World: r3wp
[rebcode] Rebcode discussion
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Steeve 20-Feb-2007 [1789] | after a break point for example |
BrianH 20-Feb-2007 [1790x2] | If you fill in the whole rebcode block with code snippets of fixed length and then just swap in the code blocks you want, you wouldn't even need to alter the BRAB block - you could just change the code block references. For that matter, multiple references to the same code block could be just that, rather than copies, saving memory. |
The main code block could be generated too, and all of your Z80 rebcode could be generated, and you could do the assembly yourself during the generation using code based on the standard assembler. | |
Steeve 20-Feb-2007 [1792] | hmmm |
BrianH 20-Feb-2007 [1793] | The important part to duplicate from the assembler is the binding code. You won't have to duplicate the label fixup code, as you will be doing your own fixups. You might want to use label statements as markers for your own purposes though. |
Steeve 20-Feb-2007 [1794] | yep |
BrianH 20-Feb-2007 [1795] | If you go with the fixed main code block prefilled with snippets, the unchanging length of that block would lend stability to the rebcode interpreter. REBOL tends to crash if modifications to code that it is running at the time increase the length of the code block enough to force a reallocation of that block. |
Steeve 20-Feb-2007 [1796x2] | ok , noted |
ok, noted | |
BrianH 20-Feb-2007 [1798] | If you have each snippet be just this: IFT [] BRA top then the size of the main code block could be minimized, and the state of the T flag at the beginning of each snippet could control conditional execution. |
Steeve 20-Feb-2007 [1799] | if think i will choose this option |
BrianH 20-Feb-2007 [1800x5] | Then, you would just change the reference to the block to be something else when you fill in the snippet. |
All of the infrastructure code would be at the top of the main code block, and the code that gets called every time before the BRAB would be after a LABEL top statement. Any calculations that affect the pc would go in the generated rebcode blocks. | |
You would use the built-in assembler to fixup the top references at the end of every code snippet to the proper offsets. | |
This approach would end up with the size of your generated interpreter adding up to one 64k element block for the BRAB target block, one main block of 64k*4 + (some fixed number for overhead code) elements, and the size of any rebcode blocks generated from Z80 code between branches. Your source would be much smaller, or course. | |
Well, that's all I have time for right now. I hope I helped! | |
Steeve 20-Feb-2007 [1805] | many thanks |
Coccinelle 22-Feb-2007 [1806] | Question Steeve, if you parse the Z80 opcode to produce rebcode, how do you handle Self Modifying Code opcode, for example this one which is used to save a and restore it later : ld (Restore + 1), a .. (Do some stuff) Restore: ld a, 12h This sample is a common optimization technic used in the 80's |
Steeve 22-Feb-2007 [1807x2] | yeah yeah, that is not a problem anymore, i changed my way, now with rebcode i do pure emulation. |
soon i will post a proto | |
Coccinelle 23-Feb-2007 [1809x3] | peut-être que cela te serait utile : ; Patch to rebcode assembler ; - Add setl opcode -> setl: ["Set variable to label offset (0 based offset)" word! word!] ; - very usefull to call sub routine system/internal/rebcode*: make system/internal/rebcode* [ fix-bl: func [block /local labels here label][ labels: make block! 16 block-action: :fix-bl if debug? [print "=== Fixing binding and labels... ==="] parse block [ some [ here: subblock-rule (here/1: bind here/1 words) | 'label word! (here/1: bind here/1 words insert insert tail labels here/2 index? here) | 'setl word! word! | opcode-rule (here/1: bind here/1 words) | skip (print "LA" error here) ] ] parse block [ some [ here: ['bra word! | 'brat word! | 'braf word!] ( fix-label labels at here 2 here 0 ) | 'brab into [some word!] word! ( label: here/2 forall label [ fix-label labels label here -1 ] ) | 'brab word! word! ( fix-label labels at here 2 here -1 ) | 'setl word! word! ( here/1: 'set here/1: bind here/1 words here/3: -1 + any [ select labels to word! here/3 error/with here join "Missing label '" [here/3 ":"] ] ) | opcode-rule | skip (print "ICI" error here) ] ] ] system/internal/assemble: func [ "REBCODE Assembler" body /local frame here do-blks labels tmp rule ][ body: second :body fix-bl body ] ] |
