SIMULADOR ASSEMBLER DE 8 BITS - SET DE INSTRUCCIONES DE 8 BITS - SIMPLE 8-BIT ASSEMBLY SIMULATOR

FNE Profesor
17 Dec 202326:33

Summary

TLDREste video presenta un simulador de ensamblador de 8 bits, que permite manipular datos de 8 bits y comprender su conjunto de instrucciones. Se explica la organización de una computadora, destacando la CPU con sus registros y la unidad de control, así como la memoria RAM en hexadecimal. Seguidamente, se explora la sintaxis del ensamblador, incluyendo etiquetas, comentarios, formatos de datos y registros generales de uso. Se detallan las instrucciones del conjunto de instrucciones, como movimiento, matemáticas, lógicas, saltos y llamadas a funciones, y cómo se ejecutan en el simulador. El ejemplo final muestra cómo imprimir 'Hello World' utilizando el simulador, pasando caracteres al output y utilizando la pila para almacenar valores temporales.

Takeaways

  • 😀 Este video trata sobre el uso de un simulador de ensamblador de 8 bits, que permite manipular datos de 8 bits y ejecutar un conjunto limitado de instrucciones.
  • 🔧 Se solicita a los espectadores que se suscriban y den like al video para apoyar la creación de más contenido similar.
  • 💻 El simulador representa una computadora básica con una CPU compuesta por registros y una unidad de control, así como una memoria RAM que se muestra en hexadecimal.
  • 📝 Se explican los diferentes tipos de registros, incluyendo registros generales (A, B, C, D), el registro de programa (IP) y el puntero de pila (SP).
  • 📌 Se destacan las banderas o flags que indican condiciones para las instrucciones del programa, como el flag de cero (Z) y el flag de carry (C).
  • 🛠️ Se presenta una sencilla sintaxis de ensamblador, incluyendo la definición de constantes y la manipulación de memoria y registros.
  • ⏯️ El simulador incluye un botón 'Run' para ejecutar programas, 'Reset' para reiniciar y la capacidad de depurar paso a paso.
  • 🔢 Se describen las diferentes instrucciones y sus formatos, como movimientos (mov), matemáticas (ad, sub), incremento/decremento (inc, dec), y operaciones lógicas (and, or, xor, not).
  • 🔄 Se mencionan las instrucciones de salto (jmp, jz, jnz) y cómo funcionan con las banderas para controlar el flujo del programa.
  • 📡 Se explica cómo se manejan las instrucciones de impresión y salida, utilizando la memoria y los registros para enviar datos al output.
  • 🏁 El video culmina con un ejemplo de cómo se programa el simulador para imprimir 'Hello World', utilizando ciclos, saltos condicionales y manejo de la pila.

Q & A

  • ¿Qué es un simulador de ensamblador de 8 bits?

    -Un simulador de ensamblador de 8 bits es una herramienta que simula la funcionalidad de una CPU de 8 bits, permitiendo manipular datos de 8 bits y ejecutar un conjunto limitado de instrucciones.

  • ¿Cuál es la función de los registros en un simulador de ensamblador?

    -Los registros en un simulador de ensamblador son componentes de la CPU que almacenan datos y direcciones, incluyendo registros generales (A, B, C, D), el registro de programa (IP) y el puntero de pila (SP).

  • ¿Qué son las banderas o flags en un simulador de ensamblador y cuáles son algunos ejemplos?

    -Las banderas o flags son indicadores que representan condiciones en el procesador, como el flag de cero (Z), el flag de carry (C) y el flag de overflow (F), que se utilizan para tomar decisiones en programas de bajo nivel.

  • ¿Cómo se representa la memoria en el simulador y qué tipo de memoria se utiliza?

    -La memoria en el simulador se representa en hexadecimal, con células de 8 bits cada una. Se utiliza RAM para almacenar datos y instrucciones en el simulador.

  • ¿Qué es la instrucción 'MOV' en el contexto del simulador de ensamblador y cómo se utiliza?

    -La instrucción 'MOV' se utiliza para mover datos entre registros o entre registros y memoria. Tiene diferentes modos de direccionamiento y puede mover valores de memoria a registros, de registros a memoria, o cargar constantes en registros.

