### Author Topic: an other assembly question  (Read 908 times)

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#### ben_g

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##### an other assembly question
« on: June 04, 2011, 07:33:52 pm »
I don't really get this:

 Clears ram doesn't clear the ram Code: [Select]  ld hl, (screenx)  ld d, 1  ld e, 0  call SubFP  ld b, h \ ld c, l  ld de, 94  call MulFP  ld (screenx), hl  ld hl, (screeny)  ld d, 1  ld e, 0  call SubFP  ld b, h \ ld c, l  ld de, 62  call MulFP  ld (screeny), hl  ret Code: [Select]  ld hl, (screenx)  ;ld d, 1  ;ld e, 0  call SubFP  ld b, h \ ld c, l  ld de, 94  call MulFP  ld (screenx), hl  ld hl, (screeny)  ;ld d, 1  ;ld e, 0  call SubFP  ld b, h \ ld c, l  ld de, 62  call MulFP  ld (screeny), hl  ret

In the left part, it clears the ram, while in the right part, it doesn't clear the ram while i have only comented out a few ld commands.

My projects
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- A java MORPG. (pc) DEEP COMA(read more)(screenshot)
- a minecraft game in axe DEAD (source code available)
- a 3D racing game (axe) ACTIVE (outdated screenshot of asm version)
- A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)

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#### Runer112

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##### Re: an other assembly question
« Reply #1 on: June 04, 2011, 07:36:41 pm »
I'm guessing that the problem lies in SubFP. I'd probably need to see what that does to narrow down the problem.

#### ben_g

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##### Re: an other assembly question
« Reply #2 on: June 04, 2011, 07:38:12 pm »
it's a very simple routine:
Code: [Select]
SubFP:  or a  sbc hl, de
My projects
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
- A java MORPG. (pc) DEEP COMA(read more)(screenshot)
- a minecraft game in axe DEAD (source code available)
- a 3D racing game (axe) ACTIVE (outdated screenshot of asm version)
- A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)

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#### thepenguin77

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##### Re: an other assembly question
« Reply #3 on: June 04, 2011, 07:41:39 pm »
Does that have a ret on it? And if so, what does mulFP look like?

One thing I would definitely recommend for you is stepping through your code in a debugger. I feel that this would allow you to see exactly where your code is going wrong. It's much nicer to actually watch the crash take place rather than try to search through all of your code to find the small error.

