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Most of register fiddling routines (which is now the only thing contained in care.asm) are used by almost all userspace apps, often in inner loops. That makes the penalty of using jump tables for those a bit too high. Moreover, it burdens jump tables needlessly. Because this unit is very small (now that string routines are out), it makes sense to always include it in binaries.
126 lines
2.9 KiB
NASM
126 lines
2.9 KiB
NASM
; Fill B bytes at (HL) with A
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fill:
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push bc
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push hl
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.loop:
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ld (hl), a
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inc hl
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djnz .loop
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pop hl
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pop bc
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ret
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; Increase HL until the memory address it points to is equal to A for a maximum
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; of 0xff bytes. Returns the new HL value as well as the number of bytes
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; iterated in A.
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; If a null char is encountered before we find A, processing is stopped in the
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; same way as if we found our char (so, we look for A *or* 0)
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; Set Z if the character is found. Unsets it if not
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findchar:
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push bc
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ld c, a ; let's use C as our cp target
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ld a, 0xff
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ld b, a
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.loop: ld a, (hl)
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cp c
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jr z, .match
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or a ; cp 0
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jr z, .nomatch
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inc hl
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djnz .loop
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.nomatch:
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call unsetZ
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jr .end
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.match:
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; We ran 0xff-B loops. That's the result that goes in A.
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ld a, 0xff
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sub b
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cp a ; ensure Z
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.end:
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pop bc
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ret
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; Format the lower nibble of A into a hex char and stores the result in A.
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fmtHex:
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; The idea here is that there's 7 characters between '9' and 'A'
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; in the ASCII table, and so we add 7 if the digit is >9.
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; daa is designed for using Binary Coded Decimal format, where each
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; nibble represents a single base 10 digit. If a nibble has a value >9,
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; it adds 6 to that nibble, carrying to the next nibble and bringing the
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; value back between 0-9. This gives us 6 of that 7 we needed to add, so
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; then we just condtionally set the carry and add that carry, along with
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; a number that maps 0 to '0'. We also need the upper nibble to be a
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; set value, and have the N, C and H flags clear.
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or 0xf0
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daa ; now a =0x50 + the original value + 0x06 if >= 0xfa
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add a, 0xa0 ; cause a carry for the values that were >=0x0a
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adc a, 0x40
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ret
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; Formats value in A into a string hex pair. Stores it in the memory location
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; that HL points to. Does *not* add a null char at the end.
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fmtHexPair:
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push af
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; let's start with the rightmost char
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inc hl
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call fmtHex
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ld (hl), a
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; and now with the leftmost
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dec hl
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pop af
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push af
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rra \ rra \ rra \ rra
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call fmtHex
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ld (hl), a
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pop af
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ret
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; Compares strings pointed to by HL and DE up to A count of characters. If
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; equal, Z is set. If not equal, Z is reset.
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strncmp:
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push bc
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push hl
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push de
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ld b, a
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.loop:
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ld a, (de)
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cp (hl)
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jr nz, .end ; not equal? break early. NZ is carried out
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; to the called
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cp 0 ; If our chars are null, stop the cmp
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jr z, .end ; The positive result will be carried to the
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; caller
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inc hl
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inc de
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djnz .loop
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; We went through all chars with success, but our current Z flag is
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; unset because of the cp 0. Let's do a dummy CP to set the Z flag.
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cp a
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.end:
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pop de
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pop hl
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pop bc
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; Because we don't call anything else than CP that modify the Z flag,
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; our Z value will be that of the last cp (reset if we broke the loop
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; early, set otherwise)
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ret
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; Transforms the character in A, if it's in the a-z range, into its upcase
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; version.
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upcase:
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cp 'a'
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ret c ; A < 'a'. nothing to do
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cp 'z'+1
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ret nc ; A >= 'z'+1. nothing to do
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; 'a' - 'A' == 0x20
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sub 0x20
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ret
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