name mode size
..
blank.usm 100644 766B
dev.console.usm 100644 585B
dev.ctrl.usm 100644 2.01kB
dev.key.usm 100644 7.73kB
dev.mouse.usm 100644 8.05kB
dev.screen.usm 100644 1.61kB
gui.hover.usm 100644 2.75kB
gui.label.usm 100644 5.28kB
gui.picture.usm 100644 22.3kB
gui.shapes.usm 100644 6.2kB
win.editor.usm 100644 9.37kB
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 ``` ## Assembly Syntax - `ADD`, an opcode. - `@label`, assign the current address to a label. - `;variable 2`, assign an address to a label automatically. - `:const 1a2b`, assign an address to a label manually. - `&macro { x 2 y 2 }`, define a macro named `macro`. - `.address`, push label address to memory. - `,literal`, push label address to stack, prefixed with `LIT LEN`. - `#1a`, a literal byte/short. - `+1a`, a literal signed byte/short. - `-1a`, a literal signed byte/short(negative). - `=label`, helper to STR, equivalent to `,label STR`, or `label STR2`. - `~label`, helper to LDR, equivalent to `,label LDR2`, or `,label LDR2`. - `|0010`, move to position in the program. - `( comment )`, toggle parsing on/off. - `[ 0123 abcd ]`, write shorts to memory. - `[ Hello World ]`, write text to memory. ### Operator modes - `#1234 #0001 ADD2`, 16-bits operators have the short flag `2`. - `#12 #11 GTH JMP?`, conditional operators have the cond flag `?`. - `+21 -03 MULS`, signed operators have the cond flag `S`. - `ADDS2?`, modes can be combined. ``` ( hello world ) &Console { pad 8 char 1 byte 1 short 2 } |0100 @RESET ,text1 ,print-label JSR2 ,text2 ,print-label JSR2 #ab =CNSL.byte #cdef =CNSL.short BRK @print-label ( text ) @print-label-loop NOP ( send ) DUP2 LDR =CNSL.char ( incr ) #0001 ADD2 DUP2 LDR #00 NEQ ^print-label-loop MUL JMPS POP2 RTS @text1 [ Hello 20 World 0a00 ] ( store text with a linebreak and null byte ) @text2 [ Welcome 20 to 20 UxnVM 0a00 ] |c000 @FRAME |d000 @ERROR |FF00 ;CNSL Console |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 relative - Local loops - Jump helpers NOTE: OPCODES should not be relative, but there should be a relative accessor for addresses, like: $relative_name 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/