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<title>v86: sectorc</title>
<script src="../build/libv86.js"></script>
<script>
"use strict";
window.onload = function()
{
const libc = `int tmp1;
int tmp2;
void shutdown()
{
/* Shutdown via APM: coded in asm machine code directly */
// Check for APM
// | mov ah,0x53; mov al,0x00; xor bx,bx; int 0x15; jc error
asm 180; asm 83; asm 176; asm 0; asm 49; asm 219;
asm 205; asm 21; asm 114; asm 55;
// Disconnect from any APM interface
// | mov ah,0x53; mov al,0x04; xor bx,bx; int 0x15
// | jc maybe_error; jmp no_error
asm 180; asm 83; asm 176; asm 4; asm 49; asm 219;
asm 205; asm 21; asm 114; asm 2; asm 235; asm 5;
// Label: maybe_error
// | cmp ah,0x03; jne error
asm 128; asm 252; asm 3; asm 117; asm 38;
// Label: no_error
// Connect to APM interface
// | mov ah,0x53; mov al,0x01; xor bx,bx; int 0x15; jc error
asm 180; asm 83; asm 176; asm 1; asm 49; asm 219;
asm 205; asm 21; asm 114; asm 28;
// Enable power management for all devices
// | mov ah,0x53; mov al,0x08; mov bx,0x0001; mov cx,0x0001
// | int 0x15; jc error
asm 180; asm 83; asm 176; asm 8;
asm 187; asm 1; asm 0; asm 185; asm 1; asm 0;
asm 205; asm 21; asm 114; asm 14;
// Set the power state for all devices
// | mov ah,0x53; mov al,0x7; mov bx,0x0001; mov cx,0x0003
// | int 0x15; jc error
asm 180; asm 83; asm 176; asm 7;
asm 187; asm 1; asm 0; asm 185; asm 3; asm 0;
asm 205; asm 21; asm 114; asm 0;
// Label: error
// | hlt; jmp error
asm 244; asm 235; asm 253;
}
int store_far_seg;
int store_far_off;
int store_far_val;
void store_far()
{
// mov es, store_far_seg
store_far_seg = store_far_seg;
asm 142; asm 192;
// mov si, store_far_off
store_far_off = store_far_off;
asm 137; asm 198;
// mov es:[si], store_far_val
store_far_val = store_far_val;
asm 38; asm 137; asm 4;
}
int div10_unsigned_n;
int div10_unsigned_q;
int div10_unsigned_r;
void div10_unsigned()
{
/* Taken from "Hacker's Delight", modified to "fit your screen" */
tmp1 = ( div10_unsigned_n >> 1 ) & 32767; // unsigned
tmp2 = ( div10_unsigned_n >> 2 ) & 16383; // unsigned
div10_unsigned_q = tmp1 + tmp2;
tmp1 = ( div10_unsigned_q >> 4 ) & 4095; // unsigned
div10_unsigned_q = div10_unsigned_q + tmp1;
tmp1 = ( div10_unsigned_q >> 8 ) & 255; // unsigned
div10_unsigned_q = div10_unsigned_q + tmp1;
div10_unsigned_q = ( div10_unsigned_q >> 3 ) & 8191; // unsigned
div10_unsigned_r = div10_unsigned_n
- ( ( div10_unsigned_q << 3 ) + ( div10_unsigned_q << 1 ) );
if( div10_unsigned_r > 9 ){
div10_unsigned_q = div10_unsigned_q + 1;
div10_unsigned_r = div10_unsigned_r - 10;
}
}
int print_ch;
void print_char()
{
/* Implement print char via serial port bios function accessed via int 0x14 */
print_ch = print_ch; // mov ax,[&print_ch]
asm 180; asm 1; // mov ah,1
asm 186; asm 0; asm 0 ; // mov dx,0
asm 205; asm 20; // int 0x14
}
// uses 'print_ch'
void print_newline()
{
print_ch = 10;
print_char();
}
int print_num; // input
int print_u16_bufptr;
int print_u16_cur;
void print_u16()
{
print_u16_bufptr = 30000; // buffer for ascii digits
if( print_num == 0 ){
print_ch = 48;
print_char();
}
print_u16_cur = print_num;
while( print_u16_cur != 0 ){
div10_unsigned_n = print_u16_cur;
div10_unsigned();
*(int*) print_u16_bufptr = div10_unsigned_r;
print_u16_bufptr = print_u16_bufptr + 1;
print_u16_cur = div10_unsigned_q;
}
while( print_u16_bufptr != 30000 ){ // emit them in reverse over
