indexing into a complex data structure. The start of the data structure is held in a base register, R1 in this case, and the offset to access a particular field within the structure is then added to the base address. Placing the offset in a register allows it to be calculated at run time rather than fixed. This allows for looping though a table. A scaled value can also be used to access a particular item of a table, where the size of the item is a power of two. For example, to locate item 7 in a table of 32-bit values we need only shift the index value 6 left by 2 bits (6 × 22) to calculate the value we need to add as an offset to the start of the table held in a register, R1 in our example. Remember that the computer count from zero, thus we use an index value of 6 rather than 7. A 32-bit number requires 4 bytes of storage which is 22, thus we only need a 2-bit left shift. 5.2.2 Pre-Index Addressing In pre-index addressing the memory address if formed in the same way as for offset addressing. The address is not only used to access memory, but the base register is also modified to hold the new value. In the ARM system this is known as a write-back and is denoted by placing a exclamation mark after at the end of the (cid:104)op2 (cid:105) code. Pre-Index address can be particularly useful in a loop as it can be used to automatically increment or decrement a counter or memory pointer. Immediate Pre-indexed LDR R0, [R1, #4]! Will load the register R0 with the word at the memory ad- dress calculated by adding the constant value 4 to the mem- ory address contained in the R1 register. The new memory address is placed back into the base register, register R1 . R1 ← R1 + IR(value) MAR ← R1 MBR ← M(MAR) R0 ← MBR 5.2. MEMORY ACCESS OPERANDS: (cid:104)OP2 (cid:105) 57 Register Pre-indexed LDR R0, [R1, R2]! Loads the register R0 with the value at the memory address calculated by adding the value in the register R1 to the value held in the register R2 . The offset register, R2 , is not altered by this operation, the register holding the base address, R1 , is modified to hold the new address. R1 ← R1 + R2 MAR ← R1 MBR ← M(MAR) R0 ← MBR Scaled Register Pre-indexed LDR R0, [R1, R2, LSL #2]! First calculates the new address by adding the value in the base address register, R1 , to the value obtained by shifting the value in the offset register, R2 , left by 2 bits. It will then load the 32-bit at this address into the destination register, R0 . The new address is also written back into the base reg- ister, R1 . The offset register, R2 , will not be effected by this operation. R1 ← R1 + R2 << IR(value) MAR ← R1 MBR ← M(MAR) R0 ← MBR 5.2.3 Post-Index Addressing In post-index address the memory address is the base register value. As a side-effect, an offset is added to or subtracted from the base register value and the result is written back to the base register. Post-index addressing uses the value of the base register without modification. It then applies the modification to the address and writes the new address back into the base register. This can be used to automatically increment or decrement a memory pointer after it has been used, so it is pointing to the next location to be used. As the instruction must preform a write-back we do not need to include an exclamation mark. Rather we move the closing bracket to include only the base register, as that is the register holding the memory address we are going to access. Immediate Post-indexed LDR R0, [R1], #4 Will load the register R0 with the word at the memory ad- dress contained in the base register, R1 . It will then calculate the new value of R1 by adding the constant value 4 to the current value of R1 . MAR ← R1 MBR ← M(MBR) R0 ← MBR R1 ← R1 + IR(value) 58 CHAPTER 5. ADDRESSING MODES Register Post-indexed LDR R0, [R1], R2 Loads the register R0 with the value at the memory address held in the base register, R1 . It will then calculate the new value for the base register by adding the value in the offset register, R2 , to the current value of the base register. The offset register, R2 , is not altered by this operation. MAR ← R1 MBR ← M(MBR) R0 ← MBR R1 ← R1 + R2 Scaled Register Post-indexed LDR R0, [R1], R2, LSL #2 First loads the 32-bit value at the memory address contained in the base register, R1 , into the destination register, R0 . It will then calculate the new value for the base register by adding the current value to the value obtained by shifting the value in the offset register, R2 , left by 2 bits. The offset register, R2 , will not be effected by this operation. MAR ← R1 MBR ← M(MBR) R0 ← MBR R1 ← R1 + R2 << IR(value) 6 Programs The only way to learn assembly language programming is through experience. Throughout the rest of this book each chapter will introduce various aspects of assembly programming. The chapter will start with a general discussion, then move on to a number of example programs which will demonstrate the topic under discussion. The chapter will end with a number of programming problems for you to try. 6.1 Example Programs Each of the program examples contains several parts: Title Purpose Problem Algorithm Source code Notes that describes the general problem statement of purpose that describes the task the program performs and the memory locations used. A sample problem complete with data and results. if the program logic is complex. for the assembly program. Explanatry notes that discusses the instructions and methods used in the program. Each example is written and assembled as a stand-alone program. 6.1.1 Program Listing Format The examples in the book are the actual source code used to generate the programs. Sometimes you may need to use the listing output of the ARM assembler (the .list file), and in any case you should be aware of the fact that you can generate a listing file. See the section on the ARMulator environment which follows for details of how to generate a .list listing file. 6.1.2 Guidelines for Examples We have used the following guidelines in construction of the examples: 1. Standard ARM assembler notation is used, as summarized in Chapter 2. 2. The forms in which data and addresses appear are selected for clarity rather than for con- sistency. We use hexadecimal numbers for memory addresses, instruction codes, and BCD data; decimal for numeric constants; binary for logical masks; and ASCII for characters. 3. Frequently used instructions and programming techniques are emphasized. 4. Examples illustrate tasks that microprocessors perform in communication, instrumentation, computers, business equipment, industrial, and military applications. 59 60 CHAPTER 6. PROGRAMS Figure 6.1: New Project Dialog 5. Detailed comments are included. 6. Simple and clear structures are emphasised, but programs are written as efficiently as possible within this guideline. Notes accompanying programs often describe more efficient procedures. 7. Program are written as an independent procedures or subroutines although no assumptions are made concerning the state of the microprocessor on entry to the procedure. 8. Program end with a SWI &11 (Software Interrupt) instruction. You may prefer to modify this by replacing the SWI &11 instruction with an endless loop instruction such as: HERE BAL HERE 9. Programs use standard ARM assembler directives. We introduced assembler directives con- ceptually in Chapter 2. When first examining programming examples, you can ignore the assembler directives if you do not understand them. Assembler directives do not contribute to program logic, which is what you will be trying to understand initially; but they are a nec- essary part of every assembly language program, so you will have to learn how to use them before you write any executable programs. Including assembler directives in all program examples will help you become familiar with the functions they perform. 6.2 Trying the examples To test one of the example programs, first obtain a copy of the source code. The best way of doing this is to type in the source code presented in this book, as this will help you to understand the code. Alternatively you can download the source from the web site, although you won’t gain the same knowledge of the code. Go to the start menu and call up the “Armulate” program. Next open the source file using the normal “File | Open” menu option. This will open your program source in a separate window within the “Armulate” environment. The next step is to create a new Project within the environment. Select the “Project” menu option, then “New”. Give your project the same name as the source file that you are using (there is no need to use a file extension – it will automatically be saved as a .apj file). Once you have given the file a name, a further dialog will open as shown in the figure 6.1. Click the “Add” button, and you will again be presented with a file dialog, which will display the source files in the current directory. Select the relevant source file and “OK” the dialog. You will be returned to the previous dialog, but you will see now that your source file is included in the project. “OK” the “Edit Project” dialog, and you will be returned to the Armulate environment, now with two windows open within it, one for the source code and one for the project. 6.3. TRYING THE EXAMPLES FROM THE COMMAND LINE 61 Figure 6.2: Assembler Options Dialog We recommend that you always create a .list listing file for each project that you create. Do this by selecting the “Options” menu with the project window in focus, then the “Assembler” item. This will open the dialog shown in figure 6.2. Enter -list [yourfilename].list into the “Other” text box and “OK” the dialog. You have now created your project and are ready to assemble and debug your code. Additional information on the Armulator is available via the help menu item. 6.3 Trying the examples from the command line When developing the example programs, we found the “Armulate” environment too clumsy. We used the TextPad editor and assembled the programs from the command line. The Armulate environment provides commands for use from the command line: 1. Assembler The command line assembler is used to create an object file from the program source code. During the development of the add program (program 7.3a) we used the command line: ARMASM -LI -CPU ARM6 -g -list add.list add.s 2. Linker It is necessary to position the program at a fixed location in memory. This is done using the linker. In our add example we used the command: ARMLINK -o add add.o Which resolves the relative addresses in the add.o file, producing the add load image. 3. Debugger Finally it is necessary to debug the load image. This can be done in one of two ways, using a command line debugger or the windows debugger. In either case they require a load image (add in our example). To use the command line debugger (known as the source debugger) the following command is used: ARMSD add However, the command driven nature of this system is confusing and hard to use for even the most experienced of developers. Thus we suggest you use the windows based debugger program: WINDBG add Which will provide you with the same debugger you would have seen had you used the Window based Armulate environment. 62 CHAPTER 6. PROGRAMS Figure 6.3: TextPad Colour Preferences Dialog 6.3.1 Setting up TextPad To set up this environment simply download the TextPad editor and the ARM Assembler syntax file. You can download the editor from the download page of the TextPad web site1. Download Derek Law’s ARM Assembler Syntax Definition file from the TextPad web site. You can find this under the Syntax Definition sub-section of the Add-ons section of the Download page. Unpack the armasm.syn from the arm.zip file into the TextPad Samples directory. Having installed the Syntax Definitions you should now add a new Document Class to TextPad. Run TextPad and select the New Document Class. . . wizard from the Configure menu. The wizard will now take you though the following steps: 1. The Document Class requires a name. We have used the name “ARM Assembler ”. 2. The Class Members, the file name extension to associate with this document class. We associate all .s and .list files with this class: “*.s,*.list” 3. Syntax Highlighting. The next dialog is where we tell TextPad to use syntax highlighting, simply check the Enable Syntax Highlighting box. We now need to tell it which syntax definition file to use. If the armasm.syn file was placed in the Samples directory, this will appear in the drop down list, and should be selected. While this will create the new document class, you will almost certainly want to change the colour settings for this document class. This class uses the different levels of Keyword colouring for different aspects of the syntax as follows: Instructions Keywords 1 Keywords 2 Co-processor and pseudo-instructions Keywords 3 Shift-addresses and logical directives Keywords 4 Registers Keywords 5 Directives Keywords 6 Arguments and built-in names You will probably want to set the colour setting for all of these types to the same settings. We have set all but Keywords 2 to the same colour scheme. To alter the colour setting you should select the Preferences. . . option from the Configure menu. In the “Preference” dialog (shown in figure 6.4 on the next page), open the Document Classes section and then your new document class (ARM Assembler). Now you should select the colors section. This will now allow you to change the colours for any of the given colour settings. Finally you may like to consider adding a “File Type Filter” to the “Open File” dialog. This can be done by selecting the File Type Filter entry in the Preference dialog. Simply click on the 1http://www.textpad.com 6.4. PROGRAM INITIALIZATION 63 Figure 6.4: TextPad File Name Filters Preferences Dialog New button, add the description (“ARM Assembler (*.s, *.list)”) and wildcard (“*.s;*.list”) details. Finally click on the OK button. Note the use of a comma to seperate the wildcards in the description, and the use of a semi-colon (without spaces) in the wildcard entry. 6.4 Program Initialization All of the programming examples presented in these notes pay particular attention to the correct initialization of constants and operands. Often this requires additional instructions that may appear superfluous, in that they do not contribute directly to the solution of the stated problem. Nevertheless, correct initialization is important in order to ensure the proper execution of the program every time. We want to stress correct initialization; that is why we are going to emphasize this aspect of problems. 6.5 Special Conditions For the same reasons that we pay particular attention to special conditions that can cause a pro- gram to fail. Empty lists and zero indexes are two of the most common circumstances overlooked in sample problems. It is critically important when using microprocessors that you learn with your very first program to anticipate unusual circumstances; they frequently cause your program to fail. You must build in the necessary programming steps to account for these potential problems. 6.6 Problems Each chapter will now end with a number of programming problems for your to try. They have been provided to help you understand the ideas presented in the chapter. You should use the programming examples as guidelines for solving the problems. Don’t forget to run your solutions on the ARMulator to ensure that they are correct. The following guidelines will help in solving the problems: 1. Comment each program so that others can understand it. The comments can be brief and ungrammatical. They should explain the purpose of a section or instruction in the program, but should not describe the operation of instructions, that description is available in manuals. For example the following line: 64 CHAPTER 6. PROGRAMS ADD R1, R1, #1 could be given the comment “Add one to R1 ” or “Increment R1 ”, both of which provide no indication as to why the line is there. They tell us what the instruction is doing, but we can tell that by looking at the instruction itself. We are more interested in why the instruction is there. A comment such as “Increment loop counter” is much more useful as it explains why you are adding one to R1 , the loop counter. You do not have to comment each statement or explain the obvious. You may follow the format of the examples but provide less detail. 2. Emphasise clarity, simplicity, and good structure in programs. While programs should be reasonably efficient, do not worry about saving a single byte of program memory or a few microseconds. 3. Make programs reasonably general. Do not confuse parameters (such as the number of elements in any array) with fixed constants (such as the code for the letter “C”). 4. Never assume fixed initial values for parameters. 5. Use assembler notation as shown in the examples and defined in Chapter 2. 6. Use symbolic notation for address and data references. Symbolic notation should also be used even for constants (such as DATA_SELECT instead of 2_00000100). Also use the clearest possible form for data (such as ’C’ instead of 0x43). 7. Use meaningful names for labels and variables, e.g., SUM or CHECK rather than X or Z. 8. Execute each program with the emulator. There is no other way of ensuring that your program is correct. We have provided sample data with each problem. Be sure that the program works for special cases. 7 Data Movement This chapter contains some very elementary programs. They will introduce some fundamental features of the ARM. In addition, these programs demonstrate some primitive tasks that are common to assembly language programs for many different applications. 7.1 Program Examples 7.1.1 16-Bit Data Transfer Move the contents of one 16-bit variable Value to another 16-bit variable Result. Sample Problems Input: Output: = C123 Value Result = C123 Main TTL AREA ENTRY ; 16-Bit data transfer Ch4ex1 - move16 Program, CODE, READONLY Program 7.1: move16.s — 16bit data transfer 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 R1, Value R1, Result &11 LDRB STR SWI Result DCW DCW ALIGN &C123 Value 0 END ; Load the value to be moved ; Store it back in a different location ; Value to be moved ; Need to do this because working with 16bit value ; Storage space This program solves the problem in two simple steps. The first instruction loads data register R1 with the 16-bit value in location Value. The next instruction saves the 16-bit contents of data register R1 in location Result. As a reminder of the necessary elements of an assembler program for the ARMulator, notice that this, and all the other example programs have the following elements. Firstly there must be an ENTRY directive. This tells the assembler where the first executable instruction is located. Next there must be at least one AREA directive, at the start of the program, and there may be other AREA directives to define data storage areas. Finally there must be an END directive, to show where the code ends. The absence of any of these will cause the assembly to fail with an error. Another limitation to bear in mind is that ARMulator instructions will only deal with BYTE (8 bits) or WORD (32 bit) data sizes. It is possible to declare HALF-WORD (16 bit) variables by the use 65 66 CHAPTER 7. DATA MOVEMENT of the DCW directive, but it is necessary to ensure consistency of storage of HALF-WORD by the use of the ALIGN directive. You can see the use of this in the first worked example. In addition, under the RISC architecture of the ARM, it is not possible to directly manipulate data in storage. Even if no actual manipulation of the data is taking place, as in this first example, it is necessary to use the LDR or LDRB and STR or STRB to move data to a different area of memory. This version of the LDR instruction moves the 32-bit word contained in memory location Value into a register and then stores it using the STR instruction at the memory location specified by Result. Notice that, by default, every program is allocated a literal pool (a storage area) after the last executable line. In the case of this, and most of the other programs, we have formalised this by the use of the AREA Data1, DATA directive. Instruction on how to find addresses of variables will be given in the seminars. 7.1.2 One’s Complement From the bitwise complement of the contents of the 16-bit variable Value. Sample Problems Input: Output: Value Result = FFFF3EDC = C123 Main TTL AREA ENTRY ; Find the one’s compliment (inverse) of a number Ch4Ex2 - invert Program, CODE, READONLY Program 7.2: invert.s — Find the one’s compliment (inverse) of a number 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ; Load the number to be complimented ; NOT the contents of R1 ; Store the result ; Value to be complemented ; Storage for result R1, Value R1, R1 R1, Result &11 Value DCD Result DCD LDR MVN STR SWI &C123 0 END This program solves the problem in three steps. The first instruction moves the contents of location Value into data register R1 . The next instruction MVN takes the logical complement of data register R1 . Finally, in the third instruction the result of the logical complement is stored in Value. Note that any data register may be referenced in any instruction that uses data registers, but note the use of R15 for the program counter, R14 for the link register and R13 for the stack pointer. Thus, in the LDR instruction we’ve just illustrated, any of the general purpose registers could have been used. The LDR and STR instructions in this program, like those in Program 7.1, demonstrate one of the ARM’s addressing modes. The data reference to Value as a source operand is an example of immediate addressing. In immediate addressing the offset to the address of the data being referenced (less 8 byes) is contained in the extension word(s) following the operation word of the instruction. As shown in the assembly listing, the offset to the address corresponding to Value is found in the extension word for the LDR and STR instructions. 