So, assuming you are using wabbitEmu. Press F11. Press G. Type 9D95 (assuming you are running it from the homescreen). Press F3. Quit the window. Then run your program. What you did was you placed a breakpoint at $9D95, which is where your code starts. Then just press F7 to scroll through the code line by line to see what is going wrong. Pressing F8 will also scroll, but it will jump over stuff like calls. « Last Edit: June 04, 2011, 07:42:55 pm by thepenguin77 » zStart v1.3.013 9-20-2013 All of my utilities TI-Connect Help You can build a statue out of either 1'x1' blocks or 12'x12' blocks. The 1'x1' blocks will take a lot longer, but the final product is worth it. -Runer112 #### ben_g • LV8 Addict (Next: 1000) • Posts: 942 • Rating: +120/-4 • Asm noob ##### Re: an other assembly question « Reply #4 on: June 05, 2011, 02:37:56 pm » Yes, that routine has a ret behind it, i just forgot to copy it. MulFP looks like this: Code: [Select] MulFP: ;Multiplies 2 16bit fixed-point numbers ;IN: de, bc ;OUT: de * bc in hl ;DESTROYS: af, bc, de, hl bit 7, d jr nz, _MulFP_FirstNeg bit 7, b jr nz, _MulFP_AnsNeg jr z, _MulFP_AnsPos_MulFP_FirstNeg: bit 7, b jr nz, _MulFP_AnsPos_MulFP_AnsNeg: ld a, 1 push af jr _MulFP_Cont_MulFP_AnsPos: ld a, 0 push af_MulFP_Cont: bit 7, b jr z, _MulFP_BCPos call NegBC_MulFP_BCPos: bit 7, d jr z, _MulFP_DEPos call NegDE_MulFP_DEPos: call Mul16 ld l, h ld h, e pop af cp 1 call z, NegHL retand it uses the Mul16 routine which looks like this: Code: [Select] Mul16: ; This routine performs the operation DEHL=BC*DE ld hl,0 ld a,16Mul16Loop: add hl,hl rl e rl d jp nc,NoMul16 add hl,bc jp nc,NoMul16 inc deNoMul16: dec a jp nz,Mul16Loop ret The only thing that i was able to find out while debugging was that it repeated some code over and over again. That was by repeating step by step. as soon as i click 'run', the calc crashes. Further, i found out that when i call the routine twice, it doesn't clear the ram but ends the program. « Last Edit: June 05, 2011, 04:00:59 pm by ben_g » My projects - A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot) - A java MORPG. (pc) DEEP COMA(read more)(screenshot) - a minecraft game in axe DEAD (source code available) - a 3D racing game (axe) ACTIVE (outdated screenshot of asm version) - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper) Tired of seeing dead projects everywere? Consider joining the Project Revival Team #### thepenguin77 • z80 Assembly Master • LV10 31337 u53r (Next: 2000) • Posts: 1587 • Rating: +822/-5 • The game in my avatar is bit.ly/p0zPWu ##### Re: an other assembly question « Reply #5 on: June 05, 2011, 07:02:21 pm » Ok, the problem is definitely in NegBC, NegDE, or NegHL. So make sure that each of those looks the same, except for the actual register you are negating, and post those, because everything you have posted so far won't crash. And for debugging, you typically want to use F8. So just keep pressing F8 until it crashes, it will crash when you skip over a routine. Then when you go through it again, step into that routine with F7, then repeat. Eventually, in this case, you will probably find a push without a pop. zStart v1.3.013 9-20-2013 All of my utilities TI-Connect Help You can build a statue out of either 1'x1' blocks or 12'x12' blocks. The 1'x1' blocks will take a lot longer, but the final product is worth it. -Runer112 #### ben_g • LV8 Addict (Next: 1000) • Posts: 942 • Rating: +120/-4 • Asm noob ##### Re: an other assembly question « Reply #6 on: June 06, 2011, 02:23:07 pm » It crashed on adress 0A18, which is a jump instruction btw, here's the code for the neg instructions: Code: [Select] NegHL: xor a sub l ld l,a sbc a,a sub h ld h,a retNegBC: xor a sub c ld c,a sbc a,a sub b ld b,a retNegDE: xor a sub e ld e,a sbc a,a sub d ld d,a ret My projects - A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot) - A java MORPG. (pc) DEEP COMA(read more)(screenshot) - a minecraft game in axe DEAD (source code available) - a 3D racing game (axe) ACTIVE (outdated screenshot of asm version) - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper) Tired of seeing dead projects everywere? Consider joining the Project Revival Team #### thepenguin77 • z80 Assembly Master • LV10 31337 u53r (Next: 2000) • Posts: 1587 • Rating: +822/-5 • The game in my avatar is bit.ly/p0zPWu ##### Re: an other assembly question « Reply #7 on: June 06, 2011, 03:05:13 pm » 0A18 is part of the OS, you want to try to figure out where execution leaves your code. Your code will be in the$9D95 - ~$B000 range depending on program size. I put together everything you have posted so far and it ran fine. So I'm really not sure what isn't working right. It might not even be related to the code you posted. zStart v1.3.013 9-20-2013 All of my utilities TI-Connect Help You can build a statue out of either 1'x1' blocks or 12'x12' blocks. The 1'x1' blocks will take a lot longer, but the final product is worth it. -Runer112 #### ben_g • LV8 Addict (Next: 1000) • Posts: 942 • Rating: +120/-4 • Asm noob ##### Re: an other assembly question « Reply #8 on: June 06, 2011, 04:00:49 pm » 0A18 is part of the OS, you want to try to figure out where execution leaves your code. Your code will be in the$9D95 - ~\$B000 range depending on program size.

I put together everything you have posted so far and it ran fine. So I'm really not sure what isn't working right. It might not even be related to the code you posted.
Do you mean this could be a bug in latenite?

EDIT: an other assembler does just the same
« Last Edit: June 06, 2011, 04:08:07 pm by ben_g »
My projects
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
- A java MORPG. (pc) DEEP COMA(read more)(screenshot)
- a minecraft game in axe DEAD (source code available)
- a 3D racing game (axe) ACTIVE (outdated screenshot of asm version)
- A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)

Tired of seeing dead projects everywere? Consider joining the Project Revival Team

#### Quigibo

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##### Re: an other assembly question
« Reply #9 on: June 07, 2011, 04:36:56 pm »
I remember one time when I was working on Pyoro I had the weirdest bug that seemingly occurred at random and couldn't be traced back anywhere.  It took me a week to find but eventually, I found it and fixed it.  I had forgotten to back up the ix register during my interrupt routine.  If you're using custom interrupts, make sure the routine is working right.

