8086 ASM Tutorial
8086 ASM Tutorial
8086 ASM Tutorial
What is it?
There are many ways to represent the same numeric value. Long ago, humans
used sticks to count, and later learned how to draw pictures of sticks in the
ground and eventually on paper. So, the number 5 was first represented as:
| | | | | (for five sticks).
Later on, the Romans began using different symbols for multiple numbers of
sticks: | | | still meant three sticks, but a V now meant five sticks,
and an X was used to represent ten of them!
Using sticks to count was a great idea for its time. And using symbols instead
of real sticks was much better. One of the best ways to represent a number
today is by using the modern decimal system. Why? Because it includes the
major breakthrough of using a symbol to represent the idea of counting
nothing. About 1500 years ago in India, zero (0) was first used as a
number! It was later used in the Middle East as the Arabic, sifr. And was
finally introduced to the West as the Latin, zephiro. Soon you'll see just how
valuable an idea this is for all modern number systems.
Decimal System
Most people today use decimal representation to count. In the decimal system
there are 10 digits:
0, 1, 2, 3, 4, 5, 6, 7, 8, 9
Position of each digit is very important! for example if you place "7" to the end:
547
it will be another value:
1
Important note: any number in power of zero is 1, even zero in power of
zero is 1:
Binary System
Computers are not as smart as humans are (or not yet), it's easy to make an
electronic machine with two states: on and off, or 1 and 0.
Computers use binary system, binary system uses 2 digits:
0, 1
Each digit in a binary number is called a BIT, 4 bits form a NIBBLE, 8 bits
form a BYTE, two bytes form a WORD, two words form a DOUBLE WORD
(rarely used):
There is a convention to add "b" in the end of a binary number, this way we
can determine that 101b is a binary number with decimal value of 5.
2
Hexadecimal System
Hexadecimal System uses 16 digits:
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F
3
There is a convention to add "h" in the end of a hexadecimal number, this way
we can determine that 5Fh is a hexadecimal number with decimal value of 95.
We also add "0" (zero) in the beginning of hexadecimal numbers that begin
with a letter (A..F), for example 0E120h.
Let's convert the value of 39 (base 10) to Hexadecimal System (base 16):
4
The result is 0AB5Ch, we are using the above table to convert remainders
over 9 to corresponding letters.
Using the same principle we can convert to binary form (using 2 as the divider),
or convert to hexadecimal number, and then convert it to binary number using
the above table:
Signed Numbers
There is no way to say for sure whether the hexadecimal byte 0FFh is positive
or negative, it can represent both decimal value "255" and "- 1".
In order to get "- 5", we should subtract 5 from the number of combinations
(256), so it we'll get: 256 - 5 = 251.
Using this complex way to represent negative numbers has some meaning, in
math when you add "- 5" to "5" you should get zero.
This is what happens when processor adds two bytes 5 and 251, the result
gets over 255, because of the overflow processor gets zero!
5
When combinations 128..256 are used the high bit is always 1, so this maybe
used to determine the sign of a number.
The same principle is used for words (16 bit values), 16 bits create 65536
combinations, first 32768 combinations (0..32767) are used to represent
positive numbers, and next 32768 combinations (32767..65535) represent
negative numbers.
There are some handy tools in Emu8086 to convert numbers, and make
calculations of any numerical expressions, all you need is a click on Math
menu:
Number Convertor allows you to convert numbers from any system and to
any system. Just type a value in any text-box, and the value will be
automatically converted to all other systems. You can work both with 8 bit and
6
16 bit values.
Hexadecimal numbers must have "h" suffix, and start with a zero
when first digit is a letter (A..F), example:
0ABCDh
7
8086 Assembler Tutorial for Beginners (Part 1)
This tutorial is intended for those who are not familiar with assembler at all, or
have a very distant idea about it. Of course if you have knowledge of some
other programming language (Basic, C/C++, Pascal...) that may help you a lot.
But even if you are familiar with assembler, it is still a good idea to look
through this document in order to study Emu8086 syntax.
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GENERAL PURPOSE REGISTERS
8086 CPU has 8 general purpose registers, each register has its own name:
Despite the name of a register, it's the programmer who determines the usage
for each general purpose register. The main purpose of a register is to keep a
number (variable). The size of the above registers is 16 bit, it's something like:
0011000000111001b (in binary form), or 12345 in decimal (human) form.