  • ¿Qué son los modos de direccionamiento y cómo afectan la ejecución de instrucciones en el simulador?

    -Los modos de direccionamiento definen cómo se interpretan los operandos en las instrucciones. Pueden ser directos, indirectos, con desplazamiento o relativos, y determinan cómo se accede a los datos en la memoria.

  • ¿Cuál es la diferencia entre las instrucciones 'INC' y 'DEC' en el simulador?

    -Las instrucciones 'INC' (incremento) y 'DEC' (decremento) se utilizan para aumentar o disminuir respectivamente el valor de un registro en uno. Estas instrucciones modifican el flag de cero (Z) si el resultado es cero.

  • ¿Cómo se implementan las operaciones lógicas en el simulador y cuáles son algunos ejemplos?

    -Las operaciones lógicas, como AND, OR y XOR, se implementan a través de instrucciones que realizan operaciones bit a bit entre registros, memoria o constantes. Estas operaciones son fundamentales para la manipulación y comparación de datos en un nivel bajo.

  • ¿Qué son las instrucciones de salto y cómo funcionan en el simulador de ensamblador?

    -Las instrucciones de salto, como 'JMP' para saltos incondicionales y saltos condicionales basados en flags, permiten cambiar la secuencia de ejecución de las instrucciones. Esto es fundamental para controlar el flujo del programa.

  • ¿Cómo se representa la salida de datos en el simulador y cómo se relaciona con la memoria?

    -La salida de datos en el simulador se representa en una zona de memoria mapeada, generalmente en una dirección específica como E8 a FF. Los datos enviados a esta área se consideran la salida del programa.

Outlines

00:00

💻 Introducción al simulador de ensamblador de 8 bits

Este primer párrafo presenta un video que explora un simulador de ensamblador de 8 bits. El simulador maneja datos de 8 bits y tiene un conjunto limitado de instrucciones. Se invita al espectador a suscribirse y a dar like para apoyar la creación de contenido similar. El video se centra en la simulación de una computadora, explicando la organización de las diferentes unidades funcionales como la CPU, que incluye registros y una unidad de control, y la memoria RAM representada en hexadecimal. Se menciona la importancia de las etiquetas para las instrucciones de ensamblaje, la salida de datos básica y la interconexión de todos los componentes.

05:04

📝 Análisis detallado del conjunto de instrucciones y registros

En este segundo párrafo, el presentador analiza las instrucciones y registros del simulador. Se discuten los registros generales de uso como A, B, C, D, el registro de programa IP y el puntero de pila SP. También se explican los códigos de condición Z, C y F. Seguidamente, se examina la memoria limitada, la velocidad de procesamiento y la sintaxis de las instrucciones, incluyendo la manipulación de diferentes formatos numéricos y la asignación de constantes y direcciones.

10:06

🔢 Operaciones matemáticas y lógicas en ensamblador

El tercer párrafo se enfoca en las operaciones matemáticas y lógicas que puede realizar el simulador. Se describen las instrucciones para la adición, la resta, el incremento y la decremento de registros, así como las multiplicaciones y divisiones. También se mencionan las instrucciones lógicas de AND, OR y NOT, y las instrucciones de desplazamiento. Se explica cómo se utilizan los registros y las direcciones para estas operaciones, y se ofrecen detalles sobre la ejecución de saltos y llamadas a funciones.

15:07

📑 Ejemplo práctico: Imprimir 'Hello World' con el simulador

Este párrafo presenta un ejemplo práctico de cómo utilizar el simulador para imprimir 'Hello World'. Se detalla cómo se almacenan las cadenas de caracteres en la memoria y cómo se ejecutan las instrucciones para enviar cada carácter a la salida. Se explica el uso de etiquetas, constantes y la manipulación de registros para dirigir la salida. El ejemplo incluye una descripción de cómo se ejecutan las rutinas de impresión y cómo se gestiona el ciclo de impresión hasta que se encuentra el término de la cadena.