Usefull to call sub routine : test: rebcode [ i [integer!] /local ret-ofs begin ][ label begin brab [lab-1 lab-2] i label lab-1 print "call from lab-1" setl ret-ofs ret-1 bra sub label ret-1 print "returned to ret-1" exit label lab-2 print "call from lab-2" setl ret-ofs ret-2 bra sub label ret-2 print "returned to ret-2" exit label sub print "pass thru sub" brab begin ret-ofs ] | |
>> test 0 call from lab-1 pass thru sub returned to ret-1 >> test 1 call from lab-2 pass thru sub returned to ret-2 >> | |
Steeve 23-Feb-2007 [1812x6] | hum, i'm not sure of the utility of your code. Currently, the development of the Z80 virtual machine is achieved and is very simple. |
label Start | |
xcv | |
label start pickz op-code memory adress brab [ ;list of opcode ... ... LD_A_B ... ] op-code label LD_A_B set.i _a _b bra start | |
the new rebcode version, is several times faster than the old, i'm happy !, and I did not convert the video emulation into rebcode yet , so , I think that we will be able to play in a screen much larger while keeping fluidity. | |
i could share my work, is the Altme Filesharing working ? i think not | |
BrianH 23-Feb-2007 [1818x2] | A direct interpreter, or I guess a tokenized interpreter using the original opcodes as tokens, which amounts to the same thing. Interesting. I suppose that would be simplest way to do it, and a threaded interpreter would be a little hard in rebcode because of the relative branches. Good job! |
I notice that your example doesn't adjust the program counter - I assume that these adjustments are performed by your real code. | |
Steeve 23-Feb-2007 [1820] | yeah it was a sample, my code is a little more complex |
BrianH 23-Feb-2007 [1821x2] | Your new version also deals with the too-many-words backwards-compatibility problem that the old approach had, by just having words for opcodes rather than addresses. It should also have much less memory overhead than my compiled suggestion, and not require generating the rebcode of the interpreter - it is probably hand-codeable. |
Are all opcodes distinguishable by a single byte, or do you have a more complex instruction decoding process? | |
Steeve 23-Feb-2007 [1823x4] | current state of my work http://perso.orange.fr/rebol/code.r |
op-code may be on several bytes | |
i use several brab in sequence | |
if needed | |
BrianH 23-Feb-2007 [1827x2] | Several branches for every instruction, but probably optimizable on a special-case basis. Definitely slower than compiled rebcode, but much less complex and without the compiler overhead, so perhaps not that much slower. Much more compatible with self-modifying code. Also likely more compatible with JIT-compiled rebcode when that happens. Some code-generation on your interpreter, but mostly hand-coded. Overall, nice. |
Your VM is single-instance right now, but that won't be a problem until R3's threading. For now, multiple interpreters can be in different REBOL processes. I don't know enough about what you are interpreting to know whether that matters :) | |
Steeve 23-Feb-2007 [1829x2] | mostly Game roms |
they don't need multi trheading | |
BrianH 23-Feb-2007 [1831] | Probably not, then. You might want to wrap this all in a context statement to capture the global variables you're using. |
Steeve 23-Feb-2007 [1832x3] | currently i'm looking for a good implementation of DDA opcode (Decimal adjust for BDC numbers) |
quite difficult | |
*BCD numbers | |
BrianH 23-Feb-2007 [1835] | BCD numbers in games? |
Steeve 23-Feb-2007 [1836] | yes for displaying score or other human readable numbers |
BrianH 23-Feb-2007 [1837] | That platform has BCD-based output opcodes? Surprising - most use integers and string conversion. |
Steeve 23-Feb-2007 [1838] | i found one that uses a look-up table of 4096 entries... little big |
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