4 general purpose registers (AX, BX, CX, DX) are made of two separate 8 bit
registers, for example if AX= 0011000000111001b, then AH=00110000b
and AL=00111001b. Therefore, when you modify any of the 8 bit registers 16
bit register is also updated, and vice-versa. The same is for other 3 registers,
"H" is for high and "L" is for low part.
Because registers are located inside the CPU, they are much faster than
memory. Accessing a memory location requires the use of a system bus, so it
takes much longer. Accessing data in a register usually takes no time.
Therefore, you should try to keep variables in the registers. Register sets are
very small and most registers have special purposes which limit their use as
variables, but they are still an excellent place to store temporary data of
calculations.
SEGMENT REGISTERS
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• CS - points at the segment containing the current program.
• DS - generally points at segment where variables are defined.
• ES - extra segment register, it's up to a coder to define its usage.
• SS - points at the segment containing the stack.
Although it is possible to store any data in the segment registers, this is never
a good idea. The segment registers have a very special purpose - pointing at
accessible blocks of memory.
Segment registers work together with general purpose register to access any
memory value. For example if we would like to access memory at the physical
address 12345h (hexadecimal), we should set the DS = 1230h and SI =
0045h. This is good, since this way we can access much more memory than
with a single register that is limited to 16 bit values.
CPU makes a calculation of physical address by multiplying the segment
register by 10h and adding general purpose register to it (1230h * 10h + 45h
= 12345h):
10
8086 Assembler Tutorial for Beginners (Part 2)
Memory Access
To access memory we can use these four registers: BX, SI, DI, BP.
Combining these registers inside [ ] symbols, we can get different memory
locations. These combinations are supported (addressing modes):
Generally the compiler takes care about difference between d8 and d16, and
generates the required machine code.
By default DS segment register is used for all modes except those with BP
register, for these SS segment register is used.
There is an easy way to remember all those possible combinations using this
chart:
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You can form all valid combinations by taking only one item from each column
or skipping the column by not taking anything from it. As you see BX and BP
never go together. SI and DI also don't go together. Here is an example of a
valid addressing mode: [BX+5].
The value in segment register (CS, DS, SS, ES) is called a "segment",
and the value in purpose register (BX, SI, DI, BP) is called an "offset".
When DS contains value 1234h and SI contains the value 7890h it can be
also recorded as 1234:7890. The physical address will be 1234h * 10h +
7890h = 19BD0h.
For example:
BYTE PTR [BX] ; byte access.
or
WORD PTR [BX] ; word access.
Emu8086 supports shorter prefixes as well:
sometimes compiler can calculate the data type automatically, but you may
not and should not rely on that when one of the operands is an immediate
value.
MOV instruction
• Copies the second operand (source) to the first operand (destination).
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• Both operands must be the same size, which can be a byte or a word.
REG: AX, BX, CX, DX, AH, AL, BL, BH, CH, CL, DH, DL, DI, SI, BP, SP.
The MOV instruction cannot be used to set the value of the CS and IP
registers.
You can copy & paste the above program to Emu8086 code editor, and press
[Compile and Emulate] button (or press F5 key on your keyboard).
The Emulator window should open with this program loaded, click [Single
Step] button and watch the register values.
13
How to do copy & paste:
1. Select the above text using mouse, click before the text and drag it down
until everything is selected.
As you may guess, ";" is used for comments, anything after ";" symbol is
ignored by compiler.
Actually the above program writes directly to video memory, so you may see
that MOV is a very powerful instruction.
14
8086 Assembler Tutorial for Beginners (Part 3)
Variables
Variable is a memory location. For a programmer it is much easier to have
some value be kept in a variable named "var1" then at the address 5A73:235B,
especially when you have 10 or more variables.
name DB value
name DW value
name - can be any letter or digit combination, though it should start with a letter. It's
possible to declare unnamed variables by not specifying the name (this variable will
have an address but no name).
value - can be any numeric value in any supported numbering system (hexadecimal,
binary, or decimal), or "?" symbol for variables that are not initialized.
As you probably know from part 2 of this tutorial, MOV instruction is used to
copy values from source to destination.
