Adding up
bit by bit
Marcus Jeffery waves his binary wand
and before you can say "RST 28H" you
have got a screen magnification utility |
This month we are going to look at the more advanced arithmetic instructions available on the Z80, and employ them in a screen magnify and reduce utility. You could easily add this routine to the alternate screen and fill utilities from the last two months.
We have already seen how to add and subtract bytes, using the ADD and SUB instructions. If we want to add 16-bit numbers together, we have looked at the 'ADD HL,rp' instruction which will add a 16-hit register pair to the HL register pair.
What happens, however, if we want to add two 16-bit numbers without using the HL register pair, or even add 24-bit and 32-bit numbers together? Z80 handles that in much the same way as we perform calculations. Imagine that you were performing the following addition:
987
+ 456
----
1443
----
You first add the seven and six, giving 13, and then consider that as the digit three with a carry of one. That is then added to the eight and five, giving four with a carry of one, and so on.
We can do exactly the same thing when adding binary numbers together. The ADD instruction will correctly add the two bytes. If the addition of the two most significant bit gives a carry - that can only be zero or one - then the carry bit in the Flag register is set.
If we convert the above calculation to binary we would get the following:
987 = 0000 0011 and 1101 1011
+ 456 = 0000 0001 and 1100 1000
We can now do that by ADDing the lowest two bytes to give:
(1) 1010 0011
and then ADC the top two bytes to give:
(0) 0000 0101
If we convert that to decimal, we get 256 * 5 + 163 = 1443.
Using that method, we could effectively add any number of bytes together. Suppose that we had two numbers, each being made up of a large number of bytes. We could hold the number of bytes in B, the location of the lowest byte of the first number in DE and the location of the first byte of the second number in HL. We could place the result into the locations presently used for the second number - HL onwards. The code would look something like figure one.
With this sort of routine you must ensure that you do not corrupt the carry flag between one ADC instruction and the next. We have made a couple of assumptions with this routine. Firstly, we would be in a mess if the carry flag was set before entering the routine, and would add an extra digit to the lowest byte.
An easy method of clearing the carry flag is to perform an ADD instruction which could not possibly set it; 'ADD A,0' - Add zero to the accumulator - works well.
The other assumption is that the most significant digits are higher in memory. We can compensate for that by changing the INC instructions to DEC, neither of which affect the carry flag. Figure seven shows all the ADC instructions, together with their equivalent SBC - SuBtract with Carry - instructions.
We have seen how to multiply a number by two, either by adding it to itself, or by shifting one bit to the left. Division by two is similarly performed by shifting one bit to the right.
A more general multiplication algorithm can be performed as a series of additions, in the same way as you would do long multiplication by hand. Imagine the calculation:
19
x 34
---
76
+ 57
---
646
---
You first multiply 19 by four to give 76. Moving to the next digit, you multiply 19 by three, placing the result, 57, one digit to the left. Adding those gives the final result of 646.
The same calculation is even easier in binary. At each stage, the digit in the multiplier (34) will be either zero or one, so we just add either zero or the multiplicand (19) respectively, remembering to shift the final product one bit left after each step in the calculation. So. in binary, that would look like:
00010011 (19)
x 00100010 (34)
----------------
+ 00000000 [0]
+ 00010011 [1]
+ 00000000 [0]
+ 00000000 [0]
+ 00000000 [0]
+ 00010011 [1]
+ 00000000 [0]
+ 00000000 [0]
----------------
000001010000110 (646)
If you look at the digits in square brackets, you will see that, read from bottom to top, they exactly match the multiplier. Using that technique, we can develop a simple multiplication algorithm. That will multiply two eight-bit numbers into a 16-bit result. Assume that the E register contains the multiplicand and the A register contains the multiplier. We can then use the code in figure two to return the result in the HL register pair. Division is performed in a similar way, by a series of subtractions, just as you would perform long division.