7.1. PROGRAM EXAMPLES 7.1.3 32-Bit Addition 67 Add the contents of the 32-bit variable Value1 to the contents of the 32-bit variable Value2 and place the result in the 32-bit variable Result. Sample Problems Input: Value1 = 37E3C123 Value2 = 367402AA Output: Result = 6E57C3CD Main TTL AREA ENTRY ; Add two (32-Bit) numbers Ch4Ex3 - add Program, CODE, READONLY Program 7.3a: add.s — Add two numbers 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 R1, Value1 R2, Value2 R1, R1, R2 R1, Result &11 Value1 DCD Value2 DCD Result DCD &37E3C123 &367402AA 0 LDR LDR ADD STR SWI END ; Load the first number ; Load the second number ; ADD them together into R1 (x = x + y) ; Store the result ; First value to be added ; Second value to be added ; Storage for result The ADD instruction in this program is an example of a three-operand instruction. Unlike the LDR instruction, this instruction’s third operand not only represents the instruction’s destination but may also be used to calculate the result. The format: DESTINATION ← SOURCE1 operation SOURCE2 is common to many of the instructions. As with any microprocessor, there are many instruction sequences you can execute which will solve the same problem. Program 7.3b, for example, is a modification of Program 7.3a and uses offset addressing instead of immediate addressing. Main TTL AREA ENTRY ; Add two numbers and store the result Ch4Ex4 - add2 Program, CODE, READONLY Program 7.3b: add2.s — Add two numbers and store the result 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 R0, =Value1 R1, [R0] R0, R0, #0x4 R2, [R0] R1, R1, R2 R0, =Result R1, [R0] &11 ; First value ; Second value ; Space to store result ; Load the address of first value ; Load what is at that address ; Adjust the pointer ; Load what is at the new addr ; ADD together ; Load the storage address ; Store the result ; All done Value1 DCD Value2 DCD Result DCD &37E3C123 &367402AA 0 LDR LDR ADD LDR ADD LDR STR SWI 68 20 21 END CHAPTER 7. DATA MOVEMENT The ADR pseudo-instruction introduces a new addressing mode — offest addressing, which we have not used previously. Immediate addressing lets you define a data constant and include that constant in the instruction’s associated object code. The assembler format identifies immediate addressing with a # preceding the data constant. The size of the data constant varies depending on the instruction. Immediate addressing is extremely useful when small data constants must be referenced. The ADR pseudo-instruction could be replaced by the use of the instruction LDR together with the use of the = to indicate that the address of the data should be loaded rather than the data itself. The second addressing mode — offset addressing — uses immediate addressing to load a pointer to a memory address into one of the general purpose registers. Program 7.3b also demonstrates the use of base register plus offset addressing. In this example we have performed this operation manually on line 10 (ADD R0, R0, #0x4), which increments the address stored in R0 by 4 bytes or one WORD. There are much simpler and more efficient ways of doing this, such as pre-index or post-index addressing which we will see in later examples. Another advantage of this addressing mode is its faster execution time as compared to immediate addressing. This improvement occurs because the address extension word(s) does not have to be fetched from memory prior to the actual data reference, after the initial fetch. A final advantage is the flexibility provided by having R0 hold an address instead of being fixed as part of the instruction. This flexibility allows the same code to be used for more than one address. Thus if you wanted to add the values contained in consecutive variables Value3 and Value4, you could simply change the contents of R0 . 7.1.4 Shift Left One Bit Shift the contents of the 16-bit variable Value to the left one bit. Store the result back in Result. Sample Problems Input: Output: = 4242 Value Result = 8484 (0100 0010 0100 00102) (1000 0100 1000 01002) Main TTL AREA ENTRY ; Shift Left one bit Ch4Ex5 - shiftleft Program, CODE, READONLY Program 7.4: shiftleft.s — Shift Left one bit 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 R1, Value R1, R1, LSL #0x1 R1, Result &11 Value DCD Result DCD LDR MOV STR SWI &4242 0 END ; Load the value to be shifted ; SHIFT LEFT one bit ; Store the result ; Value to be shifted ; Space to store result The MOV instruction is used to perform a logical shift left. Using the operand format of the MOV instruction shown in Program 7.4, a data register can be shifted from 1 to 25 bits on either a byte, 7.1. PROGRAM EXAMPLES 69 word or longword basis. Another form of the LSL operation allows a shift counter to be specified in another data register. 7.1.5 Byte Disassembly Divide the least significant byte of the 8-bit variable Value into two 4-bit nibbles and store one nibble in each byte of the 16-bit variable Result. The low-order four bits of the byte will be stored in the low-order four bits of the least significant byte of Result. The high-order four bits of the byte will be stored in the low-order four bits of the most significant byte of Result. Sample Problems Input: Output: Value Result = 050F = 5F Main TTL AREA ENTRY LDR LDR MOV MOV AND ADD Ch4Ex6 - nibble Program, CODE, READONLY ; Disassemble a byte into its high and low order nibbles Program 7.5: nibble.s — Disassemble a byte into its high and low order nibbles 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 ; Load the value to be disassembled ; Load the bitmask ; Copy just the high order nibble into R3 ; Now left shift it one byte ; AND the original number with the bitmask ; Add the result of that to ; What we moved into R3 ; Store the result R1, Value R2, Mask R3, R1, LSR #0x4 R3, R3, LSL #0x8 R1, R1, R2 R1, R1, R3 ; Value to be shifted ; Keep the memory boundaries ; Bitmask = %0000000000001111 ; Space to store result DCB ALIGN DCW ALIGN R1, Result &11 Result DCD STR SWI Value &000F Mask &5F 0 END This is an example of byte manipulation. The ARM allows most instructions which operate on words also to operate on bytes. Thus, by using the B suffix, all the LDRinstructions in Program 7.5 become LDRB instructions, therefore performing byte operations. The STR instruction must remain, since we are storing a halfword value. If we were only dealing with a one byte result, we could use the STRB byte version of the store instruction. Remember that the MOV instruction performs register-to-register transfers. This use of the MOV instruction is quite frequent. Generally, it is more efficient in terms of program memory usage and execution time to minimise references to memory. 7.1.6 Find Larger of Two Numbers Find the larger of two 32-bit variables Value1 and Value2. Place the result in the variable Result. Assume the values are unsigned. Sample Problems 70 CHAPTER 7. DATA MOVEMENT Compare Condition Signed Unsigned greater than or equal greater than equal not equal less than or equal less than BGE BGT BEQ BNE BLE BLT BHS BHI BEQ BNE BLS BLO Table 7.1: Signed/Unsigned Comparisons Input: Value1 = 12345678 Value2 = 87654321 a b 12345678 0ABCDEF1 Output: Result = 87654321 12345678 Main TTL AREA ENTRY ; Find the larger of two numbers Ch4Ex7 - bigger Program, CODE, READONLY Program 7.6: bigger.s — Find the larger of two numbers 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 R1, Value1 R2, Value2 R1, R2 Done R1, R2 Value1 DCD Value2 DCD Result DCD &12345678 &87654321 0 R1, Result &11 LDR LDR CMP BHI MOV STR SWI Done END ; Store the result ; Value to be compared ; Value to be compared ; Space to store result ; Load the first value to be compared ; Load the second value to be compared ; Compare them ; If R1 contains the highest ; otherwise overwrite R1 The Compare instruction, CMP, sets the status register flags as if the destination, R1 , were sub- tracted from the source R2 . The order of the operands is the same as the operands in the subtract instruction, SUB. The conditional transfer instruction BHI transfers control to the statement labeled Done if the unsigned contents of R2 are greater than or equal to the contents of R1 . Otherwise, the next instruction (on line 12) is executed. At Done, register R2 will always contain the larger of the two values. The BHI instruction is one of several conditional branch instructions. To change the program to operate on signed numbers, simply change the BHI to BGE (Branch if Greater than or Equal to): ... CMP BGE ... R1, R2 Done You can use the following table 8.1 to use when performing signed and unsigned comparisons. Note that the same instructions are used for signal and unsigned addition, subtraction, or com- parison; however, the comparison operations are different. 7.1. PROGRAM EXAMPLES 71 The conditional branch instructions are an example of program counter relative addressing. In other words, if the branch condition is satisfied, control will be transfered to an address relative to the current value of the program counter. Dealing with compares and branches is an important part of programming. Don’t confuse the sense of the CMP instruction. After a compare, the relation tested is: DESTINATION condition SOURCE For exampe, if the condition is “less than,” then you test for destination less than source. Become familiar with all of the conditions and their meanings. Unsigned compares are very useful when comparing two addresses. 7.1.7 64-Bit Adition Add the contents of two 64-bit variables Value1 and Value2. Store the result in Result. Sample Problems Input: Output: Value1 = 12A2E640, F2100123 40023F51 Value2 = 001019BF, 32124074 Result = 12B30000, Main TTL AREA ENTRY ; 64 bit addition Ch4Ex8 - add64 Program, CODE, READONLY Program 7.7: add64.s — 64 bit addition 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 R0, =Value1 R1, [R0] R2, [R0, #4] R0, =Value2 R3, [R0] R4, [R0, #4] R6, R2, R4 R5, R1, R3 R0, =Result R5, [R0] &12A2E640, &F2100123 &001019BF, &40023F51 0 LDR LDR LDR LDR LDR LDR ADDS ADC LDR STR Value1 DCD Value2 DCD Result DCD R6, [R0, #4] &11 STR SWI END ; Pointer to first value ; Load first part of value1 ; Load lower part of value1 ; Pointer to second value ; Load upper part of value2 ; Load lower part of value2 ; Add lower 4 bytes and set carry flag ; Add upper 4 bytes including carry ; Pointer to Result ; Store upper part of result ; Store lower part of result ; Value to be added ; Value to be added ; Space to store result Here we introduce several important and powerful instructions from the ARM instruction set. As before, at line 8 we use the LDR instruction which causes register R0 to hold the starting address of Value1. At line 9 the instruction LDR R1, [R0] fetches the first 4 bytes (32-bits) of the 64-bit value, starting at the location pointed to by R0 and places them in the R1 register. Line 10 loads the second 4 bytes or the lower half of the 64-bit value from the memroy address pointed to by R0 plus 4 bytes ([R0, #4]. Between them R1 and R2 now hold the first 64-bit value, R1 has the upper half while R2 has the lower half. Lines 11–13 repeat this process for the second 64-bit value, reading it into R3 and R4 . Next, the two low order word s, held in R2 and R4 are added, and the result stored in R6 . 72 CHAPTER 7. DATA MOVEMENT This is all straightforward, but note now the use of the S suffix to the ADD instruction. This forces the update of the flags as a result of the ADD operation. In other words, if the result of the addition results in a carry, the carry flag bit will be set. Now the ADC (add with carry) instruction is used to add the two high order word s, held in R1 and R3 , but taking into account any carry resulting from the previous addition. Finally, the result is stored using the same technique as we used the load the values (lines 16–18). 7.1.8 Table of Factorials Calculate the factorial of the 8-bit variable Value from a table of factorials DataTable. Store the result in the 16-bit variable Result. Assume Value has a value between 0 and 7. Sample Problems Input: FTABLE = 0001 = 0001 = 0002 = 0006 = 0018 = 0078 = 02D0 = 13B0 = 05 Value 110) (0! = 110) (1! = 210) (2! = 610) (3! = 2410) (4! = 12010) (5! = (6! = 72010) (7! = 504010) Output: Result = 0078 (5! = 12010) Main LDR LDR MOV ADD LDR LDR STR TTL AREA ENTRY R0, R0, R1 R2, [R0] R3, =Result R2, [R3] Ch4Ex9 - factorial Program, CODE, READONLY R0, =DataTable R1, Value R1, R1, LSL #0x2 ; Lookup the factorial from a table using the address of the memory location ; Load the address of the lookup table ; Offset of value to be looked up ; Data is declared as 32bit - need ; to quadruple the offset to point at the ; correct memory location ; R0 now contains memory address to store Program 7.8: factorial.s — Lookup the factorial from a table by using the address of the memory location 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 ; The address where we want to store the answer ; Store the answer ;0! = 1 ;1! = 1 ;2! = 2 ;3! = 6 ;4! = 24 ;5! = 120 ;6! = 720 ;7! = 5040 DCD DCD DCD DCD DCD DCD DCD DCD DCB ALIGN 1 1 2 6 24 120 720 5040 5 ; The data table containing the factorials DataTable, DATA Result DCW Value AREA &11 SWI 0 END 7.2. PROBLEMS 73 The approach to this table lookup problem, as implemented in this program, demonstrates the use of offset addressing. The first two LDR instructions, load register R0 with the start address of the lookup table1, and register R1 contents of Value. The actual calculation of the entry in the table is determined by the first operand of the R1, R1, LSL #0x2 instruction. The long word contents of address register R1 are added to the long word contents of data register R0 to form the effective address used to index the table entry. When R0 is used in this manner, it is referred to as an index register. 7.2 Problems 7.2.1 64-Bit Data Transfer Move the contents of the 64-bit variable VALUE to the 64-bit variable RESULT. Sample Problems Input: VALUE Output: RESULT 3E2A42A1 21F260A0 3E2A42A1 21F260A0 7.2.2 32-Bit Subtraction Subtract the contents of the 32-bit variable VALUE1 from the contents of the 32-bit variable VALUE2 and store the result back in VALUE1. Sample Problems Input: VALUE1 VALUE2 12343977 56782182 Output: VALUE1 4443E80B 7.2.3 Shift Right Three Bits Shift the contents of the 32-bit variable VALUE right three bits. Clear the three most significant bit postition. Sample Problems Input: VALUE Test A 415D7834 Test B 9284C15D Output: VALUE 082BAF06 1250982B 7.2.4 Halfword Assembly Combine the low four bits of each of the four consecutive bytes beginning at LIST into one 16-bit halfword. The value at LIST goes into the most significant nibble of the result. Store the result in the 32-bit variable RESULT. 1 Note that we are using a LDR instruction as the data table is sufficently far away from the instruction that an ADR instruction is not valid. CHAPTER 7. DATA MOVEMENT 74 Sample Problems Input: LIST 0C 02 06 09 Output: RESULT 0000C269 7.2.5 Find Smallest of Three Numbers The three 32-bit variables VALUE1, VALUE2 and VALUE3, each contain an unsigned number. Store the smallest of these numbers in the 32-bit variable RESULT. Sample Problems Input: VALUE1 VALUE2 VALUE3 91258465 102C2056 70409254 Output: RESULT 102C2056 7.2.6 Sum of Squares Calculate the squares of the contents of word VALUE1 and word VALUE2 then add them together. Please the result into the word RESULT. Sample Problems Input: VALUE1 VALUE2 00000007 00000032 Output: RESULT 000009F5 That is 72 + 502 = 49 + 2500 = 2549 (decimal) or 72 + 322 = 31 + 9C4 = 9F 5 (hexadecimal) 7.2.7 Shift Left n bits Shift the contents of the word VALUE left. The number of bits to shift is contained in the word COUNT. Assume that the shift count is less than 32. The low-order bits should be cleared. Sample Problems Input: VALUE COUNT Test A 182B 0003 Output: VALUE C158 Test B 182B 0020 0000 In the first case the value is to be shifted left by three bits, while in the second case the same value is to be shifted by thirty two bits. 8 Logic 8.1 Program Examples 8.1.1 Find Larger of Two Numbers Find the larger of two 32-bit variables Value1 and Value2. Place the result in the variable Result. Assume the values are unsigned. Sample Problems Input: Value1 = 12345678 Value2 = 87654321 a b 12345678 0ABCDEF1 Output: Result = 87654321 12345678 Program 8.1: bigger.s — Find the larger of two numbers 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 ; Find the larger of two numbers TTL AREA ENTRY LDR LDR CMP BHI MOV STR SWI Main Done Ch4Ex7 - bigger Program, CODE, READONLY R1, Value1 R2, Value2 R1, R2 Done R1, R2 R1, Result &11 ; Load the first value to be compared ; Load the second value to be compared ; Compare them ; If R1 contains the highest ; otherwise overwrite R1 ; Store the result Value1 DCD Value2 DCD Result DCD &12345678 &87654321 0 ; Value to be compared ; Value to be compared ; Space to store result END The Compare instruction, CMP, sets the status register flags as if the destination, R1 , were sub- tracted from the source R2 . The order of the operands is the same as the operands in the subtract instruction, SUB. The conditional transfer instruction BHI transfers control to the statement labelled Done if the unsigned contents of R2 are greater than or equal to the contents of R1 . Otherwise, the next instruction (on line 12) is executed. At Done, register R2 will always contain the larger of the two values. 75 76 CHAPTER 8. LOGIC Compare Condition Signed Unsigned greater than or equal greater than equal not equal less than or equal less than BGE BGT BEQ BNE BLS BLT BCC BHI BEQ BNE BLS BCS Table 8.1: Signed/Unsigned Comparisons The BHI instruction is one of several conditional branch instructions. To change the program to operate on signed numbers, simply change the BHI to BGE (Branch if Greater than or Equal to): ... CMP BGE ... R1,R2 Done Table 8.1 gives the branch instructions to use when performing signed and unsigned comparisons. Note that the same instructions are used for signed and unsigned addition, subtraction, or com- parison; however, the comparison operations are different. The conditional branch instructions are an example of program counter relative addressing. In other words, if the branch condition is satisfied, control will be transferred to an address relative to the current value of the program counter. Dealing with compares and branches is an important part of programming. Don’t confuse the sense of the CMP instruction. After a compare, the relation tested is: DESTINATION condition SOURCE For example, if the condition is “less than,” then you test for destination less than source. Become familiar with all of the conditions and their meanings. Unsigned compares are very useful when comparing two addresses. 8.1.2 64-Bit Adition Add the contents of two 64-bit variables Value1 and Value2. Store the result in Result. Sample Problems Input: Output: Value1 = 12A2E640, F2100123 40023F51 Value2 = 001019BF, 32124074 Result = 12B30000, TTL AREA ENTRY ; 64 bit addition Ch4Ex8 - add64 Program, CODE, READONLY Program 8.2: add64.s — 64 bit addition 1 2 3 4 5 6 7 8 9 10 11 12 R0, =Value1 R1, [R0] R2, [R0, #4] R0, =Value2 R3, [R0] LDR LDR LDR LDR LDR Main ; Pointer to first value ; Load first part of value1 ; Load lower part of value1 ; Pointer to second value ; Load upper part of value2 8.1. PROGRAM EXAMPLES 77 13 14 15 16 17 18 19 20 21 22 23 24 25 26 LDR ADDS ADC LDR STR STR SWI R4, [R0, #4] R6, R2, R4 R5, R1, R3 R0, =Result R5, [R0] R6, [R0, #4] &11 ; Load lower part of value2 ; Add lower 4 bytes and set carry flag ; Add upper 4 bytes including carry ; Pointer to Result ; Store upper part of result ; Store lower part of result Value1 DCD Value2 DCD Result DCD &12A2E640, &F2100123 &001019BF, &40023F51 0 ; Value to be added ; Value to be added ; Space to store result END Here we introduce several important and powerful instructions from the ARM instruction set. The first of these is LDMIA, which may appear to be a confusing acronym, but which simply stands for “Load many increment after”. As before, at line 8 we use the ADR instruction which causes register R0 to hold the starting address of Value1. At line 9 the instruction LDMIA R0, {R1,R2} fetches the next two 32-bit values, starting at the location pointed to by R0 and places them in registers R1 and R2 . This process is repeated for the next two 32-bit values. Next, the two low order WORDs, held in R2 and R4 are added, and the result stored in R6 . This is all straightforward, but note now the use of the S suffix to the ADD instruction. This forces the update of the flags as a result of the ADD operation. In other words, if the result of the addition results in a carry, the carry flag bit will be set. Now the ADC (add with carry) instruction is used to add the two high order WORDs, held in R1 and R3 , but taking into account any carry resulting from the previous addition. Finally, the STMIA instruction is used to store the result now held in R5 and R6 . 8.1.3 Table of Factorials Calculate the factorial of the 8-bit variable Value from a table of factorials DataTable. Store the result in the 16-bit variable Result. Assume Value has a value between 0 and 7. Sample Problems Input: FTABLE = 0001 = 0001 = 0002 = 0006 = 0018 = 0078 = 02D0 = 13B0 = 05 Value 110) (0! = 110) (1! = 210) (2! = 610) (3! = 2410) (4! = 12010) (5! = (6! = 72010) (7! = 504010) Output: Result = 0078 (5! = 12010) ; Lookup the factorial from a table using the address of the memory location Program 8.3: factorial.s — Lookup the factorial from a table by using the address of the memory location 1 2 3 4 5 6 7 8 Ch4Ex9 - factorial Program, CODE, READONLY ; Load the address of the lookup table TTL AREA ENTRY R0, =DataTable Main LDR 78 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 CHAPTER 8. LOGIC ; Offset of value to be looked up ; Data is declared as 32bit - need ; to quadruple the offset to point at the ; correct memory location ; R0 now contains memory address to store ; The address where we want to store the answer ; Store the answer LDR MOV ADD LDR LDR STR SWI R1, Value R1, R1, LSL #0x2 R0, R0, R1 R2, [R0] R3, =Result R2, [R3] &11 AREA DataTable, DATA ; The data table containing the factorials ;0! = 1 ;1! = 1 ;2! = 2 ;3! = 6 ;4! = 24 ;5! = 120 ;6! = 720 ;7! = 5040 DCD DCD DCD DCD DCD DCD DCD DCD DCB ALIGN 1 1 2 6 24 120 720 5040 5 Value Result DCW 0 END The approach to this table lookup problem, as implemented in this program, demonstrates the use of offset addressing. The first two LDR instructions, load register R0 with the start address of the lookup table1, and register R1 contents of Value. The actual calculation of the entry in the table is determined by the first operand of the R1, R1, LSL #0x2 instruction. The long word contents of address register R1 are added to the long word contents of data register R0 to form the effective address used to index the table entry. When R0 is used in this manner, it is referred to as an index register. 8.2 Problems 8.2.1 64-Bit Data Transfer Move the contents of the 64-bit variable VALUE to the 64-bit variable RESULT. Sample Problems Input: VALUE Output: RESULT 3E2A42A1 21F260A0 3E2A42A1 21F260A0 8.2.2 32-Bit Subtraction Subtract the contents of the 32-bit variable VALUE1 from the contents of the 32-bit variable VALUE2 and store the result back in VALUE1. Sample Problems 1 Note that we are using a LDR instruction as the data table is sufficently far away from the instruction that an ADR instruction is not valid. 8.2. PROBLEMS Input: VALUE1 VALUE2 12343977 56782182 Output: VALUE1 68AC5AF9 8.2.3 Shift Right Three Bits 79 Shift the contents of the 32-bit variable VALUE right three bits. Clear the three most significant bit position. Sample Problems Input: VALUE Test A 415D7834 Test B 9284C15D Output: VALUE 082BAF06 1250982B 8.2.4 Halfword Assembly Combine the low four bits of each of the four consecutive bytes beginning at LIST into one 16-bit halfword. The value at LIST goes into the most significant nibble of the result. Store the result in the 32-bit variable RESULT. Sample Problems Input: LIST 0C 02 06 09 Output: RESULT 0000C269 8.2.5 Find Smallest of Three Numbers The three 32-bit variables VALUE1, VALUE2 and VALUE3, each contain an unsigned number. Store the smallest of these numbers in the 32-bit variable RESULT. Sample Problems Input: VALUE1 VALUE2 VALUE3 91258465 102C2056 70409254 Output: RESULT 102C2056 8.2.6 Sum of Squares Calculate the squares of the contents of word VALUE1 and word VALUE2 then add them together. Please the result into the word RESULT. Sample Problems Input: VALUE1 VALUE2 00000007 00000032 Output: RESULT 000009F5 That is 72 + 502 = 49 + 2500 = 2549 (decimal) or 72 + 322 = 31 + 9C4 = 9F 5 (hexadecimal) 80 CHAPTER 8. LOGIC 8.2.7 Shift Left n bits Shift the contents of the word VALUE left. The number of bits to shift is contained in the word COUNT. Assume that the shift count is less than 32. The low-order bits should be cleared. Sample Problems Input: VALUE COUNT Test A 182B 0003 Output: VALUE C158 Test B 182B 0020 0000 In the first case the value is to be shifted left by three bits, while in the second case the same value is to be shifted by thirty two bits. 9 Program Loops The program loop is the basic structure that forces the CPU to repeat a sequence of instructions. Loops have four sections: 1. The initialisation section, which establishes the starting values of counters, pointers, and other variables. 