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Simulating the architecture of a computer in the terminal (Assembler + Simulator)

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MyMachine

This processor was based on the processor developed by the ICMC. This project is divided into two parts: the assembler and processor simulator.

The assembler, which is a program developed in C++ to read a .basm file (assembly) and transform it into a .bbin file (binary). The structure of these two types of extensions were also developed in this project and will be explained later.

The simulator consists of a program that reads the instructions from the .bbin file line by line and executes them. The simulator is using ncurses to create a terminal interface. The architecture being simulated, as well as the different parts of the simulator will be explained later.

Installation

sudo apt-get install ncurses-dev
git clone https://github.com/Brenocq/MyMachine.git
cd MyMachine/assembler
make
cd ../simulator
make

Files

----->

To create a program for this processor, you must first write the code in assembly. After writing the assembly program, you must use the assembler to transform this assembly (`.basm` left image) into a binary file (`.bbin` right image). The **basm language** was developed in this project, it is necessary to follow its structure to create code that can be converted to binary correctly.

Assembler

When running the assembler, you must pass the .basm file you want to convert to binary.
./assembler/bin/assembler <.bbam file>
# or
./assembler/bin/assembler <.bbam file> <.bbin file>

If you pass just one file, the generated .bbin file will have the same name and will be stored in the same directory.
When you run the assembler, it shows in the terminal how each line was converted (image above), you can use this output to debug if any lines were converted incorrectly.

Simulator

When running the simulator, you must pass the .bbin file you want to run as an argument.

./simulator/bin/simulator <.bbin file>

You can quit the simulator pressing . You can control the simulator mode with .

  • Manual mode: Executes the code line by line each time a key is pressed.
  • Auto mode: Executes the code until it finds a finish command.

The simulator interface is divided into 4 parts: Top bar, window, code, terminal.

Top bar

In the topbar the value of each register is displayed.

Code

The assembly code being executed and the next lines are shown on the right.

Window

In the middle, the window that can be manipulated in the assembler is displayed. Its size is 150 x 40.

Terminal

At the bottom, the terminal that can be used to display some values from the assembler is shown.

Examples

Text editor

cd MyMachine
./assembler/bin/assembler examples/textEditor/textEditor.basm
./simulator/bin/simulator examples/textEditor/textEditor.bbin

Dinosaur

cd MyMachine
./assembler/bin/assembler examples/dinosaur/dinosaur.basm
./simulator/bin/simulator examples/dinosaur/dinosaur.bbin

The Machine

Architecture

This processor is mainly controlled by the CPU. The CPU is connected to 5 main components: Registers, Window, Terminal, Memory, and Keyboard. Also, the CPU controls which operation and operators will be used by the ALU. For each line in the `.bbin` file, the CPU controls one sequence of actions. FR is a register that stores the current line number.

Registers

Types of registers:

  • t (0-7): Should be used to perform temporary operations
  • a (0-3): Should be used to send parameters to a functions
  • v (0-3): Should be used to send the result of a function
  • s (0-7): Should be used to store a value used throughout the program
  • rand: At each cycle, this register is changed to a value between 0-65535
  • time: This counter is added every 100ms
  • input: Whenever a key is pressed on the keyboard, its ascii value is sent to this register.
  • zero: Always zero, used to compare whether a value is zero

Obs: Negative values are not yet supported

Register table

Special registers Temporary registers Argument registers Function result Saved temporary
pc t0 a0 v0 s0
ra t1 a1 v1 s1
rand t2 a2 v2 s2
time t3 a3 v3 s3
input t4 s4
zero t5 s5
t6 s6
t7 s7

Commands

Arithmetic Instructions:

  • add reg0 reg1 reg2 -------- reg0 = reg1+reg2
  • addc reg0 reg1 const -------- reg0 = reg1+cosnt
  • sub reg0 reg1 reg2 -------- reg0 = reg1-reg2
  • subc reg0 reg1 const -------- reg0 = reg1-cosnt
  • mul reg0 reg1 reg2 -------- reg0 = reg1*reg2
  • mulc reg0 reg1 const -------- reg0 = reg1*cosnt
  • div reg0 reg1 reg2 -------- reg0 = reg1/reg2
  • divc reg0 reg1 const -------- reg0 = reg1/cosnt
  • mod reg0 reg1 reg2 -------- reg0 = reg1%reg2
  • modc reg0 reg1 const -------- reg0 = reg1%cosnt
  • shiftl reg0 reg1 reg2 -------- reg0 = reg1<<reg2
  • shiftlc reg0 reg1 const -------- reg0 = reg1<<cosnt
  • shiftr reg0 reg1 reg2 -------- reg0 = reg1>>reg2
  • shiftrc reg0 reg1 const -------- reg0 = reg1>>cosnt

Logical Instructions:

  • and reg0 reg1 reg2 -------- reg0 = reg1 && reg2
  • or reg0 reg1 reg2 -------- reg0 = reg1 || reg2
  • xor reg0 reg1 reg2 -------- reg0 = reg1 != reg2
  • not reg0 reg1 -------- reg0 = !reg1

Jump Instructions:

  • j -------- jump
  • jeq reg0 reg1 -------- jump if reg0 == reg1
  • jne reg0 reg1 -------- jump if reg0 != reg1
  • jez reg0 -------- jump if reg0 == 0
  • jnz reg0 -------- jump if reg0 != 0
  • jgt reg0 reg1 -------- jump if reg0 > reg1
  • jge reg0 reg1 -------- jump if reg0 >= reg1
  • jlt reg0 reg1 -------- jump if reg0 < reg1
  • jle reg0 reg1 -------- jump if reg0 <= reg1

Jump and link Instructions:

Like jump instructions, but saves the current pc in the ra register. It can be used later to return to the line where it was called using the command jr.

  • jl -------- jump and link
  • jeql reg0 reg1 -------- jump if reg0 == reg1 and link
  • jnel reg0 reg1 -------- jump if reg0 != reg1 and link
  • jezl reg0 -------- jump if reg0 == 0 and link
  • jnzl reg0 -------- jump if reg0 != 0 and link
  • jgtl reg0 reg1 -------- jump if reg0 > reg1 and link
  • jgel reg0 reg1 -------- jump if reg0 >= reg1 and link
  • jltl reg0 reg1 -------- jump if reg0 < reg1 and link
  • jlel reg0 reg1 -------- jump if reg0 <= reg1 and link

Memory Access Instructions:

  • loadc reg0 const -------- reg0 = const

Data Movement Instructions:

  • move reg0 reg1 -------- reg0 = reg1

Stack Instructions:

  • push reg0 -------- push reg0 to the stack
  • pop reg0 -------- pop from the stack to reg0

Exception and Interrupt Instructions:

  • finish -------- stop the program

Terminal Instructions:

  • printbool -------- prints a boolean value to the terminal
  • printchar -------- prints a char value to the terminal
  • printint -------- prints a integer value to the terminal
  • printstr -------- prints a string to the terminal
  • printnl -------- prints a new line in the terminal

Before printing a value to the terminal, you must send this value to the a0 register.Example:

move a0 t0
printint

Window Instructions:

  • writebool -------- write a boolean value to the window
  • writechar -------- write a char value to the window
  • writeint -------- write a integer value to the window
  • writestr -------- write a string to the window
  • read -------- read a window position

Before sending a write command, you must populate a0 (position), a1 (char), a2 (foreground color), a3 (background color). Example:

loadc a0 0 -- write to position 0
loadc a1 'B' -- write character B
loadc a2 'r' -- red foreground color
loadc a3 'b' -- black background color
writechar

The result from the read command will be return by the v0, v1, v2 registers. Example:

loadc a0 10 -- read from position 10
read
-- v0: char
-- v1: foreground color
-- v2: background color=

License

This project is licensed under the MIT License - see the LICENSE file for details.

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