You should be warned to avoid multiplication and division in programs wherever possible. Fortunately, few machine code programmers will ever find a need for such complex calculations. After all, how often are we going to need multiplication and division algorithms for moving space invaders around at fantastic speed?!
If you do need to perform more complex calculations, Spectrum programmers have an extra advantage Have you ever wondered how Basic can evaluate such expressions a.' 'INT(19 * SIN(5 * angle)^2)' which includes all the operations integer, multiplication, sine, and power? Obviously, Sinclair must have written the code to perform all of those functions into the Spectrum operating system, and it has been kind enough to make them all easily accessible to the distraught machine code programmer. They are all accessed using the RST 28H instruction.
We will examine that and similar instructions in a later article, so don't worry about exactly how it works just now, but meanwhile here is how to use it. The RST 28H instruction expects to be followed by a list of numbers, terminating with the number 38H. That list of numbers tells the processor which operations to perform on the numbers in the calculator stack. All those codes are shown in figure three.
If we want to multiply the two numbers at the top of the calculator stack, and then take the integer of the square root, we can write the code:
RST 28H : Start calculation
DEFB 04H : Do multiplication
DEFB 28H : Take square root
DEFB 27H : Want an integer result
DEFB 38H : End calculation
The only remaining problem is to place numbers onto the calculator stack and retrieve the result. That is done by calling the appropriate ROM routines:
2D28H - transfer integer A to calculator stack;
2D2BH - transfer integer BC to calculator stack;
2AB6H - transfer AEDCB to calculator stack;
2DD5H - transfer top of stack to integer A;
2DA2H - transfer top of stack to integer BC;
2BF1H - transfer top of stack to AEDCB.
To see more clearly how this works, look at the routine DIVIDE in this month's program shown in figure four. As usual, we have included a Basic loader and application program in figure five. Due to the length of the program, there is an extra feature to the Hex Loader routine. That is a checksum, which adds up to the total value of all the bytes, and then checks that against the total at the end of the data. The lines to add are 1025, 1125, 1161, 1162 and 1164.
The routine will allow you to define a rectangle on the screen as (x1,y1) and (x2,y2). That will be magnified or reduced to a second rectangle (x3,y3) and (x4,y4), as shown in figure six. The new rectangle will replace the corresponding picture - if any - on the present screen, and the final merged version will be displayed. In order to magnify and reduce without corrupting the original data, the routine uses an alternate screen, the start location of which should be stored in the two locations 23728 and 23729 (line 20).
The routine works by stepping through every pixel in the second rectangle and checking the associated pixel in the first rectangle. The non-integer stepping factors for the first rectangle are held in DX and DY. Those values are sufficiently flexible for you to multiply one pixel to the complete screen, or vice versa, although that would not be particularly interesting.
Next month we will look at the powerful Z80 instructions which allow you to manipulate large sections of memory quickly and easily, and assess the potential they have for interesting graphics.
Figures
Figure 1.
next LD A,(DE) ;get byte from first number
ADC A,(HL) ;add (with carry) byte from second number
LD (HL),A ;place result in second number position
INC DE ;move to next byte of first number
INC HL ;move to next byte of second number
DJNZ NEXT ;continue until addition complete
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Figure 2.
LD D,0 ;make multiplicand 16-bits
LD HL,0 ;set result to zero
LD B,8 ;perform 8-bit multiplication
nextbit ADD HL,HL ;we use this to shift HL one bit left
RLA ;shift multiplier one bit left into the carry flag
JR NC,NOADD ;if no carry, then no addition, else
ADD HL,DE ;add the multiplicand
noadd DJNZ NXTBIT ;do remaining bits
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Figure 3.
