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111 lines
3.1 KiB
Markdown
111 lines
3.1 KiB
Markdown
# Load code in RAM and run it
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Collapse OS likely runs from ROM code. If you need to fiddle with your machine
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more deeply, you will want to send arbitrary code to it and run it. You can do
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so with the shell's `load` and `call` commands.
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For example, let's say that you want to run this simple code that you have
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sitting on your "modern" machine and want to execute on your running Collapse OS
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machine:
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ld a, (0xa100)
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inc a
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ld (0xa100), a
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ret
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(we must always return at the end of code that we call with `call`). This will
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increase a number at memory address `0xa100`. First, compile it:
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scas -o tosend.bin tosend.asm
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Now, we'll send that code to address `0xa000`:
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> mptr a000
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A000
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> load 8 (resulting binary is 8 bytes long)
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Now, at this point, it's a bit delicate. To pipe your binary to your serial
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connection, you have to close `screen` with CTRL+A then `:quit` to free your
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tty device. Then, you can run:
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cat tosend.bin > /dev/ttyUSB0 (or whatever is your device)
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You can then re-open your connection with screen. You'll have a blank screen,
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but if the number of characters sent corresponds to what you gave `load`, then
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Collapse OS will be waiting for a new command. Go ahead, verify that the
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transfer was successful with:
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peek 8
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3A00A13C3200A1C9
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Good! Now, we can try to run it. Before we run it, let's peek at the value at
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`0xa100` (being RAM, it's random):
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> mptr a100
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A100
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> peek
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61
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So, we'll expect this to become `62` after we run the code. Let's go:
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> mptr a000
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A000
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> call 00 0000
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> mptr a100
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A100
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> peek
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62
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Success!
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## Labels in RAM code
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If your code contains any label, make sure that you add a `.org` directive at
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the beginning of your code with the address you're planning on uploading your
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code to. Otherwise, those labels are going to point to wrong addresses.
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## Calling ROM code
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The ROM you run Collapse OS on already has quite a bit of code in it, some of
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it could be useful to programs you run from RAM.
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If you know exactly where a routine lives in the ROM, you can `call` the address
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directly, no problem. However, getting this information is tedious work and is
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likely to change whenever you change the kernel code.
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A good approach is to define yourself a jump table that you put in your glue
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code. A good place for this is in the `0x03` to `0x37` range, which is empty
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anyways (unless you set yourself up with some `rst` jumps) and is needed to
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have a proper interrupt hook at `0x38`. For example, your glue code could look
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like (important fact: `jp <addr>` uses 3 bytes):
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jp init
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; JUMP TABLE
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jp printstr
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jp aciaPutC
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.fill 0x38-$
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jp aciaInt
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init:
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[...]
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It then becomes easy to build yourself a predictable and stable jump header,
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something you could call `jumptable.inc`:
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JUMP_PRINTSTR .equ 0x03
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JUMP_ACIAPUTC .equ 0x06
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You can then include that file in your "user" code, like this:
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#include "jumptable.inc"
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.org 0xa000
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ld hl, label
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call JUMP_PRINTSTR
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ret
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label: .db "Hello World!", 0
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If you load that code at `0xa000` and call it, it will print "Hello World!" by
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using the `printstr` routine from `core.asm`.
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