print_u16_bufptr = print_u16_bufptr - 1;
print_ch = ( *(int*) print_u16_bufptr & 255 ) + 48;
print_char();
}
}
// uses 'print_num' and 'print_ch'
void print_i16()
{
if( print_num < 0 ){
print_ch = 45; print_char(); // '-'
print_num = 0 - print_num;
}
print_u16();
}
void vga_init()
{
// mov ah,0; mov al,0x13; int 0x10
asm 180; asm 0; asm 176; asm 19; asm 205; asm 16;
}
void vga_clear()
{
// push di; xor di,di; mov bx,0xa000; mov es,bx;
// mov cx,0x7d00; xor ax,ax; rep stos; pop di
asm 87 ; asm 49 ; asm 255; asm 187; asm 0; asm 160;
asm 142; asm 195; asm 185; asm 0; asm 125; asm 49;
asm 192; asm 243; asm 171; asm 95;
}
int pixel_x;
int pixel_y;
void vga_set_pixel()
{
// need to multiply pixel_y by 320 = 256 + 64
// use 'tmp1' for pixel index
tmp1 = ( ( pixel_y << 8 ) + ( pixel_y << 6 ) ) + pixel_x;
// store to 0xa000:pixel_idx
// mov bx,0xa000; mov es,bx; mov bx,ax; mov BYTE PTR es:[bx],0xf
tmp1 = tmp1;
asm 187; asm 0; asm 160; asm 142; asm 195;
asm 137; asm 195; asm 38; asm 198; asm 7; asm 15;
}
int port_num;
int port_val;
void port_inb()
{
dx = port_num;
// mov dx,WORD PTR [0x464]; in al,dx
asm 139; asm 22; asm 160; asm 4; asm 236;
// mov WORD PTR [0x464],ax
asm 137; asm 6; asm 100; asm 4;
port_val = ax;
}
void port_inw()
{
// mov dx,WORD PTR [0x464]; in ax,dx
dx = port_num;
asm 139; asm 22; asm 160; asm 4; asm 237;
// mov WORD PTR [0x464],ax
asm 137; asm 6; asm 100; asm 4;
port_val = ax;
}
void port_outb()
{
dx = port_num;
ax = port_val;
// mov dx,WORD PTR [0x464]
asm 139; asm 22; asm 160; asm 4;
// mov ax,WORD PTR [0x464]
asm 139; asm 6; asm 100; asm 4;
// outb dx,al
asm 238;
}
void port_outw()
{
dx = port_num;
ax = port_val;
// mov dx,WORD PTR [0x464]
asm 139; asm 22; asm 160; asm 4;
// mov ax,WORD PTR [0x464]
asm 139; asm 6; asm 100; asm 4;
// outb dx,al
asm 239;
}
void dump_code_segment_and_shutdown()
{
/* NOTE: This code is in a different segment from data, and our compiled pointer accesses
do not leave the data segment, so we need a little machine code to grab data from the
code segment and stash it in a variable for C */
i = 0;
while( i < 8192 ){ /* Just assuming 8K is enough.. might not be true */
// (put "i" in ax); mov si,ax; mov ax,cs:[si]; mov [&a],ax
i = i; asm 137; asm 198; asm 46; asm 139; asm 4; asm 137; asm 133; asm 98; asm 0;
print_ch = a;
print_char();
i = i + 1;
}
shutdown();
}
`;
const start = `void _start()
{
main();
shutdown();
}
`;
const hello = `int buf;
int ptr;
int len;
void vga_write()
{
/* Text vga is located at b800:0000 */
store_far_seg = 47104; // segment: 0xb800
store_far_off = idx << 1;
store_far_val = ( 15 << 8 ) | ( ch & 255 ); // white fg and black bg
store_far();
}
int x_off;
int y_off;
void vga_write_ch()
{
if( ch != 10 ){
idx = y_off + x_off;
vga_write();
x_off = x_off + 1;
}
if( ( ch == 10 ) | ( x_off == 80 ) ){
y_off = y_off + 80;
x_off = 0;
}
}
int idx;
void vga_clear()
{
idx = 0;
while( idx < 2000 ){ // 80x25
ch = 32; // char: ' '
vga_write();
idx = idx + 1;
}
pos = 0;
}
void main()
{
// dump_code_segment_and_shutdown();
vga_clear();
ch = 72; vga_write_ch();
ch = 101; vga_write_ch();
ch = 108; vga_write_ch();
ch = 108; vga_write_ch();
ch = 111; vga_write_ch();
ch = 10; vga_write_ch();
ch = 32; vga_write_ch();
ch = 102; vga_write_ch();
ch = 114; vga_write_ch();
ch = 111; vga_write_ch();
ch = 109; vga_write_ch();
ch = 10; vga_write_ch();
ch = 32; vga_write_ch();
