name mode size
..
blank.usm 100644 766B
dev.console.usm 100644 501B
dev.controller.usm 100644 1.83kB
dev.keys.usm 100644 7.2kB
dev.mouse.usm 100644 7.89kB
dev.screen.usm 100644 1.6kB
gui.hover.usm 100644 2.61kB
gui.label.usm 100644 4.98kB
gui.picture.usm 100644 22.09kB
gui.shapes.usm 100644 5.79kB
win.editor.usm 100644 7.42kB
README.md
# Uxn A [stack-based VM](https://wiki.xxiivv.com/site/uxn.html), written in ANSI C. ## Setup If you wish to build your own emulator, you can create a new instance of Uxn like: ``` #include "uxn.h" Uxn u; if(!bootuxn(&u)) return error("Boot", "Failed"); if(!loaduxn(&u, argv[1])) return error("Load", "Failed"); if(!init()) return error("Init", "Failed"); evaluxn(u, u->vreset); /* Once on start */ evaluxn(u, u->vframe); /* Each frame ``` ## Uxambly Read more in the [Uxambly Guide](https://wiki.xxiivv.com/site/uxambly.html). ``` ( hello world ) @RESET ,text1 ,print-label JSR2 ,text2 ,print-label JSR2 #ab =Console.byte #cdef =Console.short BRK @print-label ( text ) $loop NOP ( send ) DUP2 LDR =Console.char ( incr ) #0001 ADD2 ( loop ) DUP2 LDR #00 NEQ ^$loop MUL JMPS POP2 RTN @text1 [ Welcome 20 to 20 UxnVM 0a00 ] @text2 [ Hello 20 World 0a00 ] |c000 @FRAME |d000 @ERROR |FF00 ;Console { pad 8 char 1 byte 1 short 2 } |FFF0 .RESET .FRAME .ERROR ( vectors ) |FFF8 [ 13fd 1ef3 1bf2 ] ( palette ) ``` ## TODOs ### OS Boot Disk - Load external disk in disk2 - Build hex editor ### Assembler - Includes - Defines - Jump helpers - Don't brk when return stack is not zeroed - LDRS should load from the zeropage? - Keep ref counts in macros - A fast way(2 bytes) to read from the zero page #aa LDR. ### Macros ``` &RTS { RSW JMP } &JSR { PRG WSR JMP } ``` ## Notes ### Conditional Jumping I've considered automatically popping an amount of items from the stack equal to the offset between the opcode's push/pop to make the stack length more predictable, and making the pattern JMP? POP2 unecessary, but that idea would make DUP? unusable. That change was reverted. ## Palettes - `[ 6a03 4a0d aa0c ]`, purple/cyan - `[ a1f3 a14d a16c ]`, grey-pink/teal ## Refs https://code.9front.org/hg/plan9front/file/a7f9946e238f/sys/src/games/nes/cpu.c http://www.w3group.de/stable_glossar.html http://www.emulator101.com/6502-addressing-modes.html http://forth.works/8f0c04f616b6c34496eb2141785b4454 https://justinmeiners.github.io/lc3-vm/