438 lines
13 KiB
Markdown
438 lines
13 KiB
Markdown
## E-MARS: Enhanced MARS Assembler
|
||
|
||
[MARS][1] is a lightweight interactive development environment (IDE) for programming in MIPS assembly language, developed by [Pete Sanderson][4] (programming) and [Ken Vollmar][5], intended for educational-level use with Patterson and Hennessy's Computer Organization and Design.
|
||
|
||
**EMARS** (this repo) is Azalea's enhanced version of MARS.
|
||
|
||
## Changes from Mars 4.5:
|
||
|
||
### EMARS 4.7
|
||
|
||
* Switched to Gradle build system with Kotlin support
|
||
* Added `--open` command-line option to open a file on start
|
||
* Added **Keyboard++**: Enhanced keyboard events
|
||
* Refactored many classes in Kotlin
|
||
* A LOT of [optimizations](https://github.com/hykilpikonna/EMARS#optimizations)
|
||
|
||
## FAQ
|
||
|
||
**How to run:** Install Java JDK >11 and double-click on the jar.
|
||
**How to compile:** `gradle shadowJar`
|
||
|
||
## Modifications needed
|
||
|
||
1. To use **Bitmap Display++**, please add the following code at the end of each render loop:
|
||
|
||
```asm
|
||
# Tell the display to update
|
||
lw $t8, ADDR_DISPLAY
|
||
li $t9, 1
|
||
sw $t9, 0($t8)
|
||
```
|
||
|
||
## Keyboard++
|
||
|
||

|
||
|
||
Mars' MMIO Keyboard can only send one key event at any given time, and key repeats are handled by the operating system running Java, which is very bad for controlling a game because of the delay and inconsistency introduced.
|
||
|
||
So I developed the enhanced **Keyboard++** with additional features:
|
||
|
||
* **14 simultaneous key events!**
|
||
(MARS 4.5 can read only 1 key at a time)
|
||
* **Fine control of separate key-down and key-up events**
|
||
(MARS 4.5 can only read keys typed)
|
||
* **Use 2-byte key code** instead of 1-byte ASCII char
|
||
(Non-character keys like arrows & F1-F12 can now be read)
|
||
* **Filter out system key repeats**
|
||
(Pressing a key for longer will not repeat any event)
|
||
* **Use "clear byte"** to indicate if the events should be cleared
|
||
(MARS 4.5 clears the key byte whenever it is read)
|
||
|
||
### Specification
|
||
|
||

|
||
|
||
From the initial address, the first 4 words (16 bytes) represents key-down events (when a key is first pressed). The next 4 words (16 bytes) represent key-up events.
|
||
|
||
For each event type, the 0x0 byte stores an unsigned integer `n`, ranging from `0` to `7`, representing how many key events are pooled.
|
||
|
||
The 0x1 byte tells the keyboard handler whether the events are read by your MIPS program and should be reset. If 1 is written to the 1st byte, then all keys in the current event cycle will be cleared to 0.
|
||
|
||
From the 0x2 byte to the 0xF byte stores `n` unsigned 2-byte key codes received, in chronological order. (e.g. the 0x2 half-word stores the first key that's pressed after the last reset). The keycodes are the same with the keycodes used in Java's KeyEvent class. I've attached a list of keycodes extracted from the class below.