2. The processing section, where the actual data manipulation occurs. This is the section that does the work. 3. The loop control section, which updates counters and pointers for the next iteration. 4. The concluding section, that may be needed to analyse and store the results. The computer performs Sections 1 and 4 only once, while it may perform Sections 2 and 3 many times. Therefore, the execution time of the loop depends mainly on the execution time of Sections 2 and 3. Those sections should execute as quickly as possible, while the execution times of Sections 1 and 4 have less effect on overall program speed. There are typically two methods of programming a loop, these are the “repeat . . . until” loop (Algorithm 9.1a) and the “while” loop (Algorithm 9.1b). The repeat-until loop results in the computer always executing the processing section of the loop at least once. On the other hand, the computer may not execute the processing section of the while loop at all. The repeat-until loop is more natural, but the while loop is often more efficient and eliminates the problem of going through the processing sequence once even where there is no data for it to handle. Processing Section Loop Control Section Initialisation Section Repeat Until task completed Concluding Section Algorithm 9.1a The computer can use the loop structure to process large sets of data (usually called “arrays”). The simplest way to use one sequence of instructions to handle an array of data is to have the program increment a register (usually an index register or stack pointer) after each iteration. Then the register will contain the address of the next element in the array when the computer repeats the sequence of instructions. The computer can then handle arrays of any length with a single program. Initialisation Section While task incomplete Processing Section Algorithm 9.1b Repeat Register indirect addressing is the key to the processing arrays since it allows you to vary the actual address of the data (the “effective address”) by changing the contents of a register. The autoincrementing mode is particularly convenient for processing arrays since it automatically up- dates the register for the next iteration. No additional instruction is necessary. You can even have an automatic increment by 2 or 4 if the array contains 16-bit or 32-bit data or addresses. Although our examples show the processing of arrays with autoincrementing (adding 1, 2, or 4 after each iteration), the procedure is equally valid with autodecrementing (subtracting 1, 2, or 4 before each iteration). Many programmers find moving backward through an array somewhat awkward and difficult to follow, but it is more efficient in many situations. The computer obviously does not know backward from forward. The programmer, however, must remember that the processor 81 82 CHAPTER 9. PROGRAM LOOPS increments an address register after using it but decrements an address register before using it. This difference affects initialisation as follows: 1. When moving forward through an array (autoincrementing), start the register pointing to the lowest address occupied by the array. 2. When moving backward through an array (autodecrementing), start the register pointing one step (1, 2, or 4) beyond the highest address occupied by the array. 9.1 Program Examples 9.1.1 Sum of Numbers Algorithm 9.1a 8 9 Pointer ← Table Sum ← 0 Repeat 10 Count ← M(Length) 11 12 13 14 15 15–16 temp ← M(Pointer) Sum ← Sum + temp Pointer ← Pointer + 4 Count ← Count − 1 Until Count = 0 R0 R1 R2 17 M(Result) ← Sum Program 9.1a: sum1.s — Add a table of 32 bit numbers 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 * Add a series of 16 bit numbers by using a table address look-up Main Loop TTL AREA ENTRY LDR EOR LDR LDR ADD ADD SUBS BNE STR SWI Ch5Ex1 Program, CODE, READONLY R0, =Table R1, R1, R1 R2, Length R3, [R0] R1, R1, R3 R0, R0, #+4 R2, R2, #0x1 Loop R1, Result &11 AREA Data1, DATA Table DCW DCW DCW TablEnd DCD &2040 &1C22 &0242 0 ; load the address of the lookup table ; clear R1 to store sum ; init element count ; get the data ; add it to r1 ; increment pointer ; decrement count with zero set ; if zero flag is not set, loop ; otherwise done - store result ; table of values to be added AREA Length DCW Result DCW Data2, DATA (TablEnd - Table) / 4 0 ; gives the loop count ; storage for result END 9.1. PROGRAM EXAMPLES 83 Algorithm 9.1b 8 9 Pointer ← Table Sum ← 0 10 Count ← M(Length) Repeat If Count (cid:54)= 0 Then 11–12 15 16 17 18 19 19–20 22 23 M(Result) ← Sum Until Count = 0 temp ← M(Pointer) Sum ← Sum + temp Pointer ← Pointer + 4 Count ← Count − 1 End If R0 R1 R2 R3 Program 9.1b: sum2.s — Add a table of 32 bit numbers 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 * * Add a table of 32 bit numbers This example has an empty table, and the program handles this TTL AREA ENTRY LDR EOR LDR CMP BEQ LDR ADD ADD SUBS BNE Main Loop Done Ch5Ex2 Program, CODE, READONLY R0, =Table R1, R1, R1 R2, Length R2, #0 Done R3, [R0] R1, R1, R3 R0, R0, #+4 R2, R2, #0x1 Loop STR SWI R1, Result &11 AREA Data1, DATA ; load the address of the lookup table ; clear R1 to store sum ; init element count ; is count zero? ; Yes => Then we are Done ; get the data that R0 points to ; add it to r1 ; increment pointer ; decrement count with zero set ; if zero flag is not set, loop ; store result Table TablEnd DCD 0 ;Table is empty AREA Length DCW Result DCW Data2, DATA (TablEnd - Table) / 4 0 ; Calculate table length ; storage for result END 9.1.2 64-bit Sum of Numbers Program 9.2: bigsum.s — Add a table of 32-bit numbers into a 64-bit number File loops/bigsum.s does not exist! 84 CHAPTER 9. PROGRAM LOOPS 9.1.3 Number of negative elements R0 R1 R2 R3 Algorithm 9.3 Pointer ← Table 8 9 NegCount ← 0 Repeat temp ← M(Pointer) If temp (cid:54)> 0 Then LoopCount ← M(Length) If LoopCount (cid:54)= 0 Then 10 11–12 13 14 15–16 17 18 19 20 20–21 22 23 M(Result) ← NegCount Until LoopCount = 0 End If NegCount ← NegCount + 1 End If Pointer ← Pointer + 4 LoopCount ← LoopCount − 1 * Main Loop LDR CMP BPL ADD TTL AREA ENTRY LDR EOR LDR CMP BEQ R3, [R0] R3, #0 Looptest R1, R1, #1 Ch5Ex3 Program, CODE, READONLY R0, =Table R1, R1, R1 R2, Length R2, #0 Done Count the number of negative values in a table of 32-bit numbers ; load the address of the lookup table ; clear R1 to store count ; init element count ; is table empty? ; Yes => Skip loop Program 9.3a: cntneg1.s — Count the number of negative values in a table of 32-bit numbers 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 ; Read data from table ; Is value < 0 ; Yes => skip next line ; No => increment -ve number count ; increment pointer ; decrement loop count ; repeat unless count is zero Data2, DATA (TablEnd - Table) / 4 0 DCD DCD DCD TablEnd DCD ; gives the loop count ; storage for result &F1522040 &7F611C22 &80000242 0 R0, R0, #+4 R2, R2, #0x1 Loop ; table of values to be added Length DCW Result DCW R1, Result &11 ; store result ADD SUBS BNE Data1, DATA Looptest STR SWI Table AREA AREA Done END * Count the number of negative values in a table of 32-bit numbers Program 9.3b: cntneg2.s — Count the number of negative values in a table of 32-bit numbers 1 2 3 4 5 6 Ch5Ex4 Program, CODE, READONLY TTL AREA ENTRY 9.1. PROGRAM EXAMPLES 85 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 Main Loop Done LDR EOR LDR CMP BEQ LDR MOV ADDCS ADD SUBS BNE R0, =Table R1, R1, R1 R2, Length R2, #0 Done R3, [R0] R3, R3 LSL #1 R1, R1, #1 R0, R0, #+4 R2, R2, #0x1 Loop STR SWI R1, Result &11 AREA Data1, DATA Table DCD DCD DCD TablEnd DCD &F1522040 &7F611C22 &80000242 0 ; load the address of the lookup table ; clear R1 to store count ; init element count ; is table empty? ; Yes => No need to scan it ; get the data ; Shift top bit into Carry ; Inc NegCount if Carry Set ; Increment pointer ; Decrement Loop Count ; Repeat Loop if Count not zero ; Store result ; table of values to be added AREA Length DCW Result DCW Data2, DATA (TablEnd - Table) / 4 0 ; Calculate the loop count ; Storage for result END 9.1.4 Find Maximum Value R0 R1 R2 R3 Algorithm 9.4 Pointer ← Table 8 9 Max ← 0 10 Count ← Length temp ← M(Pointer) If temp (cid:54)≤ Max Then Repeat If Count (cid:54)= 0 Then 11–12 13 14 15–16 17 18 19 20 20–21 22 23 M(Result) ← Max Until Count = 0 End If Max ← temp End If Pointer ← Pointer + 4 Count ← Count − 1 * TTL AREA ENTRY Find largest unsigned 32 bit value in a table Ch5Ex5 Program, CODE, READONLY Program 9.4: largest.s — Find largest unsigned 32 bit value in a table 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ; load the address of the lookup table ; clear Max ; init loop count ; is Loop Count empty? ; Yes => No table to search! ; Get the data ; Is it Lower or Same as current Max ? R0, =Table R1, R1, R1 R2, Length R2, #0 Done R3, [R0] R3, R1 LDR EOR LDR CMP BEQ LDR CMP Loop Main 86 CHAPTER 9. PROGRAM LOOPS 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 ; Yes => skip next line ; No => Make this the current Max ; increment pointer ; decrement loop count ; Repeat if loop count not zero ; store result ; table of values to be tested Looptest Done BLS MOV ADD SUBS BNE STR SWI Looptest R1, R3 R0, R0, #+4 R2, R2, #0x1 Loop R1, Result &11 AREA Data1, DATA Table DCW DCW DCW DCW TablEnd DCD &A152 &7F61 &F123 &8000 0 AREA Data2, DATA Length DCW Result DCW (TablEnd - Table) / 4 0 ; Calculste the loop count ; storage for result END 9.1.5 Normalise A Binary Number Algorithm 9.5 Pointer ← Table 8 9 Count ← 0 10 Value ← M(Pointer) R0 R1 R2 Repeat Count ← Count + 1 Value ← Value << 1 If Value (cid:54)= 0 Then 11–12 13 14 15 16 17 18 M(Shift) ← Count 19 M(Normal) ← Value Until Value[31] = 1 End If * Main TTL AREA ENTRY Normalize a Binary Number Ch5Ex6 Program, CODE, READONLY Program 9.5a: normal1.s — Normalize a binary number 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 R0, =Table R1, R1, R1 R3, [R0] R3, R1 Done R1, R1, #1 R3, R3, LSL#0x1 Loop R1, Shifted R3, Normal &11 LDR EOR LDR CMP BEQ ADD MOVS BPL STR STR SWI Data1, DATA AREA Done Loop ; load the address of the lookup table ; clear R1 to store shifts ; get the data ; bit is 1 ; if table is empty ; increment pointer ; decrement count with zero set ; if negative flag is not set, loop ; otherwise done - store result 9.2. PROBLEMS 87 ; table of values to be tested ; storage for shift ; storage for result 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 Table * * * DCD DCD DCD DCD &30001000 &00000001 &00000000 &C1234567 AREA Result, DATA Number DCD Shifted DCB Table 0 ALIGN Normal DCD 0 END Algorithm 9.5b Value ← M(Number) Count ← 0 While Value[31] = 0 Value ← Value << 1 Count ← Count + 1 End While M(Shift) ← Count M(Normal) ← Value R0 R1 Program 9.5b: normal2.s — Normalise a binary number File loops/normal2.s does not exist! 9.2 Problems 9.2.1 Checksum of data Calculate the checksum of a series of 8-bit numbers. The length of the series is defined by the variable LENGTH. The label START indicates the start of the table. Store the checksum in the variable CHECKSUM. The checksum is formed by adding all the numbers in the list, ignoring the carry over (or overflow). Note: Checksums are often used to ensure that data has been correctly read. A checksum calcu- lated when reading the data is compared to a checksum that is stored with the data. If the two checksums do not agree, the system will usually indicate an error, or automatically read the data again. Sample Problem: Input: LENGTH START Output: CHECKSUM (Number of items) (Start of data table) (Data Checksum) 00000003 28 55 26 28 + 55 + 26 = 00101000 (28) + 01010101 (55) = 01111101 (7D) + 00100110 (26) = 10100011 (A3) 88 CHAPTER 9. PROGRAM LOOPS 9.2.2 Number of Zero, Positive, and Negative numbers Determine the number of zero, positive (most significant bit zero, but entire number not zero), and negative (most significant bit set) elements in a series of signed 32-bit numbers. The length of the series is defined by the variable LENGTH and the starting series of numbers start with the START label. Place the number of negative elements in variable NUMNEG, the number of zero elements in variable NUMZERO and the number of positive elements in variable NUMPOS. Sample Problem: Input: LENGTH 6 (Number of items) START (Start of data table — Positive) (Negative) (Positive) (Zero) 76028326 8D489867 21202549 00000000 E605546C (Negative) (Positive) 00000004 Output: NUMNEG NUMZERO NUMPOS 2 1 3 (2 negative numbers: 8D489867 and E605546C ) (1 zero value) (3 positive numbers: 76028326, 21202549 and 00000004 ) 9.2.3 Find Minimum Find the smallest element in a series of unsigned bytes. The length of the series is defined by the variable LENGTH with the series starting at the START label. Store the minimum byte value in the NUMMIN variable. Sample Problem: Input: LENGTH 5 (Number of items) START Output: NUMMIN 65 79 15 E3 72 15 (Start of data table) (Smallest of the five) 9.2.4 Count 1 Bits Determine the number of bits which are set in the 32-bit variable NUM, storing the result in the NUMBITS variable. Sample Problem: Input: Output: NUM NUMBITS 2866B794 = 0011 1000 0110 0110 1011 0111 1001 0100 0F = 15 9.2.5 Find element with most 1 bits Determine which element in a series of 32-bit numbers has the largest number of bits set. The length of the series is defined by the LENGTH variable and the series starts with the START label. Store the value with the most bits set in the NUM variable. Sample Problem: 9.2. PROBLEMS 89 Input: LENGTH 5 (Number of items) START (0010 0000 0101 1010 0001 0101 1101 0011 — 13) 205A15E3 (0010 0101 0110 1100 1000 0111 0000 0000 — 11) 256C8700 (0010 1001 0101 0100 0110 1000 1111 0010 — 14) 295468F2 29856779 (0010 1001 1000 0101 0110 0111 0111 1001 — 16) 9147592A (1001 0001 0100 0111 0101 1001 0010 1010 — 14) Output: NUM 29856779 (Number with most 1-bits) 90 CHAPTER 9. PROGRAM LOOPS 10 Strings Microprocessors often handle data which represents printed characters rather than numeric quan- tities. Not only do keyboards, printers, communications devices, displays, and computer terminals expect or provide character-coded data, but many instruments, test systems, and controllers also require data in this form. ASCII (American Standard Code for Information Interchange) is the most commonly used code, but others exist. We use the standard seven-bit ASCII character codes, as shown in Table 10.1; the character code occupies the low-order seven bits of the byte, and the most significant bit of the byte holds a 0 or a parity bit. 10.1 Handling data in ASCII Here are some principles to remember in handling ASCII-coded data: • The codes for the numbers and letters form ordered sequences. Since the ASCII codes for the characters “0” through “9” are 3016 through 3916 you can convert a decimal digit to the equivalent ASCII characters (and ASCII to decimal) by simple adding the ASCII offset: 3016 = ASCII “0”. Since the codes for letters (4116 through 5A16 and 6116 through 7A16) are in order, you can alphabetises strings by sorting them according to their numerical values. • The computer does not distinguish between printing and non-printing characters. Only the I/0 devices make that distinction. • An ASCII I/0 device handles data only in ASCII. For example, if you want an ASCII printer to print the digit “7”, you must send it 3716 as the data; 0716 will ring the bell. Similarly, if a user presses the “9” key on an ASCII keyboard, the input data will be 3916; 0916 is the tab key. • Many ASCII devices do not use the entire character set. For example, devices may ignore many control characters and may not print lower-case letters. • Despite the definition of the control characters many devices interpret them differently. For example they typically uses control characters in a special way to provide features such as cursor control on a display, and to allow software control of characteristics such as rate of data transmission, print width, and line length. • Some widely used ASCII control characters are: line feed 0A16 LF carriage return 0D16 CR 0816 BS backspace 7F16 DEL rub out or delete character • Each ASCII character occupies eight bits. This allows a large character set but is wasteful when only a few characters are actually being used. If, for example, the data consists entirely of decimal numbers, the ASCII format (allowing one digit per byte) requires twice as much 91 92 CHAPTER 10. STRINGS LSB 0 1 2 3 4 5 6 7 8 9 A B C D E F 0 1 NUL DLE DC1 SOH STX DC2 ETX DC3 EOT DC4 ENQ NAK ACK SYN ETB BEL CAN BS EM HT SUB LF ESC VT FS FF GS CR RS SO US SI MSB 3 0 1 2 3 4 5 6 7 8 9 : ; < = > ? 2 SP ! " # $ % & ’ ( ) * + , - . / 4 @ A B C D E F G H I J K L M N 0 5 P Q R S T U V W X Y Z [ \ ] ^ _ 7 p q r s t u v w x y z { | } ~ 6 ‘ a b c d e f g h i j k l m n o DEL Control Characters End of tx Data link escape Device control 1 Device control 2 Device control 3 Device control 4 Null DLE NUL Start of heading DC1 SOH DC2 STX Start of text DC3 ETX End of text DC4 EOT NAK Negative ack ENQ Enquiry SYN ACK Acknowledge ETB Bell, or alarm BEL CAN Cancel Backspace BS EM Horizontal tab HT SUB Line feed LF ESC Vertical tab VT FS Form feed FF GS Carriage return CR RS Shift out SO US Shift in SI DEL Space SP End of medium Substitute Escape File separator Group separator Record separator Unit separator Delete Synchronous idle End of tx block Table 10.1: Hexadecimal ASCII Character Codes storage, communications capacity, and processing time as the BCD format (allowing two digits per byte). The assembler includes a feature to make character-coded data easy to handle, single quotation marks around a character indicate the character’s ASCII value. For example, MOV R3, #’A’ is the same as MOV R3, #0x41 The first form is preferable for several reasons. It increases the readability of the instruction, it also avoids errors that may result from looking up a value in a table. The program does not depend on ASCII as the character set, since the assembler handles the conversion using whatever code has been designed for. 10.2 A string of characters Individual characters on there own are not really all that helpful. As humans we need a string of characters in order to form meaningful text. In assembly programming it is normal to have to process one character at a time. However, the assembler does at least allow us to store a string of byes (characters) in a friendly manner with the DCB directive. For example, line 26 of program 10.1a is: DCB "Hello, World", CR which will produce the following binary data: Binary: Text: 48 H 65 e 6C l 6C l 6F o 2C , 20 SP 57 W 6F o 72 r 6C l 64 d 0D CR Use table 10.1 to check that this is correct. In order to make the program just that little bit more readable, line 5 defines the label CR to have the value for a Carriage Return (0D16). There are three main methods for handling strings: Fixed Length, Terminated, and Counted. It is normal for a high level language to support just one method. C/C++ and Java all support the use of Zero-Terminated strings, while Pascal and Ada use counted strings. Although it is possible 10.2. A STRING OF CHARACTERS 93 to provide your own support for the alternative string type it is seldom done. A good programmer will use a mix of methods depending of the nature of the strings concerned. 10.2.1 Fixed Length Strings A fixed length string is where the string is of a predefined and fixed size. For example, in a system where it is known that all strings are going to be ten characters in length, we can simply reserve 10 bytes for the string. This has an immediate advantages in that the management of the strings is simple when compared to the alternative methods. For example we only need one label for an array of strings, and we can calculate the starting position of the nth string by a simple multiplication. This advantage is however also a major disadvantage. For example a persons name can be anything from two characters to any number of characters. Although it would be possible to reserve sufficient space for the longest of names this amount of memory would be required for all names, including the two letter ones. This is a significant waist of memory. It would be possible to reserve just ten characters for each name. When a two letter name appears it would have to be padded out with spaces in order to make the name ten characters in length. When a name longer than ten characters appears it would have to be truncated down to just ten characters thus chopping off part of the name. This requires extra processing and is not entirely friendly to users who happen to have a long name. When there is little memory and all the strings are known in advance it may be a good idea to use fixed length strings. For example, command driven systems tend to use a fixed length strings for the list of commands. 10.2.2 Terminated Strings A terminated string is one that can be of any length and uses a special character to mark the end of the string, this character is known at the sentinel. For example program 10.1a uses the carriage return as it’s sentinel. Over the years several different sentinels have been used, these include $ (2616), EOT (End of Text – 0416), CR (Carriage Return – 0D16), LF (Line Feed – 0A16) and NUL (No character – 0016). Today the most commonly used sentinel is the NUL character, primarily because it is used by C/C++. The NUL character also has a good feeling about it, as it is represented by the value 0, has no other meaning and it is easier to detected than any other character. This is frequently referred to as a Null- or Zero-Terminated string or simply as an ASCIIZ string. The terminated string has the advantage that it can be of any length. Processing the string is fairly simply, you enter into a loop processing each character at a time until you reach the sentinel. The disadvantage is that the sentinel character can not appear in the string. This is another reason why the NUL character is such a good choice for the sentinel. 10.2.3 Counted Strings A counted string is one in which the first one or two byte holds the length of the string in characters. Thus a counted string can be of any number of characters up to the largest unsigned number that can be stored in the first byte/word. A counted string may appear rather clumsy at first. Having the length of the string as a binary value has a distinct advantage over the terminated string. It allow the use of the counting instruc- 94 CHAPTER 10. STRINGS tions that have been included in many instruction sets. This means we can ignore the testing for a sentinel character and simply decrement our counter, this is a far faster method of working. To scan through an array of strings we simply point to the first string, and add the length count to our pointer to obtain the start of the next string. For a terminated string we would have to scan for the sentinel for each string. There are two disadvantages with the counted string. The string does have a maximum length, 255 characters or 64K depending on the size of the count value (8- or 16-bit). Although it is normally felt that 64K should be sufficient for most strings. The second disadvantage is their perceived complexity. Many people feel that the complexity of the counted string outweighs the speed advantage. 