Let's see another example with MOV instruction:
#MAKE_COM#
ORG 100h
VAR1 DB 7
var2 DW 1234h
Copy the above code to Emu8086 source editor, and press F5 key to compile
and load it in the emulator. You should get something like:
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As you see this looks a lot like our example, except that variables are replaced
with actual memory locations. When compiler makes machine code, it
automatically replaces all variable names with their offsets. By default
segment is loaded in DS register (when COM files is loaded the value of DS
register is set to the same value as CS register - code segment).
Compiler is not case sensitive, so "VAR1" and "var1" refer to the same
variable.
The offset of var2 is 0109h, and full address is 0B56:0109, this variable is a
WORD so it occupies 2 BYTES. It is assumed that low byte is stored at lower
address, so 34h is located before 12h.
You can see that there are some other instructions after the RET instruction,
this happens because disassembler has no idea about where the data starts, it
just processes the values in memory and it understands them as valid 8086
instructions (we will learn them later).
You can even write the same program using DB directive only:
#MAKE_COM#
ORG 100h
DB 0A0h
DB 08h
DB 01h
16
DB 8Bh
DB 1Eh
DB 09h
DB 01h
DB 0C3h
DB 7
DB 34h
DB 12h
Copy the above code to Emu8086 source editor, and press F5 key to compile
and load it in the emulator. You should get the same disassembled code, and
the same functionality!
As you may guess, the compiler just converts the program source to the set of
bytes, this set is called machine code, processor understands the machine
code and executes it.
ORG 100h is a compiler directive (it tells compiler how to handle the source
code). This directive is very important when you work with variables. It tells
compiler that the executable file will be loaded at the offset of 100h (256
bytes), so compiler should calculate the correct address for all variables when
it replaces the variable names with their offsets. Directives are never
converted to any real machine code.
Why executable file is loaded at offset of 100h? Operating system keeps
some data about the program in the first 256 bytes of the CS (code segment),
such as command line parameters and etc.
Though this is true for COM files only, EXE files are loaded at offset of 0000,
and generally use special segment for variables. Maybe we'll talk more about
EXE files later.
Arrays
Arrays can be seen as chains of variables. A text string is an example of a byte
array, each character is presented as an ASCII code value (0..255).
b is an exact copy of the a array, when compiler sees a string inside quotes it
automatically converts it to set of bytes. This chart shows a part of the
memory where these arrays are declared:
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You can access the value of any element in array using square brackets, for
example:
MOV AL, a[3]
You can also use any of the memory index registers BX, SI, DI, BP, for
example:
MOV SI, 3
MOV AL, a[SI]
If you need to declare a large array you can use DUP operator.
The syntax for DUP:
for example:
c DB 5 DUP(9)
is an alternative way of declaring:
c DB 9, 9, 9, 9, 9
Of course, you can use DW instead of DB if it's required to keep values larger
then 255, or smaller then -128. DW cannot be used to declare strings!
The expansion of DUP operand should not be over 1020 characters! (the
expansion of last example is 13 chars), if you need to declare huge array
divide declaration it in two lines (you will get a single huge array in the
memory).
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indexed variables. Getting the address of the variable can be very useful in
some situations, for example when you need to pass parameters to a
procedure.
Reminder:
In order to tell the compiler about data type,
these prefixes should be used:
For example:
BYTE PTR [BX] ; byte access.
or
WORD PTR [BX] ; word access.
Emu8086 supports shorter prefixes as well:
sometimes compiler can calculate the data type automatically, but you may not and should not rely on that when one of the
operands is an immediate value.
ORG 100h
RET
VAR1 DB 22h
END
ORG 100h
1
Try using WORD PTR instead of BYTE PTR.
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MOV BYTE PTR [BX], 44h ; modify the contents of VAR1.
RET
VAR1 DB 22h
END
These lines:
LEA BX, VAR1
MOV BX, OFFSET VAR1
are even compiled into the same machine code: MOV BX, num
num is a 16 bit value of the variable offset.
Please note that only these registers can be used inside square brackets (as
memory pointers): BX, SI, DI, BP!
(see previous part of the tutorial).
Constants
Constants are just like variables, but they exist only until your program is
compiled (assembled). After definition of a constant its value cannot be
changed. To define constants EQU directive is used:
For example:
k EQU 5
MOV AX, k
MOV AX, 5
You can view variables while your program executes by selecting "Variables"
from the "View" menu of emulator.
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To view arrays you should click on a variable and set Elements property to
array size. In assembly language there are not strict data types, so any
variable can be presented as an array.
