Create fibonacci.asm
This commit is contained in:
parent
861820aa49
commit
e1540ff2b1
1
.gitignore
vendored
Normal file
1
.gitignore
vendored
Normal file
@ -0,0 +1 @@
|
||||
.vscode
|
4
.vscode/settings.json
vendored
4
.vscode/settings.json
vendored
@ -1,4 +0,0 @@
|
||||
{
|
||||
"editor.tabSize": 4
|
||||
}
|
||||
|
8
examples/fibonacci.asm
Normal file
8
examples/fibonacci.asm
Normal file
@ -0,0 +1,8 @@
|
||||
lda 1
|
||||
ldb 0
|
||||
|
||||
fib_loop:
|
||||
ldc b
|
||||
ldb a
|
||||
add c
|
||||
jlt fib_loop ; Stop when carry flag is set
|
16
examples/helloworld.asm
Normal file
16
examples/helloworld.asm
Normal file
@ -0,0 +1,16 @@
|
||||
.org $0100 ; Static data
|
||||
hello_str:
|
||||
"Hello world\0"
|
||||
|
||||
.org $0000 ; Program must start at $0000
|
||||
ldp $0800 ; Char display
|
||||
ldq hello_str
|
||||
|
||||
print:
|
||||
lda *q++
|
||||
jpz print_end
|
||||
sta *p++
|
||||
jmp print:
|
||||
|
||||
print_end:
|
||||
hlt
|
@ -1,7 +1,8 @@
|
||||
; This program adds 1 to register A until it equals 64, then halts.
|
||||
ldb 1
|
||||
|
||||
loop:
|
||||
add b
|
||||
inc a
|
||||
cmp 64
|
||||
jnz loop
|
||||
|
||||
hlt
|
36
memoryMap.md
Normal file
36
memoryMap.md
Normal file
@ -0,0 +1,36 @@
|
||||
## Boot ROM
|
||||
Execution starts here, at address `$0000`.
|
||||
The OS bootloader is located here.
|
||||
|
||||
## GPIO
|
||||
Contains hardware multiplication (`$0400`-`$0401`) and division (`$0402`-`$0403`), popcount (`$0404`), and a timer (`$0405`).
|
||||
|
||||
## Keyboard
|
||||
Read address `$0500` to get the next key event (7-bit Windows VKey code, MSB on indicates press/release). Returns 0 if empty.
|
||||
Write 1 to `$0500` to enable interrupts.
|
||||
|
||||
## Serial Peripheral Interface
|
||||
Not yet implemented.
|
||||
|
||||
## Robot Controller
|
||||
Not directly mentioned in the provided code snippets, but if it follows a similar addressing scheme, it would have a specific range not covered here.
|
||||
|
||||
## Text Display
|
||||
Write ASCII values to addresses `$0800` to `$0FFF` to display characters at certain positions on the screen.
|
||||
`$0800` is the top left, `$0FFF` would be the bottom right, considering the character display dimensions and memory layout.
|
||||
|
||||
## Text Display Color
|
||||
Write 6-bit color IDs to addresses `$0800` to `$0FFF` to set the color of characters on screen.
|
||||
MSB = whether to invert character mask (i.e., for highlighting). This might need clarification or correction based on the actual implementation, as it seems to overlap with the Text Display's address range.
|
||||
|
||||
## System RAM
|
||||
The OS may use this memory for the stack, system variables, etc., located at `$1000` to `$1FFF`.
|
||||
|
||||
## User ROM
|
||||
Your program and data go here, located at `$2000` to `$2FFF`.
|
||||
|
||||
## User RAM
|
||||
Your code can use this memory for variables, arrays, a heap, etc., located at `$3000` to `$3FFF`.
|
||||
|
||||
## Video Display
|
||||
Not directly mentioned in the provided snippets for addressing, but based on the peripheral configuration, it would be addressed from `$8000` to `$FFFF` for direct pixel manipulation or other video-related functions.
|
Loading…
x
Reference in New Issue
Block a user