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Ternary base representation 
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Retired

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First of all -> Happy new year! :lol:

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I'm not sure if a parity flag is going to be necessary.


I think the flag could be useful in some applications (e.g. some math programming), since it makes calculations easier.

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There is an operation that allows you to set the status flags as though a tritwise AND operation with the accumulator has been performed. With an and-mask that masks out all trits except one arbitrary trit, you will transfer that trit to the sign flag, and from there -- for all intents and purposes, it can be a parity flag.

Wow. I don't know a way to determine number's parity by a single trit (I can only determine sign of a number in this manner). If you can give me an example of it, please post it here. In ternary you can not check single trit and say the number's parity (neverming how you count - even, odd and zero, or just even and odd).

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I've got a few things to fix before I release a public alpha version of it. It shouldn't be -that- far away, things are in fairly working order, -- maybe a month? (optimistically) But when that's done, I'll be sure to post a notification here, and you're welcome to tinker in the code (it's going to be open source).

Great news, I'll wait for release :-D


02 Jan 2008 09:46
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In 8080 microprocessor parity flag means fact of even number of ones in binary representation of accumulator. I don't see how we may use it in ternary (probably we can come up with some kind of "trinity" flag instead of "parity" to check for errors in ternary represented data).

In case of ternary, more sense is to have regular parity in mathematical meaning (multiple of two), because it's not too easy to calculate mathematical parity using balanced ternary representation of number.


02 Jan 2008 14:04
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Shaos wrote:
In 8080 microprocessor parity flag means fact of even number of ones in binary representation of accumulator. I don't see how we may use it in ternary (probably we can come up with some kind of "trinity" flag instead of "parity" to check for errors in ternary represented data).

In case of ternary, more sense is to have regular parity in mathematical meaning (multiple of two), because it's not too easy to calculate mathematical parity using balanced ternary representation of number.


So in case of balanced ternary it should be 2 separate flags:

1) parity of accumulator in mathematical sense - N (unknown/error), O (odd), P (even)
2) "trinity" flag to check errors (1-trit checksum) - lowest trit of sum of all trits of accumulator

Actually parity (odd or even) can be calculated by summarizing of all trits of number and then summarizing all trits of sum and so on until we get 1 trit that should have meaning of "even" for O or "odd" for P/N...


02 Jan 2008 18:58
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I implemented a parity flag now. Which is good, since now I don't have a spare flag in the processor status tryte.


03 Jan 2008 11:00
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Is there any tool to write code, compile and debug samples for your CPU ? Or should I use a standard 6502 cross assembler ?


04 Jan 2008 01:31
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It is not binary compatible with regular 6502, so I've written a cross assembler for the machine. It's a bit makeshift at this point, but it gets the job done. The code syntax is a slightly modified 6502-syntax.

To get you an idea of how it looks, this is a test-file I put together as a part of the debugging process (pardon the lenth):

Code:
ORG %DDDDDD          ;  Beginning of memory
@irq      DT $00
@irq_data   DT $00

ORG %DDDDDB
@redraw    DT $00      ; Screen repaints when different from 0
; -------------------------------------------------------------
ORG %DDCDDD         ; Stack page
; --------------------------------------------------------------
ORG %DDBDDD      ; Screen buffer
@screen    
      DT 'INIT'
ORG %DDA000
@screen_page2

ORG %DD0DDD
@endscreen         ; End of screen   

; ---------------------------------------------------------------

ORG %000000         ; Initial PC value
      LAD @some_text   ; Load address into X and Y
      JSR @puts
      
      LAD @some_text
      JSR @strlen
      DEBUG
@start      
      JMP @start
@some_text   DT 'HELLO' , $0
@other_text     DT 'BLA', $0


; ---------------------------------------------------------------

ORG       %333DDD

; Semi-universal text cursor

@cursor      DT %4AD
@kbuf_length   DT $0
@keybuffer   REST $40
@kb_null   DT $0

;  ----
;   Feed screen down one line
;   Arguments: None
;
;   Not pretty, but does the work
;  ----

@fs_to   
@fs_to_high   DT %DDB
@fs_to_low   DT %DDD
@fs_from
@fs_from_high   DT %DDB
@fs_from_low   DT %D2D