Another thought, is your program nearing 8kb in size?  Any code larger than that will cause a crash due to execution protection on the last page.  Try replacing the commented out part in your example with nops instead of the loads, I bet it has something to do with program size rather than the particular instructions.

Also, where are screenx and screeny?  You're not writing over any OS variables right?
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#### ben_g

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##### Re: an other assembly question
« Reply #10 on: June 08, 2011, 03:07:31 pm »
I remember one time when I was working on Pyoro I had the weirdest bug that seemingly occurred at random and couldn't be traced back anywhere.  It took me a week to find but eventually, I found it and fixed it.  I had forgotten to back up the ix register during my interrupt routine.  If you're using custom interrupts, make sure the routine is working right.

Another thought, is your program nearing 8kb in size?  Any code larger than that will cause a crash due to execution protection on the last page.  Try replacing the commented out part in your example with nops instead of the loads, I bet it has something to do with program size rather than the particular instructions.

Also, where are screenx and screeny?  You're not writing over any OS variables right?
I don't use custom interrupts. I turn interupts off at the beginning of my program, and turn them back on at the end of my program. I never had problems with this, so I don't see why it would give problems now.

Further, my program is only 2kb in size(on the calc), including a large LUT and a list of variables. Also, replacing the instructions with nops (even with a lot of them) doesn't let my program crash

screenx and screeny are variables defined in the program itself, so i'm not overwriting any OS vars.

I also tried to push ix at the beginning of my program, and pop it afterward. This didn't help either
My projects
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
- A java MORPG. (pc) DEEP COMA(read more)(screenshot)
- a minecraft game in axe DEAD (source code available)
- a 3D racing game (axe) ACTIVE (outdated screenshot of asm version)
- A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)

Tired of seeing dead projects everywere? Consider joining the Project Revival Team

#### ben_g

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##### Re: an other assembly question
« Reply #11 on: June 10, 2011, 03:51:39 pm »
I've been debugging for almost 2 hours now, and i still can't find out why my code crashes.

I've now tried to uncomment all of the commented out lines, and to backup the ix register. This lead to an other problem: I get an ERR:BREAK every time i try to run the program, when i don't press on. I don't know what causes the error message-I didn't even knew the OS did error checking on assembly programs, But how can i get rid of the error?

EDIT: It all works now.

EDIT2: screenie
« Last Edit: June 12, 2011, 05:18:21 pm by ben_g »
My projects
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
- A java MORPG. (pc) DEEP COMA(read more)(screenshot)
- a minecraft game in axe DEAD (source code available)
- a 3D racing game (axe) ACTIVE (outdated screenshot of asm version)
- A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)

Tired of seeing dead projects everywere? Consider joining the Project Revival Team

#### thepenguin77

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##### Re: an other assembly question
« Reply #12 on: June 14, 2011, 01:12:53 am »
Glad it finally works. The best part was that the problem wasn't even in the code you posted
zStart v1.3.013 9-20-2013
All of my utilities
TI-Connect Help
You can build a statue out of either 1'x1' blocks or 12'x12' blocks. The 1'x1' blocks will take a lot longer, but the final product is worth it.
-Runer112

#### Deep Thought

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##### Re: an other assembly question
« Reply #13 on: June 14, 2011, 11:14:38 am »
Wow, that's looking awesome, and glad to know it works Do you still have problems with that ERR:BREAK? If so here's some info on it (search for "OnInterrupt").

#### ben_g

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##### Re: an other assembly question
« Reply #14 on: June 14, 2011, 01:23:54 pm »
Do you still have problems with that ERR:BREAK?
Nope, That's all solved now.

Many thanks to everybody who helped me!
My projects
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
- A java MORPG. (pc) DEEP COMA(read more)(screenshot)
- a minecraft game in axe DEAD (source code available)
- a 3D racing game (axe) ACTIVE (outdated screenshot of asm version)
- A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)

Tired of seeing dead projects everywere? Consider joining the Project Revival Team