Operand Operation Description
00h Jump-True Conditional jump based on value at top of stack
01h Exchange Swap the two values at the top of the stack
02h Delete Delete the value at the top of the stack
03h Subtract Delete top two values and stack subtraction result
04h Multiply Delete top two values and stack multiplication result
05h Division Delete top two values and stack division result
06h Power Delete top two values and stack power result
07h X-or-Y Give X if Y=0 and one otherwise
08h X-and-Y Give X if Y<>0 and one otherwise
09h X<=Y Gives true if X<=Y else false
0Ah X>=Y Gives true if X>=Y else false
0Bh X<>Y Gives true if X<>Y else false
0Ch X>Y Gives true if X>Y else false
0Dh X<Y Gives true if X<Y else false
0Eh X=Y Gives true if X=Y else false
0Fh Addition Delete top two values and stack addition result
10h X$-and-Y Gives X$ if Y=0 and "" otherwise
11h X$<=Y$ Gives true if X$<=Y$ else false
12h X$>=Y$ Gives true if X$>=Y$ else false
13h X$<>Y$ Gives true if X$<>Y$ else false
14h X$>Y$ Gives true if X$>Y$ else false
15h X$<Y$ Gives true if X$<Y$ else false
16h X$=Y$ Gives true if X$=Y$ else false
17h X$+Y$ Concatenate X$ and Y$
18h Value$ Replace top of stack with VAL$ of item
19h Usr$ Replace top of stack with USR of string item
1Ah Read-in Read (INKEY$) from a channel
1Bh Negate Negate the value at the top of the stack
1Ch Code Replace top of stack with CODE of string
1Dh Value Replace top of stack with VAL of string
1Eh Length Replace top of stack with LEN of string
1Fh Sine Replace top of stack with SIN of value
20h Cosine Replace top of stack with COS of value
21h Tangent Replace top of stack with TAN of value
22h Arcsine Replace top of stack with ASN of value
23h Arccosine Replace top of stack with ACS of value
24h Arctangnt Replace top of stack with ATN of value
25h Logarithm Replace top of stack with LN of value
26h Exponent Replace top of stack with EXP of value
27h Integer Replace top of stack with INT of value
28h Sq-root Replace top of stack with SQR of value
29h Sign Replace top of stack with SGN of value
2Ah Absolute Replace top of stack with ABS of value
2Bh Peek Replace top of stack by PEEKing value
2Ch In-port Replace top of stack with IN value
2Dh Usr Replace top of stack with USR of value
2Eh String$ Replace top of stack with STR$ of value
2Fh Char$ Replace top of stack with CHR$ of value
30h Not Gives one if top of stack is zero and zero otherwise
31h Duplicate Make duplicate of top of stack at top of stack
32h X-mod-Y Replace two top values with INT(X/Y) and remainder
33h Jump Unconditional jump based on top of stack
34h Stk-data Stack list of literals following '34h' code
35h Dec-jr-nz Perform DJNZ on BREG system variable
36h X<0 Gives true if top of stack < 0 else false
37h X>0 Gives true if top of stack > 0 else false
38h End-calc End the RST 28H calculation
39h Get-oper This routine converts a function operand to a value
3Ah Truncate Replace top of stack with truncation (towards zero)
3Bh Sgle-calc Perform single calculation (Code in B)
3Ch E-convert Convert a number in the form 'numEm' to top of stack
3Dh Restack Restack number
3Eh Series Series generator for SIN, COS, LN, etc
3Fh Stk-lit Stack a literal zero, one, half, half-Pi or ten
40h Store-mem Store in memory 0 to 5 (codes C0h to C5h)
41h Get-mem Get a memory 0 to 5 (codes C0h to C5h)
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Figure 4.
