Arm Assembly Language Programming
Arm Assembly Language Programming
P ETER K NAGGS
AND
S TEPHEN W ELSH
July 4, 2008
Broadly speaking, you can divide the history of computers into four periods: the mainframe, the mini, the
microprocessor, and the modern post-microprocessor. The mainframe era was characterized by computers
that required large buildings and teams of technicians and operators to keep them going. More often than
not, both academics and students had little direct contact with the mainframe—you handed a deck of
punched cards to an operator and waited for the output to appear hours later. During the mainfame era,
academics concentrated on languages and compilers, algorithms, and operating systems.
The minicomputer era put computers in the hands of students and academics, because university depart-
ments could now buy their own minis. As minicomputers were not as complex as mainframes and because
students could get direct hands-on experience, many departments of computer science and electronic en-
gineering taught students how to program in the native language of the computer—assembly language.
In those days, the mid 1970s, assembly language programming was used to teach both the control of I/O
devices, and the writing of programs (i.e., assembly language was taught rather like high level languages).
The explosion of computer software had not taken place, and if you wanted software you had to write it
yourself.
The late 1970s saw the introduction of the microprocessor. For the first time, each student was able to ac-
cess a real computer. Unfortunately, microprocessors appeared before the introduction of low-cost memory
(both primary and secondary). Students had to program microprocessors in assembly language because the
only storage mechanism was often a ROM with just enough capacity to hold a simple single-pass assembler.
The advent of the low-cost microprocessor system (usually on a single board) ensured that virtually every
student took a course on assembly language. Even today, most courses in computer science include a
module on computer architecture and organization, and teaching students to write programs in assembly
language forces them to understand the computer’s architecture. However, some computer scientists who
had been educated during the mainframe era were unhappy with the microprocessor, because they felt that
the 8-bit microprocessor was a retrograde step—its architecture was far more primitive than the mainframes
they had studied in the 1960s.
The 1990s is the post-microprocessor era. Today’s personal computers have more power and storage
capacity than many of yesterday’s mainframes, and they have a range of powerful software tools that were
undreamed of in the 1970s. Moreover, the computer science curriculum of the 1990s has exploded. In
1970 a student could be expected to be familiar with all field of computer science. Today, a student can be
expected only to browse through the highlights.
The availability of high-performance hardware and the drive to include more and more new material in the
curriculum, has put pressure on academics to justify what they teach. In particular, many are questioning
the need for courses on assembly language.
If you regard computer science as being primarily concerned with the use of the computer, you can argue
that assembly language is an irrelevance. Does the surgeon study metallurgy in order to understand how a
scalpel operates? Does the pilot study thermodynamics to understand how a jet engine operates? Does the
news reader study electronics to understand how the camera operates? The answer to all these questions is
“no”. So why should we inflict assembly language and computer architecture on the student?
i
ii PREFACE
First, education is not the same as training. The student of computer science is not simply being trained to
use a number of computer packages. A university course leading to a degree should also cover the history
and the theoretical basis for the subject. Without a knowledge of computer architecture, the computer
scientist cannot understand how computers have developed and what they are capable of.
Two factors have influenced the way in which we teach assembly language—one is the way in which
microprocessors have changed, and the other is the use to which assembly language teaching is put. Over
the years microprocessors have become more and more complex, with the result that the architecture and
assembly language of a modern state-of-the-art microprocessor is radically different to that of an 8-bit
machine of the late 1970s. When we first taught assembly language in the 1970s and early 1980s, we
did it to demonstrate how computers operated and to give students hands-on experience of a computer.
Since all students either have their own computer or have access to a computer lab, this role of the single-
board computer is now obsolete. Moreover, assembly language programming once attempted to ape high-
level language programming— students were taught algorithms such as sorting and searching in assembly
language, as if assembly language were no more than the (desperately) poor person’s C.
The argument for teaching assembly language programming today can be divided into two components:
the underpinning of computer architecture and the underpinning of computer software.
Assembly language teaches how a computer works at the machine (i.e., register) level. It is therefore
necessary to teach assembly language to all those who might later be involved in computer architecture—
either by specifying computers for a particular application, or by designing new architectures. Moreover,
the von Neumann machine’s sequential nature teaches students the limitation of conventional architectures
and, indirectly, leads them on to unconventional architectures (parallel processors, Harvard architectures,
data flow computers, and even neural networks).
It is probably in the realm of software that you can most easily build a case for the teaching of assembly
language. During a student’s career, he or she will encounter a lot of abstract concepts in subjects ranging
from programming languages, to operating systems, to real-time programming, to AI. The foundation of
many of these concepts lies in assembly language programming and computer architecture. You might
even say that assembly language provides bottom-up support for the top-down methodology we teach in
high-level languages. Consider some of the following examples (taken from the teaching of Advanced
RISC Machines Ltd (ARM) assembly language).
Data types
Students come across data types in high-level languages and the effects of strong and weak data
typing. Teaching an assembly language that can operate on bit, byte, word and long word operands
helps students understand data types. Moreover, the ability to perform any type of assembly language
operation on any type of data structure demonstrates the need for strong typing.