20:10

🔁 Ciclo de ejecución y finalización del programa

El quinto párrafo describe el ciclo de ejecución del programa de impresión 'Hello World' y cómo se lleva a cabo la finalización del mismo. Se detalla cómo se utilizan las instrucciones de salto condicional y la bandera de cero para controlar el ciclo de impresión. Se ilustra la ejecución de la rutina de impresión, la manipulación de registros y la gestión del puntero de pila para completar la impresión de la cadena. Finalmente, se menciona cómo se limpia la pila y se detiene la ejecución del programa.

25:15

👋 Conclusión y despedida

El último párrafo del guion del video ofrece una conclusión y despedida al espectador. Se resalta que este video fue un acercamiento inicial al simulador de 8 bits y se sugiere que en futuras entregas se profundizará más en el tema. Se agradece la atención y se invita a los espectadores a seguir explorando el contenido.

Mindmap

Keywords

💡Ensamblador

Un ensamblador es un software que traduce el código fuente escrito en lenguaje ensamblador, un lenguaje de bajo nivel muy cercano a la máquina, en código máquina que la CPU puede ejecutar. En el vídeo, se utiliza un simulador de ensamblador de 8 bits para manipular datos y ejecutar instrucciones de manera sencilla, mostrando cómo se pueden programar operaciones básicas en un nivel muy bajo.

💡Simulator

Un simulador es una herramienta que imita el comportamiento de un sistema o dispositivo. En el contexto del vídeo, el simulador de ensamblador permite a los usuarios escribir y ejecutar programas en un entorno controlado, sin necesidad de un hardware real, facilitando el aprendizaje y la experimentación con lenguajes de ensamblador y la arquitectura de computadoras.

💡Registros

Los registros son componentes de la CPU donde se almacenan datos temporales durante la ejecución de un programa. En el vídeo, se mencionan registros de uso general como A, B, C y D, así como registros específicos como el IP (contador de programa) y el SP (puntero de pila), que son fundamentales para la ejecución y el control del flujo de un programa ensamblador.

💡Instrucciones

Las instrucciones son los comandos que una CPU puede ejecutar, cada una realizando una operación específica. En el vídeo, se analizan las instrucciones del simulador de ensamblador, como mov, ad (adición), sub (sustracción), inc (incremento), y otros, que permiten manipular datos y controlar la ejecución del programa.

💡Memoria

La memoria es el componente de una computadora donde se almacenan datos y programas. En el vídeo, se habla de la memoria RAM en hexadecimal y se muestra cómo se organiza y se accede a ella a través de instrucciones de ensamblador, como movendo datos entre registros y memoria.

💡Etiquetas

Las etiquetas son identificadores utilizados en el código fuente de un programa para facilitar la referencia a ciertas partes del código o a datos. En el vídeo, se usan etiquetas para marcar instrucciones y constantes en el ensamblador, permitiendo un mejor seguimiento y organización del programa.

💡Pila

La pila es una estructura de datos que sigue el principio de último en entrar, primero en salir (LIFO). En el vídeo, se menciona el uso del puntero de pila (SP) para almacenar y recuperar datos, lo que es común en operaciones de llamada a funciones y manejo de subrutinas.

💡Flags

Los flags son indicadores de estado dentro de una CPU que reflejan el resultado de operaciones aritméticas o lógicas. En el vídeo, se habla de flags como Z (cero), C (carry) y F, que son utilizados para tomar decisiones condicionales en el flujo del programa basado en el resultado de ciertas operaciones.

💡Ciclo de reloj

El ciclo de reloj, también conocido como frecuencia de reloj, es la velocidad a la que opera la CPU, medido en hertzios. En el vídeo, se menciona la velocidad de procesamiento del programa en ciclos por segundo, lo que afecta la velocidad a la que se ejecutan las instrucciones del simulador.

💡Subrutina

Una subrutina es un fragmento de código que realiza una tarea específica y puede ser llamado desde diferentes partes de un programa. En el vídeo, se muestra cómo se utiliza una subrutina para imprimir caracteres en la salida, lo que demuestra la modularidad y reutilización de código en programas ensambladores.