ORG 60000
LOAD 60000
EA60 CDA5EA CALL COPY1 ;Copy alternate screen
EA63 2143EB LD HL,XCOORD ;Get X-multiple and place
EA66 CD7EEA CALL DIVIDE ; into (DX)
EA69 ED434BEB LD (DX),BC
EA6D 2147EB LD HL,YCOORD ;Get Y-multiple and place
EA70 CD7EEA CALL DIVIDE ; into (DY)
EA73 ED434DEB LD (DY),BC
EA77 CDBEEA CALL MAG ;Perform magnify/reduce
EA7A CDB2EA CALL COPY2 ;Copy back to main screen
EA7D C9 RET ;Exit to BASIC
EA7E 46 DIVIDE LD B,(HL) ;B = x1
EA7F 23 INC HL
EA80 7E LD A,(HL) ;A = x2
EA81 90 SUB B ;A = x2 - x1
EA82 47 LD B,A ;Transfer A to 16-bit BC
EA83 0E00 LD C,0
EA85 E5 PUSH HL
EA86 CD2B2D CALL 2D2BH ;Stack BC
EA89 0601 LD B,1
EA8B 0E00 LD C,0
EA8D CD2B2D CALL 2D2BH ;Stack '1'
EA90 EF RST 28H ;Calculation ...
EA91 0F DB 0FH ; Addition
EA92 38 DB 38H ; End of calculation
EA93 E1 POP HL
EA94 23 INC HL
EA95 46 LD B,(HL) ;B = x3
EA96 23 INC HL
EA97 7E LD A,(HL) ;A = x4
EA98 90 SUB B ;A = x3 - x4
EA99 CD282D CALL 2D28H ;Stack A
EA9C EF RST 28H ;Calculation
EA9D A1 DB 00A1H ; Stack '1'
EA9E 0F DB 0FH ; Addition
EA9F 05 DB 05H ; Division
EAA0 38 DB 38H ; End of calculation
EAA1 CDA22D CALL 2DA2H ;Unstack to BC (C=frac)
EAA4 C9 RET
EAA5 210040 COPY1 LD HL,16384 ;Copy main screen to
EAA8 ED5BB05C LD DE,(23728) ; reserve screen
EAAC 010018 LD BC,6144
EAAF EDB0 LDIR
EAB1 C9 RET
EAB2 2AB05C COPY2 LD HL,(23728) ;Copy reserve screen
EAB5 110040 LD DE,16384 ; to main screen
EAB8 010018 LD BC,6144
EABB EDB0 LDIR
EABD C9 RET
EABE DD2143EB MAG LD IX,XCOORD ;IX = start of coords
EAC2 DD5600 LD D,(IX+0) ;D = x1 (xa)
EAC5 1E00 LD E,0 ;E = frac inc to x1
EAC7 DD6E02 LD L,(IX+2) ;L = x3 (xb)
EACA DD4604 XLOOP LD B,(IX+4) ;B = y1 (ya)
EACD 0E00 LD C,0 ;C = frac inc to y1
EACF DD6606 LD H,(IX+6) ;H = y3 (yb)
EAD2 E5 YLOOP PUSH HL
EAD3 D5 PUSH DE
EAD4 C5 PUSH BC
EAD5 4A LD C,D
EAD6 110040 LD DE,16384 ;Get screen coords for
EAD9 E5 PUSH HL ; location (xa,ya)
EADA CD13EB CALL FCOORD ; on main screen
EADD C1 POP BC
EADE ED5BB05C LD DE,(23728)
EAE2 A6 AND (HL)
EAE3 2807 JR Z,RESET ;Jump to reset pixel
EAE5 CD13EB CALL FCOORD ;Set screen coords for
EAE8 B6 OR (HL) ; location (xb,yb)
EAE9 77 LD (HL),A ; on reserve screen
EAEA 1806 JR NEXT
EAEC CD13EB RESET CALL FCOORD ;Reset screen coords for
EAEF 2F CPL ; location (xb,yb)
EAF0 A6 AND (HL) ; on reserve screen
EAF1 77 LD (HL),A
EAF2 C1 NEXT POP BC
EAF3 2A4DEB LD HL,(DY) ;Increment ya by DY
EAF6 09 ADD HL,BC
EAF7 44 LD B,H
EAF8 4D LD C,L
EAF9 D1 POP DE
EAFA E1 POP HL
EAFB 24 INC H ;Increment yb by one
EAFC DD7E07 LD A,(IX+7)
EAFF 94 SUB H
EB00 30D0 JR NC,YLOOP ;Loop along y-axis
EB02 E5 PUSH HL
EB03 2A4BEB LD HL,(DX) ;Increment xa by DX
EB06 19 ADD HL,DE
EB07 54 LD D,H
EB08 5D LD E,L
EB09 E1 POP HL ;Increment xb by one
EB0A 2C INC L ;RETurn if x-axis wraps
EB0B C8 RET Z
EB0C DD7E03 LD A,(IX+3)
EB0F 95 SUB L
EB10 30B8 JR NC,XLOOP ;Loop along x-axis
EB12 C9 RET
EB13 D5 FCOORD PUSH DE ;Variation on previous
EB14 79 LD A,C ; PBYTE routine.