You can edit a variable's value when your program is running, simply double
click it, or select it and click Edit button.
21
8086 Assembler Tutorial for Beginners (Part 4)
Interrupts
Interrupts can be seen as a number of functions. These functions make the
programming much easier, instead of writing a code to print a character you
can simply call the interrupt and it will do everything for you. There are also
interrupt functions that work with disk drive and other hardware. We call such
functions software interrupts.
Interrupts are also triggered by different hardware, these are called hardware
interrupts. Currently we are interested in software interrupts only.
The following example uses INT 10h sub-function 0Eh to type a "Hello!"
message. This functions displays a character on the screen, advancing the
cursor and scrolling the screen as necessary.
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MOV AL, 'l' ; ASCII code: 108
INT 10h ; print it!
Copy & paste the above program to Emu8086 source code editor, and press
[Compile and Emulate] button. Run it!
23
8086 Assembler Tutorial for Beginners (Part 5)
Currently you may not be able to fully understand the contents of the
emu8086.inc (located in Inc folder), but it's OK, since you only need to
understand what it can do.
To use any of the functions in emu8086.inc you should have the following line
in the beginning of your source file:
include 'emu8086.inc'
• PRINTN string - macro with 1 parameter, prints out a string. The same
as PRINT but automatically adds "carriage return" at the end of the
string.
To use any of the above macros simply type its name somewhere in your code,
and if required parameters, for example:
include emu8086.inc
ORG 100h
GOTOXY 10, 5
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PUTC 65 ; 65 - is an ASCII code for 'A'
PUTC 'B'
When compiler process your source code it searches the emu8086.inc file for
declarations of the macros and replaces the macro names with real code.
Generally macros are relatively small parts of code, frequent use of a macro
may make your executable too big (procedures are better for size
optimization).
CALL PTHIS
db 'Hello World!', 0
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• PRINT_NUM_UNS - procedure that prints out an unsigned number in
AX register. To use it declare: DEFINE_PRINT_NUM_UNS before END
directive.
To use any of the above procedures you should first declare the function in the
bottom of your file (but before END!!), and then use CALL instruction followed
by a procedure name. For example:
include 'emu8086.inc'
ORG 100h
DEFINE_SCAN_NUM
DEFINE_PRINT_STRING
DEFINE_PRINT_NUM
DEFINE_PRINT_NUM_UNS ; required for print_num.
DEFINE_PTHIS
First compiler processes the declarations (these are just regular the macros
that are expanded to procedures). When compiler gets to CALL instruction it
replaces the procedure name with the address of the code where the
procedure is declared. When CALL instruction is executed control is transferred
to procedure. This is quite useful, since even if you call the same procedure
100 times in your code you will still have relatively small executable size.
Seems complicated, isn't it? That's ok, with the time you will learn more,
currently it's required that you understand the basic principle.
26
8086 Assembler Tutorial for Beginners (Part 6)
As you may see there are 16 bits in this register, each bit is called a flag and
can take a value of 1 or 0.
• Zero Flag (ZF) - set to 1 when result is zero. For none zero result this
flag is set to 0.
• Parity Flag (PF) - this flag is set to 1 when there is even number of one
bits in result, and to 0 when there is odd number of one bits. Even if
result is a word only 8 low bits are analyzed!
• Interrupt enable Flag (IF) - when this flag is set to 1 CPU reacts to
interrupts from external devices.
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There are 3 groups of instructions.
REG, memory
memory, REG
REG, REG
memory, immediate
REG, immediate
REG: AX, BX, CX, DX, AH, AL, BL, BH, CH, CL, DH, DL, DI, SI, BP, SP.
• AND - Logical AND between all bits of two operands. These rules apply:
1 AND 1 = 1
1 AND 0 = 0
0 AND 1 = 0
0 AND 0 = 0
1 OR 1 = 1
1 OR 0 = 1
0 OR 1 = 1
0 OR 0 = 0
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As you see we get 1 every time when at least one of the bits is 1.
• XOR - Logical XOR (exclusive OR) between all bits of two operands.
These rules apply:
1 XOR 1 = 0
1 XOR 0 = 1
0 XOR 1 = 1
0 XOR 0 = 0
As you see we get 1 every time when bits are different from each other.
REG
memory
REG: AX, BX, CX, DX, AH, AL, BL, BH, CH, CL, DH, DL, DI, SI, BP, SP.
