Outline. 2.8 Stack. 2.9 Subroutines

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1 Outline 21 Assembly language program structure 22 Data transfer instructions 23 Arithmetic instructions 24 Branch and loop instructions 25 Shift and rotate instructions 26 Boolean logic instructions 27 Bit test and manipulate instructions 28 Stack 29 Subroutines

2 - Stack is a section of the memory reserved for special use - Elements can be accessed (read/write) from only its top - Last-in-first-out (LIFO) data structure Stack new top $1005 $1006 $1007 $1008 EF B1 F2 A5 Read: $EF $1006 $1007 $1008 B1 F2 A5 Much like a variable-length array $1007 $1008 F2 A5 $1006 $1007 $1008 FC F2 A5 2-97

3 How the stack can be implemented? - The stack pointer (SP) points at the top byte of the stack - A stack grows from a high address toward lower address - Push operation adds a new item on the top of the stack (write) 1- SP is decremented by the number of bytes to be written to point to the new top of the stack 2- Write on the location pointed by SP - Pull operation reads (= remove) an element from stack 1- Read the byte (or word) pointed by SP 2- SP is incremented by the number of bytes read to point to the new top of the stack $1005 Push (write) $1006 B1 SP $1007 $1008 F2 A5 Pull (read) 2-98

4 Pushing and pulling a byte $1005 $1006 $1007 $1008 EF B1 F2 A5 SP=$1006 $1005 $1006 $1007 $1008 Initial stack EF SP = $1005 B1 F2 A5 SP points at the top of stack SP = $ A = [SP] = EF 2- SP = SP +1 = $1006 A new top of stack $1004 C1 SP=$1004 $1005 EF $1006 $1007 B1 F2 $1008 A5 1- SP = SP - 1 = $ [SP] = A = C1 A new top of stack 2-99

5 Pushing and pulling a word $1005 EF $1006 B1 $1007 F2 SP $1008 A5 Initial stack $1005 EF $1006 B1 $1007 F2 $1008 A5 SP 1- X = [SP]: [SP+1] = EFB1 2- SP = SP + 2 = $1007 A new top of stack SP points at the top of stack SP = $1005 $1003 3F SP $1004 5C $1005 EF 1- SP = SP - 2 = $1003 $1006 B1 2- [SP]: [SP+1] = X = 3F5C $1007 F2 A new top of stack $1008 A

6 - Push and Pull instruction (except for Pulc) do not affect on CCR bits - Push and Pull all the registers except the SP - There is no push or pull for memory 2-101

7 Example: What is the stack contents after the execution of the following instruction sequence lds #$1006 ;SP = 1006 initial value ldaa #$20 ; A = $20 psha ;SP = SP -1 = 1005 and [SP] = A ldab #$28 ; B = $28 pshb ;SP = SP -1 = 1004 and [SP] = B ldx #$FF3A ; X = $FF3A pshx ; SP = SP - 2 = 1002 and [SP] = X $1002 $FF 0 SP SP = (= $1002 $14FC) $1003 $1004 $1005 $3A 0 $28 $20 $1006 lds instruction is used to initialize SP at the beginning of a program 2-102

8 Another example: See how SP and the stack contents change after push and pull operations From the example, observe 1- The stack returns to its initial contents when we pull the same amount of data we pushed 2- When the order of the pull operations is the opposite of those of the push operations, the registers get their initial values If you need to use registers but you do not want to lose their contents, save them in stack, use then and then return the original values 2-103

9 Common uses of stacks 1- Temporary data storage - The number of the registers is very limited - If you want to use a register but you need its value for a later use, you can save the value temporarily on the stack and retrieve it later See previous slide psha ;save the contents of A ; use A in computations pula ;restore the initial content of A 2- Subroutine calls The details will be in the next section 3- Swap and reverse the order of data Stack contents are retrieved in the reverse order from which they were placed onto the stack psha pshb pula pulb Swap a and b 2-104

10 The memory is used for data, program and stack If you push or pull too many, the processor writes in locations outside the area allocated to the stack the program may crash because you mistakenly write in the area of the data or the program Memory management is the responsibility of the programmer No hardware enforces the stack boundary It is the programmer responsibility to keep the SP within the stack area 2-105

11 Outline 21 Assembly language program structure 22 Data transfer instructions 23 Arithmetic instructions 24 Branch and loop instructions 25 Shift and rotate instructions 26 Boolean logic instructions 27 Bit test and manipulate instructions 28 Stack 29 Subroutines

12 What is a Subroutine? - It is usual that a sequence of instructions needs to be executed in several places in the program -Ifwewritethesamecodeeachtimeitisneededtheprogramsize will be large - Subroutine is a group of instructions that is written in memory only once and can be called (executed) multiple times from anywhere in the program Why subroutines? - Save memory - Improve reusability of code: Subroutines can be used in different programs - Better organization/readability: A complicated program can be more organized with subroutines However, program execution time increases 2-106

