Ophis/book/x803.html
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><H1
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><A
NAME="AEN803"
>Data structures</A
></H1
><P
> So far, we've been treating data as a bunch of one-byte values.
There really isn't a lot you can do just with bytes. This section
talks about how to deal with larger and smaller elements.
</P
><DIV
CLASS="SECTION"
><H2
CLASS="SECTION"
><A
NAME="AEN806"
>Arrays</A
></H2
><P
> An <I
CLASS="EMPHASIS"
>array</I
> is a bunch of data elements in a
row. An array of bytes is very easy to handle with the 6502
chip, because the various indexed addressing modes handle it for
you. Just load the index into the X or Y register and do an
absolute indexed load. In general, these are going to be
zero-indexed (that is, a 32-byte array is indexed from 0 to 31.)
This code would initialize a byte array with 32 entries to
0:
</P
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><TR
><TD
><PRE
CLASS="PROGRAMLISTING"
> lda #$00
tax
loop:
sta array,x
inx
cpx #$20
bne loop</PRE
></TD
></TR
></TABLE
><P
> (If you count down to save instructions, remember to adjust the
base address so that it's still writing the same memory
location.)
</P
><P
> This approach to arrays has some limits. Primary among them is
that we can't have arrays of size larger than 256; we can't fit
our index into the index register. In order to address larger
arrays, we need to use the indirect indexed addressing mode. We
use 16-bit addition to add the offset to the base pointer, then
set the Y register to 0 and then load the value
with <TT
CLASS="LITERAL"
>lda (ptr),y</TT
>.
</P
><P
> Well, actually, we can do better than that. Suppose we want to
clear out 8K of ram, from $2000 to $4000. We can use the Y
register to hold the low byte of our offset, and only update the
high bit when necessary. That produces the following
loop:
</P
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><PRE
CLASS="PROGRAMLISTING"
> lda #$00 ; Set pointer value to base ($2000)
sta ptr
lda #$20
sta ptr+1
lda #$00 ; Storing a zero
ldx #$20 ; 8,192 ($2000) iterations: high byte
ldy #$00 ; low byte.
loop:
sta (ptr),y
iny
bne loop ; If we haven't wrapped around, go back
inc ptr+1 ; Otherwise update high byte
dex ; bump counter
bne loop ; and continue if we aren't done</PRE
></TD
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><P
> This code could be optimized further; the loop prelude in
particular loads a lot of redundant values that could be
compressed down further:
</P
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><PRE
CLASS="PROGRAMLISTING"
> lda #$00
tay
ldx #$20
sta ptr
stx ptr+1</PRE
></TD
></TR
></TABLE
><P
> That's not directly relevant to arrays, but these sorts of
things are good things to keep in mind when writing your code.
Done well, they can make it much smaller and faster; done
carelessly, they can force a lot of bizarre dependencies on your
code and make it impossible to modify later.
</P
></DIV
><DIV
CLASS="SECTION"
><H2
CLASS="SECTION"
><A
NAME="AEN819"
>Records</A
></H2
><P
> A <I
CLASS="EMPHASIS"
>record</I
> is a collection of values all
referred to as one variable. This has no immediate
representation in assembler. If you have a global variable
that's two bytes and a code pointer, this is exactly equivalent
to three seperate variables. You can just put one label in
front of it, and refer to the first byte
as <TT
CLASS="LITERAL"
>label</TT
>, the second
as <TT
CLASS="LITERAL"
>label+1</TT
>, and the code pointer
a <TT
CLASS="LITERAL"
>label+2</TT
>.
</P
><P
> This really applies to all data structures that take up more
than one byte. When dealing with the pointer, a 16-bit value,
we refer to the low byte as <TT
CLASS="LITERAL"
>ptr</TT
>
(or <TT
CLASS="LITERAL"
>label+2</TT
>, in the example above), and the
high byte as <TT
CLASS="LITERAL"
>ptr+1</TT
>
(or <TT
CLASS="LITERAL"
>label+3</TT
>).
</P
><P
> Arrays of records are more interesting. There are two
possibilities for these. The way most high level languages
treat it is by keeping the records contiguous. If you have an
array of two sixteen bit integers, then the records are stored
in order, one at a time. The first is in location $1000, the
next in $1004, the next in $1008, and so on. You can do this
with the 6502, but you'll probably have to use the indirect
indexed mode if you want to be able to iterate
conveniently.
</P
><P
> Another, more unusual, but more efficient approach is to keep
each byte as a seperate array, just like in the arrays example
above. To illustrate, here's a little bit of code to go through
a contiguous array of 16 bit integers, adding their values to
some <TT
CLASS="LITERAL"
>total</TT
> variable:
</P
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><PRE
CLASS="PROGRAMLISTING"
> ldx #$10 ; Number of elements in the array
ldy #$00 ; Byte index from array start
loop:
clc
lda array, y ; Low byte
adc total
sta total
lda array+1, y ; High byte
adc total+1
sta total+1
iny ; Jump ahead to next entry
iny
dex ; Check for loop termination
bne loop</PRE
></TD
></TR
></TABLE
><P
> And here's the same loop, keeping the high and low bytes in
seperate arrays:
</P
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><TR
><TD
><PRE
CLASS="PROGRAMLISTING"
> ldx #$00
loop:
clc
lda lowbyte,x
adc total
sta total
lda highbyte,x
adc total+1
sta total+1
inx
cpx #$10
bne loop</PRE
></TD
></TR
></TABLE
><P
> Which approach is the right one depends on what you're doing.
For large arrays, the first approach is better, as you only need
to maintain one base pointer. For smaller arrays, the easier
indexing makes the second approach more convenient.
</P
></DIV
><DIV
CLASS="SECTION"
><H2
CLASS="SECTION"
><A
NAME="AEN838"
>Bitfields</A
></H2
><P
> To store values that are smaller than a byte, you can save space
by putting multiple values in a byte. To extract a sub-byte
value, use the bitmasking commands:
</P
><P
></P
><UL
><LI
><P
>To set bits, use the <TT
CLASS="LITERAL"
>ORA</TT
> command. <TT
CLASS="LITERAL"
>ORA #$0F</TT
> sets the lower four bits to 1 and leaves the rest unchanged.</P
></LI
><LI
><P
>To clear bits, use the <TT
CLASS="LITERAL"
>AND</TT
> command. <TT
CLASS="LITERAL"
>AND #$F0</TT
> sets the lower four bits to 0 and leaves the rest unchanged.</P
></LI
><LI
><P
>To reverse bits, use the <TT
CLASS="LITERAL"
>EOR</TT
> command. <TT
CLASS="LITERAL"
>EOR #$0F</TT
> reverses the lower four bits and leaves the rest unchanged.</P
></LI
><LI
><P
>To test if a bit is 0, AND away everything but that bit, then see if the Zero bit was set. If the bit is in the top two bits of a memory location, you can use the BIT command instead (which stores bit 7 in the Negative bit, and bit 6 in the Overflow bit).</P
></LI
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