EB15 E607 AND 7 ; Returns HL screen
EB17 5F LD E,A ; location and A bit,
EB18 CB39 SRL C ; for coords (C,B)
EB1A CB39 SRL C ; on screen starting
EB1C CB39 SRL C ; at location DE.
EB1E 3EAF LD A,175
EB20 90 SUB B
EB21 47 LD B,A
EB22 E638 AND 56
EB24 CB27 SLA A
EB26 CB27 SLA A
EB28 B1 OR C
EB29 6F LD L,A
EB2A 78 LD A,B
EB2B E607 AND 7
EB2D 67 LD H,A
EB2E 78 LD A,B
EB2F E6C0 AND 192
EB31 CB3F SRL A
EB33 CB3F SRL A
EB35 CB3F SRL A
EB37 84 ADD A,H
EB38 67 LD H,A
EB39 43 LD B,E
EB3A 04 INC B
EB3B AF XOR A
EB3C 37 SCF
EB3D 1F FLOOP RRA
EB3E 10FD DJNZ FLOOP
EB40 D1 POP DE
EB41 19 ADD HL,DE
EB42 C9 RET
EB43 01020304 XCOORD DB 1,2,3,4 ;x1,x2,x3,x4
EB47 01020304 YCOORD DB 1,2,3,4 ;y1,y2,y3,y4
EB4B 0000 DX DB 0,0 ;DX = frac.int
EB4D 0000 DY DB 0,0 ;DY = frac.int
END
Workarea = ACEA to AEA7
ORG end = EB4F
LOAD end = EB4F
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Figure 5.
10 CLEAR 53759
20 POKE 23728,0: POKE 23729,210
30 GO SUB 1000
40 CLS: PRINT AT 1,1;"SINCLAIR"
50 PLOT 6,159: DRAW 67,0: DRAW 0,9: DRAW -67,0: DRAW 0,-9
60 LET x1=6: LET y1=159: LET x2=74: LET y2=168
70 LET x3=200*RND: LET y3=120*RND
80 LET x4=255*RND: IF x3>=x4 THEN GO TO 80
90 LET y4=158*RND: IF y3>=y4 THEN GO TO 90
100 POKE 60227,x1: POKE 60228,x2
110 POKE 60229,x3: POKE 60230,x4
120 POKE 60231,y1: POKE 60232,y2
130 POKE 60233,y3: POKE 60234,y4
140 RANDOMIZE USR 60000
150 GO TO 70
160 STOP
1000 REM HEX LOAD ROUTINE
1010 DEF FN p(x)=CODE h$(x)-48-7*(CODE h$(x)>=65)
1020 LET byte=0
1025 LET chbyte=0
1030 RESTORE 2000
1040 READ start
1050 READ h$
1060 IF h$="*" THEN GO TO 1160
1070 IF LEN h$<>2*INT (LEN h$/2) THEN PRINT "Odd number of hex digits in: ";h$: STOP
1080 FOR i=1 TO LEN h$
1090 IF NOT((h$(i)>="0" AND h$(i)<="9") OR (h$(i)>="A" AND h$(i)<="F")) THEN PRINT "Illegal hex digit: ";h$(i): STOP
1100 NEXT i
1110 FOR i=1 TO LEN h$ STEP 2
1120 POKE start+byte,16*FN p(i)+FN p(i+1)
1125 LET chbyte=chbyte+PEEK (start+byte)
1130 LET byte=byte+1
1140 NEXT i
1150 GO TO 1050
1160 PRINT "Code entered"
1161 PRINT chbyte
1162 READ checksum
1164 IF checksum<>chbyte THEN PRINT "Wrong Checksum": STOP
1170 PAUSE 150
1180 RETURN
2000 DATA 60000,"CDA5EA"
2010 DATA "2143EB","CD7EEA"
2020 DATA "ED434BEB","2147EB"
2030 DATA "CD7EEA","ED434DEB"
2040 DATA "CDBEEA","CDB2EA","C9"
2050 DATA "46","23","7E","90"
2060 DATA "47","0E00","E5"