10.3 International Characters As computing expands outside of the English speaking world we have to provide support for languages other than standard American. Many European languages use letters that are not available in standard ASCII, for example: œ, Œ, ø, Ø, æ, Æ, ł, Ł, ß, ¡, and ¿. This is particularly important when dealing with names: Ångstrøm, Karlstraße or Łukasiewicz. The ASCII character set is not even capable of handling English correctly. When we borrow a word from another language we also use it’s diacritic marks (or accents). For example I would rather see pâté on a menu rather than pate. ASCII does not provide support for such accents. To overcome this limitation the international community has produced a new character encoding, known as Unicode. In Unicode the character code is two bytes long, the first byte indicates which character set the character comes from, while the second byte indicates the character position within the character set. The traditional ASCII character set is incorporated into Unicode as character set zero. In the revised C standard a new data type of wchar was defined to cater for this new “wide character”. While Unicode is sufficient to represent the characters from most modern languages, it is not sufficient to represent all the written languages of the world, ancient and modern. Hence an extended version, known as Unicode-32 is being developed where the character set is a 23-bit value (three bytes). Unicode is a subset of Unicode-32, while ASCII is a subset of Unicode. Although we do not consider Unicode you should be aware of the problem of international character sets and the solution Unicode provides. 10.4 Program Examples 10.4.1 Length of a String of Characters TTL Ch6Ex1 - strlencr ; Find the length of a CR terminated string Program 10.1a: strlencr.s — Find the length of a Carage Return terminated string 1 2 3 4 5 6 7 8 9 10 11 ; Load the address of the lookup table Program, CODE, READONLY AREA ENTRY R0, =Data1 0x0D Main EQU LDR CR 10.4. PROGRAM EXAMPLES 95 EOR R1, R1, R1 ; Clear R1 to store count Loop Done Table LDRB CMP BEQ ADD BAL R2, [R0], #1 R2, #CR Done R1, R1, #1 Loop STR SWI R1, CharCount &11 AREA Data1, DATA DCB ALIGN "Hello, World", CR AREA Result, DATA CharCount 0 DCB END ; Load the first byte into R2 ; Is it the terminator ? ; Yes => Stop loop ; No => Increment count ; Read next char ; Store result ; Storage for count 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 ; Load the address of the lookup table ; Start count at -1 Main Loop LDR MOV TTL AREA ENTRY ADD LDRB CMP BNE R0, =Data1 R1, #-1 ; Find the length of a null terminated string Ch6Ex1 - strlen Program, CODE, READONLY R1, R1, #1 R2, [R0], #1 R2, #0 Loop Program 10.1b: strlen.s — Find the length of a null terminated string 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 ; Increment count ; Load the first byte into R2 ; Is it the terminator ? ; No => Next char R1, CharCount &11 ; Storage for count "Hello, World", 0 ; Store result Result, DATA Data1, DATA DCB ALIGN CharCount STR SWI Table AREA AREA DCB 0 END 10.4.2 Find First Non-Blank Character * Program 10.2: skipblanks.s — Find first non-blank 1 2 3 4 find the length of a string Ch6Ex3 TTL 96 CHAPTER 10. STRINGS 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 Blank EQU AREA ENTRY " " Program, CODE, READONLY Main Loop ADR MOV LDRB CMP BEQ SUB STR SWI R0, Data1 R1, #Blank R2, [R0], #1 R2, R1 Loop R0, R0, #1 R0, Pointer &11 AREA Data1, DATA Table DCB ALIGN AREA Pointer DCD ALIGN END " 7 " Result, DATA 0 ;load the address of the lookup table ;store the blank char in R1 ;load the first byte into R2 ;is it a blank ;if so loop ;otherwise done - adjust pointer ;and store it ;storage for count 10.4.3 Replace Leading Zeros with Blanks ;load the address of the lookup table ;store the zero char in R1 ;and the blank char in R3 * TTL Loop Main Ch6Ex4 LDR MOV MOV Blank Zero EQU EQU AREA ENTRY supress leading zeros in a string R0, =Data1 R1, #Zero R3, #Blank ’ ’ ’0’ Program, CODE, READONLY Program 10.3: padzeros.s — Supress leading zeros in a string 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 R0, R0, #1 R3, [R0] R0, R0, #1 Loop R2, [R0], #1 R2, R1 Done SUB STRB ADD BAL LDRB CMP BNE "000007000" Data1, DATA DCB ALIGN ;all done Table AREA Done &11 SWI ;load the first byte into R2 ;is it a zero ;if not, done ;otherwise adjust the pointer ;and store it blank char there ;otherwise adjust the pointer ;and loop 10.4. PROGRAM EXAMPLES 97 33 34 35 36 37 AREA Pointer DCD Result, DATA 0 ;storage for count ALIGN END 10.4.4 Add Even Parity to ASCII Chatacters Program 10.4: setparity.s — Set the parity bit on a series of characters store the amended string in Result 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 ; Set the parity bit on a series of characters store the amended string in Result TTL Ch6Ex5 Main MainLoop AREA ENTRY LDR LDR LDRB CMP BEQ LDRB MOV MOV MOV MOV ParLoop DontAdd Even Check MOVS BPL ADD SUBS BNE TST BEQ ORR STRB BAL STRB SUBS BNE Program, CODE, READONLY R0, =Data1 R5, =Pointer R1, [R0], #1 R1, #0 Done R2, [R0], #1 R6, R2 R2, R2, LSL #24 R3, #0 R4, #7 R2, R2, LSL #1 DontAdd R3, R3, #1 R4, R4, #1 ParLoop R3, #1 Even R6, R6, #0x80 R6, [R5], #1 Check R6, [R5], #1 R1, R1, #1 MainLoop ;load the address of the lookup table ;store the string length in R1 ;nothing to do if zero length ;load the first byte into R2 ;keep a copy of the original char ;shift so that we are dealing with msb ;zero the bit counter ;init the shift counter ;left shift ;if msb is not a one bit, branch ;otherwise add to bit count ;update shift count ;loop if still bits to check ;is the parity even ;if so branch ;otherwise set the parity bit ;and store the amended char ;store the unamended char if even pty ;decrement the character count Done SWI &11 AREA Data1, DATA Table DCB DCB DCB DCB DCB DCB DCB 6 0x31 0x32 0x33 0x34 0x35 0x36 AREA ALIGN Result, DATA ;data table starts with byte length of string ;the string Pointer DCD 0 ;storage for parity characters END 98 CHAPTER 10. STRINGS 10.4.5 Pattern Match * TTL Main Ch6Ex6 CMP BEQ * Loop AREA ENTRY R3, #0 Same ;load the address of the lookup table ;assume strings not equal - set to -1 ;store the first string length in R3 ;store the second string length in R4 Program, CODE, READONLY LDR LDR LDR LDR LDR CMP BNE compare two counted strings for equality if we got this far, we now need to check the string char by char ;if they are different lengths, ;they can’t be equal ;test for zero length if both are ;zero length, nothing else to do R0, =Data1 R1, =Data2 R2, Match R3, [R0], #4 R4, [R1], #4 R3, R4 Done Program 10.5a: cstrcmp.s — Compare two counted strings for equality 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 ;character of first string ;character of second string ;are they the same ;if not the strings are different ;use the string length as a counter ;if we got to the end of the count ;the strings are the same ;not done, loop R5, [R0], #1 R6, [R1], #1 R5, R6 Done R3, R3, #1 Same Data2, DATA 3 "CAT" Data1, DATA 3 "CAT" R2, #0 R2, Match &11 ;storage for parity characters LDRB LDRB CMP BNE SUBS BEQ Table2 DCD DCB Table1 DCD DCB ;clear the -1 from match (0 = match) ;store the result AREA ALIGN DCD Result, DATA MOV STR SWI Same Done &FFFF Match AREA Loop AREA B END ;data table starts with byte length of string ;the string ;data table starts with byte length of string ;the string ; Compare two null terminated strings for equality Program 10.5b: strcmp.s — Compare null terminated strings for equality assume that we have no knowledge of the data structure so we must assess the individual strings 1 2 3 4 5 6 7 Program, CODE, READONLY AREA ENTRY Ch6Ex7 TTL 10.4. PROGRAM EXAMPLES 99 Main Count1 Count2 Next * Loop Same Done 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 LDR LDR LDR MOV MOV LDRB CMP BEQ ADD BAL LDRB CMP BEQ ADD BAL CMP BNE CMP BEQ LDR LDR R0, =Data1 R1, =Data2 R2, Match R3, #0 R4, #0 R5, [R0], #1 R5, #0 Count2 R3, R3, #1 Count1 R5, [R1], #1 R5, #0 Next R4, R4, #1 Count2 R3, R4 Done R3, #0 Same R0, =Data1 R1, =Data2 ;load the address of the lookup table ;assume strings not equal, set to -1 ;init register ;load the first byte into R5 ;is it the terminator ;if not, Loop ;increment count ;load the first byte into R5 ;is it the terminator ;if not, Loop ;increment count ;if they are different lengths, ;they can’t be equal ;test for zero length if both are ;zero length, nothing else to do ;need to reset the lookup table if we got this far, we now need to check the string char by char LDRB LDRB CMP BNE SUBS BEQ R5, [R0], #1 R6, [R1], #1 R5, R6 Done R3, R3, #1 Same BAL Loop R2, #0 R2, Match &11 MOV STR SWI AREA ;character of first string ;character of second string ;are they the same ;if not the strings are different ;use the string length as a counter ;if we got to the end of the count ;the strings are the same ;not done, loop ;clear the -1 from match (0 = match) ;store the result Data1, DATA "Hello, World", 0 ;the string Data2, DATA "Hello, worl", 0 Result, DATA ;the string &FFFF ;flag for match Table1 DCB ALIGN AREA Table2 DCB Match AREA ALIGN DCD END 100 10.5 Problems CHAPTER 10. STRINGS 10.5.1 Length of a Teletypewriter Message Determine the length of an ASCII message. All characters are 7-bit ASCII with MSB = 0. The string of characters in which the message is embedded has a starting address which is contained in the START variable. The message itself starts with an ASCII STX (Start of Text) character (0216) and ends with ETX (End of Text) character (0316). Save the length of the message, the number of characters between the STX and the ETX markers (but not including the markers) in the LENGTH variable. Sample Problem: Input: START String Output: LENGTH String (Location of string) 02 47 4F 03 02 (STX — Start Text) (“G”) (“O”) (ETX — End Text) (“GO”) 10.5.2 Find Last Non-Blank Character Search a string of ASCII characters for the last non-blank character. Starting address of the string is contained in the START variable and the string ends with a carriage return character (0D16). Place the address of the last non-blank character in the POINTER variable. Sample Problems: Input: START String Test A String 37 (“7”) 0D (CR) Test B String 41 (“A”) 20 (Space) 48 (“H”) 41 (“A”) 54 (“T”) 20 (Space) 20 (Space) 0D (CR) Output: POINTER First Char Fourth Char 10.5.3 Truncate Decimal String to Integer Form Edit a string of ASCII decimal characters by replacing all digits to the right of the decimal point with ASCII blanks (2016). The starting address of the string is contained in the START variable and the string is assumed to consist entirely of ASCII-coded decimal digits and a possible decimal point (2E16). The length of the string is stored in the LENGTH variable. If no decimal point appears in the string, assume that the decimal point is at the far right. Sample Problems: 101 10.5. PROBLEMS Input: START LENGTH String Output: Test A String 4 37 (“7”) 2E (“.”) 38 (“8”) 31 (“1”) 37 (“7”) 2E (“.”) 20 (Space) 20 (Space) Test B String 3 36 (“6”) 37 (“7”) 31 (“1”) 36 (“6”) 37 (“7”) 31 (“1”) Note that in the second case (Test B) the output is unchaged, as the number is assumed to be “671.”. 10.5.4 Check Even Parity and ASCII Characters Cheek for even parity in a string of ASCII characters. A string’s starting address is contained in the START variable. The first word of the string is its length which is followed by the string itself. If the parity of all the characters in the string are correct, clear the PARITY variable; otherwise place all ones (FFFFFFFF16) into the variable. Sample Problems: Input: START String Test A String 3 B1 (1011 0001) B2 (1011 0010) 33 (0011 0011) Test B String 03 B1 (1011 0001) B6 (1011 0110) 33 (0011 0011) Output: PARITY 00000000 (True) FFFFFFFF (False) 10.5.5 String Comparison Compare two strings of ASCII characters to see which is larger (that is, which follows the other in alphabetical ordering). Both strings have the same length as defined by the LENGTH variable. The strings’ starting addresses are defined by the START1 and START2 variables. If the string defined by START1 is greater than or equal to the other string, clear the GREATER variable; otherwise set the variable to all ones (FFFFFFFF16). Sample Problems: Test A Test B Test C Input: LENGTH START1 START2 String1 String2 3 String1 String2 43 (“C”) 41 (“A”) 54 (“T”) 42 (“B”) 41 (“A”) 54 (“T”) 3 String1 String2 43 (“C”) 41 (“A”) 54 (“T”) 52 (“C”) 41 (“A”) 54 (“T”) 3 String1 String2 43 (“C”) 41 (“A”) 54 (“T”) 52 (“C”) 55 (“U”) 54 (“T”) Output: GREATER 00000000 (CAT > BAT) 00000000 (CAT = CAT) FFFFFFFF (CAT < CUT) 102 CHAPTER 10. STRINGS 11 Code Conversion Code conversion is a continual problem in microcomputer applications. Peripherals provide data in ASCII, BCD or various special codes. The microcomputer must convert the data into some standard form for processing. Output devices may require data in ASCII, BCD, seven-segment or other codes. Therefore, the microcomputer must convert the results to the proper form after it completes the processing. There are several ways to approach code conversion: 1. Some conversions can easily be handled by algorithms involving arithmetic or logical func- tions. The program may, however, have to handle special cases separately. 2. More complex conversions can be handled with lookup tables. The lookup table method requires little programming and is easy to apply. However the table may occupy a large amount of memory if the range of input values is large. 3. Hardware is readily available for some conversion tasks. Typical examples are decoders for BCD to seven-segment conversion and Universal Asynchronous Receiver/Transmitters (UARTs) for conversion between parallel and serial formats. In most applications, the program should do as much as possible of the code conversion work. Most code conversions are easy to program and require little execution time. 11.1 Program Examples 11.1.1 Hexadecimal to ASCII * TTL Main Ch7Ex1 AREA ENTRY Program, CODE, READONLY convert a single hex digit to its ASCII equivalent Program 11.1a: nibtohex.s — Convert a single hex digit to its ASCII equivalent 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ;load the digit ;load the address for the result ;is the number < 10 decimal ;then branch R0, Digit R1, =Result R0, #0xA Add_0 R0, R0, #"0" R0, [R1] &11 ;convert to ASCII ;store the result ;add offset for ’A’ to ’F’ R0, R0, #"A"-"0"-0xA LDR LDR CMP BLT ADD STR SWI Data1, DATA Add_0 AREA ADD 103 104 Digit CHAPTER 11. CODE CONVERSION DCD &0C ;the hex digit AREA Result DCD Data2, DATA 0 ;storage for result END 21 22 23 24 25 26 27 * * TTL Mask start Ch7Ex2 MainLoop 0x0000000F LDR MOV MOV AREA ENTRY EQU Program, CODE, READONLY R1, Digit R4, #8 R5, #28 ;load the digit ;init counter ;control right shift now something a little more adventurous - convert a 32 bit hexadecimal number to an ASCII string and output to the terminal Program 11.1b: wordtohex.s — Convert a 32 bit hexadecimal number to an ASCII string and output to the terminal 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 ;copy original word ;right shift the correct number of bits ;reduce the bit shift ;mask out all but the ls nibble ;is the number < 10 decimal ;then branch R3, R1 R3, R3, LSR R5 R5, R5, #4 R3, R3, #Mask R3, #0xA Add_0 ;convert to ASCII ;prepare to output ;output to console ;decrement counter R3, R3, #"0" R0, R3 &0 R4, R4, #1 MainLoop ;add a CR character ;output it ;all done R0, #&0D &0 &11 ;add offset for ’A’ to ’F’ Data1, DATA &DEADBEEF ADD MOV SWI SUBS BNE MOV MOV SUB AND CMP BLT R3, R3, #"A"-"0"-0xA ;the hex word MOV SWI SWI AREA DCD Digit Add_0 ADD END 11.1.2 Decimal to Seven-Segment * TTL Ch7Ex3 convert a decimal number to seven segment binary Program 11.2: nibtoseg.s — Convert a decimal number to seven segment binary 1 2 3 4 5 6 7 8 9 10 11 ;load the start address of the table ;clear register for the code ;get the digit to encode R0, =Data1 R1, R1, R1 R2, Digit Program, CODE, READONLY LDR EOR LDRB AREA ENTRY Main 11.1. PROGRAM EXAMPLES 105 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 CMP BHI ADD LDRB STR SWI AREA DCB DCB DCB DCB DCB DCB DCB DCB DCB DCB ALIGN AREA DCB ALIGN AREA Done Table Digit Result DCD END R2, #9 Done R0, R0, R2 R1, [R0] R1, Result &11 Data1, DATA &3F &06 &5B &4F &66 &6D &7D &07 &7F &6F Data2, DATA &05 Data3, DATA 0 ;is it a valid digit? ;clear the result ;advance the pointer ;and get the next byte ;store the result ;all done ;the binary conversions table ;the number to convert ;storage for result 11.1.3 ASCII to Decimal Program 11.3: dectonib.s — Convert an ASCII numeric character to decimal 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 * convert an ASCII numeric character to decimal TTL Ch7Ex4 Main Done Char AREA ENTRY MOV LDRB SUBS BCC CMP BHI MOV STR SWI AREA DCB ALIGN AREA Result DCD END Program, CODE, READONLY R1, #-1 R0, Char R0, R0, #"0" Done R0, #9 Done R1, R0 R1, Result &11 Data1, DATA &37 Data2, DATA 0 ;set -1 as error flag ;get the character ;convert and check if character is < 0 ;if so do nothing ;check if character is > 9 ;if so do nothing ;otherwise.... ;.....store the decimal no ;all done ;ASCII representation of 7 ;storage for result 106 CHAPTER 11. CODE CONVERSION 11.1.4 Binary-Coded Decimal to Binary * TTL Main Loop Ch7Ex5 AREA ENTRY LDR MOV MOV MOV Program, CODE, READONLY convert an unpacked BCD number to binary R0, =BCDNum R5, #4 R1, #0 R2, #0 ;load address of BCD number ;init counter ;clear result register ;and final register Program 11.4a: ubcdtohalf.s — Convert an unpacked BCD number to binary 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 ;load digit and incr address ;add the next digit ;decr counter ;if counter != 0, loop R1, R1, R1 R3, R1 R3, R3, LSL #2 R1, R1, R3 R4, [R0], #1 R1, R1, R4 R5, R5, #1 Loop ;mult by 8 (2 x 4) ;= mult by 10 ;store the result ;all done Data1, DATA &02,&09,&07,&01 Data2, DATA 0 ;an unpacked BCD number R1, Result &11 ;storage for result LDRB ADD SUBS BNE ;multiply by 2 ADD MOV MOV ADD Result DCD BCDNum DCB STR SWI ALIGN AREA AREA END * TTL Main Ch7Ex6 AREA ENTRY Program, CODE, READONLY convert an unpacked BCD number to binary using MUL Program 11.4b: ubcdtohalf2.s — Convert an unpacked BCD number to binary using MUL 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 ;mult by 10 ;load digit and incr address ;add the next digit ;decr counter ;if count != 0, loop ;load address of BCD number ;init counter ;clear result register ;and final register ;multiplication constant R6, R1 R1, R6, R7 R4, [R0], #1 R1, R1, R4 R5, R5, #1 Loop R0, =BCDNum R5, #4 R1, #0 R2, #0 R7, #10 ;store the result ;all done MOV MUL LDRB ADD SUBS BNE R1, Result &11 LDR MOV MOV MOV MOV STR SWI Loop 11.2. PROBLEMS 107 25 26 27 28 29 30 31 32 33 AREA BCDNum DCB Data1, DATA &02,&09,&07,&01 ;an unpacked BCD number ALIGN AREA Result DCD END Data2, DATA 0 ;storage for result 11.1.5 Binary Number to ASCII String * Loop Main TTL AREA ENTRY ;load the number to process LDR ADD LDRB MOV MOV LDR Ch7Ex7 Program, CODE, READONLY store a 16bit binary number as an ASCII string of ’0’s and ’1’s R0, =String R0, R0, #16 R6, String R2, #"1" R3, #"0" R1, Number ;load startr address of string ;adjust for length of string ;init counter ;load character ’1’ to register Program 11.5: halftobin.s — Store a 16bit binary number as an ASCII string of ’0’s and ’1’s 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 ;rotate right with carry ;if carry set branch (LSB was a ’1’ bit) ;otherwise store "0" ;and branch to counter code R1, R1, ROR #1 Loopend R3, [R0], #-1 Decr ;decrement counter ;loop while not 0 ;a 16 bit binary number number Data2, DATA 16 Data1, DATA &31D2 R6, R6, #1 Loop ;storage for result MOVS BCS STRB BAL R2, [R0], #-1 ;store a "1" Number DCD String DCB SUBS BNE Loopend ALIGN ALIGN STRB AREA AREA Decr &11 SWI END 11.2 Problems 11.2.1 ASCII to Hexadecimal Convert the contents of the A_DIGIT variable from an ASCII character to a hexadecimal digit and store the result in the H_DIGIT variable. Assume that A_DIGIT contains the ASCII representation of a hexadecimal digit (7 bits with MSB=0). 108 CHAPTER 11. CODE CONVERSION 7 0 0 3F 0 0 06 1 0 5B 2 0 4F 3 66 0 4 6D 0 5 7D 0 6 0 07 7 0 7F 8 0 6F 9 0 A 77 0 7C B 3A 0 C D 5E 0 7A 0 E 0 71 F 6 g 0 0 1 1 1 1 1 0 1 1 1 1 0 1 1 1 5 f 1 0 0 0 1 1 1 0 1 1 1 1 1 0 1 1 4 e 1 0 1 0 0 0 1 0 1 0 1 1 1 1 1 1 3 d 1 0 1 1 0 1 1 0 1 1 0 1 1 1 1 0 2 c 1 1 0 1 1 1 1 1 1 1 1 1 0 1 0 0 1 b 1 1 1 1 1 0 0 1 1 1 1 0 0 1 0 0 0 a 1 0 1 1 0 1 1 1 1 1 1 0 1 0 1 1 Figure 11.1: Seven-Segment Display f e a g d b c Sample Problems: Input: A_DIGIT Test A 43 (“C”) Output: H_DIGIT 0C Test B 36 (“6”) 06 11.2.2 Seven-Segment to Decimal Convert the contents of the CODE variable from a seven-segment code to a decimal number and store the result in the NUMBER variable. If CODE does not contain a valid seven-segment code, set NUMBER to FF16. Use the seven-segment table given in Figure 11.1 and try to match codes. Sample Problems: Input: CODE Test A 4F Output: NUMBER 03 Test B 28 FF 11.2.3 Decimal to ASCII Convert the contents of the variable DIGIT from decimal digit to an ASCII character and store the result in the variable CHAR. If the number in DIGIT is not a decimal digit, set the contents of CHAR to an ASCII space (2016). Sample Problems: Input: DIGIT Test A 07 Test B 55 Output: CHAR 37 (“7”) 20 (Space) 11.2.4 Binary to Binary-Coded-Decimal Convert the contents of the variable NUMBER to four BCD digits in the STRING variable. The 32-bit number in NUMBER is unsigned and less than 10,000. Sample Problem: 11.2. PROBLEMS 109 Input: NUMBER 1C52 (725010) Output: STRING 07 02 05 00 (“7”) (“2”) (“5”) (“0”) 11.2.5 Packed Binary-Coded-Decimal to Binary String Convert the eight digit packed binary-coded-decimal number in the BCDNUM variable into a 32-bit number in a NUMBER variable. Sample Problem: Input: BCDNUM 92529679 Output: NUMBER 0583E40916 (9252967910) 11.2.6 ASCII string to Binary number Convert the eight ASCII characters in the variable STRING to an 8-bit binary number in the variable NUMBER. Clear the byte variable ERROR if all the ASCII characters are either ASCII “1” or ASCII “0”; otherwise set ERROR to all ones (FF16). Sample Problems: Input: STRING Test A (“1”) (“1”) (“0”) (“1”) (“0”) (“0”) (“1”) (“0”) 31 31 30 31 30 30 31 30 Test B (“1”) (“1”) (“0”) (“1”) (“0”) (“7”) (“1”) (“0”) 31 31 30 31 30 37 31 30 Output: NUMBER D2 ERROR 0 (1101 0010) (No Error ) 00 (Valid ) FF (Error ) 110 CHAPTER 11. CODE CONVERSION 12 Arithmetic Much of the arithmetic in some microprocessor applications consists of multiple-word binary or decimal manipulations. The processor provides for decimal addition and subtraction, but does not provide for decimal multiplication or division, you must implement these operations with sequences of instruction. Most processors provide for both signed and unsigned binary arithmetic. Signed numbers are represented in two’s complement form. This means that the operations of addition and subtraction are the same whether the numbers are signed or unsigned. Multiple-precision binary arithmetic requires simple repetitions of the basic instructions. The Carry flag transfers information between words. It is set when an addition results in a carry or a subtraction results in a borrow. Add with Carry and Subtract with Carry use this information from the previous arithmetic operation. Decimal arithmetic is a common enough task for microprocessors that most have special instruc- tions for this purpose. These instructions may either perform decimal operations directly or correct the results of binary operations to the proper decimal form. Decimal arithmetic is essential in such applications as point-of-sale terminals, check processors, order entry systems, and banking terminals. You can implement decimal multiplication and division as series of additions and subtractions, respectively. Extra storage must be reserved for results, since a multiplication produces a result twice as long as the operands. A division contracts the length of the result. Multiplications and divisions are time-consuming when done in software because of the repeated operations that are necessary. 