ch = 32; vga_write_ch();
ch = 83; vga_write_ch();
ch = 101; vga_write_ch();
ch = 99; vga_write_ch();
ch = 116; vga_write_ch();
ch = 111; vga_write_ch();
ch = 114; vga_write_ch();
ch = 67; vga_write_ch();
ch = 10; vga_write_ch();
ch = 32; vga_write_ch();
ch = 32; vga_write_ch();
ch = 32; vga_write_ch();
i = 0;
while( i < 10 ){
ch = 33; vga_write_ch();
i = i + 1;
}
while( 1 ){ }
}
`;
const sinwave = `/* A Sine-wave Animation
Math time:
---------------------------
Along the range [0, pi] we can approximate sin(x) very crudely with a 2nd order quadratic
That is: y = a * x^2 + b * x + c
Three unknowns need three constraints, so picking the easy ones:
x = 0, y = 0
x = pi/2, y = 1
x = pi, y = 0
Solving the linear system:
| 0 0 1 | | a | | 0 |
| pi^2/4 pi/2 1 | * | b | = | 1 |
| pi^2 pi 1 | | c | | 0 |
We get:
a = -4 / pi^2
b = 4 / pi
c = 0
And:
y = 4x(pi - x)/(pi^2)
Engineering time:
---------------------------
We are working with a 320x200 vga. We also don't have floating-point math. So, the
goal here is to do all the math in integer screen coordinates and accept some pixel
approximation error.
First, we want to center the wave in the middle, y = 100
We'll let y vary +-50 pixels to remain on the screen, so [50, 150]
We want to show an entire cycle (2pi) on the x-axis, so *50 gives us [0, ~314]
This implies that the "x-origin" is at x = 157
Substituting in everything, we get:
y ~= 100 + x*(157 - x)/125
The division by 125 is problematic as we don't have division. But luckily 128 is close enough.
Thus, we get:
y ~= 100 + (x*(157 - x)) >> 7
The rest is just adjusting for the [0, pi] range reduction by negating the approximation
along [pi, 2pi]
NOTE: the screen coordinate system is upside-down and I don't bother to correct for that.
it simply means that the animation starts at a +pi phase offset
*/
int y;
int x;
int x_0;
void sin_positive_approx()
{
y = ( x_0 * ( 157 - x_0 ) ) >> 7;
}
void sin()
{
x_0 = x;
while( x_0 > 314 ){
x_0 = x_0 - 314;
}
if( x_0 <= 157 ){
sin_positive_approx();
}
if( x_0 > 157 ){
x_0 = x_0 - 157;
sin_positive_approx();
y = 0 - y;
}
y = 100 + y;
}
int offset;
int x_end;
void draw_sine_wave()
{
x = offset;
x_end = x + 314;
while( x <= x_end ){
sin();
pixel_x = x - offset;
pixel_y = y;
vga_set_pixel();
x = x + 1;
}
}
int v_1;
int v_2;
void delay()
{
v_1 = 0;
while( v_1 < 50 ){
v_2 = 0;
while( v_2 < 10000 ){
v_2 = v_2 + 1;
}
v_1 = v_1 + 1;
}
}
void main()
{
vga_init();
offset = 0;
while( 1 ){
vga_clear();
draw_sine_wave();
delay();
offset = offset + 1;
if( offset >= 314 ){ // mod the value to avoid 2^16 integer overflow
offset = offset - 314;
}
}
}
`;
const twinkle = `/* References:
http://muruganad.com/8086/8086-assembly-language-program-to-play-sound-using-pc-speaker.html
https://en.wikipedia.org/wiki/Twinkle,_Twinkle,_Little_Star
*/
void delay_1()
{
v_1 = 0;
while( v_1 < 4000 ){
v_2 = 0;
while( v_2 < 10000 ){
v_2 = v_2 + 1;
}
v_1 = v_1 + 1;
}
}
void delay_2()
{
v_1 = 0;
while( v_1 < 300 ){
v_2 = 0;
while( v_2 < 10000 ){
v_2 = v_2 + 1;
}
v_1 = v_1 + 1;
}
}
void audio_init()
{
// Configure PIC2 mode
port_num = 67;
port_val = 182;
port_outb();
}
void audio_enable()
{
// Set bits 0 and 1 to enable
port_num = 97;
port_inb();
port_val = port_val | 3;
port_outb();
}
void audio_disable()
{
// Clear bits 0 and 1 to enable
port_num = 97;
port_inb();
port_val = port_val & 65532;
port_outb();
}
int audio_freq;