|
||
|
||
### Sample
|
||
|
||
Here's a sample MIPS code that reads events from Keyboard++:
|
||
|
||
<details>
|
||
<summary>Example MIPS Program using Keyboard++</summary>
|
||
|
||
```asm
|
||
.data
|
||
|
||
# The addresses of Keyboard++
|
||
ADDR_KEY_DOWN: .word 0xffff0010
|
||
ADDR_KEY_UP: .word 0xffff0020
|
||
|
||
# Example variables
|
||
PAUSED: .word 1
|
||
KEY_MOVE_DIRECTION: .byte 0
|
||
|
||
.text
|
||
|
||
# """
|
||
# read_keyboard()
|
||
#
|
||
# Listen to keyboard events
|
||
# """
|
||
read_keyboard:
|
||
|
||
# Save items onto the stack: ra, s0, s1
|
||
sw $ra, -4($sp)
|
||
sw $s0, -8($sp)
|
||
sw $s1, -12($sp)
|
||
addi $sp, $sp, -12
|
||
|
||
# 1. Check for key down event
|
||
lw $s0, ADDR_KEY_DOWN
|
||
lbu $s1, 0($s0)
|
||
beq $s1, 0, key_down_none
|
||
|
||
# In a loop, read the keys that are down (pressed)
|
||
# while (s1 > 0)
|
||
while_1_0:
|
||
sub $t9, $s1, $zero
|
||
blez $t9, while_done_1_0
|
||
# {
|
||
# Move offset to the next half-word
|
||
addiu $s0, $s0, 2
|
||
|
||
# Read half-word keycode
|
||
lhu $t2, 0($s0)
|
||
|
||
# if (t2 == 0x51): Q, quit
|
||
bne $t2, 0x51, else_2_0
|
||
li $v0, 10
|
||
syscall
|
||
else_2_0:
|
||
|
||
# if (t2 == 0x20): Space, lauch ball
|
||
bne $t2, 0x20, else_2_2
|
||
# if (PAUSED == 1)
|
||
lw $t9, PAUSED
|
||
bne $t9, 1, else_2_2
|
||
jal launch
|
||
else_2_2:
|
||
|
||
# if (t2 == 0x25): Left arrow, set flag that we're moving left
|
||
bne $t2, 0x25, else_2_3
|
||
li $t9, -1
|
||
sw $t9, KEY_MOVE_DIRECTION
|
||
else_2_3:
|
||
|
||
# if (t2 == 0x27): Right arrow, set flag that we're moving right
|
||
bne $t2, 0x27, else_2_4
|
||
li $t9, 1
|
||
sw $t9, KEY_MOVE_DIRECTION
|
||
else_2_4:
|
||
|
||
# Next iteration
|
||
addi $s1, $s1, -1
|
||
# }
|
||
j while_1_0
|
||
while_done_1_0:
|
||
|
||
# When we're done, write 1 to offset 1 to clear events
|
||
lw $s0, ADDR_KEY_DOWN
|
||
li $s1, 1
|
||
sb $s1, 1($s0)
|
||
|
||
key_down_none:
|
||
|
||
# 2. Check for key up event
|
||
lw $s0, ADDR_KEY_UP
|
||
lbu $s1, 0($s0)
|
||
beq $s1, 0, key_up_none
|
||
|
||
# In a loop, read the keys that are up (released)
|
||
# while (s1 > 0)
|
||
while_1_1:
|
||
sub $t9, $s1, $zero
|
||
blez $t9, while_done_1_1
|
||
# {
|
||
addiu $s0, $s0, 2
|
||
lhu $t2, 0($s0)
|
||
|
||
# Left arrow released, unset flag
|
||
# if (t2 == 0x25 && KEY_MOVE_DIRECTION == -1)
|
||
bne $t2, 0x25, else_2_5
|
||
lw $t9, KEY_MOVE_DIRECTION
|
||
bne $t9, -1, else_2_5
|
||
li $t9, 0
|
||
sw $t9, KEY_MOVE_DIRECTION
|
||
else_2_5:
|
||
|
||
# Right arrow released, unset flag
|
||
# if (t2 == 0x27 && KEY_MOVE_DIRECTION == 1)
|
||
bne $t2, 0x27, else_2_6
|
||
lw $t9, KEY_MOVE_DIRECTION
|
||
bne $t9, 1, else_2_6
|
||
li $t9, 0
|
||
sw $t9, KEY_MOVE_DIRECTION
|
||
else_2_6:
|
||
|
||
addi $s1, $s1, -1
|
||
# }
|
||
j while_1_1
|
||
while_done_1_1:
|
||
|
||
# When we're done, write 1 to offset 1 to clear events
|
||
lw $s0, ADDR_KEY_UP
|
||
li $s1, 1
|
||
sb $s1, 1($s0)
|
||
|
||
key_up_none:
|
||
|
||
# Retrieve items from the stack: ra, s0, s1
|
||
lw $s1, 0($sp)
|
||
lw $s0, 4($sp)
|
||
lw $ra, 8($sp)
|
||
addi $sp, $sp, 12