12.1 Program Examples 12.1.2 64-Bit Addition * 64 bit addition TTL AREA ENTRY 64 bit addition Program, CODE, READONLY Program 12.2: add64.s — 64 Bit Addition 1 2 3 4 5 6 7 8 9 10 11 12 13 14 R0, =Value1 R1, [R0] R2, [R0, #4] R0, =Value2 R3, [R0] R4, [R0, #4] R6, R2, R4 LDR LDR LDR LDR LDR LDR ADDS Main ; Pointer to first value ; Load first part of value1 ; Load lower part of value1 ; Pointer to second value ; Load upper part of value2 ; Load lower part of value2 ; Add lower 4 bytes and set carry flag 111 112 CHAPTER 12. ARITHMETIC 15 16 17 18 19 20 21 22 23 24 25 ADC LDR STR STR SWI R5, R1, R3 R0, =Result R5, [R0] R6, [R0, #4] &11 ; Add upper 4 bytes including carry ; Pointer to Result ; Store upper part of result ; Store lower part of result Value1 DCD Value2 DCD Result DCD END &12A2E640, &F2100123 &001019BF, &40023F51 0 ; Value to be added ; Value to be added ; Space to store result 12.1.3 Decimal Addition * EQU Mask Loop Main 0x0000000F TTL AREA ENTRY LDR LDR LDR LDRB ADD MOV Ch8Ex3 Program, CODE, READONLY add two packed BCD numbers to give a packed BCD result R0, =Result R1, BCDNum1 R2, BCDNum2 R8, Length R0, R0, #3 R5, #0 ;address for storage ;load the first BCD number ;and the second ;init counter ;adjust for offset ;carry Program 12.3: addbcd.s — Add two packed BCD numbers to give a packed BCD result 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 ;copy what is left in the data register ;and the other number ;mask out everything except low order nibble ;mask out everything except low order nibble ;shift the original number one nibble ;shift the original number one nibble ;add the digits ;and the carry ;is it over 10? ;if not, reset the carry to 0 ;otherwise set the carry ;and subtract 10 ;copy what is left in the data register ;and the other number ;mask out everything except low order nibble ;mask out everything except low order nibble ;shift the original number one nibble ;shift the original number one nibble ;add the digits ;and the carry ;is it over 10? ;if not, reset the carry to 0 ;otherwise set the carry ;and subtract 10 R3, R1 R4, R2 R3, R3, #Mask R4, R4, #Mask R1, R1, LSR #4 R2, R2, LSR #4 R7, R3, R4 R7, R7, R5 R7, #0xA RCarry2 R5, #1 R7, R7, #0xA Loopend R3, R1 R4, R2 R3, R3, #Mask R4, R4, #Mask R1, R1, LSR #4 R2, R2, LSR #4 R6, R3, R4 R6, R6, R5 R6, #0xA RCarry1 R5, #1 R6, R6, #0xA Next MOV MOV AND AND MOV MOV ADD ADD CMP BLT MOV SUB B MOV MOV AND AND MOV MOV ADD ADD CMP BLT MOV SUB B ;carry reset to 0 RCarry1 R5, #0 Next MOV 12.1. PROGRAM EXAMPLES 113 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 RCarry2 Loopend MOV R5, #0 ;carry reset to 0 MOV ORR STRB SUBS BNE SWI AREA Length DCB ALIGN R7, R7, LSL #4 R6, R6, R7 R6, [R0], #-1 R8, R8, #1 Loop &11 Data1, DATA &04 ;shift the second digit processed to the left ;and OR in the first digit to the ls nibble ;store the byte, and decrement address ;decrement loop counter ;loop while > 0 BCDNum1 DCB &36, &70, &19, &85 ;an 8 digit packed BCD number AREA BCDNum2 DCB Data2, DATA &12, &66, &34, &59 ;another 8 digit packed BCD number AREA Result DCD Data3, DATA 0 ;storage for result END 12.1.4 Multiplication 16-Bit * * Main TTL AREA ENTRY LDR LDR MUL MUL STR 16 bit binary multiplication Ch8Ex1 Program, CODE, READONLY R0, Number1 R1, Number2 R0, R1, R0 R0, R0, R1 R0, Result Program 12.4a: mul16.s — 16 bit binary multiplication 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 Data1, DATA &706F &0161 Data2, DATA 0 Number1 DCD Number2 DCD Result DCD ;all done ALIGN ALIGN AREA AREA &11 SWI END ;a 16 bit binary number ;another ;storage for result ;load first number ;and second ;x:= y * x ;won’t work - not allowed 32-Bit Program 12.4b: mul32.s — Multiply two 32 bit number to give a 64 bit result (corrupts R0 and R1) 114 CHAPTER 12. ARITHMETIC 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 * * multiply two 32 bit number to give a 64 bit result (corrupts R0 and R1) Ch8Ex4 Program, CODE, READONLY R0, Number1 R1, Number2 R6, =Result R5, R0, LSR #16 R3, R1, LSR #16 R0, R0, R5, LSL #16 R1, R1, R3, LSL #16 R2, R0, R1 R0, R3, R0 R1, R5, R1 R3, R5, R3 R0, R1, R0 R3, R3, #&10000 R2, R2, R0, LSL #16 R3, R3, R0, LSR #16 R2, [R6] R6, R6, #4 R3, [R6] &11 Data1, DATA &12345678 &ABCDEF01 Data2, DATA 0 ;load first number ;and second ;load the address of result ;top half of R0 ;top half of R1 ;bottom half of R0 ;bottom half of R1 ;partial result ;partial result ;partial result ;partial result ;add middle parts ;add in any carry from above ;LSB 32 bits ;MSB 32 bits ;store LSB ;increment pointer ;store MSB ;all done ;a 16 bit binary number ;another ;storage for result Main TTL AREA ENTRY LDR LDR LDR MOV MOV BIC BIC MUL MUL MUL MUL ADDS ADDCS ADDS ADC STR ADD STR SWI AREA Number1 DCD Number2 DCD ALIGN AREA Result DCD ALIGN END 12.1.5 32-Bit Binary Divide * * * TTL AREA ENTRY Ch8Ex2 Program, CODE, READONLY divide a 32 bit binary no by a 16 bit binary no store the quotient and remainder there is no ’DIV’ instruction in ARM! Program 12.5: divide.s — Divide a 32 bit binary no by a 16 bit binary no store the quotient and remainder there is no ’DIV’ instruction in ARM! 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ;is the divisor less than the dividend? ;if so, finished ;add one to quotient ;take away the number you first thought of ;and loop ;load first number ;and second ;clear register for quotient R1, #0 Err R0, R1 Done R3, R3, #1 R0, R0, R1 Loop R0, Number1 R1, Number2 R3, #0 CMP BEQ CMP BLT ADD SUB B ;test for divide by 0 LDR LDR MOV Main Loop 12.2. PROBLEMS 115 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 Err Done MOV STR STR SWI AREA Number1 DCD Number2 DCD ALIGN R3, #0xFFFFFFFF ;error flag (-1) R0, Remain R3, Quotient &11 Data1, DATA &0075CBB1 &0141 ;store the remainder ;and the quotient ;all done ;a 16 bit binary number ;another AREA Quotient DCD Remain DCD Data2, DATA 0 0 ;storage for result ;storage for remainder ALIGN END 12.2 Problems 12.2.1 Multiple precision Binary subtraction Subtract one multiple-word number from another. The length in words of both numbers is in the LENGTH variable. The numbers themselves are stored (most significant bits First) in the variables NUM1 and NUM2 respectively. Subtract the number in NUM2 from the one in NUM1. Store the difference in NUM1. Sample Problem: Input: LENGTH 3 (Number of words in each number ) NUM1 NUM2 2F5B8568 84C32546 706C9567 14DF4098 85B81095 A3BC1284 (First number is 2F5B856884C32546706C956716) (The second number is 14DF409885B81095A3BC128416) Output: NUM1 1A7C44CF (Difference is 1A7C44CFFF0B14B0CCB082E316) FF0B14B0 CCB082E3 That is, − 2F5B856884C32546706C9567 14DF409885B81095A3BC1284 1A7C44CFFF0B14B0CCB082E3 12.2.2 Decimal Subtraction Subtract one packed decimal (BCD) number from another. The length in bytes of both numbers is in the byte variable LENGTH. The numbers themselves are in the variables NUM1 and NUM2 re- spectively. Subtract the number contained in NUM2 from the one contained in NUM1. Store the difference in NUM1. Sample Problem: CHAPTER 12. ARITHMETIC (Number of bytes in each number ) (The first number is 36701985783410) (The second number is 12663459326910) (Difference is 24038526456510) 116 Input: LENGTH NUM1 NUM2 Output: NUM1 4 36 70 19 85 78 34 12 66 34 59 32 69 24 03 85 26 45 65 That is, 367019857834 − 126634593269 240385264565 12.2.3 32-Bit by 32-Bit Multiply Multiply the 32-bit value in the NUM1 variable by the value in the NUM2 variable. Use the MULU instruction and place the result in the 64-bit variable PROD1. Sample Problem: Input: NUM1 NUM2 Output: PROD1 PROD2 0024 68AC 0328 1088 (The first number is 2468AC16) (The second number is 328108810) 0000 72EC (MULU product is 72ECB8C25B6016) B8C2 5B60 0000 72EC (Shift product is 72ECB8C25B6016) B8C2 5B60 13 Tables and Lists Tables and lists are two of the basic data structures used with all computers. We have already seen tables used to perform code conversions and arithmetic. Tables may also be used to identify or respond to commands and instructions, provide access to files or records, define the meaning of keys or switches, and choose among alternate programs. Lists are usually less structured than tables. Lists may record tasks that the processor must perform, messages or data that the processor must record, or conditions that have changed or should be monitored. 13.1 Program Examples 13.1.1 Add Entry to List * * Main Loop TTL AREA ENTRY LDR LDR LDR LDR LDR Ch9Ex1 Program, CODE, READONLY R0, List R1, NewItem R3, [R0] R2, [R0], #4 R4, [R0], #4 examine a table for a match - store a new entry at the end if no match found ;load the start address of the list ;load the new item ;copy the list counter ;init counter and increment pointer Program 13.1a: insert.s — Examine a table for a match - store a new entry at the end if no match found 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 ;adjust the pointer ;increment the number of items ;and store it back ;store the new item at the end of the list ;does the item match the list? ;found it - finished ;no - get the next item ;get the next item ;and loop Data1, DATA &4 &5376 &7615 &138A &21DC &20 R1, R4 Done R2, R2, #1 R4, [R0], #4 Loop R0, R0, #4 R3, R3, #1 R3, Start R1, [R0] ;length of list ;items AREA DCD DCD DCD DCD DCD % ;reserve 20 bytes of storage CMP BEQ SUBS LDR BNE SUB ADD STR STR Start Store Done SWI &11 117 118 CHAPTER 13. TABLES AND LISTS 35 36 37 38 39 40 AREA NewItem DCD DCD List Data2, DATA &16FA Start END * * Main Loop TTL AREA ENTRY CMP BEQ SUBS LDR BNE LDR LDR LDR LDR CMP BEQ LDR Ch9Ex2 Program, CODE, READONLY R0, List R1, NewItem R3, [R0] R2, [R0], #4 R3, #0 Insert R4, [R0], #4 examine a table for a match - store a new entry if no match found extends Ch9Ex1 ;load the start address of the list ;load the new item ;copy the list counter ;init counter and increment pointer ;it’s an empty list ;so store it ;not empty - move to 1st item Program 13.1b: insert2.s — Examine a table for a match - store a new entry if no match found extends insert.s 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 ;does the item match the list? ;found it - finished ;no - get the next item ;get the next item ;and loop ;adjust the pointer ;incr list count ;and store it ;store new item at the end Data1, DATA &4 &5376 &7615 &138A &21DC &20 R1, R4 Done R2, R2, #1 R4, [R0], #4 Loop SUB Insert ADD STR STR R0, R0, #4 R3, R3, #1 R3, Start R1, [R0] Data2, DATA &16FA Start ;length of list ;items AREA DCD DCD DCD DCD DCD % ;reserve 20 bytes of storage NewItem DCD DCD List ;all done Start Store AREA Done SWI &11 END 13.1.2 Check an Ordered List * examine an ordered table for a match Program 13.2: search.s — Examine an ordered table for a match 1 2 3 4 5 6 7 Ch9Ex3 Program, CODE, READONLY TTL AREA ENTRY Main 13.1. PROGRAM EXAMPLES 119 ;load the address past the list ;adjust pointer to point at last element of list ;load the item to test ;init counter by reading index from list ;are there zero items ;zero items in list - error condition ;does the item match the list? ;found it - finished ;if the one to test is higher, it’s not in the list ;no - decr counter ;get the next item ;and loop ;if we get to here, it’s not there either ;flag it as missing ;store the index (either index or -1) ;all done ;length of list ;items 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 Loop LDR SUB LDR LDR CMP BEQ LDR CMP BEQ BHI SUBS LDR BNE R0, =NewItem R0, R0, #4 R1, NewItem R3, Start R3, #0 Missing R4, [R0], #-4 R1, R4 Done Missing R3, R3, #1 R4, [R0], #-4 Loop Missing MOV R3, #0xFFFFFFFF Done Start STR SWI AREA DCD DCD DCD DCD DCD AREA NewItem DCD DCW Index DCD List END R3, Index &11 Data1, DATA &4 &0000138A &000A21DC &001F5376 &09018613 Data2, DATA &001F5376 0 Start 13.1.3 Remove an Element from a Queue * Main LDR STR CMP BEQ TTL AREA ENTRY remove the first element of a queue R0, Queue R1, Pointer R0, #0 Done Ch9Ex4 Program, CODE, READONLY Program 13.3: head.s — Remove the first element of a queue 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 AREA Queue DCD Pointer DCD Data1, DATA Item1 0 R1, [R0] R1, Queue ;pointer ;data Item2 30, 20 * each item consists of a pointer to the next item, and some data Item1 ;load the head of the queue ;and save it in ’Pointer’ ;is it NULL? ;if so, nothing to do ;space for new entries DCD DCB LDR STR DArea Done SWI &11 20 % ;pointer to the start of the queue ;space to save the pointer ;otherwise get the ptr to next ;and make it the start of the queue CHAPTER 13. TABLES AND LISTS 120 27 28 29 30 31 32 33 34 Item2 Item3 DCD DCB DCD DCB END Item3 30, 0xFF 0 30,&87,&65 ;pointer ;data ;pointer (NULL) ;data 13.1.4 Sort a List Program 13.4: sort.s — Sort a list of values – simple bubble sort 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 * sort a list of values - simple bubble sort TTL AREA ENTRY Ch9Ex5 Program, CODE, READONLY Main Sort Next NoSwitch LDR MOV LDRB MOV ADD MOV ADD LDRB LDRB CMP BCC STRB STRB ADD SUB CMP BHI CMP BNE R6, List R0, #0 R0, [R6] R8, R6 R7, R6, R0 R1, #0 R8, R8, #1 R2, [R7], #-1 R3, [R7] R2, R3 NoSwitch R2, [R7], #1 R3, [R7] R1, R1, #1 R7, R7, #1 R7, R8 Next R1, #0 Sort ;pointer to start of list ;clear register ;get the length of list ;make a copy of start of list ;get address of last element ;zero flag for changes ;move 1 byte up the list each ;iteration ;load the first byte ;and the second ;compare them ;branch if r2 less than r3 ;otherwise swap the bytes ;like this ;flag that changes made ;decrement address to check ;have we checked enough bytes? ;if not, do inner loop ;did we mke changes ;if so check again - outer loop Done SWI &11 ;all done Start List AREA DCB DCB AREA DCD END Data1, DATA 6 &2A, &5B, &60, &3F, &D1, &19 Data2, DATA Start 13.2. PROBLEMS 121 13.1.5 Using an Ordered Jump Table 13.2 Problems 13.2.1 Remove Entry from List Remove the value in the variable ITEM at a list if the value is present. The address of the list is in the LIST variable. The first entry in the list is the number (in words) of elements remaining in the list. Move entries below the one removed up one position and reduce the length of the list by one. Sample Problems: Test A Test B Input Output Input Output ITEM LIST Table D010257 Table 00000004 2946C121 2054A346 05723A64 12576C20 No change since item not in list D0102596 Table 0003 00000004 C1212546 C1212546 D0102596 3A64422B 3A64422B 6C20432E 6C20432E — 13.2.2 Add Entry to Ordered List Insert the value in the variable ITEM into an ordered list if it is not already there. The address of the list is in the LIST variable. The first entry in the list is the list’s length in words. The list itself consists of unsigned binary numbers in increasing order. Place the new entry in the correct position in the list, adjust the element below it down, and increase the length of the list by one. Sample Problems Test A Test B Input Output Input Output ITEM LIST Table 7A35B310 Table 0005 00000004 09250037 09250037 29567322 29567322 7A35B310 A356A101 E235C203 A356A101 E235C203 — 7A35B310 Table 00000005 09250037 29567322 7A35B310 A356A101 E235C203 No change since ITEM already in list. 13.2.3 Add Element to Queue Add the value in the variable ITEM to a queue. The address of the first element in the queue is in the variable QUEUE. Each element in the queue contains a structure of two items (value and next) where next is either the address of the next element in the queue or zero if there is no next element. The new element is placed at the end (tail) of the queue; the new element’s address will be in the element that was at the end of the queue. The next entry of the new element will contain zero to indicate that it is now the end of the queue. Sample Problem: 122 CHAPTER 13. TABLES AND LISTS Input Output Value Next Value Next ITEM QUEUE item1 item2 item3 23854760 00000001 00000123 00123456 — item1 item2 00000000 — 23854760 00000001 00000123 00123456 23854760 item1 item2 item3 00000000 13.2.4 4-Byte Sort Sort a list of 4-byte entries into descending order. The first three bytes in each entry are an unsigned key with the first byte being the most significant. The fourth byte is additional information and should not be used to determine the sort order, but should be moved along with its key. The number of entries in the list is defined by the word variable LENGTH. The list itself begins at location LIST. Sample Problem: Input Output LENGTH LIST 00000004 414243 07 4A4B4C 13 4A4B41 37 444B41 3F (“ABC”) (“JKL”) (“JKA”) (“DKA”) 4A4B4C 13 4A4B41 37 444B41 3F 414243 07 (“JKL”) (“JKA”) (“DKA”) (“ABC”) 13.2.5 Using a Jump Table with a Key Using the value in the variable INDEX as a key to a jump table (TABLE). Each entry in the jump table contains a 32-bit identifier followed by a 32-bit address to which the program should transfer control if the key is equal to that identifier. Sample Problem: INDEX 00000010 TABLE 00000001 Proc1 00000010 Proc2 0000001E Proc3 Proc1 NOP Proc2 NOP Proc3 NOP Control should be transferred to Proc2, the second entry in the table. 14 Subroutines None of the examples that we have shown thus far is a typical program that would stand by itself. Most real programs perform a series of tasks, many of which may be used a number of times or be common to other programs. The standard method of producing programs which can be used in this manner is to write subrou- tines that perform particular tasks. The resulting sequences of instructions can be written once, tested once, and then used repeatedly. There are special instructions for transferring control to subroutines and restoring control to the main program. We often refer to the special instruction that transfers control to a subroutine as Call, Jump, or Brach to a Subroutine. The special instruction that restores control to the main program is usually called Return. In the ARM the Branch-and-Link instruction (BL) is used to Branch to a Subroutine. This saves the current value of the program counter (PC or R15 ) in the Link Register (LR or R14 ) before placing the starting address of the subroutine in the program counter. The ARM does not have a standard Return from Subroutine instruction like other processors, rather the programmer should copy the value in the Link Register into the Program Counter in order to return to the instruction after the Branch-and-Link instruction. Thus, to return from a subroutine you should the instruction: Should the subroutine wish to call another subroutine it will have to save the value of the Link Register before calling the nested subroutine. MOV PC, LR 14.1 Types of Subroutines Sometimes a subroutine must have special characteristics. Relocatable The code can be placed anywhere in memory. You can use such a subroutine easily, regardless of other programs or the arrangement of the memory. A relocating loader is necessary to place the program in memory properly; the loader will start the program after other programs and will add the starting address or relocation constant to all addresses in the program. Position Independent The code does not require a relocating loader — all program addresses are expressed relative to the program counter’s current value. Data addresses are held in-registers at all times. We will discuss the writing of position independent code later in this chapter. Reentrant The subroutine can be interrupted and called by the interrupting program, giving the correct results for both the interrupting and interrupted programs. Reentrant subroutines are re- quired for good for event based systems such as a multitasking operating system (Windows It is not difficult to make a subroutine or Unix) and embedded real time environments. 123 124 CHAPTER 14. SUBROUTINES reentrant. The only requirement is that the subroutine uses just registers and the stack for its data storage, and the subroutine is self contained in that it does not use any value defined outside of the routine (global values). Recursive The subroutine can call itself. Such a subroutine clearly must also be reentrant. 14.2 Subroutine Documentation Most programs consist of a main program and several subroutines. This is useful as you can use known pre-written routines when available and you can debug and test the other subroutines properly and remember their exact effects on registers and memory locations. You should provide sufficient documentation such that users need not examine the subroutine’s internal structure. Among necessary specifications are: • A description of the purpose of the subroutine • A list of input and output parameters • Registers and memory locations used • A sample case, perhaps including a sample calling sequence The subroutine will be easy to use if you follow these guidelines. 14.3 Parameter Passing Techniques In order to be really useful, a subroutine must be general. For example, a subroutine that can perform only a specialized task, such as looking for a particular letter in an input string of fixed length, will not be very useful. If, on the other hand, the subroutine can look for any letter, in strings of any length, it will be far more helpful. In order to provide subroutines with this flexibility, it is necessary to provide them with the ability to receive various kinds of information. We call data or addresses that we provide the subroutine parameters. An important part of writing subroutines is providing for transferring the parameters to the subroutine. This process is called Parameter Passing. There are three general approaches to passing parameters: 1. Place the parameters in registers. 2. Place the parameters in a block of memory. 3. Transfer the parameters and results on the hardware stack. The registers often provide a fast, convenient way of passing parameters and returning results. The limitations of this method are that it cannot be expanded beyond the number of available registers; it often results in unforeseen side effects; and it lacks generality. The trade-off here is between fast execution time and a more general approach. Such a trade- off is common in computer applications at all levels. General approaches are easy to learn and consistent; they can be automated through the use of macros. On the other hand, approaches that take advantage of the specific features of a particular task require less time and memory. The choice of one approach over the other depends on your application, but you should take the general approach (saving programming time and simplifying documentation and maintenance) unless time or memory constraints force you to do otherwise. 