Highlights

Introducción a un simulador de ensamblador de 8 bits.

Explicación de la estructura del simulador y sus componentes.

Descripción de las diferentes unidades funcionales del CPU.

Importancia de los registros y flags en la ejecución de programas.

Función de la memoria RAM en el simulador.

Uso de etiquetas y direcciones de memoria para instrucciones en ensamblador.

Descripción de los registros de uso general y específico.

Explicación de los diferentes tipos de flags y su rol.

Visualización de la memoria y su representación en hexadecimal.

Introducción al código de instrucciones y su análisis.

Descripción de la sintaxis y formatos de datos en ensamblador.

Métodos para trabajar con diferentes formatos numéricos en ensamblador.

Importancia de los registros generales y específicos en las operaciones.

Detalles sobre los diferentes formatos de instrucciones y direccionamiento.

Análisis de la constante de 0 a 255 y su uso en memoria.

Descripción de las instrucciones básicas de movimiento y operaciones matemáticas.

Uso de instrucciones de incremento y decremento en registros.

Funciones de las instrucciones de multiplicación y división.

Introducción a las instrucciones lógicas y su aplicación.

Detalles sobre las instrucciones de desplazamiento y su funcionamiento.

Uso de instrucciones de comparación y saltos incondicionales.

Descripción de los saltos condicionales y su dependencia de flags.

Función de las instrucciones de llamada a funciones y manejo de subrutinas.

Uso de instrucciones PUSH y POP para manipular la pila.

Finalización de la ejecución con la instrucción HLT.

Ejemplo de programa que imprime 'Hello World' utilizando el simulador.

Análisis del flujo del programa y su ejecución paso a paso.

Explicación de cómo se manejan los caracteres y la salida en el simulador.

Resumen de la funcionalidad del simulador y lo que se puede aprender de él.

Transcripts

play00:09

Welcome to another video in this case we are going to be working with an

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8-bit assembler simulator, a simulator that is going to have basically 8-bit data to manipulate quite

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simply in terms of its set of instructions and we are going to see basically its its its set

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analyze its instructions and see this example before starting I ask you to hit the

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subscribe button and I like it since it helps me a lot to be able to continue creating this type of videos and we are going

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to start well what we have here notice that eh basically It is going to simulate precisely

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a computer. We have seen in other videos the organization of the computer where we have

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separated it into different functional units, basically, where we always have what is the cpu,

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which is made up of a series of registers, a control unit, several registers.

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general use and specific use at the same time We also have different types of Flags or flags that

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will allow us to say basically have the conditionals or the condition codes of the

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different programs that are running at a low level on the other hand we will have the memory unit

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as we see here we are going to have the RAM memory in this case notice that we are seeing it in

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hexadecimal where we have the different digits or cells of exactly 8 bits in this case we are going

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to have here in this part the labels for what the instructions are at a low level for

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what is the assembly that we are going to see here and of course we have just one data output

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basically we have a basic computer, worth the redundancy with just input output

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cpu memory and obviously all this all this interconnected on the other hand we are going to have

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what is the code part of the Instruction Code here we have a simple example that

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this simulator brings we see that we have the Run button to run the program reset it and see the

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step by step to be able to debug the step by step of what is happening We have To take into account and

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basically analyze what we have in each part of this simulator we see that we have several registers

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where we have general use registers such as A, B, C and D. We have here what

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is the IP register, which is specific use, this IP is also known as a program counter,

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program Counter, which basically marks the sequence of instructions that is being executed.

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On the other hand, we have the stack Pointer, which is the stack pointer that will

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basically mark where we have that stack of memory to be able to use it in different aspects of

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the low-level programs that we are going to develop. On the other hand, we have Z, c,

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and F, which are the different condition codes, for example, Z, if any value gives us zero,

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c, which is going to be the carry of the sum and the F eh that is going to indicate to us, let's say the different

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values ​​that we are now going to see in the in the instruction set, well, look at the memory, we have a

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series of limited memory positions, we have the stack Pointer that is being marked Here in this

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memory area we have the clock speed also to see, let's say the

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processing speed in Herz that our program will have when it runs. For example, if we