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when operand is a byte:
AL = AX / operand
AH = remainder (modulus). .
REG
memory
REG: AX, BX, CX, DX, AH, AL, BL, BH, CH, CL, DH, DL, DI, SI, BP, SP.
30
8086 Assembler Tutorial for Beginners (Part 7)
• Unconditional Jumps
JMP label
To declare a label in your program, just type its name and add ":" to the
end, label can be any character combination but it cannot start with a
number, for example here are 3 legal label definitions:
label1:
label2:
a:
x1:
MOV AX, 1
ORG 100h
calc:
ADD AX, BX ; add BX to AX.
JMP back ; go 'back'.
stop:
31
END ; directive to stop the compiler.
Opposite
Instruction Description Condition
Instruction
As you can see there are some instructions that do that same thing,
that's correct, they even are assembled into the same machine code, so
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it's good to remember that when you compile JE instruction - you will
get it disassembled as: JZ.
Different names are used to make programs easier to understand and
code.
ZF = 0
Jump if Greater (>).
JG , JNLE and JNG, JLE
Jump if Not Less or Equal (not <=).
SF = OF
ZF = 1
Jump if Less or Equal (<=).
JLE , JNG or JNLE, JG
Jump if Not Greater (not >).
SF <> OF
Opposite
Instruction Description Condition
Instruction
33
Jump if Carry.
CF = 1
Jump if Below or Equal (<=).
JBE , JNA or JNBE, JA
Jump if Not Above (not >).
ZF = 1
Another example:
it's required to compare 7 and 7,
7-7=0
the result is zero! (Zero Flag is set to 1 and JZ or JE will do the jump).
include emu8086.inc
ORG 100h
stop:
END
34
•
Try the above example with different numbers for AL and BL, open flags
by clicking on [FLAGS] button, use [Single Step] and see what happens,
don't forget to recompile and reload after every change (use F5
shortcut).
•
•
All conditional jumps have one big limitation, unlike JMP instruction they
can only jump 127 bytes forward and 128 bytes backward (note that
most instructions are assembled into 3 or more bytes).
Here is an example:
include emu8086.inc
ORG 100h
stop:
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RET ; gets here no matter what.
END
ORG 100h
RET
END
2
$2 - displacement (2 bytes here) relative to the current position
36
8086 Assembler Tutorial for Beginners (Part 8)
Procedures
Procedure is a part of code that can be called from your program in order to
make some specific task. Procedures make program more structural and easier
to understand. Generally procedure returns to the same point from where it
was called.
RET
name ENDP
name - is the procedure name, the same name should be in the top and the
bottom, this is used to check correct closing of procedures.
Probably, you already know that RET instruction is used to return to operating
system. The same instruction is used to return from procedure (actually
operating system sees your program as a special procedure).
PROC and ENDP are compiler directives, so they are not assembled into any
real machine code. Compiler just remembers the address of procedure.
Here is an example:
ORG 100h
CALL m1
MOV AX, 2
m1 PROC
MOV BX, 5
RET ; return to caller.
m1 ENDP
END
The above example calls procedure m1, does MOV BX, 5, and returns to the
next instruction after CALL: MOV AX, 2.
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There are several ways to pass parameters to procedure, the easiest way to
pass parameters is by using registers, here is another example of a procedure
that receives two parameters in AL and BL registers, multiplies these
parameters and returns the result in AX register:
ORG 100h
MOV AL, 1
MOV BL, 2
CALL m2
CALL m2
CALL m2
CALL m2
m2 PROC
MUL BL ; AX = AL * BL.
RET ; return to caller.
m2 ENDP
END
In the above example value of AL register is update every time the procedure
is called, BL register stays unchanged, so this algorithm calculates 2 in power
of 4,
so final result in AX register is 16 (or 10h).
ORG 100h
CALL print_me
;
==========================================================
; this procedure prints a string, the string should be null
; terminated (have zero in the end),
; the string address should be in SI register:
print_me PROC
next_char:
CMP b.[SI], 0 ; check for zero to stop
38
JE stop ;
stop:
RET ; return to caller.
print_me ENDP
;
==========================================================
END
"b." - prefix before [SI] means that we need to compare bytes, not words.
When you need to compare words add "w." prefix instead. When one of the
compared operands is a register it's not required because compiler knows the
size of each register.