2070 DATA "CD2B2D","0601","0E00"
2080 DATA "CD2B2D","EF","0F"
2090 DATA "38","E1","23","46"
2100 DATA "23","7E","90"
2110 DATA "CD282D","EF","A1"
2120 DATA "0F","05","38"
2130 DATA "CDA22D","C9"
2140 DATA "210040","ED5BB05C"
2150 DATA "010018","EDB0","C9"
2160 DATA "2AB05C","110040"
2170 DATA "010018","EDB0","C9"
2180 DATA "DD2143EB","DD5600"
2190 DATA "1E00","DD6E02"
2200 DATA "DD4604","0E00"
2210 DATA "DD6606","E5","D5"
2220 DATA "C5","4A","110040"
2230 DATA "E5","CD13EB","C1"
2240 DATA "ED5BB05C","A6"
2250 DATA "2807","CD13EB","B6"
2260 DATA "77","1806","CD13EB"
2270 DATA "2F","A6","77","C1"
2280 DATA "2A4DEB","09","44"
2290 DATA "4D","D1","E1","24"
2300 DATA "DD7E07","94","30D0"
2310 DATA "E5","2A4BEB","19"
2320 DATA "54","5D","E1","2C"
2330 DATA "C8","DD7E03","95"
2340 DATA "30B8","C9"
2350 DATA "D5","79","E607","5F"
2360 DATA "CB39","CB39","CB39"
2370 DATA "3EAF","90","47"
2380 DATA "E638","CB27","CB27"
2390 DATA "B1","6F","78","E607"
2400 DATA "67","78","E6C0"
2410 DATA "CB3F","CB3F","CB3F"
2420 DATA "84","67","43","04"
2430 DATA "AF","37","1F","10FD"
2440 DATA "D1","19","C9"
2450 DATA "01020304","01020304"
2460 DATA "0000","0000","*"
2470 DATA 27156 : REM Checksum
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Figure 7.
ADC A,byte - Add the value byte to the accumulator, including the carry.
ADC A,reg - Add the contents of the register to the accumulator with carry.
ADC A,(HL) - Add the contents of the location addressed by the HL register
pair to the accumulator, with carry.
ADC HL,rp - Add the register pair (BC, DE or HL) to the HL register pair,
with carry.
SBC A,byte - Subtract the value byte from the accumulator, with carry.
SBC A,reg - Subtract the contents of the register from the accumulator
with carry.
SBC A,(HL) - Subtract the contents of the location addressed by the
HL register pair from the accumulator, with carry.
SBC HL,rp - Subtract the register pair (BC, DE or HL) from the
HL register pair, with carry.
CCF - Complement carry flag (0 to 1, 1 to 0).
SCF - Set carry flag to one.
DAA - Convert contents of the accumulator into binary-coded
decimal form.
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Previous article in series (issue 42)
Next article in series (issue 44)
Sinclair User
October 1985
Another Fine Product transcribed by Jim Grimwood at YRUA?