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put Run we see there that it is being executed in a series of let's say of this 4

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hz cycle and then obviously we can change the speed of execution well before we

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see that it is executing before analyzing this code we are going to continue analyzing the set of

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instructions for that we are going to go to the part of the instruction set that we have here and we see

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that we can analyze a little the syntax that this instructions are going to have. This

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assembler language, notice that the simulator consists of an 8-bit cpu with 256 by of memory. Let's all

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say obviously we have instructions and codes, the variables that are going to be used or loaded into

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memory, as we were seeing, we have to see that the operands to simplify each instruction

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and operand are from one byte and the move instructions are going to use 3 bytes in memory. Yes, notice that

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we have different sizes of instructions there that will to have this set well on the other hand notice

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that the output the console output is going to be mapped in what is the address e8 enimal to the ff

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which was that space that we were just seeing that now we are going to continue working on it

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Well, in terms of syntax, we have the Labels that will basically allow us to mark

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the different instructions that we are going to have in our assembly code,

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we are going to be able to comment with the semicolon to leave a comment on each of those. lines and

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then we have what the data formats are. Notice that we can work in decimal

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basically by placing a number in decimal if we want it there, also label and with the d to

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indicate that it is a decimal number, the same if we want to work with a binary Notice we have

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10 the amos label with the B for to work on that in that format and generally we are going to be

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working with hexadecimal yes notice that it is going to be represented as 0x and the hexadecimal as 4

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as an example We also have to work in octal that is We have several formats to be able to

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work in this processing. On the other hand, we have the characters. Notice that here we have the character a.

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The String with double quotes is basically going to be delimited with single quotes like Hello

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Word here, and then we have to go into what the general purpose registers to work

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with the operands there we said that we had the general purpose registers such as

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abc and d we will be able to save any address value that we are going to use the stack

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Pointer which is the scp as we were talking about today and then how are they going to be Use the different

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directions of those instructions. If you don't know what the format of the instructions is like,

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I leave you the video where we see various instruction formats with various directions and where

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we also work with the basic format so you can understand a little more about the design. of

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a processor and you can understand even more what we are talking about at a low level, in

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this case talking about the addresses and the operands or the operation codes of the

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instructions, well notice that we basically have how the instructions are going to be used. different addresses

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can be a register can be a register with an offset with a negative

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and positive offset reference or relative to the program Counter or relative to a relative also to a

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register addressing issues whether relative to the proun relative to a register goes based on

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the addressing mode of how it is addressed in memory if you do not know what

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this topic is like, I also leave you the video so that you can review it. Note that

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to work with the assembly we need several various theories to understand various concepts

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and theories of What is the design of the processor? To have an idea of ​​the background that each

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of these instructions has or the design of a set of instructions, notice that the constants are going

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to go from 0 to 255. We also have the addresses using the Labels, which are obviously going to be marked. in memory

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where that Label or that function that is going to be executed is going to be found and well the good ones. Let's go to the

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best known instructions in this case it is the one that is going to copy a value somewhere in this case

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where we indicate and here where Enter the addressing modes again where we are going to see

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that here we have an operation code, for example the moov, and then we have two operands that in

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this case are register by register, the registers can be a register address. Remember that

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they are abcyd and a memory address. of that 256 byte space that marked us in this in

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this part of the memory so notice it says that we could be working on moving a

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memory value to a register value, moving a value from one register to another register or saving

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a constant In a register, in turn, we can also move from a register to a

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memory address and a constant to a memory address. These are the actions that this set

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of instructions allows us to define a constant. We are going to use this db syntax to define that

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value. constant after below for the Mathematical operations whether it is the addition

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the addition or the subtraction the subtraction notice that also in the case of what is the

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operation code we are going to have there the ad or the sub and then the operands where we have record a

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register register to memory address register to constant both for addition and also for

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what is subtraction or subtraction to work with the increment of register If we want to use

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Let's say a register that we can define as a zero value and we want it to be incremented, we are going

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to use Inc or dec to decrement that register, what will it be modifying in the event that it reaches

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zero, for example, I could be modifying the Flags, the zero flag as we mentioned