39
8086 Assembler Tutorial for Beginners (Part 9)
The Stack
Stack is an area of memory for keeping temporary data. Stack is used by
CALL instruction to keep return address for procedure, RET instruction gets
this value from the stack and returns to that offset. Quite the same thing
happens when INT instruction calls an interrupt, it stores in stack flag register,
code segment and offset. IRET instruction is used to return from interrupt call.
PUSH REG
PUSH SREG
PUSH memory
PUSH immediate
REG: AX, BX, CX, DX, DI, SI, BP, SP.
POP REG
POP SREG
POP memory
REG: AX, BX, CX, DX, DI, SI, BP, SP.
Notes:
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The stack uses LIFO (Last In First Out) algorithm,
this means that if we push these values one by one into the stack:
1, 2, 3, 4, 5
the first value that we will get on pop will be 5, then 4, 3, 2, and only then 1.
PUSH and POP instruction are especially useful because we don't have too
much registers to operate with, so here is a trick:
• Restore the original value of the register from stack (using POP).
Here is an example:
ORG 100h
RET
END
41
Another use of the stack is for exchanging the values,
here is an example:
ORG 100h
RET
END
The exchange happens because stack uses LIFO (Last In First Out) algorithm,
so when we push 1212h and then 3434h, on pop we will first get 3434h and
only after it 1212h.
The stack memory area is set by SS (Stack Segment) register, and SP (Stack
Pointer) register. Generally operating system sets values of these registers on
program start.
• Add 2 to SP register.
The current address pointed by SS:SP is called the top of the stack.
For COM files stack segment is generally the code segment, and stack pointer
is set to value of 0FFFEh. At the address SS:0FFFEh stored a return address
for RET instruction that is executed in the end of the program.
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You can visually see the stack operation by clicking on [Stack] button on
emulator window. The top of the stack is marked with "<" sign.
43
8086 Assembler Tutorial for Beginners (Part 10)
Macros
Macros are just like procedures, but not really. Macros look like procedures,
but they exist only until your code is compiled, after compilation all macros are
replaced with real instructions. If you declared a macro and never used it in
your code, compiler will simply ignore it. emu8086.inc is a good example of
how macros can be used, this file contains several macros to make coding
easier for you.
Macro definition:
<instructions>
ENDM
Unlike procedures, macros should be defined above the code that uses it, for
example:
MOV AX, p1
MOV BX, p2
MOV CX, p3
ENDM
ORG 100h
MyMacro 1, 2, 3
MyMacro 4, 5, DX
RET
44
Some important facts about macros and procedures:
• When you want to use a procedure you should use CALL instruction, for example:
CALL MyProc
• When you want to use a macro, you can just type its name. For example:
MyMacro
• Procedure is located at some specific address in memory, and if you use the same
procedure 100 times, the CPU will transfer control to this part of the memory. The
control will be returned back to the program by RET instruction. The stack is used to
keep the return address. The CALL instruction takes about 3 bytes, so the size of the
output executable file grows very insignificantly, no matter how many time the
procedure is used.
• Macro is expanded directly in program's code. So if you use the same macro 100 times,
the compiler expands the macro 100 times, making the output executable file larger
and larger, each time all instructions of a macro are inserted.
• You should use stack or any general purpose registers to pass parameters to
procedure.
• To pass parameters to macro, you can just type them after the macro name. For
example:
MyMacro 1, 2, 3
• To mark the end of the procedure, you should type the name of the procedure before
the ENDP directive.
Macros are expanded directly in code, therefore if there are labels inside the
macro definition you may get "Duplicate declaration" error when macro is used
for twice or more. To avoid such problem, use LOCAL directive followed by
names of variables, labels or procedure names. For example:
MyMacro2 MACRO
LOCAL label1, label2
CMP AX, 2
JE label1
CMP AX, 3
JE label2
label1:
INC AX
label2:
ADD AX, 2
45
ENDM
ORG 100h
MyMacro2
MyMacro2
RET
If you plan to use your macros in several programs, it may be a good idea to
place all macros in a separate file. Place that file in Inc folder and use
INCLUDE file-name directive to use macros. See Library of common
functions - emu8086.inc for an example of such file.
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8086 Assembler Tutorial for Beginners (Part 11)
Usually, when a computer starts it will try to load the first 512-byte sector
(that's Cylinder 0, Head 0, Sector 1) from any diskette in your A: drive to
memory location 0000h:7C00h and give it control. If this fails, the BIOS tries
to use the MBR of the first hard drive instead.