|
||
jr $ra
|
||
```
|
||
|
||
</details>
|
||
|
||
### List of Keycodes
|
||
|
||
<details>
|
||
<summary>List of all key codes</summary>
|
||
|
||
```python
|
||
ENTER = 0xA
|
||
BACK_SPACE = 0x8
|
||
VK_TAB = 0x9
|
||
|
||
# Regex used to extract keys: (?<=VK_)([A-Z0-9_]+) += +?([0-9A-Fa-fx]+)(?=;)
|
||
CANCEL = 0x03
|
||
CLEAR = 0x0C
|
||
SHIFT = 0x10
|
||
CONTROL = 0x11
|
||
ALT = 0x12
|
||
PAUSE = 0x13
|
||
CAPS_LOCK = 0x14
|
||
ESCAPE = 0x1B
|
||
SPACE = 0x20
|
||
PAGE_UP = 0x21
|
||
PAGE_DOWN = 0x22
|
||
END = 0x23
|
||
HOME = 0x24
|
||
LEFT = 0x25
|
||
UP = 0x26
|
||
RIGHT = 0x27
|
||
DOWN = 0x28
|
||
COMMA = 0x2C
|
||
MINUS = 0x2D
|
||
PERIOD = 0x2E
|
||
SLASH = 0x2F
|
||
0 = 0x30
|
||
1 = 0x31
|
||
2 = 0x32
|
||
3 = 0x33
|
||
4 = 0x34
|
||
5 = 0x35
|
||
6 = 0x36
|
||
7 = 0x37
|
||
8 = 0x38
|
||
9 = 0x39
|
||
SEMICOLON = 0x3B
|
||
EQUALS = 0x3D
|
||
A = 0x41
|
||
B = 0x42
|
||
C = 0x43
|
||
D = 0x44
|
||
E = 0x45
|
||
F = 0x46
|
||
G = 0x47
|
||
H = 0x48
|
||
I = 0x49
|
||
J = 0x4A
|
||
K = 0x4B
|
||
L = 0x4C
|
||
M = 0x4D
|
||
N = 0x4E
|
||
O = 0x4F
|
||
P = 0x50
|
||
Q = 0x51
|
||
R = 0x52
|
||
S = 0x53
|
||
T = 0x54
|
||
U = 0x55
|
||
V = 0x56
|
||
W = 0x57
|
||
X = 0x58
|
||
Y = 0x59
|
||
Z = 0x5A
|
||
OPEN_BRACKET = 0x5B
|
||
BACK_SLASH = 0x5C
|
||
CLOSE_BRACKET = 0x5D
|
||
NUMPAD0 = 0x60
|
||
NUMPAD1 = 0x61
|
||
NUMPAD2 = 0x62
|
||
NUMPAD3 = 0x63
|
||
NUMPAD4 = 0x64
|
||
NUMPAD5 = 0x65
|
||
NUMPAD6 = 0x66
|
||
NUMPAD7 = 0x67
|
||
NUMPAD8 = 0x68
|
||
NUMPAD9 = 0x69
|
||
MULTIPLY = 0x6A
|
||
ADD = 0x6B
|
||
SEPARATER = 0x6C
|
||
SUBTRACT = 0x6D
|
||
DECIMAL = 0x6E
|
||
DIVIDE = 0x6F
|
||
DELETE = 0x7F
|
||
NUM_LOCK = 0x90
|
||
SCROLL_LOCK = 0x91
|
||
F1 = 0x70
|
||
F2 = 0x71
|
||
F3 = 0x72
|
||
F4 = 0x73
|
||
F5 = 0x74
|
||
F6 = 0x75
|
||
F7 = 0x76
|
||
F8 = 0x77
|
||
F9 = 0x78
|
||
F10 = 0x79
|
||
F11 = 0x7A
|
||
F12 = 0x7B
|
||
F13 = 0xF000
|
||
F14 = 0xF001
|
||
F15 = 0xF002
|
||
F16 = 0xF003
|
||
F17 = 0xF004
|
||
F18 = 0xF005
|
||
F19 = 0xF006
|
||
F20 = 0xF007
|
||
F21 = 0xF008
|
||
F22 = 0xF009
|
||
F23 = 0xF00A
|
||
F24 = 0xF00B
|
||
PRINTSCREEN = 0x9A
|
||
INSERT = 0x9B
|
||
HELP = 0x9C
|
||
META = 0x9D
|
||
BACK_QUOTE = 0xC0
|
||
QUOTE = 0xDE
|
||
KP_UP = 0xE0
|
||
KP_DOWN = 0xE1
|
||
KP_LEFT = 0xE2
|
||
KP_RIGHT = 0xE3
|
||
DEAD_GRAVE = 0x80
|
||
DEAD_ACUTE = 0x81
|
||
DEAD_CIRCUMFLEX = 0x82
|
||
DEAD_TILDE = 0x83
|
||
DEAD_MACRON = 0x84
|
||
DEAD_BREVE = 0x85
|
||
DEAD_ABOVEDOT = 0x86
|
||
DEAD_DIAERESIS = 0x87
|
||
DEAD_ABOVERING = 0x88
|
||
DEAD_DOUBLEACUTE = 0x89
|
||
DEAD_CARON = 0x8a
|
||
DEAD_CEDILLA = 0x8b
|
||
DEAD_OGONEK = 0x8c
|
||
DEAD_IOTA = 0x8d
|
||
DEAD_VOICED_SOUND = 0x8e
|
||
DEAD_SEMIVOICED_SOUND = 0x8f
|
||
AMPERSAND = 0x96
|
||
ASTERISK = 0x97
|
||
QUOTEDBL = 0x98
|
||
LESS = 0x99
|
||
GREATER = 0xa0
|
||
BRACELEFT = 0xa1
|
||
BRACERIGHT = 0xa2
|
||
AT = 0x0200
|
||
COLON = 0x0201
|
||
CIRCUMFLEX = 0x0202
|
||
DOLLAR = 0x0203
|
||
EURO_SIGN = 0x0204
|
||
EXCLAMATION_MARK = 0x0205
|
||
INVERTED_EXCLAMATION_MARK = 0x0206
|
||
LEFT_PARENTHESIS = 0x0207
|
||
NUMBER_SIGN = 0x0208
|
||
PLUS = 0x0209