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today Note that the SP can use inco-decrement operations to be, let's say, saving

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values ​​in a stack in memory for multiplication and division. Note that

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in this case it requires a single operand. We are going to multiply with a register or we can

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basically multiply the value of the address. or multiply a constant on the other hand we have the

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division there also for register for for memory address and for constant we have

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logical instructions either an or x or y not are the basic ones yes remember the exclusive x or or are widely

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used to make comparisons low level with obviously at the binary level s different

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functions of an to be able to mask different binary values ​​for example So we have

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all those instructions also to use We also have the shift instructions to be able to

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move or rotate, let's say the values ​​from one register to another, notice that basically we can

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there have those are those shift left and shift right movements with two operands register register

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register memory address and constant register on the other hand we are going to have the

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cmp or comp instructions to compare uh two register values ​​or values ​​between register and memory

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or value between register and constant, notice that these are the combinations that can be used

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for the operands in this case. Then we have the champs or jump instructions in which

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we have the J, which is an unconditional jump, that is, it will always jump to an address. specific

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when this instruction is executed or the conditional jumps which may be working

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with those condition values ​​or the Flags that we were talking about may be, let's say, reading

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a flag to precisely verify whether it jumps or not jumps and those flags are going to be modify based on

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conditions that may occur in the different mathematical or logical operations that

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are carried out on the data, then those jamps are those jamps when they are being executed they will

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be reading those Flags or modifying those Flags to jump conditionally in the case so that

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this condition is met, yes, notice that we have several, obviously they are going to be used as

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they are needed in a particular program. On the other hand, we have the calls for the functions

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for addresses, eh, which will indicate, let's say where to call a function to jump to a subroutine

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within what is the program the red instruction to be able to exit a subroutine and then

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finally the last three instructions Push from a register of an address or a constant

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to place in what is the address of the stack Pointer yes are registers or are instructions

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which, notice that the addressing is implicit since it is going to place the value

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of the constant address register in the stack Pointer that indicates precisely the

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SP register, different are the other instructions where we have several, for example, notice we have several

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operands where it means that we are going to make an an between register and register and we are going to save

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the value in the first register, we are telling you where we are going to save the value but

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in the case of The Push or the pop that is to get out of the stack For example Push to place the pop

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to remove implicitly it will go to the stack Pointer to the address marked by the stack Pointer which is

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the one we saw at the beginning on the other hand and finally the last instruction that we are going to

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use is hlt the halt to to be able to finalize the processor, having said this and analyzing the set of

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instructions, we can just go back to what the simulator is and see the example that we were

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seeing at the beginning. Well, let's see then the example that we have here. Look, there we have the

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comitas for the comments. simple example simple write Hello World to the output that is, it is going to

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write hello world in the output and notice that it is going to start with a jump Start we are going to have here a

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Hello label that is going to obviously mark those labels the beginning where we are going to keep

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eh basically a variable a constant in this case it is called Hello World and also what

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is a terminator yes remember that at a low level we have to go through each of the String

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character by character and we have to basically tell it when that character ends

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So notice that Hello Hello World is saved and then the constant eh zero to indicate

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That that completion we have a Start label, notice that the program in the first instruction

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is jump Start, that is, it will come here to jump to the first label, the first routine and this routine

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will to mark the main routine of the system where we are going to move the Hello or the pointer actually of

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the word Hello Yes in the c register that we have here F we are doing the reading directly

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from the code and we are going to uh basically put the pointer to the output which in this case is 232 to

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the register d which is this one here and then what we are going to do is call print which is the subroutine

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to print exactly or to send the characters to the output to the output of

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the stack remember that the stack the stack Pointer starts from e7 And that goes from the stack

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Pointer forwards up we have the output so everything we send here in

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memory is going to go towards the output so notice that we are going to do a Push a and then Push by

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we are going to move the value B, let's say the value oab in this case, and then the Stop, the Stop of

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the execution. Yes, well, then we have a Loop, that Loop is going to be, let's say masters, eh, calling

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there in the program, in the main program where we are going to be. just moving the

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character pointer towards the variable a so that it is then called by the Push towards the output and

