There's a lot of looping through that table. At first, I wanted to add some
bisecting, but 16-bit additions and multiplications involved made the idea a
bit less appealing. I went with a very basic, hardcoded index which should
speed things quite a bit at a minimal complexity cost.
There's a couple of bit fiddling instructions that didn't have their
IX/IY variant implemented yet and without this commit, each of them
would have required a special routine. Not anymore.
The goal is to avoid mixing those routines with "character devices"
(acia, vpd, kbd) which aren't block devices and have routines that
have different expectations.
This is a first step to fixing #64.
* addHL and subHL affect flags, and are smaller
Most importantly, addHL and subHL now affect the flags as you would expect from a 16 bit addition/subtraction. This seems like it'd be preferred behaviour, however I realise any code relying on it not affecting flags would break. One byte saved in addHL, and two bytes saved in subHL. Due to the branching nature of the original code, it's difficult to compare speeds, subHL is either 1 or 6 cycles faster depending on branching, and addHL is between -1 and 3 cycles faster. If the chance of a carry is 50%, addHL is expected to be a cycle faster, but for a chance of carry below 25% (so a < 0x40) this will be up to a cycle slower.
* Update core.asm
* Reworked one use of addHL
By essentially inlining both addHL and cpHLDE, 100 cycles are saved, but due to the registers not needing preserving, a byte is saved too.
* Corrected spelling error in comment
* Reworked second use of addHL
43 cycles saved, and no more addHL in critical loops. No bytes saved or used.
* Fixed tabs and spacing, and made a comment clearer.
* Clearer comments
* Adopted push/pop notation
I've tested RAM usage when self-assembling and there weren't as high
as I thought. zasm's defaults now use less than 0x1800 bytes of RAM,
making it possible, theoretically for now, for a Sega Master System
to assemble Collapse OS from within itself.
I'm about to split the global registry in two (labels and consts)
and the previous state of registry selection made things murky.
Now it's much better.
During expression parsing, if a local label was parsed, it would
select the local registry and keep that selection, making
subsequent global labels register in the wrong place.
That was an interesting bug. It didn't cause a problem in emulation, but
in an RC2014 on an SD card, an include that didn't end with two newlines
would cause an infinite loop.
This huge refactoring remove the Seek and Tell routine from blockdev
implementation requirements and change GetC and PutC's API so that they
take an address to read and write (through HL/DE) at each call.
The "PTR" approach in blockdev implementation was very redundant from
device to device and it made more sense to generalize. It's possible
that future device aren't "random access", but we'll be able to add more
device types later.
Another important change in this commit is that the "blockdev handle" is
now opaque. Previously, consumers of the API would happily call routines
directly from one of the 4 offsets. We can't do that any more. This
makes the API more solid for future improvements.
This change forced me to change a lot of things in fs, but overall,
things are now simpler. No more `FS_PTR`: the "device handle" now holds
the active pointer.
Lots, lots of changes, but it also feels a lot cleaner and solid.
What used to be `tools/emul/user.h` was in fact specific to zasm, so I
moved it there.
To avoid name confusion, I renamed what used to be kernel.h and user.h
to kernel-bin.h and user-bin.h.
To run a parseExpr on first pass would always return a false success
with dummy value because symbols are configured to always succeed on
first pass. This would make expressions like ".fill 0x38-$" so bad
things to labels because "0x38-$" wouldn't return the same thing on
first and second pass.
Revert to parsing literals and symbols after having scanned for
expressions and add a special case specifically for char literals (which
is why we scanned for literals and symbols first in the first place).
It was a bad idea to remove it. Now that I'm introducing the concept of
a per-app glue file, it becomes much easier to build emulated zasm as a
userspace app.