14.3. PARAMETER PASSING TECHNIQUES 125 14.3.1 Passing Parameters In Registers The first and simplest method of passing parameters to a subroutine is via the registers. After calling a subroutine, the calling program can load memory addresses, counters, and other data into registers. For example, suppose a subroutine operates on two data buffers of equal length. The subroutine might specify that the length of the two data buffers be in the register R0 while the staring address of the two data buffer are in the registers R1 and R2 . The calling program would then call the subroutine as follows: MOV LDR LDR BL R0, #BufferLen R1, =BufferA R2, =BufferB Subr ; Length of Buffer in R0 ; Buffer A beginning address in R1 ; Buffer B beginning address in R2 ; Call subroutine Using this method of parameter passing, the subroutine can simply assume that the parameters are there. Results can also be returned in registers, or the addresses of locations for results can be passed as parameters via the registers. Of course, this technique is limited by the number of registers available. Processor features such as register indirect addressing, indexed addressing, and the ability to use any register as a stack pointer allow far more powerful and general ways of passing parameters. 14.3.2 Passing Parameters In A Parameter Block Parameters that are to be passed to a subroutine can also be placed into memory in a parameter block. The location of this parameter block can be passed to the subroutine via a register. LDR BL R0, =Params Subr ; R0 Points to Parameter Block ; Call the subroutine If you place the parameter block immediately after the subroutine call the address of the pa- rameter block is automatically place into the Link Register by the Branch and Link instruction. The subroutine must modify the return address in the Link Register in addition to fetching the parameters. Using this technique, our example would be modified as follows: BL DCD DCD DCD Subr BufferLen BufferA BufferB ;Buffer Length ;Buffer A starting address ;Buffer B starting address The subroutine saves’ prior contents of CPU registers, then loads parameters and adjusts the return address as follows: Subr LDR LDR LDR R0, [LR], #4 R1, [LR], #4 R2, [LR], #4 ; Read BuufferLen ; Read address of Buffer A ; Read address of Buffer B ; LR points to next instruction The addressing mode [LR], #4 will read the value at the address pointed to by the Link Register and then move the register on by four bytes. Thus at the end of this sequence the value of LR has been updated to point to the next instruction after the parameter block. This parameter passing technique has the advantage of being easy to read. It has, however, the disadvantage of requiring parameters to be fixed when the program is written. Passing the address of the parameter block in via a register allows the papa meters to be changed as the program is running. 126 CHAPTER 14. SUBROUTINES 14.3.3 Passing Parameters On The Stack Another common method of passing parameters to a subroutine is to push the parameters onto the stack. Using this parameter passing technique, the subroutine call illustrated above would occur as follows: MOV STR LDR STR LDR STR BL R0, #BufferLen R0, [SP, #-4]! R0, =BufferA R0, [SP, #-4]! R0, =BufferA R0, [SP, #-4]! Subr ; Read Buffer Length ; Save on the stack ; Read Address of Buffer A ; Save on the stack ; Read Address of Buffer B ; Save on the stack The subroutine must begin by loading parameters into CPU registers as follows: Subr STMIA LDR LDR LDR ... LDMIA MOV R12, {R0, R1, R2, R12, R14} R0, [R12, #0] R1, [R12, #4] R2, [R12, #8] ; save working registers to stack ; Buffer Length in D0 ; Buffer A starting address ; Buffer B starting address R12, {R0, R1, R2, R12, R14} PC, LR ; Recover working registers ; Return to caller ; Main function of subroutine In this approach, all parameters are passed and results are returned on the stack. The stack grows downward (toward lower addresses). This occurs because elements are pushed onto the stack using the pre-decrement address mode. The use of the pre-decrement mode causes the stack pointer to always contain the address of the last occupied location, rather than the next empty one as on some other microprocessors. This implies that you must initialise the stack pointer to a value higher than the largest address in the stack area. When passing parameters on the stack, the programmer must implement this approach as follows: 1. Decrement the system stack pointer to make room for parameters on the system stack, and store them using offsets from the stack pointer, or simply push the parameters on the stack. 2. Access the parameters by means of offsets from the system stack pointer. 3. Store the results on the stack by means of offsets from the systems stack pointer. 4. Clean up the stack before or after returning from the subroutine, so that the parameters are removed and the results are handled appropriately. 14.4 Types Of Parameters Regardless of our approach to passing parameters, we can specify the parameters in a variety of ways. For example, we can: pass-by-value Where the actual values are placed in the parameter list. The name comes from the fact that it is only the value of the parameter that is passed into the subroutine rather than the parameter itself. This is the method used by most high level programming languages. pass-by-reference The address of the parameters are placed in the parameter list. The subroutine can access the value directly rather than a copy of the parameter. This is much more dangerous as the subroutine can change a value you don’t want it to. pass-by-name Rather than passing either the value or a reference to the value a string containing the name 14.5. PROGRAM EXAMPLES 127 of the parameter is passed. This is used by very high level languages or scripting languages. This is very flexible but rather time consuming as we need to look up the value associated with the variable name every time we wish to access the variable. 14.5 Program Examples * Main LDR LDR LDR LDR TTL AREA ENTRY initiate a simple stack R1, Value1 R2, Value2 R3, Value3 R4, Value4 Ch10Ex1 Program, CODE, READONLY Program 14.1a: init1.s — Initiate a simple stack 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 Stack1, DATA 0xFFFF 0xDDDD 0xAAAA 0x3333 Value1 DCD Value2 DCD Value3 DCD Value4 DCD R7, =Data2 R7, {R1 - R4} Data2, DATA 40 Stack StackEnd LDR STMFD ;all done AREA % AREA &11 SWI DCD 0 END ;put some data into registers ;load the top of stack ;push the data onto the stack ;reserve 40 bytes of memory for the stack * Main LDR LDR LDR LDR TTL AREA ENTRY initiate a simple stack R1, Value1 R2, Value2 R3, Value3 R4, Value4 Ch10Ex2 Program, CODE, READONLY Program 14.1b: init2.s — Initiate a simple stack 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 Stack1, DATA 0xFFFF 0xDDDD 0xAAAA 0x3333 Value1 DCD Value2 DCD Value3 DCD Value4 DCD R7, =Data2 R7, {R1 - R4} LDR STMDB ;all done AREA &11 SWI ;put some data into registers 128 CHAPTER 14. SUBROUTINES 24 25 26 27 28 29 AREA % Stack StackEnd Data2, DATA 40 0 DCD END ;reserve 40 bytes of memory for the stack * EQU 0x9000 LDR LDR LDR LDR TTL AREA ENTRY StackStart Main initiate a simple stack R1, Value1 R2, Value2 R3, Value3 R4, Value4 Ch10Ex3 Program, CODE, READONLY Program 14.1c: init3.s — Initiate a simple stack 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 Data1, DATA 0xFFFF 0xDDDD 0xAAAA 0x3333 Value1 DCD Value2 DCD Value3 DCD Value4 DCD Data2, DATA StackStart 0 R7, =StackStart R7, {R1 - R4} Stack1 DCD LDR STMDB ;all done AREA ^ AREA &11 SWI END ;put some data into registers ;Top of stack = 9000 ;push R1-R4 onto stack ;some data to put on stack ;reserve 40 bytes of memory for the stack * EQU 0x9000 LDR LDR LDR LDR TTL AREA ENTRY StackStart start initiate a simple stack R1, Value1 R2, Value2 R3, Value3 R4, Value4 Ch10Ex4 Program, CODE, READONLY Program 14.1d: init3a.s — Initiate a simple stack 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 Data1, DATA 0xFFFF 0xDDDD 0xAAAA 0x3333 Value1 DCD Value2 DCD Value3 DCD Value4 DCD R7, =StackStart R7, {R1 - R4} LDR STMDB ;all done Data2, DATA AREA AREA &11 SWI ;put some data into registers ;Top of stack = 9000 ;push R1-R4 onto stack 14.5. PROGRAM EXAMPLES 129 26 27 28 29 ^ Stack1 DCD StackStart 0 END ;reserve 40 bytes of memory for the stack * * EQU * * * 0x9000 TTL AREA ENTRY StackStart Main LDRB BL STRB SWI SWI Ch10Ex4 Program, CODE, READONLY R0, HDigit Hexdigit R0, AChar &0 &11 ========================= Hexdigit subroutine ========================= a simple subroutine example program passes a variable to the routine in a register Purpose Hexdigit subroutine converts a Hex digit to an ASCII character ;variable stored to register ;branch/link ;store the result of the subroutine ;output to console ;all done Program 14.1e: byreg.s — A simple subroutine example program passes a variable to the routine in a register 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 Final Condition R0 contains ASCII character in the range ’0’ ... ’9’ or ’A’ ... ’F’ Initial Condition R0 contains a value in the range 00 ... 0F R0, #0xA Addz R0, R0, #"A" - "0" - 0xA ;digit to convert ;storage for ASCII character Sample case Initial condition Final condition ;convert to ASCII ;return from subroutine ;is it > 9 ;if not skip the next Registers changed R0 only Data1, DATA 6 0 R0 = 6 R0 = 36 (’6’) R0, R0, #"0" PC, LR HDigit DCB DCB AChar ;adjust for A .. F * * * * * * * * * * * * * * * CMP BLE ADD Hexdigit ADD MOV AREA Addz END Program 14.1f: bystack.s — A more complex subroutine example program passes variables to the routine using the stack 1 2 3 4 5 a more complex subroutine example program passes variables to the routine using the stack Ch10Ex5 Program, CODE, READONLY TTL AREA * * 130 CHAPTER 14. SUBROUTINES 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 ENTRY StackStart Mask EQU EQU 0x9000 0x0000000F ;declare where top of stack will be ;bit mask for masking out lower nibble Main * * * * * * * * * * * * * * * * * * * * * * LDR LDR LDR STR STR BL SWI R7, =StackStart R0, Number R1, =String R1, [R7], #-4 R0, [R7], #-4 Binhex &11 ========================= Binhex subroutine ========================= ;Top of stack = 9000 ;Load number to register ;load address of string ;and store it ;and store number to stack ;branch/link ;all done Purpose Binhex subroutine converts a 16 bit value to an ASCII string Initial Condition First parameter on the stack is the value Second parameter is the address of the string Final Condition the HEX string occupies 4 bytes beginning with the address passed as the second parameter Registers changed No registers are affected Sample case Initial condition Final condition top of stack : 4CD0 Address of string The string ’4’’C’’D’’0’ in ASCII occupies memory Binhex Loop MOV STMDA MOV ADD LDR LDR ADD MOV AND BL STRB MOV SUBS BNE R8, R7 R7, {R0-R6,R14} R1, #4 R7, R7, #4 R2, [R7], #4 R4, [R7] R4, R4, #4 R0, R2 R0, R0, #Mask Hexdigit R0, [R4], #-1 R2, R2, LSR #4 R1, R1, #1 Loop ;save stack pointer for later ;push contents of R0 to R6, and LR onto the stack ;init counter ;adjust pointer ;get the number ;get the address of the string ;move past the end of where the string is to be stored ;copy the number ;get the low nibble ;convert to ASCII ;store it ;shift to next nibble ;decr counter ;loop while still elements left LDMDA MOV R8, {R0-R6,R14} PC, LR ;restore the registers ;return from subroutine ========================= Hexdigit subroutine ========================= Purpose Hexdigit subroutine converts a Hex digit to an ASCII character Initial Condition * * * * * * * 14.5. PROGRAM EXAMPLES 131 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 * * * * * * * * * * * R0 contains a value in the range 00 ... 0F Final Condition R0 contains ASCII character in the range ’0’ ... ’9’ or ’A’ ... ’F’ Registers changed R0 only Sample case Initial condition Final condition R0 = 6 R0 = 36 (’6’) Hexdigit Addz CMP BLE ADD ADD MOV R0, #0xA Addz R0, R0, #"A" - "0" - 0xA ;is the number 0 ... 9? ;if so, branch ;adjust for A ... F R0, R0, #"0" PC, LR ;change to ASCII ;return from subroutine AREA Number DCD String DCB Data1, DATA &4CD0 4, 0 END ;number to convert ;counted string for result ;branch/link ;address of parameter 1 ;address of parameter 2 * SWI &11 * * * Main ;all done BL DCD DCD TTL AREA ENTRY Add64 Value1 Value2 a 64 bit addition subroutine Ch10Ex6 Program, CODE, READONLY ========================= Add64 subroutine ========================= Program 14.1g: add64.s — A 64 bit addition subroutine 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 Initial Condition The two parameter values are passed immediately following the subroutine call Sample case Initial condition para 1 = para 2 = Purpose Add two 64 bit values = &0420147AEB529CB8 = &3020EB8520473118 Registers changed R0 and R1 only Final condition R0 = &34410000 * * * * * * * * * * * * * * * * * * * * Final Condition The sum of the two values is returned in R0 and R1 132 CHAPTER 14. SUBROUTINES 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 * R1 = &0B99CDD0 Add64 STMIA MOV SUB LDR LDR LDR LDR ADDS BCC ADD ADD LDMIA MOV AREA Next Value1 DCD Value2 DCD END R12, {R2, R3, R14} R7, R12 R7, R7, #4 R3, [R7], #-4 R2, [R7], #-4 R1, [R7], #-4 R0, [R7], #-4 ;save registers to stack ;copy stack pointer ;adjust to point at LSB of 2nd value ;load successive bytes R1, R1, R3 Next R0, R0, #1 ;add LS bytes & set carry flag ;branch if carry bit not set ;otherwise add the carry R0, R0, R2 R12, {R2, R3, R14} PC, LR ;add MS bytes ;pop from stack ;and return Data1, DATA &0420147A, &EB529CB8 &3020EB85, &20473118 ;number1 to add ;number2 to add * SWI &11 * * * Main ;all done LDR BL STR TTL AREA ENTRY R0, Number Factor R0, FNum a subroutine to find the factorial of a number Ch10Ex6 Program, CODE, READONLY ;get number ;branch/link ;store the factorial ========================= Factor subroutine ========================= Program 14.1h: factorial.s — A subroutine to find the factorial of a number 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 Purpose Recursively find the factorial of a number ;push to stack ;push the return address ;subtract 1 from number Initial Condition R0 contains the number to factorial Sample case Initial condition Number = 5 Final Condition R0 = factorial of number R0, [R12], #4 R14, [R12], #4 R0, R0, #1 Final condition FNum = 120 = 0x78 Registers changed R0 and R1 only * * * * * * * * * * * * * * * * * * STR STR SUBS Factor 14.6. PROBLEMS 133 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 BNE MOV SUB B F_Cont ;not finished R0, #1 R12, R12, #4 Return ;Factorial == 1 ;adjust stack pointer ;done BL Factor ;if not done, call again F_Cont Return LDR LDR MUL MOV AREA Number DCD DCD FNum END R14, [R12], #-4 R1, [R12], #-4 R0, R1, R0 PC, LR Data1, DATA 5 0 ;return address ;load to R1 (can’t do MUL R0, R0, xxx) ;multiply the result ;and return ;number ;factorial 14.6 Problems Write both a calling program for the sample problem and at least one properly documented subroutine for each problem. 14.6.1 ASCII Hex to Binary Write a subroutine to convert the least significant eight bits in register R0 from the ASCII repre- sentation of a hexadecimal digit to the 4-bit binary representation of the digit. Place the result back into R0 . Sample Problems: Input: Output: R0 R0 Test A 43 ‘C’ 0C Test B 36 ‘6’ 06 14.6.2 ASCII Hex String to Binary Word Write a subroutine that takes the address of a string of eight ASCII characters in R0 . It should convert the hexadecimal string into a 32-bit binary number, which it return is R0 . Sample Problem: Input: R0 STRING Output: R0 String 42 ‘B’ 32 ‘2’ 46 ‘F’ 30 ‘0’ 0000B2F0 14.6.3 Test for Alphabetic Character Write a subroutine that checks the character in register R0 to see if it is alphabetic (upper- or lower-case). It should set the Zero flag if the character is alphabetic, and reset the flag if it is not. CHAPTER 14. SUBROUTINES 134 Sample Problems: Input: Output: R0 Z Test A 47 ‘G’ FF Test B 36 ‘6’ 00 Test C 6A ‘j’ FF 14.6.4 Scan to Next Non-alphabetic Write a subroutien that takes the address of the start of a text string in register R1 and returns the address of the first non-alphabetic character in the string in register R1 . You should consider using the isalpha subroutine you have just define. Sample Problems: Input: R1 String Output: R1 Test A String 43 ‘C’ 61 ‘a’ 74 ‘t’ 0D CR String + 4 (CR) B 6100 32 ‘2’ 50 ‘P’ 49 ‘I’ 0D CR String + 0 (2) 14.6.5 Check Even Parity Write a subroutine that takes the address of a counted string in the register R0 . It should check for an even number of set bits in each character of the string. If all the bytes have an even parity then it should set the Z-flag, if one or more bytes have an odd parity it should clear the Z-flag. Sample Problems: Input: R0 String Output: Z Test A String 03 47 AF 18 00 Test B String 03 47 AF 19 FF Note that 1916 is 0001 10012 which has three 1 bits and is thus has an odd parity. 14.6.6 Check the Checksum of a String Write a subroutine to calculate the 8-bit checksum of the counted string pointed to by the register R0 and compares the calculated checksum with the 8-bit checksum at the end of the string. It should set the Z-flag if the checksums are equal, and reset the flag if they are not. Sample Problems: Input: R0 String Output: Z Test A Test B String 03 41 42 43 C6 Set (Length) (‘A’) (‘B’) (‘C’) (Checksum) String 03 61 62 63 C6 Clear (Length) (‘a’) (‘b’) (‘c’) (Checksum should be 26) 14.6. PROBLEMS 135 14.6.7 Compare Two Counted Strings Write a subroutine to compare two ASCII strings. The first byte in each string is its length. Return the result in the condition codes; i.e., the N-flag will be set if the first string is lexically less than (prior to) the second, the Z-flag will be set if the strings are equal, no flags are set if the second is prior to the first. Note that “ABCD” is lexically greater than “ABC”. 136 CHAPTER 14. SUBROUTINES A ARM Instruction Definitions This appendix describes every ARM instruction, in terms of: Syntax This is a description of the way the instruction should be written in the assembler. A number of shorthand descriptions are used. The most common of these are: Condition Codes (cid:104)cc(cid:105) (cid:104)op1 (cid:105) Data Movement Addressing Modes (cid:104)op2 (cid:105) Memory Addressing Modes (cid:104)S (cid:105) Set Flags bit (see section 4.1.2 on page 42) (see section 5.1 on page 51) (see section 5.2 on page 54) (see section 4.1.1 on page 41) Additional notations will be described as they are introduced. Operation A Register Transfer Language (RTL) / pseudo-code description of what the in- struction does. This will use the same shorthand notations used for the Syntax. For details of the register transfer language, see section 3.5 on page 30. Description Written description of what the instruction does. This will interpret the formal description given in the operation part. Exceptions This gives details of which exceptions can occur during the instruction. Prefetch Abort is not listed because it can occur for any instruction. Usage Suggestions and other information relating to how an instruction can be used effectively. Condition Codes Indicates what happens to the CPU Condition Code Flags if the set flags option where to be set. Notes Contain any additional explanation that we can not fit into the previous categories. Appendix B provides a summary of the more common instructions in a more compact manner, using the operation section only. ADC Add with Carry Syntax ADC(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , Rn, (cid:104)op1 (cid:105) Operation (cid:104)cc(cid:105): Rd ← Rn + (cid:104)op1 (cid:105) + C (cid:104)cc(cid:105)(cid:104)S (cid:105): CPSR ← ALU(flags) Description The ADC (Add with Carry) instruction adds the value of (cid:104)op1 (cid:105) and the Carry flag to the value of Rn and stores the result in Rd . The condition code flags are optionally updated, based on the result. Usage ADC is used to synthesize multi-word addition. If register pairs R0 , R1 and R2 , R3 hold 64-bit values (where R0 and R2 hold the least significant words) the following instructions leave the 64-bit sum in R4 , R5 : 137 138 A.2 Add (ADD) ADDS ADC R4,R0,R2 R5,R1,R3 If the second instruction is changed from: ADC R5,R1,R3 to: ADCS R5,R1,R3 the resulting values of the flags indicate: N The 64-bit addition produced a negative result. C An unsigned overflow occurred. V A signed overflow occurred. Z The most significant 32 bits are all zero. The following instruction produces a single-bit Rotate Left with Extend operation (33-bit rotate through the Carry flag) on R0 : ADCS R0,R0,R0 See Data-processing operands - Rotate right with extend for information on how to perform a similar rotation to the right. Condition Codes The N and Z flags are set according to the result of the addition, and the C and V flags are set according to whether the addition generated a carry (unsigned overflow) and a signed overflow, respectively. Notes If the destination register (Rd ) is the program counter (PC or R15 ), then the current status register (CPSR) is restored from the saved status register (SPSR). This form of the instruction is unpredictable if executed in User mode or System mode, because these modes do not have an SPSR. ADD Add Syntax ADD(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , Rn, (cid:104)op1 (cid:105) Operation (cid:104)cc(cid:105): Rd ← Rn + (cid:104)op1 (cid:105) (cid:104)cc(cid:105)(cid:104)S (cid:105): CPSR ← ALU(flags) Description Adds the value of (cid:104)op1 (cid:105) to the value of register Rn, and stores the result in the destination register Rd . The condition code flags are optionally updated, based on the result. Usage The ADD instruction is used to add two values together to produce a third. To increment a register value in Rx use: ADD Rx, Rx, #1 Constant multiplication of Rx by 2n + 1 into Rd can be performed with: ADD Rd, Rx, Rx, LSL #n To form a PC-relative address use: ADD Rs, PC, #offset A.3 Bitwise AND (AND) 139 where the (cid:104)offset(cid:105) must be the difference between the required address and the address held in the PC, where the PC is the address of the ADD instruction itself plus 8 bytes. Condition Codes The N and Z flags are set according to the result of the addition, and the C and V flags are set according to whether the addition generated a carry (unsigned overflow) and a signed overflow, respectively. Notes If the destination register (Rd ) is the program counter (PC or R15 ), then the current status register (CPSR) is restored from the saved status register (SPSR). This form of the instruction is unpredictable if executed in User mode or System mode, because these modes do not have an SPSR. AND Bitwise AND Syntax AND(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , Rn, (cid:104)op1 (cid:105) Operation (cid:104)cc(cid:105): Rd ← Rn ∧ (cid:104)op1 (cid:105) (cid:104)cc(cid:105)(cid:104)S (cid:105): CPSR ← ALU(flags) Description The AND instruction performs a bitwise AND of the value of register Rn with the value of (cid:104)op1 (cid:105), and stores the result in the destination register Rd . The condition code flags are optionally updated, based on the result. Usage AND is most useful for extracting a field from a register, by and ing the register with a mask value that has 1 s in the field to be extracted, and 0 s elsewhere. Condition Codes The N and Z flags are set according to the result of the operation, and the C flag is set to the