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then we are going to move the value, let's say of a towards the value d in order to be able to write towards the output, c and

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d will be incremented to go towards a register towards a, let's say towards a higher address

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where this string is stored and then B will be compared with C to find out if

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the variable zero is in B to finish that cycle in which it will be

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printing all the values ​​towards the output, don't notice that we have the pop by the

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pop a, we are going to execute this, we are going to see what happens, notice that

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the print routine is executed there and then the Loop enters, print is executed and enters In the Loop, that is, it will

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end and it will move the values ​​towards the output. Notice that there it is just moving

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everything towards the output and Hello World will appear. Note that the instructions are saved and

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stored in memory, we can reset it and do The step by step begins in Start. Notice

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that here we are basically going to have stored the word Hello Hello World, yes, and the 00, which

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is the constant, is the first thing we are going to have in memory and then the instructions appear. Notice

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that the first instruction in this case It will be precisely the Hello mod, which is what will be

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executed, then the second instruction will be here, the IP will go to us, it will

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basically indicate where it begins and where it continues, where the next instruction goes, this

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will be the movement of the exit pointer towards D, then notice that e8 is

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the exit pointer, so from e8 forward we are going to go towards the outside

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and 02 is precisely where the word yes begins, where our string

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of characters begins, notice We have 00, 01 and 02 where it will start, there it is the pointer

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of the output. So now call the print function, it will come to here, print has all

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these instructions, so look, Push a, that is, place 17 at the output. In this

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case, notice that it executes Push C zero has nothing and every time a Push is executed

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what happens is that the value of the lsp basically decreases if Push is executed Push

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B The value decreases and now it is moves to moves the value of zero then there

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it begins, let's say basic, the reading of each of the characters was prepared here basically

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the Push a and the Push B to start making let's say the output of these values ​​So

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look at the following, the first value What is going to be moved is the pointer from c to register a,

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so notice that what this indicates is that the content of address C, which is 02, is going to be moved.

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move to the value a then notice that 48 in this direction the address of c The value of

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a was moved once the value of a is moved what is going to happen next is writing to the output So

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the value of a is going to go away towards the address e8, yes, e8 is the address we have here that indicates

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the output, so the content of D is e8, which means that we are addressing according to the content

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of D directly and the content of a will be sent to the value at the output of to that address which

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is e8, notice that 48 was sent to e8 C is incremented to indicate that we are going to go to the next character

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and d is incremented to indicate that we are going to go to the next output address so then

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notice ca 03 is incremented increments da e9 And we have the Loop Yes As long as the register or

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basically Z is not different from zero we are going to return to the cycle yes look here compare And if

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yes until it is zero it will continue in the cycle then it comes back to move the character towards

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a moved 65 towards yes, notice that there the first character came out the output which is 48 now we have to

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take the e the e is the 65 that is now in a in D let's take it to the output it goes to the output

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65 And now it came out and we increment C to continue to 6c in hexadecimal. Look, we increment C is going

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to point to 04, since 04 is this value and the stack Pointer is going to be marked if at 04, which is

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where n4 Sorry, where is the next output going to go, sorry. the stack poter not the record d that na

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would be this one from here where the six is ​​going to come out the 6c that is going to happen now it is compared it comes back again and

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just takes it to the exit Yes there it comes out in the movements to go to the exit move

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the different characters and here notice that this is a cycle where until it finds

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the value zero Yes until until until the moment that the jnz the conditional jump reaches zero Yes

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As long as it is not zero it jumps when it reaches zero that it finds there in the value B When it does the

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Hello World, this is where this cycle will end and then Empty the stack, notice that there it already

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found the value zero

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. the Red to finish the subroutine

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return here and then to the hlt Yes to stop the execution basically This is what happens in

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this program eh where precisely the different characters are passed to the output let's remember that

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the characters were in this first part of the memory and then all the instructions that

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are executed through these IP SP registers and the general use registers well this

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was then eh a first approach to this character or simulator let's say 8 bit eh we will

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continue in later videos I hope it helps you and See you next time Thank you very much for watching the

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video

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foreign

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