|
||
RIGHT_PARENTHESIS = 0x020A
|
||
UNDERSCORE = 0x020B
|
||
WINDOWS = 0x020C
|
||
CONTEXT_MENU = 0x020D
|
||
FINAL = 0x0018
|
||
CONVERT = 0x001C
|
||
NONCONVERT = 0x001D
|
||
ACCEPT = 0x001E
|
||
MODECHANGE = 0x001F
|
||
KANA = 0x0015
|
||
KANJI = 0x0019
|
||
ALPHANUMERIC = 0x00F0
|
||
KATAKANA = 0x00F1
|
||
HIRAGANA = 0x00F2
|
||
FULL_WIDTH = 0x00F3
|
||
HALF_WIDTH = 0x00F4
|
||
ROMAN_CHARACTERS = 0x00F5
|
||
ALL_CANDIDATES = 0x0100
|
||
PREVIOUS_CANDIDATE = 0x0101
|
||
CODE_INPUT = 0x0102
|
||
JAPANESE_KATAKANA = 0x0103
|
||
JAPANESE_HIRAGANA = 0x0104
|
||
JAPANESE_ROMAN = 0x0105
|
||
KANA_LOCK = 0x0106
|
||
INPUT_METHOD_ON_OFF = 0x0107
|
||
CUT = 0xFFD1
|
||
COPY = 0xFFCD
|
||
PASTE = 0xFFCF
|
||
UNDO = 0xFFCB
|
||
AGAIN = 0xFFC9
|
||
FIND = 0xFFD0
|
||
PROPS = 0xFFCA
|
||
STOP = 0xFFC8
|
||
COMPOSE = 0xFF20
|
||
ALT_GRAPH = 0xFF7E
|
||
BEGIN = 0xFF58
|
||
UNDEFINED = 0x0
|
||
```
|
||
|
||
</details>
|
||
|
||
|
||
## Optimizations
|
||
|
||
In MARS, the BitmapDisplay [re-draws the entire canvas](https://github.com/thomasrussellmurphy/MARS_Assembler/blob/c21dd72e8d2e4a51eb24e276c3f39ef1789148f2/mars/tools/BitmapDisplay.java#L496) instead of only the updated pixels whenever any memory address is updated. This makes updating the display very very very slow, taking 12% of all run time.
|
||
|
||

|
||
|
||
|
||
For example, if I loop through the display and change every pixel in my assembly code, the original running time of h∗w will now take h2∗w2, making it take around one second for each update.
|
||
|
||
Since I can’t easily draw one pixel on update without manual manipulation of AWT Graphics, I changed it so that it treats bit 0 of the memory display as an “update bit,” and only re-draw the screen when the MIPS program sets bit 0 to 1.
|
||
|
||
After optimizing for this, it runs faster but still not enough for the animation to be smooth. Then, I discovered that most of the running time is used by the backstepper and notifying observers for changes in registers and memory:
|
||
|
||

|
||
|
||
|
||
By default, MARS will store backstep register file copies each time a register is updated, which takes a lot of time since registers are updated very frequently. So I removed backstepping when the execution speed limit is not set. MARS also notifies all memory observers when a program statement instruction is read from memory, which I also removed because nothing uses the notification from reading program statements.
|
||
|
||
|
||
## License
|
||
[MIT][2]. Chech the [LICENSE][3] file. All the credits go to the original developers.
|
||
|
||
[1]: http://courses.missouristate.edu/KenVollmar/MARS/index.htm
|
||
[2]: http://www.opensource.org/licenses/mit-license.html
|
||
[3]: https://github.com/adolphenom/MARS_Assembler/blob/master/LICENSE
|
||
[4]: http://faculty.otterbein.edu/PSanderson/
|
||
[5]: http://courses.missouristate.edu/KenVollmar/
|
||
[6]: http://courses.missouristate.edu/KenVollmar/MARS/download.htm
|
||
[7]: http://courses.missouristate.edu/KenVollmar/MARS/Help/MarsHelpIntro.html
|
||
[8]: http://twitter.com/aesptux
|