@feedscreen
      PHA         ; Save A

      LDA #%4AD
      STA @cursor      ; Restore cursor

      LDA #%DDB      ; Set from and to- page to %DDB
      STA @fs_to_high
      STA @fs_from_high
      LDA #%DDD      
      STA @fs_to_low      ; Set to index
      LDA #%D2D   
      STA @fs_from_low   ; Set from index

      SEI         ; Mask interrupts
               ; This will stop redrawing
@fs_loop
      LDA (@fs_from)      ; Transfer from -> to
      STA (@fs_to)

      LDA @fs_from_high   ; Increase from pointer by 1
      INC @fs_from_low
      ADD #%000
      STA @fs_from_high

      LDA @fs_to_high      ; Increase to pointer by 1
      INC @fs_to_low
      ADD #%000
      STA @fs_to_high

      LDA @fs_to_high      ; Loop if not on end-page
      CMP #%DD0
      JNE @fs_loop

      CLI         ; Resume interrupts
      INC @redraw      ; Redraw screen

      PLA         ; Restore A
      RST         ; Return


; ----------------------------------
;  Put string
;  Arguments: String page (X), String offset (Y)
;  String is 0-ended
;  Uses @cursor
; ----------------------------------
@ps_string
@ps_page   DT $0
@ps_offset   DT $0

@puts
      SEI      ; Disable interrupts
      PHA

      STX @ps_page   ; Store string in memory
      STY @ps_offset   

      LDX @cursor   ;

@ps_loop
      LDA (@ps_string)   
      JEQ @ps_done      ; Continue until null

      STA @screen_page2,X   ; Put char on screen (still in A)

      INX         ; Increase cursor

      JVC +$5         ; Skip scrolling if still on line
      LDX #%4AD      ; Restore cursor to beginning of line
      JSR @feedscreen      ; Scroll down

      LDA @ps_page
      INC @ps_offset
      ADD #$0         ; Add with carry
      STA @ps_page

      JMP @ps_loop      ;
@ps_done
      STX @cursor      ; Save cursor position
      PLA         ; Restore accumulator
      CLI         ; Restore interrupts
      INC @redraw      ; Redraw screen
      RST         ; Return

; -------------------------------------
; String comparison
; Arguments:
;   (pushed in this order)
;   String1 page (stack), String1 offset (stack),
;   String2 page (stack), String2 offset (stack)
; Returns
;   0 if equal (in acc)
; -------------------------------------

@sc_str1
@sc_str1page DT $0
@sc_str1offs DT $0
@sc_str2
@sc_str2page DT $0
@sc_str2offs DT $0

@strcmp
      PLX   ; Save return address
      PLY   

      PLA   ; Get string addresses
      STA @sc_str2offs
      PLA
      STA @sc_str2page
      PLA
      STA @sc_str1offs
      PLA
      STA @sc_str1page

      PHY   ; Restore return address
      PHX

@strcmp_loop
      LDA (@sc_str1)
      CMP (@sc_str2)
      JNE @strcmp_mismatch

      LDA (@sc_str1)
      JEQ @strcmp_match
   
      LDA @sc_str1page
      INC @sc_str1offs
      ADD #$0
      STA @sc_str1page
   
      LDA @sc_str2page
      INC @sc_str2offs
      ADD #$0
      STA @sc_str2page

      JMP @strcmp_loop
      
@strcmp_mismatch
      DEBUG
      PLX   ; Save return address
      PLY
   
      LDA #$1   ; Return 1
   
      PHY   ; Restore return address
      PHX
   
      RST   ; Return
@strcmp_match
      PLX   ; Save return address
      PLY
   
      LDA #$0   ; Return 0
   
      PHY   ; Restore return address
      PHX
   
      RST   ; Return
   
; ------------------------------------
;  String length
;  Arguments: string page (X), string offset (Y)
;  Returns: string length (A)
; ------------------------------------
@sl_str
@sl_page    DT $0
@sl_offset    DT $0

@strlen
      STX   @sl_page
      STY   @sl_offset
      LDX   #$0
@sl_loop
      LDA   (@sl_str)
      JEQ   @sl_done