This tutorial covers booting up from a floppy drive, the same principles are
used to boot from a hard drive. But using a floppy drive has several
advantages:
• You can keep your existing operating system intact (Windows, DOS...).
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MOV DS, AX
MOV w.[0072h], 0000h ; cold boot.
Copy the above example to Emu8086 source editor and press [Compile and
Emulate] button. The Emulator automatically loads ".boot" file to
0000h:7C00h.
You can run it just like a regular program, or you can use the Virtual Drive
menu to Write 512 bytes at 7C00h to the Boot Sector of a virtual floppy
drive (FLOPPY_0 file in Emulator's folder).
After writing your program to the Virtual Floppy Drive, you can select Boot
from Floppy from Virtual Drive menu.
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If you are curious, you may write the virtual floppy (FLOPPY_0) or ".boot"
file to a real floppy disk and boot your computer from it, I recommend using
"RawWrite for Windows" from:
http://uranus.it.swin.edu.au/~jn/linux/rawwrite.htm
(recent builds now work under all versions of Windows!)
Note: however, that this .boot file is not an MS-DOS compatible boot sector
(it will not allow you to read or write data on this diskette until you format it
again), so don't bother writing only this sector to a diskette with data on it. As
a matter of fact, if you use any 'raw-write' programs, such at the one listed
above, they will erase all of the data anyway. So make sure the diskette you
use doesn't contain any important data.
".boot" files are limited to 512 bytes (sector size). If your new Operating
System is going to grow over this size, you will need to use a boot program to
load data from other sectors. A good example of a tiny Operating System can
be found in "Samples" folder as:
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The alternative is to do it as follows.
1. Compile the program to get a .boot file.
2. Rename it as a .bin file.
3. Activate DEBUG and load the .exe file with command “debug filename.bin” in DOS prompt.
4. Write the loaded program to the boot sector (sector 0) of a formatted floppy disk with command “w cs:100 0 0
1”.
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micro-os_loader.asm4
micro-os_kernel.asm
To create extensions for your Operating System (over 512 bytes), you can use
".bin" files (select "BIN Template" from "File" -> "New" menu).
To write ".bin" file to virtual floppy, select "Write .bin file to floppy..." from
"Virtual Drive" menu of emulator:
Sector at:
Cylinder: 0
Head:0
Sector: 1
is the boot sector!
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In practice, this loader may not work in your computer. BIOS function call INT 13H is BIOS-dependent. The
parameters appear in the program may not compatible with your computer.
I modified the load-kernel-from-floppy-disk segment as follows to read sectors one by one and then it works.
MOV AH, 02h ; read function.
MOV AL, 1 ; sectors to read. (It must be 1 to make it work in my computer.)
MOV CH, 0 ; cylinder.
MOV CL, 1 ; sector.
MOV DH, 0 ; head.
; DL not changed! - drive number.
INT 13H
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For a 1440 kb diskette:
• Floppy disk has 2 sides, and there are 2 heads; one for each side (0..1),
the drive heads move above the surface of the disk on each side.
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8086 Assembler Tutorial for Beginners (Part 12)
In general, it is possible to use any x86 family CPU to control all kind of
devices, the difference maybe in base I/O port number, this can be altered
using some tricky electronic equipment. Usually the ".bin" file is written into
the Read Only Memory (ROM) chip, the system reads program from that chip,
loads it in RAM module and runs the program. This principle is used for many
modern devices such as micro-wave ovens and etc...
Traffic Lights
Usually to control the traffic lights an array (table) of values is used. In certain
periods of time the value is read from the array and sent to a port. For
example:
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; skip the data table:
JMP start
table DW 100001100001b
DW 110011110011b
DW 001100001100b
DW 011110011110b
start:
MOV SI, 0
next_value:
; next word:
ADD SI, 2
CALL PAUSE
LOOP next_value
; ==========================
PAUSE PROC
; store registers:
PUSH CX
PUSH DX
PUSH AX
; restore registers:
POP AX
POP DX
POP CX
RET
PAUSE ENDP
; ==========================
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Stepper-Motor
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Robot
Complete list of robot instruction set is given in I/O ports section of Emu8086
reference.
It is also possible to use a data table (just like for Traffic Lights), this can be
good if robot always works in the same surroundings.
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