carry output generated by (cid:104)op1 (cid:105) (see 5.1 on page 51), the V flag is unaffected. Notes If the destination register (Rd ) is the program counter (PC or R15 ), then the current status register (CPSR) is restored from the saved status register (SPSR). This form of the instruction is unpredictable if executed in User mode or System mode, because these modes do not have an SPSR. B, BL Branch, Branch and Link Syntax B(cid:104)L(cid:105)(cid:104)cc(cid:105) (cid:104)offset(cid:105) Operation (cid:104)cc(cid:105)(cid:104)L(cid:105): LR ← PC + 8 (cid:104)cc(cid:105): PC ← PC + (cid:104)offset(cid:105) Description The B (Branch) and BL (Branch and Link) instructions cause a branch to a target address, and provide both conditional and unconditional changes to program flow. The BL (Branch and Link) instruction stores a return address in the link register (LR or R14 ). The (cid:104)offset(cid:105) specifies the target address of the branch. The address of the next instruction is calculated by adding the offset to the program counter (PC) which contains the address of the branch instruction plus 8. The branch instructions can specify a branch of approximately ±32MB. 140 Usage A.6 Compare Negative (CMN) The BL instruction is used to perform a subroutine call. The return from subrou- tine is achieved by copying the LR to the PC. Typically, this is done by one of the following methods: • Executing a MOV PC,R14 instruction. • Storing a group of registers and R14 to the stack on subroutine entry, using an instruction of the form: STMFD R13!,{(cid:104)registers(cid:105),R14} and then restoring the register values and returning with an instruction of the form: LDMFD R13!,{(cid:104)registers(cid:105),PC} Condition Codes The condition codes are not effected by this instruction. Notes Branching backwards past location zero and forwards over the end of the 32-bit address space is unpredictable. BIC Bit Clear Syntax BIC(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , Rn, (cid:104)op1 (cid:105) Operation (cid:104)cc(cid:105): Rd ← Rn ∧ (cid:104)op1 (cid:105) (cid:104)cc(cid:105)(cid:104)S (cid:105): CPSR ← ALU(flags) Description The BIC (Bit Clear) instruction performs a bitwise AND of the value of register Rn with the complement of the value of (cid:104)op1 (cid:105), and stores the result in the destination register Rd . The condition code flags are optionally updated, based on the result. Usage The instruction can be used to clear selected bits in a register. For each bit, BIC with 1 clears the bit, and BIC with 0 leaves it unchanged. Condition Codes The N and Z flags are set according to the result of the operation, and the C flag is set to the carry output generated by (cid:104)op1 (cid:105) (see 5.1 on page 51), the V flag is unaffected. Notes If the destination register (Rd ) is the program counter (PC or R15 ), then the current status register (CPSR) is restored from the saved status register (SPSR). This form of the instruction is unpredictable if executed in User mode or System mode, because these modes do not have an SPSR. CMN Compare Negative Syntax CMN(cid:104)cc(cid:105) Rn, (cid:104)op1 (cid:105) Operation (cid:104)cc(cid:105): ALU(0) ← Rn + (cid:104)op1 (cid:105) (cid:104)cc(cid:105): CSPR ← ALU(Flags) Description The CMN (Compare Negative) instruction compares a register value with the neg- ative of another arithmetic value. The condition flags are updated, based on the result of adding the second arithmetic value to the register value, so that subse- quent instructions can be conditionally executed. Usage The instruction performs a comparison by adding the value of (cid:104)op1 (cid:105) to the value of register Rn, and updates the condition code flags (based on the result). This is A.7 Compare (CMP) 141 almost equivalent to subtracting the negative of the second operand from the first operand, and setting the flags on the result. The difference is that the flag values generated can differ when the second operand is 0 or 0x80000000. For example, this instruction always leaves the C flag set: CMP Rn, #0 while this instruction always leaves the C flag clear: CMN Rn, #0 CMP Compare Syntax CMP(cid:104)cc(cid:105) Rn, (cid:104)op1 (cid:105) Operation (cid:104)cc(cid:105): ALU(0) ← Rn − (cid:104)op1 (cid:105) (cid:104)cc(cid:105): CSPR ← ALU(Flags) Description The CMP (Compare) instruction compares a register value with another arithmetic value. The condition flags are updated, based on the result of subtracting (cid:104)op1 (cid:105) from Rn, so that subsequent instructions can be conditionally executed. Condition Codes The N and Z flags are set according to the result of the subtraction, and the C and V flags are set according to whether the subtraction generated a borrow (unsinged underflow) and a signed overflow, respectively. EOR Exclusive OR Syntax EOR(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , Rn, (cid:104)op1 (cid:105) Operation (cid:104)cc(cid:105): Rd ← Rn ⊕ (cid:104)op1 (cid:105) (cid:104)cc(cid:105)(cid:104)S (cid:105): CPSR ← ALU(Flags) Description The EOR (Exclusive OR) instruction performs a bitwise Exclusive-OR of the value of register Rn with the value of (cid:104)op1 (cid:105), and stores the result in the destination register Rd . The condition code flags are optionally updated, based on the result. Usage EOR can be used to invert selected bits in a register. For each bit, a 1 inverts that bit, and a 0 leaves it unchanged. Condition Codes The N and Z flags are set according to the result of the operation, and the C flag is set to the carry output bit generated by the shifter. The V flag is unaffected. Notes If the destination register (Rd ) is the program counter (PC or R15 ), then the current status register (CPSR) is restored from the saved status register (SPSR). This form of the instruction is unpredictable if executed in User mode or System mode, because these modes do not have an SPSR. LDM Load Multiple Syntax LDM(cid:104)cc(cid:105)(cid:104)mode(cid:105) Rn(cid:104)! (cid:105), {(cid:104)registers(cid:105)} where (cid:104)mode(cid:105) is one of: Increment Before IB DB Decrement Before Increment After IA DA Decrement After 142 Operation if (cid:104)cc(cid:105) A.10 Load Register (LDR) IA: MAR ← Rn IB: MAR ← Rn + 4 DA: MAR ← Rn − (#(cid:104)registers(cid:105) × 4) + 4 DB: MAR ← Rn − (#(cid:104)registers(cid:105) × 4) for each register Ri in (cid:104)registers(cid:105) IB: MAR ← MAR + 4 DB: MAR ← MAR − 4 Ri ← M(MAR) IA: MAR ← MAR + 4 DA: MAR ← MAR − 4 (cid:104)! (cid:105): end if Rn ← MAR Description The LDM (Load Multiple) instruction is useful for block loads, stack operations and procedure exit sequences. It loads a subset, or possibly all, of the general-purpose registers from sequential memory locations. The register Rn points to the memory local to load the values from. Each of the registers listed in (cid:104)registers(cid:105) is loaded in turn, reading each value from the next memory address as directed by (cid:104)mode(cid:105). The base register writeback option ((cid:104)! (cid:105)) causes the base register to be modified to hold the address of the final valued loaded. The register are loaded in sequence, the lowest-numbered register from the low- est memory address, through to the highest-numbered register from the highest memory address. If the PC (R15 ) is specified in the register list, the instruction causes a branch to the address loaded into the PC. Exceptions Data Abort — This exception is generated if the address is not word aligned. Condition Codes The condition codes are not effected by this instruction. Notes The base register Rn should not be specified in (cid:104)registers(cid:105) when the base register writeback ((cid:104)! (cid:105)) is used. LDR Load Register Syntax LDR(cid:104)cc(cid:105) Rd , (cid:104)op2 (cid:105) Operation (cid:104)cc(cid:105): Rd ← M((cid:104)op2 (cid:105)) Description The LDR (Load Register) instruction loads a word from the memory address cal- culated by (cid:104)op2 (cid:105) and writes it to register Rd . If the PC is specified as register Rd , the instruction loads a data word which it treats as an address, then branches to that address. Exceptions Data Abort — This exception is generated if the memory address produced by (cid:104)op2 (cid:105) is not word aligned. Usage Using the PC as the base register allows PC-relative addressing, which facilitates position-independent code. Combined with a suitable addressing mode, LDR allows 32-bit memory data to be loaded into a general-purpose register where its value A.11 Load Register Byte (LDRB) 143 can be manipulated. If the destination register is the PC, this instruction loads a 32-bit address from memory and branches to that address. To synthesise a Branch with Link, precede the LDR instruction with MOV LR, PC. Condition Codes The condition codes are not effected by this instruction. Notes If (cid:104)op2 (cid:105) specifies an address that is not word-aligned, the instruction will load a 32-bit value, but the value will be unpredictable. The LDRB (load byte) instruction should be used. If (cid:104)op2 (cid:105) specifies base register writeback (!), and the same register is specified for Rd and Rn, the results are unpredictable. If the PC (R15 ) is specified for Rd , the value must be word aligned otherwise the result is unpredictable. LDRB Load Register Byte Syntax LDR(cid:104)cc(cid:105)B Rd , (cid:104)op2 (cid:105) Operation (cid:104)cc(cid:105): Rd (7:0) ← M((cid:104)op2 (cid:105)) (cid:104)cc(cid:105): Rd (31:8) ← 0 Description The LDRB (Load Register Byte) instruction loads a byte from the memory address calculated by (cid:104)op2 (cid:105), zero-extends the byte to a 32-bit word, and writes the word to register Rd . Exceptions Data Abort — This exception is generated if the memory address produced by (cid:104)op2 (cid:105) is not word aligned. Usage LDRB allows 8-bit memory data to be loaded into a general-purpose register where it can be manipulated. Using the PC as the base register allows PC-relative addressing, to facilitate position-independent code. Condition Codes The condition codes are not effected by this instruction. Notes If the PC (R15 ) is specified for Rd , the result is unpredictable. If (cid:104)op2 (cid:105) specifies base register writeback (!), and the same register is specified for Rd and Rn, the results are unpredictable. MLA Multiply Accumulate Syntax MLA(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , Rm, Rs, Rn Operation (cid:104)cc(cid:105): ALU ← (Rm × Rs)(0:31) Rd ← ALU + Rn (cid:104)cc(cid:105): (cid:104)cc(cid:105)(cid:104)S (cid:105): CPSR ← ALU(flags) Description The MLA (Multiply Accumulate) multiplies signed or unsigned operands to pro- duce a 32-bit result, which is then added to a third operand, and written to the destination register. The condition code flags are optionally updated, based on the result. 144 A.14 Move to Register from Status (MRS) As it only produces the lower 32-bits of the 64-bit product, it gives the same answer for multiplication of both signed and unsigned numbers. That is, it does not take the sign into account. Condition Codes The N and Z flags are set according to the result of the operation. The V flag is unaffected. Unfortunately the C flag will have a random value, and should not be used after this instruction. Notes Specifying the same register for Rd and Rm has unpredictable results. MOV Move Syntax MOV(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , (cid:104)op1 (cid:105) Operation (cid:104)cc(cid:105): Rd ← (cid:104)op1 (cid:105) (cid:104)cc(cid:105)(cid:104)S (cid:105): CPSR ← ALU(Flags) Description The MOV (Move) instruction moves the value of (cid:104)op1 (cid:105) to the destination register Rd . The condition code flags are optionally updated, based on the result. Usage MOV is used to: • Move a value from one register to another. • Put a constant value into a register. • Perform a shift without any other arithmetic or logical operation. A left shift by n can be used to multiply by 2n. • When the PC is the destination of the instruction, a branch occurs. The instruction: MOV PC, LR can therefore be used to return from a subroutine (see instructions B, and BL on page 139 and chapter 14). Condition Codes The N and Z flags are set according to the value moved (post-shift if a shift is specified), and the C flag is set to the carry output bit generated by the shifter (see 5.1 on page 51). The V flag is unaffected. Notes If the destination register (Rd ) is the program counter (PC or R15 ), then the current status register (CPSR) is restored from the saved status register (SPSR). This form of the instruction is unpredictable if executed in User mode or System mode, because these modes do not have an SPSR. MRS Move to Register from Status Syntax MRS(cid:104)cc(cid:105) Rd , CPSR MRS(cid:104)cc(cid:105) Rd , SPSR Operation (cid:104)cc(cid:105)(cid:104)CPSR(cid:105): Rd ← CPSR (cid:104)cc(cid:105)(cid:104)SPSR(cid:105): Rd ← SPSR Description The MRS (Move to Register from Status) instruction moves the value of the sta- tus register, either the current status (CPSR) or the saved status (SPSR) into a destination register Rd . The value can then be examined, or manipulated, with normal data-processing instructions. A.15 Move to Status from Register (MSR) 145 Usage This is commonly used for three purposes: • As part of a read/modify/write sequence for updating a status (see MSR below for a discussion). • When an exception occurs and there is a possibility of a nested exception of the same type occurring, the saved process status (SPSR) of the exception mode is in danger of being corrupted. The value can be copied out and saved before the nested exception can occur, and later restored in preparation for the exception return. • When swapping process, the current state of the process being swapped out needs to be saved, including the current flags, and processor mode. Similarly the state of the process being swapped in needs to be restored. Condition Codes The condition codes are not effected by this instruction, just copied into the des- tination register. Notes The user mode does not have a saved process status register (SPSR) so attempting to access the SPSR when in User mode or System mode is unpredictable. MSR Move to Status from Register Syntax MSR(cid:104)cc(cid:105) CPSR_(cid:104)fields(cid:105), (cid:104)arg(cid:105) MSR(cid:104)cc(cid:105) SPSR_(cid:104)fields(cid:105), (cid:104)arg(cid:105) where (cid:104)arg(cid:105) can be either an Immediate value or a register (see section 5.1.1 on page 51). (cid:104)fields(cid:105) is one or more of the following field specifiers: c Control field x Extension field Status field s flag field f bits 0–7 bits 24–31 Operation (cid:104)cc(cid:105)(cid:104)CPSR(cid:105): CPSR((cid:104)fields(cid:105)) ← (cid:104)arg(cid:105) (cid:104)cc(cid:105)(cid:104)SPSR(cid:105): SPSR((cid:104)fields(cid:105)) ← (cid:104)arg(cid:105) Description The MSR (Move to Status from Register) instruction copies the value of the source register (Rs) or immediate constant to the CPSR or the SPSR of the current mode. Which parts of the status register are to be modified are specified via the (cid:104)fields(cid:105) field. Usage This instruction is used to update the value of the condition code flags, interrupt enables, or the processor mode. The value of a status register should normally be updated by moving the reg- ister to a general-purpose register (using the MRS instruction on the preceding page), modifying the relevant bits of the general-purpose register, and restoring the updated general-purpose register value back into the status (using the MSR instruction). For example, a good way to switch to Supervisor mode from another privileged mode is: MRS BIC ORR MSR R0, CPSR R0, R0, #0x1F R0, R0, #0x13 CPSR_c, R0 ; Read CPSR ; Remove current mode (lower 5 bits) ; substitute Supervisor mode ; Write modified register back 146 A.16 Multiply (MUL) You should only write to those fields that they can potentially change. The MSR instruction in the above code can only change the control field, the other bits/field are unchanged since they were read from the CPSR by the first instruction. So it writes to CPSR_c, not CPSR_fsxc or some other combination of fields. Although the state or extension fields, it is a good idea to write to these fields when writing the whole register. Rather than just writing to the flags and control fields (CPSR_fc) you shoud write to all four fields (CPSR_fsxc). Note that due to a bug in the ARM Software Development Tookit, version 2.50 and earlier, you can only write to the flags and control fields. The immediate form of this instruction can be used to set any of the fields of a status register, but you must take care to adhere to the read-modify-write tech- nique. The immediate form of the instruction is equivalent to reading the register concerned, replacing all the bits in the relevant field by the corresponding bits of the immediate constant and writing the result back to the status register. The immediate form must therefore only be used when the intention is to modify all the bits in the specified fields. Failure to observe this rule might result in code which has unanticipated side-effects on future versions of the architecture. As an exception to this rule, it is legitimate to use the immediate form of the instruction to modify the flags byte despite the fact that bits 24–26 of the status register have not been allocated at present. For example, this instruction can be used to set all four flags: MSR CPSR_f, #0xF0000000 Condition Codes The current state will be effected by the value written into the current process status register (CPSR). If one of the saved process status registers (SPSR) is used the current status does not change. Notes Any writes into the control, extension, and status fields (lower 24 bits) of the CPSR when in User mode will be ignored, so that User mode programs cannot change to a privileged mode. As there is no saved process status register in User or System mode, any attempt to write into the SPSR while in User or System mode will be unpredictable. MUL Multiply Syntax MUL(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , Rm, Rs Operation (cid:104)cc(cid:105): Rd ← (Rm × Rs)(0:31)(cid:104)arg(cid:105) (cid:104)cc(cid:105)(cid:104)S (cid:105): CPSR ← ALU(flags) Description The MUL (Multiply) instruction is used to multiply signed or unsigned variables to produce a 32-bit result. The condition code flags are optionally updated, based on the result. Condition Codes The N and Z flags are set according to the result of the multiplication. While the C flag should be left unchanged, a bug in the design means that the C flag is unpredictable after a MULS instruction. Notes Specifying the same register for Rd and Rm has unpredictable results. As the MUL instruction produces only the lower 32 bits of the 64-bit product, it gives the same answer for multiplication of both signed and unsigned numbers. A.17 Move Negative (MVN) 147 MVN Move Negative Syntax MVN(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , (cid:104)op1 (cid:105) Operation (cid:104)cc(cid:105): Rd ← (cid:104)op1 (cid:105) (cid:104)cc(cid:105)(cid:104)S (cid:105): CPSR ← ALU(Flags) Description The MVN (Move Negative) instruction moves the logical one’s complement of the value of (cid:104)op1 (cid:105) to the destination register Rd . The condition code flags are option- ally updated, based on the result. Usage MVN is used to: • Write a negative value into a register. • Form a bit mask. • Take the one’s complement of a value. Condition Codes The N and Z flags are set according to the result of the operation, and the C flag is set to the carry output bit generated by the shifter (see 5.1 on page 51). The V flag is unaffected. Notes If the destination register (Rd ) is the program counter (PC or R15 ), then the current status register (CPSR) is restored from the saved status register (SPSR). This form of the instruction is unpredictable if executed in User mode or System mode, because these modes do not have an SPSR. ORR Bitwise OR Syntax ORR(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , Rn, (cid:104)op1 (cid:105) Operation (cid:104)cc(cid:105): Rd ← Rn ∨ (cid:104)op1 (cid:105) (cid:104)cc(cid:105)(cid:104)S (cid:105): CPSR ← ALU(Flags) Description The ORR (Logical OR) instruction performs a bitwise (inclusive) OR of the value of register Rn with the value of (cid:104)op1 (cid:105), and stores the result in the destination register Rd . The condition code flags are optionally updated, based on the result. Usage ORR can be used to set selected bits in a register. For each bit, OR with 1 sets the bit, and OR with 0 leaves it unchanged. Condition Codes The N and Z flags are set according to the result of the operation, and the C flag is set to the carry output bit generated by the shifter (see 5.1 on page 51). The V flag is unaffected. Notes If the destination register (Rd ) is the program counter (PC or R15 ), then the current status register (CPSR) is restored from the saved status register (SPSR). This form of the instruction is unpredictable if executed in User mode or System mode, because these modes do not have an SPSR. RSB Reverse Subtract Syntax RSB(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , Rn, (cid:104)op1 (cid:105) Operation (cid:104)cc(cid:105): Rd ← (cid:104)op1 (cid:105) − Rn (cid:104)cc(cid:105)(cid:104)S (cid:105): CPSR ← ALU(Flags) 148 A.20 Reverse Subtract with Carry (RSC) Description The RSB (Reverse Subtract) instruction subtracts the value of register Rn from the value of (cid:104)op1 (cid:105), and stores the result in the destination register Rd . The condition code flags are optionally updated, based on the result. Usage The following instruction stores the negation (two’s complement) of Rx in Rd : RSB Rd , Rx, #0 Constant multiplication (of Rx) by 2n − 1 (into Rd ) can be performed with: RSB Rd , Rx, Rx, LSL #n Condition Codes Notes The N and Z flags are set according to the result of the subtraction, and the C and V flags are set according to whether the subtraction generated a borrow (unsigned underflow) and a signed overflow, respectively. In other The C flag is set if no borrow occurs, and clear if no borrow occurs. words, the C flag is used as a borrow (not borrow) flag. This inversion of the borrow condition is usually compensated for by subsequent instructions. The SBC (subtract with carry) and RSC (Reverse Subtract with Carry) instructions use the C flag as a borrow operand, performing a normal subtraction if C is set and subtracting one more than usual if C is clear. The HS (unsigned higher or same) and LO (unsigned lower) conditions are equivalent to CS (carry set) and CC (carry clear) respectively. If the destination register (Rd ) is the program counter (PC or R15 ), then the current status register (CPSR) is restored from the saved status register (SPSR). This form of the instruction is unpredictable if executed in User mode or System mode, because these modes do not have an SPSR. RSC Reverse Subtract with Carry Syntax RSC(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , Rn, (cid:104)op1 (cid:105) Operation (cid:104)cc(cid:105): Rd ← (cid:104)op1 (cid:105) − Rn − C (cid:104)cc(cid:105)(cid:104)S (cid:105): CPSR ← ALU(Flags) Description The RSC (Reverse Subtract with Carry) instruction subtracts the value of register Rn and the value of Carry flag from the value of (cid:104)op1 (cid:105), and stores the result in the destination register Rd . The condition code flags are optionally updated, based on the result. Usage To negate the 64-bit value in R0 , R1 , use the following sequence (R0 holds the least significant word) which stores the result in R2 , R3 : RSBS RSC R2, R0, #0 R3, R1, #0 Condition Codes Notes The N and Z flags are set according to the result of the subtraction, and the C and V flags are set according to whether the subtraction generated a borrow (unsigned underflow) and a signed overflow, respectively. The C flag is set if no borrow occurs, and clear if no borrow occurs. In other words, the C flag is used as a borrow (not borrow) flag. This inversion of the borrow condition is usually compensated for by subsequent instructions. The SBC (subtract with carry) instructions use the C flag as a borrow operand, performing a normal subtraction if C is set and subtracting one more than usual if C is A.21 Subtract with Carry (SBC) 149 clear. The HS (unsigned higher or same) and LO (unsigned lower) conditions are equivalent to CS (carry set) and CC (carry clear) respectively. If the destination register (Rd ) is the program counter (PC or R15 ), then the current status register (CPSR) is restored from the saved status register (SPSR). This form of the instruction is unpredictable if executed in User mode or System mode, because these modes do not have an SPSR. SBC Subtract with Carry Syntax SBC(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , Rn, (cid:104)op1 (cid:105) Operation (cid:104)cc(cid:105): Rd ← Rn − (cid:104)op1 (cid:105) − (C) (cid:104)cc(cid:105)(cid:104)S (cid:105): CPSR ← ALU(Flags) Description The SBC (Subtract with Carry) instruction is used to synthesise multi-word sub- traction. SBC subtracts the value of (cid:104)op1 (cid:105) and the value of Carry flag (Not Carry) from the value of register Rn, and stores the result in the destination register Rd . The condition code flags are optionally updated, based on the result. Usage If register pairs R0 , R1 and R2 , R3 hold 64-bit values (R0 and R2 hold the least significant words), the following instructions leave the 64-bit difference in R4 , R5 : Condition Codes SUBS SBC R4,R0,R2 R5,R1,R3 Notes The N and Z flags are set according to the result of the subtraction, and the C and V flags are set according to whether the subtraction generated a borrow (unsigned underflow) and a signed overflow, respectively. The C flag is set if a borrow occurs, and if clear no borrow occurs. In other words, the C flag is used as a borrow (not borrow) flag. This inversion of the borrow condition is usually compensated for by subsequent instructions. The RSC (reverse subtract with carry) instructions use the C flag as a borrow operand, performing a normal subtraction if C is set and subtracting one more than usual if C is clear. The HS (unsigned higher or same) and LO (unsigned lower) conditions are equivalent to CS (carry set) and CC (carry clear) respectively. If the destination register (Rd ) is the program counter (PC or R15 ), then the current status register (CPSR) is restored from the saved status register (SPSR). This form of the instruction is unpredictable if executed in User mode or System mode, because these modes do not have an SPSR. STM Store Multiple Syntax STM(cid:104)cc(cid:105)(cid:104)mode(cid:105) Rn(cid:104)! (cid:105), {(cid:104)registers(cid:105)} where (cid:104)mode(cid:105) is one of: Increment Before IB DB Decrement Before Increment After IA DA Decrement After Operation 150 A.23 Store Register (STR) if (cid:104)cc(cid:105) IA: MAR ← Rn IB: MAR ← Rn + 4 DA: MAR ← Rn − (#(cid:104)registers(cid:105) × 4) + 4 DB: MAR ← Rn − (#(cid:104)registers(cid:105) × 4) for each register Ri in (cid:104)registers(cid:105) IB: DB: IA: DA: MAR ← MAR + 4 MAR ← MAR − 4 M(MAR) ← Ri MAR ← MAR + 4 MAR ← MAR − 4 (cid:104)! (cid:105): end if Rn ← MAR Description The STM (Store Multiple) instruction stores a subset (or possibly all) of the general- purpose registers to sequential memory locations. The register Rn specifies the base register used to store the registers. Each register given in Rregisters is stored in turn, storing each register in the next memory address as directed by (cid:104)mode(cid:105). If the base register writeback option ((cid:104)! (cid:105)) is specified, the base register (Rn) is modified with the new base address. (cid:104)registers(cid:105) is a list of registers, separated by commas and specifies the set of registers to be stored. The registers are stored in sequence, the lowest-numbered register to the lowest memory address, through to the highest-numbered register to the highest memory address. If R15 (PC) is specified in (cid:104)registers(cid:105), the value stored is unknown. Exceptions Data Abort — This exception is generated if the address (Rn) is not word aligned, or is not accessible in the current processor mode. Usage STM is useful as a block store instruction (combined with LDM it allows efficient block copy) and for stack operations. A single STM used in the sequence of a procedure can push the return address and general-purpose register values on to the stack, updating the stack pointer in the process. (See chapter 14 for further discussion.) Condition Codes The condition codes are not effected by this instruction. Notes The base register Rn should not be specified in (cid:104)registers(cid:105) when base register writeback ((cid:104)! (cid:105)) is used. R15 (PC) should not be used as the base register (Rn). STR Store Register Syntax STR(cid:104)cc(cid:105) Rd , (cid:104)op2 (cid:105) Operation (cid:104)cc(cid:105): M((cid:104)op2 (cid:105)) ← Rd Description The STR (Store Register) instruction stores a word from register Rd to the memory address calculated by (cid:104)op2 (cid:105). A.24 Store Register Byte (STRB) 151 Exceptions Data Abort — This exception is generated if the address ((cid:104)op2 (cid:105)) is not word aligned, or is not accessible in the current processor mode. Usage Combined with a suitable addressing mode, STR stores 32-bit data from a general- purpose register into memory. Using the PC as the base register allows PC-relative addressing, which facilitates position-independent code. Condition Codes The condition codes are not effected by this instruction. Notes Using the PC as the source register (Rd ) will cause an unknown value to be written. If (cid:104)op2 (cid:105) specifies base register writeback (!), and the same register is specified for Rd and Rn, the results are unpredictable. STRB Store Register Byte Syntax STR(cid:104)cc(cid:105)B Rd , (cid:104)op2 (cid:105) Operation (cid:104)cc(cid:105): M((cid:104)op2 (cid:105)) ← Rd (7:0) Description The STRB (Store Register Byte) instruction stores a byte from the least significant byte of register Rd to the memory address calculated by (cid:104)op2 (cid:105). Exceptions Data Abort — This exception is generated if the address ((cid:104)op2 (cid:105)) is not accessible in the current processor mode. Usage Combined with a suitable addressing mode, STRB writes the least significant byte of a general-purpose register to memory. Using the PC as the base register allows PC-relative addressing, which facilitates position-independent code. Condition Codes The condition codes are not effected by this instruction. Notes Specifying the PC as the source register (Rd ) is unpredictable. If (cid:104)op2 (cid:105) specifies base register writeback (!), and the same register is specified for Rd and Rn, the results are unpredictable. SUB Subtract Syntax SUB(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , Rn, (cid:104)op1 (cid:105) Operation (cid:104)cc(cid:105): Rd ← Rn - (cid:104)op1 (cid:105) (cid:104)cc(cid:105)(cid:104)S (cid:105): CPSR ← ALU(Flags) Description Subtracts the value of (cid:104)op1 (cid:105) from the value of register Rn, and stores the result in the destination register Rd . The condition code flags are optionally updated, based on the result. Usage SUB is used to subtract one value from another to produce a third. To decrement a register value (in Rx) use: SUBS Rx, Rx, #1 SUBS is useful for decrementing a loop counter, as the branch instruction can test the (Z) flag for the appropriate termination condition, without the need for a compare instruction: CMP Rx, #0 BNE Loop 152 A.26 Software Interrupt (SWI) This both decrements the loop counter in Rx and branches back to the start of the loop (the BEQ instruction) if it has not reached zero. Condition Codes Notes The N and Z flags are set according to the result of the subtraction, and the C and V flags are set according to whether the subtraction generated a borrow (unsigned underflow) and a signed overflow, respectively. The C flag is set if no borrow occurs, and if clear a borrow does occur. In other words, the C flag is used as a borrow (not borrow) flag. This inversion of the borrow condition is usually compensated for by subsequent instructions. The SBC (Subtract with Carry) and RSC (Reverse Subtract with Carry) instructions use the C flag as a borrow operand, performing a normal subtraction if C is set and subtracting one more than usual if C is clear. The HS (unsigned higher or same) and LO (unsigned lower) conditions are equivalent to CS (carry set) and CC (carry clear) respectively. If the destination register (Rd ) is the program counter (PC or R15 ), then the current status register (CPSR) is restored from the saved status register (SPSR). This form of the instruction is unpredictable if executed in User mode or System mode, because these modes do not have an SPSR. SWI Software Interrupt Syntax SWI(cid:104)cc(cid:105) (cid:104)value(cid:105) Operation SPSR_svc ← CPSR R14_svc ← PC + 8 (cid:104)cc(cid:105): (cid:104)cc(cid:105): (cid:104)cc(cid:105): CPSR(mode) ← Supervisor (cid:104)cc(cid:105): (cid:104)cc(cid:105): PC ← 0x00000008 CPSR(I) ← 1 (Disable Interrupts) Description Causes a SWI exception (see 3.4 on page 29). Exceptions Software interrupt Usage The SWI instruction is used as an operating system service call. The method used to select which operating system service is required is specified by the operating system, and the SWI exception handler for the operating system determines and provides the requested service. One of two methods are used: First, the (cid:104)value(cid:105) can specify which service is required, and any parameters needed by the selected service are passed in general- purpose registers. Alternatively, the (cid:104)value(cid:105) is ignored, and the register R0 is used to select which service is required, any parameters are passed in other registers. Condition Codes The flags will be effected by the operation of the software interrupt. It is not possible to say how they will be effected. The status of the condition code flags is unknown after a software interrupt is unknown, unless specified by the operating system. A.27 Swap (SWP) SWP Swap Syntax SWP(cid:104)cc(cid:105) Rd , Rm, [Rn] Operation (cid:104)cc(cid:105): ALU(0) ← M(Rn) (cid:104)cc(cid:105): M(Rn) ← Rm (cid:104)cc(cid:105): Rd ← ALU(0) 153 Description SWP (swap) will swap a word between registers and memory. It loads a word from the memory address given by the value of register Rn. The value of register Rm is then stored in the memory address given by the value of Rn, and the original value is loaded into register Rd . If the same register is specified for Rd and Rm, this instruction swaps the value of the register and the value at the memory address. Exceptions Data Abort — This exception is generated if the instruction attempts to access a part of memory which has been reserved for privileged mode access while the system is in user mode. If a data abort occurs during the load phase, the store access does not occur. Usage The SWP instruction can be used to implement semaphores. Where one process can send a message to another processes running on the same processor, or on a separate linked processor. Condition Codes The condition codes are not effected by this instruction. Notes If the address contained in Rn is non word-aligned the system will attempt an access, but the effect is unpredictable. If the PC is specified as the destination (Rd ), address (Rn) or the value (Rm), the result is also unpredictable. If the same register is specified as Rn and Rm, or Rn and Rd , the result is unpre- dictable. SWPB Swap Byte Syntax SWP(cid:104)cc(cid:105)B Rd , Rm, [Rn] Operation MBR ← M(Rn)(0:7) (cid:104)cc(cid:105): (cid:104)cc(cid:105): Rd (0:7) ← MBR (cid:104)cc(cid:105): Rd (8:31) ← 0 (cid:104)cc(cid:105): M(Rn) ← Rm(7:0) Description The SWPB (swap byte) instruction swaps a byte between registers and memory. It loads a byte from the memory address given by the value of register Rn. The value of the least significant byte of register Rm is stored to the memory address given by Rn, the original value is zero-extended into a 32-bit word, and the word is written to register Rd . If the same register is specified for Rd and Rm, this instruction swaps the value of the least significant byte of the register and the byte value at the memory address. Exceptions Data Abort — This exception is generated if the instruction attempts to access a part of memory which has been reserved for privileged mode access while the system is in user mode. If a data abort occurs during the load phase, the store access does not occur. 154 Usage The SWPB instruction can be used to implement semaphores, in a similar manner to that shown for the SWP instruction. A.30 Test (TST) Condition Codes The condition codes are not effected by this instruction. Notes If the PC is specified for Rd , Rn, or Rm, the result is unpredictable. If the same register is specified as Rn and Rm, or Rn and Rd , the result also unpredictable. TEQ Test Equivalence Syntax TEQ(cid:104)cc(cid:105) Rn, (cid:104)op1 (cid:105) Operation (cid:104)cc(cid:105): ALU ← Rn ⊕ (cid:104)op1 (cid:105) (cid:104)cc(cid:105): CPSR ← ALU(flags) Description The TEQ (Test Equivalence) instruction compares a register value (Rn)with another arithmetic value ((cid:104)op1 (cid:105)). The condition flags are updated, based on the result of logically exclusive-ORing the two values, so that subsequent instructions can be conditionally executed. Usage The TEQ instruction is used to test if two values are equal, without affecting the V flag, as CMP (compaire) does. The C flag is also unaffected in many cases. TEQ is also useful for testing whether two values have the same sign. After the comparison, the N flag is the logical Exclusive OR of the sign bits of the two operands. Notes If the PC is specified for Rd , Rn, or Rm, the result is unpredictable. If the same register is specified as Rn and Rm, or Rn and Rd , the result also unpredictable. TST Test Syntax TST(cid:104)cc(cid:105) Rn, (cid:104)op1 (cid:105) Operation (cid:104)cc(cid:105): ALU ← Rn ∧ (cid:104)op1 (cid:105) (cid:104)cc(cid:105): CPSR ← ALU(flags) Description The TST (Test) instruction compares a register value (Rn with another arithmetic value ((cid:104)op1 (cid:105)). The condition flags are updated, based on the result of logically ANDing the two values, so that subsequent instructions can be conditionally ex- ecuted. Usage TST is used to determine whether a particular subset of register bits includes at least one set bit. A very common use for TST is to test whether a single bit is set or clear. Condition Codes The N and Z flags are set according to the result of the operation, and the C flag is set to the carry output bit generated by the shifter (see 5.1 on page 51). The V flag is unaffected. B ARM Instruction Summary cc: Condition Codes Generic Unsigned Signed CS Carry Set CC Carry Clear EQ Equal (Zero Set) NE Not Equal (Zero Clear) VS Overflow Set VC Overflow Clear Higer Than HI HS Higer or Same LO Lower Than LS Lower Than or Same GT Greater Than GE Greater Than or Equal LT LE MI Minus (Negative) PL Less Than Less Than or Equal Plus (Positive) ARM Instructions Add with Carry Add Bitwise AND Branch Branch and Link ADC(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , Rn, (cid:104)op1 (cid:105) ADD(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , Rn, (cid:104)op1 (cid:105) AND(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , Rn, (cid:104)op1 (cid:105) B(cid:104)cc(cid:105) BL(cid:104)cc(cid:105) (cid:104)offset(cid:105) (cid:104)offset(cid:105) Compare Exclusive OR Load Register Load Register Byte Move Move Negative Bitwise OR Subtract with Carry Store Register Store Register Byte Subtract Software Interrupt Swap Rn, (cid:104)op1 (cid:105) CMP(cid:104)cc(cid:105) EOR(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , Rn, (cid:104)op1 (cid:105) LDR(cid:104)cc(cid:105) LDR(cid:104)cc(cid:105)B Rd , (cid:104)op2 (cid:105) Rd , (cid:104)op2 (cid:105) MOV(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , (cid:104)op1 (cid:105) MVN(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , (cid:104)op1 (cid:105) ORR(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , Rn, (cid:104)op1 (cid:105) SBC(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , Rn, (cid:104)op1 (cid:105) STR(cid:104)cc(cid:105) Rd , (cid:104)op2 (cid:105) STR(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , (cid:104)op2 (cid:105) SUB(cid:104)cc(cid:105)(cid:104)S (cid:105) Rd , Rn, (cid:104)op1 (cid:105) SWI(cid:104)cc(cid:105) SWP(cid:104)cc(cid:105) (cid:104)value(cid:105) Rd , Rm, [Rn] Swap Byte SWP(cid:104)cc(cid:105)B Rd , Rm, [Rn] 155 ← Rn + (cid:104)op1 (cid:105) + CPSR(C) (cid:104)cc(cid:105): Rd ← Rn + (cid:104)op1 (cid:105) (cid:104)cc(cid:105): Rd ← Rn & (cid:104)op1 (cid:105) (cid:104)cc(cid:105): Rd ← PC + (cid:104)offset(cid:105) (cid:104)cc(cid:105): PC ← PC + 8 (cid:104)cc(cid:105): LR ← PC + (cid:104)offset(cid:105) (cid:104)cc(cid:105): PC ← (Rn - (cid:104)op1 (cid:105)) (cid:104)cc(cid:105): CSPR ← Rn ⊕ (cid:104)op1 (cid:105) (cid:104)cc(cid:105): Rd (cid:104)cc(cid:105): Rd ← M((cid:104)op2 (cid:105)) (cid:104)cc(cid:105): Rd (7:0) ← M((cid:104)op2 (cid:105)) (cid:104)cc(cid:105): Rd (31:8) ← 0 (cid:104)cc(cid:105): Rd (cid:104)cc(cid:105): Rd (cid:104)cc(cid:105): Rd (cid:104)cc(cid:105): Rd (cid:104)cc(cid:105): M((cid:104)op2 (cid:105)) ← Rd (cid:104)cc(cid:105): M((cid:104)op2 (cid:105)) ← Rd (7:0) (cid:104)cc(cid:105): Rd ← (cid:104)op1 (cid:105) ← (cid:104)op1 (cid:105) ← Rn | (cid:104)op1 (cid:105) ← Rn - (cid:104)op1 (cid:105) - CPSR(C) ← Rn - (cid:104)op1 (cid:105) (cid:104)cc(cid:105): Rd (cid:104)cc(cid:105): M(Rn) (cid:104)cc(cid:105): Rd (7:0) ← M(Rn)(7:0) (cid:104)cc(cid:105): M(Rn)(7:0) ← Rm(7:0) ← M(Rn) ← Rm 156 APPENDIX B. ARM INSTRUCTION SUMMARY op1: Data Access Immediate Register #(cid:104)value(cid:105) Rm (cid:104)op1 (cid:105) ← IR(value) (cid:104)op1 (cid:105) ← Rm Logical Shift Left Immediate Logical Shift Left Register Rm, LSL #(cid:104)value(cid:105) Rm, LSL Rs (cid:104)op1 (cid:105) ← Rm << IR(value) (cid:104)op1 (cid:105) ← Rm << Rs(7:0) Logical Shift Right Immediate Logical Shift Right Register Rm, LSR #(cid:104)value(cid:105) Rm, LSR Rs (cid:104)op1 (cid:105) ← Rm >> IR(value) (cid:104)op1 (cid:105) ← Rm >> Rs(7:0) Arithmetic Shift Right Immediate Arithmetic Shift Right Register Rm, ASR #(cid:104)value(cid:105) Rm, ASR Rs (cid:104)op1 (cid:105) ← Rm +>> IR(value) (cid:104)op1 (cid:105) ← Rm +>> Rs(7:0) Rotate Right Immediate Rotate Right Register Rm, ROR #(cid:104)value(cid:105) Rm, ROR Rs (cid:104)op1 (cid:105) ← Rm >>> (cid:104)value(cid:105) (cid:104)op1 (cid:105) ← Rm >>> Rs(4:0) Rotate Right with Extend Rm, RRX (cid:104)op1 (cid:105) ← C >>> Rm >>> C op2: Memory Access Immediate Offset Register Offset Scaled Register Offset [Rn, #±(cid:104)value(cid:105)] [Rn, Rm] [(cid:104)Rn(cid:105), Rm, (cid:104)shift(cid:105) #(cid:104)value(cid:105)] (cid:104)op2 (cid:105) ← Rn + IR(value) (cid:104)op2 (cid:105) ← Rn + Rm (cid:104)op2 (cid:105) ← Rn + (Rm shift IR(value)) Immediate Pre-indexed [Rn, #±(cid:104)value(cid:105)]! Register Pre-indexed [Rn, Rm]! Scaled Register Pre-indexed [Rn, Rm, (cid:104)shift(cid:105) #(cid:104)value(cid:105)]! (cid:104)op2 (cid:105) ← Rn + IR(value) Rn ← (cid:104)op2 (cid:105) (cid:104)op2 (cid:105) ← Rn + Rm Rn ← (cid:104)op2 (cid:105) (cid:104)op2 (cid:105) ← Rn + (Rm shift IR(value)) Rn ← (cid:104)op2 (cid:105) Immediate Post-indexed [Rn], #±(cid:104)value(cid:105) Register Post-indexed [Rn], Rm Scaled Register Post-indexed [Rn], Rm, (cid:104)shift(cid:105) #(cid:104)value(cid:105) (cid:104)op2 (cid:105) ← Rn Rn ← Rn + IR(value) (cid:104)op2 (cid:105) ← Rn Rn ← Rn + Rm (cid:104)op2 (cid:105) ← Rn Rn ← Rn + Rm shift IR(value) Where (cid:104)shift(cid:105) is one of: LSL, LSR, ASR, ROR or RRX and has the same effect as for (cid:104)op1 (cid:105) Index Addressing Mode, 51–58 Arithmetic Shift Right (ASR), 52 Immediate, 51 Logical Shift Left (LSL), 51 Logical Shift Right (LSR), 52 Offset, 55 Post-Index, 57 Pre-Index, 56 Register, 51 Rotate Right (ROR), 53 Rotate Right Extended (RRX), 54 Arithmetic and Logic Unit (ALU), 31–33 Barrel Shifter, 33 Booth Multiplier, 32 Bit Field, 30 Characters ASCII, 91 International, 94 Unicode, 94 Complex Instruction Set Computer (CISC), 33, 41 Condition Codes, 28–29, 42–43 Carry Flag, 28 Mnemonics, 42 Negative Flag, 28 Overflow Flag, 29 Zero Flag, 28 Conditional Execution, 30 Exceptions, 29–30 Data Abort, 29 Fast Interrupt, 29 Interrupt, 29 Prefetch Abort, 29 Reset, 29 Software Interrupt, 29 Undefined, 29 Fetch/Execute Cycle, see Instruction Pipeline Instruction Pipeline, 33–37 Execute, 36 Instruction Decode, 35 Instruction Fetch, 34 Operand Fetch, 36 Operand Store, 36 Instructions, 137–154 ADC, 43, 137 ADD, 43, 138 AND, 47, 139 B, BL, 45, 139 BAL, see B, BL BIC, 47, 140 BLAL, see B, BL CDP, 49 CMN, 45, 140 CMP, 44, 141 EOR, 47, 141 LDC, 49 LDM, 46, 141 LDRB, 46, 143 LDR, 46, 142 MCR, 49 MLA, 43, 143 MOV, 41, 144 MRC, 49 MRS, 48, 144 MSR, 48, 145 MUL, 43, 146 MVN, 47, 147 ORR, 47, 147 RSB, 43, 147 RSC, 43, 148 SBC, 43, 149 STC, 49 STM, 46, 149 STRB, 46, 151 STR, 46, 150 SUB, 43, 151 SWI, 48, 152 SWPB, 48, 153 SWP, 48, 153 TEQ, 45, 154 TST, 45, 154 Programs add.s, 67 add2.s, 67–68 add64.s, 71, 76–77, 111–112, 131–132 addbcd.s, 112–113 bigger.s, 70, 75 bigsum.s, 83 byreg.s, 129 bystack.s, 129–131 cntneg1.s, 84 cntneg2.s, 84–85 cstrcmp.s, 98 157 158 INDEX Rotate Right Extended (RRX), 54 Strings, 92–94 Counted, 93 Fixed Length, 93 Terminated, 93 dectonib.s, 105 divide.s, 114–115 factorial.s, 72–73, 77–78, 132–133 halftobin.s, 107 head.s, 119–120 init1.s, 127 init2.s, 127–128 init3.s, 128 init3a.s, 128–129 insert.s, 117–118 insert2.s, 118 invert.s, 66 largest.s, 85–86 move16.s, 65 mul16.s, 113 mul32.s, 113–114 nibble.s, 69 nibtohex.s, 103–104 nibtoseg.s, 104–105 normal1.s, 86–87 normal2.s, 87 padzeros.s, 96–97 search.s, 118–119 setparity.s, 97–98 shiftleft.s, 68 skipblanks.s, 95–96 sort.s, 120 strcmp.s, 98–99 strlen.s, 95 strlencr.s, 94–95 sum1.s, 82 sum2.s, 83 ubcdtohalf.s, 106 ubcdtohalf2.s, 106–107 wordtohex.s, 104 Reduced Instruction Set Computer (RISC), 23, 34, 39 Register Transfer Language, 30–33 Arithmetic and Logic Unit, 31–33 Barrel Shifter, 33 Booth Multiplier, 32 Bit Field, 30 Guard, 30 Memory Access, 31 Named Field, 30 Registers, 25–28 General Purpose (R0 –R12 ), 25 Instruction Register (IR), 33, 35–36 Link Register (LR/R14 ), 27, 45 Program Counter (PC/R15 ), 27 Stack Pointer (SP/R13 ), 26 Status Register (CPSR/SPSR), 28 Shift Arithmetic Shift Right (ASR), 52 Logical Shift Left (LSL), 51 Logical Shift Right (LSR), 52 Rotate Right (ROR), 53