13 Program memory A sequence of instructions (1) call A mechanism is need to: 1- Call 2- Return 3- Pass data 4- Return data (results) (5) (3) call subroutine (4) (2) Return Without subroutines Write the code each time it is needed The program flow with using a subroutine 2-107

14 1- Calling a subroutine bsr subroutine_label ;branch to subroutine The subroutine location should be in the range of -128 to +127 bytes from the instruction immediately after bsr jsr subroutine_label ;jump to subroutine The subroutine location can be anywhere in the memory How bsr and jsr work? 1- Save the return address that points to the next instruction after bsr or jsr Push PC onto the stack PC contains the address of the instruction following the jsr or bsr (the return address) 2- jump to the subroutine Load PC with the subroutine starting address At the beginning of a subroutine, the top of the stack always contains the return address 2-108

15 2- Returning from a subroutine rts ;Return from subroutine - The last instruction in a subroutine - It returns to the instruction immediately after the calling instruction - Restore the return address from stack and load it in PC When executing rts, the top of stack should contain the returning address, otherwise the program will crash To ensure that: the amount of pushed data in a subroutine should equal the amount of pulled data SP PCH PCL The stack after executing bsr and before executing rts PCH is the most significant byte in PC PCL is the least significant byte in PC 2-109

16 A good programming habit that can reduce the chance of errors Sub2: psha pshb pshc pushx ldda $1000 psha Store the register (and memory) you use in the subroutine bsr Sub1 Sub1 does not change the values stored in flags, registers or memory Local variable: Use A, B, the flags, X and location $1000 pula sta $1000 pulx pulc pulb Pula rts Notice the order Restore original values before returning This can be done in the program instead of the subroutine Use push instructions before bsr and pull instructions after bsr 2-110

17 3- Passing/returning data - Subroutines usually expect inputs from the caller of the subroutine, and the caller usually expects the subroutine to return certain results Parameter passing techniques: 1- Passing parameters using memory: The caller sets memory locations and the callee reads them Example: movb #2,$1000 movb #4,$1001 bsr addition The caller stores the data in memory locations, eg, $1000 and $1001 addition: ldaa $1000 adaa $1001 rts The subroutine reads the data from memory locations, eg, $1000 and $

18 2- Passing parameters using registers The caller sets registers and the callee reads them Example: ldaa #2 ldab #4 bsr addition The caller stores the data in registers, eg, a and b addition: aba rts The subroutine reads the data from the registers Parameter returning techniques: 1- Using memory: The subroutine places the results in memory and the caller reads them 2- Using registers: The subroutine places the results in registers and the caller reads them 2-112

19 Example: Draw the stack for the following program segment ldd #$1234 pshd ldx #$4000 pshx jsr sub_xyz sub_xyz: pshd pshx pshy (1) (2) (3) (4) (5) (6) (6) (5) (4) (3) (2) (1) Remember: when executing rts, the top of the stack must be the return address 2-113

20 Example on using lookup tables Write a subroutine Square to square an input number The number to be squared (assumed unsigned) is passed in A The result is returned in A If the result is too big to fit in A, return $FF in A What is lookup table? Pre calculate and store all the squared values (not many), and then look up the correct answer based on the input number Lookup tables applications Very useful when the function to be computed is very complicated (eg, sine, log, ), or represents some calibration values (eg, temperature as a function of voltage) 1- Calculate the lookup table values 2- Using indexed addressing, it is easy to get the right value from the table If X = the starting address of the table, and A = the input number (ie, 0 to 15), then ldaa a,x will fetch the square value 2-114

21 Pseudocode If (A > 15) Load A with $FF Else Load A with the value in the table, at the location indexed by X+A End ldaa #7 X jsr Square ;Call subroutine to compute the square of A ;A = 49, the square of Square: pshx ; save the content of X because it used by the subroutine ldx #Square_table ;x = Starting address of the lookup cmpa #15 ;Check if A > 15 bhi toobig ;Branch if A > 15 ldaa a,x ;A <= 15, so get the result bra _End toobig: ldaa #$FF ;Signal overflow with $FF _End: pulx rts Square_table dcb 0,1,4,9,16,25,36,49,64,81,100,121,144,169,196,255 X+0 X+1 X+2 X

22 Write a subroutine that returns FF if two strings are identical and 00 if they are not The beginning addresses of the strings are X and Y and the result is passed at memory location $1200 Each string ends with 0 string1 fcc Tennesee Tech University, 0 string1 fcc TN Tech University, ldx #string2 ldy #string1 bsr check_strings ---- check_strings: movb #$FF,$1200 ;Result = FF assume the two strings are identical Loop: ldaa 0,x+ ;a = the first byte of String1, x = x+1 ldab 0,y+ ;b = the first byte of String2, y = y+1 cba bne not_identical ;String1<>String2 if one byte is not equal ; the loop ends when a = b = 0 cmpa #0 ; enough to check a because a = b beq _end ; if a = 0, b = 0 because they are equal bra Loop not_identical: movb #$00,$1200 ;Result = 00 the strings are different _end: rts 2-116

23 Mohamed Mahmoud Questions

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