      LDA   @sl_page
      INC   @sl_offset
      ADD   #$0
      STA   @sl_page

      INX

      JMP   @sl_loop
@sl_done
      RST

ORG %444DDD
; Interrupt handler
; (This needs to be fairly breief, since it only gets just under one page)
;
@interrupthandler
      LDA @irq   ; Load IRQ into A
      CMP #$0      ; IRQ = 0 => Keyboard
      JEQ @keyboard
      CMP #$1      ; IRQ = 1 => Clock
      JEQ @clock

      ; Unknown interrupt
      LAD @unkmsg
      JSR @puts
      JSR @feedscreen
      RTI

@clock      INC @redraw   ; Tell the screen to redraw
      RTI
; Keyboard interrupt
@keyboard   LDA @irq_data
      CMP #$1         ; Space
      JEQ @kb_disp
      CMP #$9         ; > 9 => Regular symbol
      JGT @kb_disp

      CMP #$2         ; New line
      JEQ @kb_newline

@kb_huh      RTI

@kb_disp   LDA @irq_data      ; Print to screen
      STA @printbuf
      LAD @printbuf
      JSR @puts


      LDA @kbuf_length   ; Buffer only holds 39 chars
      CMP #$39
      JGT @kb_huh
      TAX

      LDA @irq_data      ; Load input to A
      STA @keybuffer,X   ; Put it in buffer
      INX         ; Increase buffer length
      LDA #$0
      STA @keybuffer,X   ; Zero-terminate string
      STX @kbuf_length   ; Save buffer length

      RTI
@kb_newline
      JSR @feedscreen      ; Scroll the screen down

      LDX @kbuf_length
      LDA #$0
      STA @keybuffer,X
      STA @kbuf_length   ; Reset buf length to zero
      LAD @keybuffer      ;
      JSR @puts

      RTI
      

@printbuf   DT $0 $0
@unkmsg      DT 'UNKNOWN INTERRUPT' , $0

; ----------------------------------------------------------------

ORG %444441
      DT %444      ; Set clock to once every 364 instructions
ORG %444442
@irvector    DT %444 %DDD   ; Interrupt handler vector
ORG %444444
@endcode         ; End of memory


The assembler is in a pretty finished state, all that I really feel is lacking is local labels (it's pretty obvious how much of a mess the code becomes without them).


04 Jan 2008 05:05
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Quote:
To get you an idea of how it looks, this is a test-file I put together as a part of the debugging process (pardon the lenth):

Thanks for example! Fairly clear and not much complicated code :)


06 Jan 2008 02:58
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Just curious: What OS are you guys using? I've written my machine on Linux, but it shouldn't take that much convincing to get it running on Windows and BSD systems. It's all standard C++ and all I/O is either standard C functions or SDL (which is available on most platforms.)


06 Jan 2008 10:26
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I can use Windows, Linux (some different ones) and Mac OS X.


07 Jan 2008 06:30
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I'm using DOS (real FreeDOS or DosBox under Linux), Windows (XP or Wine under Linux), Linux (Slackware for x86 or Debian for PowerPC G3/G4) and MacOS X 10.4 on MacBook G4 ;)


07 Jan 2008 07:18
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Ok, just wondering how necessary it would be to get a Windows port working at this stage. Not extremely important, it seems.


07 Jan 2008 11:48
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Not much need indeed.


08 Jan 2008 10:33
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Just a little progress report: Things are going quite well.

The virtual machine part has been behaving less and less buggy as of late, so now I'm really just tweaking the assembler. It now has (while the code for the assembler is horrifying) most of the features you would expect out of an assembler, including local labels and inclusion of other source-files :-)


13 Jan 2008 11:50
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Great! Does your machine have any kind of GUI or just uses a terminal mode ?


14 Jan 2008 15:29
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It has a minimalist GUI, which really isn't a GUI, but a "monitor emulator". It's just a single window that functions like a computer monitor. No buttons or anything to click.

I went with this because I hope to add different display modes in the future (right now I only have a text mode, but I hope to add at least vector graphics some time in the future.)

But this doesn't mean you -have- to run it from X, with a nicely configured SDL, you can also run it on the framebuffer.


15 Jan 2008 02:00
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