Prompt
Answer
Code Explanation
The provided code is written in assembly language for a hypothetical architecture that manipulates memory contents to manage input and display functionality. It comprises two primary tasks: clearing the display and painting digits based on input. Below is a detailed breakdown of the code's components.
Main Program
JnS SubClearDisplay
JnS SubPaintDigit
Halt
Explanation
- JnS SubClearDisplay: This instruction calls the
SubClearDisplay
subroutine to clear the screen. - JnS SubPaintDigit: Following the display clearance, this instruction invokes the
SubPaintDigit
subroutine to handle digit painting based on user input. - Halt: Terminates the program execution.
SubClearDisplay
SubClearDisplay, HEX 0
loop, Load White
StoreI ColCounter
Load ColCounter
Add one
Store ColCounter
Load ColCounter
Subt LastCol
Skipcond 800
Jump loop
JumpI SubClearDisplay
Key Components
- SubClearDisplay: Label defining the start of the subroutine.
- loop: A label indicating a continuous loop to fill the screen with a white color.
- Load White: Loads the value representing the white color from memory.
- StoreI ColCounter: Stores the white value at the memory location referenced by
ColCounter
. - ColCounter: Used to iterate through columns; initialized to point to the first column.
- Add one: Increments
ColCounter
to point to the next column. - Subt LastCol: Subtracts the last column index from
ColCounter
. - Skipcond 800: Skips the next instruction if the result of
Subt
is zero, indicating the last column is reached. - Jump loop: Returns to the beginning of the filling loop.
- JumpI SubClearDisplay: Returns from the subroutine to the instruction following the
JnS
call.
Summary
This subroutine iteratively fills every column of the display memory with the color white, continuing until all columns are filled.
SubPaintDigit
PaintDigitCharacter, HEX 0
PaintDigitDisplay, HEX 0
SubPaintDigit, HEX 0
Input
Store Number
Skipcond 400
JnS Selector
paintLoop, LoadI FontAddr
Store PaintDigitCharacter
Load FontAddr
Add One
Store FontAddr
LoadI Disp
Store PaintDigitDisplay
Load Disp
Add One
Store Disp
Load PaintDigitCharacter //??
StoreI PaintDigitDisplay //??
LoadI Disp //?
Subt One
Skipcond 400
Jump paintLoop
JumpI SubPaintDigit
Key Components
- SubPaintDigit: Label indicating the start of the digit painting subroutine.
- Input / Store Number: Receives user input and stores it in the
Number
variable. - Skipcond 400 / JnS Selector: If the input number is non-zero, it calls the
Selector
subroutine to handle specific digit logic. - paintLoop: A loop to process the character representation for the display.
- LoadI FontAddr: Loads the current font address for the character to be displayed.
- Store / Add instructions: Update the font address and display address to paint the digit.
- StoreI PaintDigitDisplay: Stores the character representation at the display address.
- Jump paintLoop: Continues processing until all pixel data for the digit is displayed.
Summary
SubPaintDigit
processes the digit input by loading the corresponding pixel data from a font table and sequentially storing it in the display memory, effectively rendering the digit.
Selector Subroutine
Selector, HEX 0
Selectorloop, Load FontAddr
Add 15
Store FontAddr
Load Number
Subt One
Store Number
Skipcond 400
Jump Selectorloop
JumpI Selector
Key Components
- Selectorloop: A loop that adjusts the
FontAddr
to the correct font representation based on the digit input. - Add 15: A shift in the
FontAddr
that correlates to character dimensions, accommodating for each character being a certain width. - Skipcond 400 / Jump Selectorloop: Repeats until all relevant font addresses are determined for the input number before returning.
Summary
This subroutine modifies the font pointer based on the input digit and is crucial for correctly rendering the digits on the screen.
Data Definitions
Memory Addresses and HEX Values
The latter section of the code defines data storage:
- FontAddr / Display: Base addresses in memory where font data and display memory begins.
- Film instructions and array representations: Each character (0-9) is represented with hex values to determine pixel representations.
Summary
The character rendering involves structured data, where 3 pixels wide and 5 pixels high representations are defined using hexadecimal values.
Conclusion
This assembly code implements a basic digit display system for a screen. It revolves around two main functionalities—clearing the screen and painting the digits based on user input. Understanding this code provides insight into low-level memory manipulation and routine-based programming in assembly language.
For individuals interested in enhancing their skills in assembly language or data manipulation techniques, consider exploring resources available at Enterprise DNA's Platform, which can provide further learning opportunities.
Description
This assembly code implements a simple digit display system, featuring routines to clear the screen and dynamically paint digits based on user input, showcasing low-level memory manipulation and routine programming.