v8-cpu/instruction-set.html

128 lines
5.2 KiB
HTML

<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>Simple 8-bit V8-CPU Assembler - Instruction Set Help</title>
<link rel="stylesheet" href="https://netdna.bootstrapcdn.com/bootstrap/3.3.2/css/bootstrap.min.css">
<link rel="stylesheet" href="assets/style.css">
</head>
<body>
<nav class="navbar navbar-inverse" role="navigation" style="background-color:#428BCA;border:0px;border-radius:0px;">
<div class="container">
<div class="navbar-header">
<a type="button" class="btn btn-default navbar-btn" href="index.html">Simulator</a>
</div>
<div class="navbar-header navbar-right">
<a class="navbar-brand" style="color:#FFFFFF">Simple 8-bit V8-CPU Assembler Simulator</a>
</div>
</div>
</nav>
<div class="container">
<h4>Introduction</h4>
<p>This simulator provides a simplified assembler syntax (based on TEXT BOOK "Computer Science: An Overview") and is simulating a 8-bit cpu. </p>
<p>The simulator consists of a 8-bit cpu and 256 bytes of memory. All instructions (code) and variables (data) needs to fit inside the memory. For simplicity every instruction (and operand) is 2 byte.</p>
<h4>Syntax</h4>
<p>The syntax is similar as most assemblers are using. Every instruction must be on their own line. Labels are optional and must either start with a letter or a dot (.) and end with a colon.</p>
<pre>label: instruction operands ; Comment</pre>
<p>Valid number formats for constants are:</p>
<pre>
Decimal: 200
Hex: 0xA4
</pre>
<p>It is possible to define a number using a character or multiple numbers (see instruction <i>DB</i>) by using a string.</p>
<pre>
Character: 'A'
String: "Hello World!"
</pre>
<p>Operands can either be one of the 16 general purpose registers, a memory address or a constant.
Instead of defining an address as a constant or by using a register you can use labels. The assembler will then replace the label with the corresponding constant.</p>
<pre>
General purpose (GP) register: R0-RE
Timer interrupt register: RF
Address using a constant: 100
Address using a label: label
</pre>
<h4>MOVE S, R</h4>
<p> MOVE the bit pattern found in register R to register S.</p>
<pre>
MOVE reg, reg
</pre>
<h4>DB - Variable</h4>
<p>Defines a variable. A variable can either be a single number, character or a string.</p>
<pre>
DB constant
</pre>
<h4>integer/float Addition </h4>
<p>Adds two numbers together. </p>
<pre>
ADDI regR, regS, regT ; regR=regS+regT integer
ADDF regR, regS, regT ; regR=regS+regT float
</pre>
<b>Logical instructions</b>
<p>The following logical instructions are supported: AND, OR, XOR.</p>
<pre>
AND regR, regS, regT ; R=S & T
OR regR, regS, regT ; R=S | T
XOR regR, regS, regT ; R=S ^ T
</pre>
<b>Shift instructions</b>
<p>The following shift instructions are supported: ROTATE to right. </p>
<pre>
ROT regR, numX ; regR=regR rotate-right numX times
</pre>
<h4>JUMP - jump if equal</h4>
<p>JUMP to the instruction located in the memory cell at address XY if the bit pattern in register R is equal to the bit
pattern in register 0. Otherwise, continue with the normal sequence of execution. (The jump is implemented by
copying XY into the program counter during the execute phase.)
</p>
<pre>
JUMP regR, numXY
</pre>
<h4>JUMPL - jump if less</h4>
<p>JUMPL to the instruction located in the memory cell at address XY if the bit pattern in register R is less than the bit
pattern in register 0. Otherwise, continue with the normal sequence of execution. (The jump is implemented by
copying XY into the program counter during the execute phase.)
</p>
<pre>
JUMPL regR, numXY
</pre>
<h4>HALT</h4>
<p>Stops operation of the processor. Hit Reset button to reset IP before restarting.</p>
<pre>
HALT
</pre>
<h4>LOADM (Load from Memory) </h4>
<p>LOAD the register R with the bit pattern found in the memory cell whose address is XY. </p>
<pre>
LOADM regR, numXY
</pre>
<h4>LOADB (Load with Bit Pattern) </h4>
<p>LOAD the register R with the bit pattern XY. </p>
<pre>
LOADB regR, numXY
</pre>
<h4>LOADP (Load via Pointer) </h4>
<p>LOAD the register R with the contents of the memory cell whose address is found in register S.</p>
<pre>
LOADP regR, regS
</pre>
<h4>STOREM (Store to Memory) </h4>
<p>STORE the bit pattern found in register R in the memory cell whose address is XY. </p>
<pre>
STOREM regR, numXY
</pre>
<h4>STOREP (Store via Pointer) </h4>
<p>STORE the contents of register R in the memory cell whose address is found in register S. </p>
<pre>
STOREP regR, regS
</pre>
<hr style="margin-bottom:10px;"/>
<p><small>by Yuanchun Shi, Yu Chen, Junjie Mao, Yukang Yan (2015) | MIT License | <a href="https://www.github.com/chyyuu/v8-cpu" target="_blank">Source Code</a></small></p>
<p><small>by Marco Schweighauser (2015) | MIT License | <a href="https://www.mschweighauser.com/make-your-own-assembler-simulator-in-javascript-part1/" target="_blank">Blog</a></small></p>
</div>
</body>
</html>