void audio_freq_set()
{
// Set frequency
port_num = 66;
port_val = audio_freq & 255;
port_outb();
port_val = ( audio_freq >> 8 ) & 255;
port_outb();
}
int note;
void play_quarter_note()
{
audio_freq = note;
audio_freq_set();
audio_enable();
delay_1();
audio_disable();
delay_2();
}
void play_half_note()
{
audio_freq = note;
audio_freq_set();
audio_enable();
delay_1();
delay_1();
audio_disable();
delay_2();
}
void play_section_1()
{
note = C; play_quarter_note();
note = C; play_quarter_note();
note = G; play_quarter_note();
note = G; play_quarter_note();
note = A; play_quarter_note();
note = A; play_quarter_note();
note = G; play_half_note();
note = F; play_quarter_note();
note = F; play_quarter_note();
note = E; play_quarter_note();
note = E; play_quarter_note();
note = D; play_quarter_note();
note = D; play_quarter_note();
note = C; play_half_note();
}
void play_section_2()
{
note = G; play_quarter_note();
note = G; play_quarter_note();
note = F; play_quarter_note();
note = F; play_quarter_note();
note = E; play_quarter_note();
note = E; play_quarter_note();
note = D; play_half_note();
note = G; play_quarter_note();
note = G; play_quarter_note();
note = F; play_quarter_note();
note = F; play_quarter_note();
note = E; play_quarter_note();
note = E; play_quarter_note();
note = D; play_half_note();
}
void main()
{
audio_init();
audio_enable();
C = 4560;
D = 4063;
E = 3619;
F = 3416;
G = 3043;
A = 2711;
play_section_1();
play_section_2();
play_section_1();
audio_disable();
}
`;
document.getElementById("source").onkeydown = function(e)
{
if(e.which == 13 && e.ctrlKey)
{
document.getElementById("run").onclick();
}
};
document.getElementById("source").textContent = sinwave;
document.getElementById("source").onkeydown = function(e)
{
if(e.which == 13 && e.ctrlKey)
{
document.getElementById("run").onclick();
}
};
document.getElementById("examples").onchange = function()
{
document.getElementById("source").textContent = { sinwave, twinkle, hello }[this.value];
};
let emulator;
document.getElementById("run").onclick = run;
function run()
{
emulator && emulator.destroy();
emulator = window.emulator = new V86({
wasm_path: "../build/v86.wasm",
memory_size: 32 * 1024 * 1024,
vga_memory_size: 2 * 1024 * 1024,
screen_container: document.getElementById("screen_container"),
bios: { url: "../bios/seabios.bin" },
vga_bios: { url: "../bios/vgabios.bin" },
fda: { url: "../images/sectorc.bin" },
autostart: true,
});
emulator.add_listener("emulator-ready", () => {
const source = libc + document.getElementById("source").value + start;
emulator.serial0_send(source);
});
document.getElementById("run").onclick = stop;
document.getElementById("run").textContent = "stop";
};
function stop()
{
emulator && emulator.destroy();
document.getElementById("run").onclick = run;
document.getElementById("run").textContent = "run (ctrl-enter)";
}
}
</script>
<br>
<textarea id=source rows=20 cols=80>
</textarea>
<br>
<select id=examples>
<option value=sinwave>Sine wave</option>
<option value=hello>Hello</option>
<option value=twinkle>Twinkle (audio)</option>
</select>
<button id=run>run (ctrl-enter)</button>
<br>
<hr>
<div id="screen_container">
<div style="white-space: pre; font: 14px monospace; line-height: 14px"></div>
<canvas style="display: none"></canvas>
</div>
<hr>
<a href="https://github.com/xorvoid/sectorc">sectorc</a> on <a href="/v86/">v86</a>