Addressing modes
A vital component of assembly language teaching is addressing modes (literal, direct, and indi-
rect). The student learns how pointers function and how pointers are manipulated. This aspect is
particularly important if the student is to become a C programmer. Because an assembly language
is unencumbered by data types, the students’ view of pointers is much simplified by an assembly
language. The ARM has complex addressing modes that support direct and indirect addressing,
generated jump tables and handling of unknown memory offsets.
The stack and subroutines
How procedures are called, and parameters passed and returned from procedures. By using an as-
sembly language you can readily teach the passing of parameters by value and by reference. The use
of local variables and re-entrant programming can also be taught. This supports the teaching of task
switching kernels in both operating systems and real-time programming.
PREFACE iii
Recursion
The recursive calling of subroutines often causes a student problems. You can use an assembly lan-
guage, together with a suitable system with a tracing facility, to demonstrate how recursion operates.
The student can actually observe how the stack grows as procedures are called.
Run-time support for high-level languages
A high-performance processor like the ARM provides facilities that support run-time checking in
high-level languages. For example, the programming techniques document lists a series of programs
that interface with ’C’ and provide run-time checking for errors such as an attempt to divide a number
by zero.
Protected-mode operation
Members of the ARM family operate in either a priviledge mode or a user mode. The operating
system operates in the priviledge mode and all user (applications) programs run in the user mode.
This mechanism can be used to construct secure or protected environments in which the effects of an
error in one application can be prevented from harming the operating system (or other applications).
Input-output
Many high-level languages make it difficult to access I/O ports and devices directly. By using an
assembly language we can teach students how to write device drivers and how to control interfaces.
Most real interfaces are still programmed at the machine level by accessing registers within them.
All these topics can, of course, be taught in the appropriate courses (e.g., high-level languages, operating
systems). However, by teaching them in an assembly language course, they pave the way for future studies,
and also show the student exactly what is happening within the machine.
Conclusion
A strong case can be made for the continued teaching of assembly language within the computer science
curriculum. However, an assembly language cannot be taught just as if it were another general-purpose
programming language as it was once taught ten years ago. Perhaps more than any other component of
the computer science curriculum, teaching an assembly language supports a wide range of topics at the
heart of computer science. An assembly language should not be used just to illustrate algorithms, but to
demonstrate what is actually happening inside the computer.
Acknowledgements
As usual there are many people without whom this book could not exist. The first of these is Stephen Welsh,
without whom I may never have started this project and for reading and commenting on many revisions of
the text. Andrew Main for finding me the time to work on it. Andrew Watson for his support, comments
and ideas.
The students of the Computing and Software Engineering Management courses for unwittingly debugging
the examples, exercises, and the development of the main text.
iv PREFACE
Contents
Preface i
Contents v
List of Programs xi
1 Introduction 1
1.1 The Meaning of Instructions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.1.1 Binary Instructions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 A Computer Program . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.3 The Binary Programming Problem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.4 Using Octal or Hexadecimal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.5 Instruction Code Mnemonics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.6 The Assembler Program . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.6.1 Additional Features of Assemblers . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.6.2 Choosing an Assembler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
1.7 Disadvantages of Assembly Language . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
1.8 High-Level Languages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
1.8.1 Advantages of High-Level Languages . . . . . . . . . . . . . . . . . . . . . . . . 6
1.8.2 Disadvantages of High-Level Languages . . . . . . . . . . . . . . . . . . . . . . 6
1.9 Which Level Should You Use? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
1.9.1 Applications for Machine Language . . . . . . . . . . . . . . . . . . . . . . . . . 7
1.9.2 Applications for Assembly Language . . . . . . . . . . . . . . . . . . . . . . . . 8
1.9.3 Applications for High-Level Language . . . . . . . . . . . . . . . . . . . . . . . 8
1.9.4 Other Considerations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
1.10 Why Learn Assembler? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
2 Assemblers 11
2.1 Fields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
2.1.1 Delimiters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
2.1.2 Labels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
2.2 Operation Codes (Mnemonics) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
2.3 Directives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
2.3.1 The DEFINE CONSTANT (Data) Directive . . . . . . . . . . . . . . . . . . . . . 14
2.3.2 The EQUATE Directive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
2.3.3 The AREA Directive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
2.3.4 Housekeeping Directives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
2.3.5 When to Use Labels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
2.4 Operands and Addresses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
2.4.1 Decimal Numbers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
2.4.2 Other Number Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
2.4.3 Names . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
2.4.4 Character Codes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
v
vi CONTENTS
3 ARM Architecture 23
3.1 Processor modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
3.2 Registers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
3.2.1 The stack pointer, SP or R13 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
3.2.2 The Link Register, LR or R14 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
3.2.3 The program counter, PC or R15 . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
3.2.4 Current Processor Status Registers: CPSR . . . . . . . . . . . . . . . . . . . . . . 28
3.3 Flags . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
3.4 Exceptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
3.5 Register Transfer Language . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
3.5.1 Memory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
3.5.2 Arithmetic and Logic Unit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
3.6 Control Unit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
3.6.1 Instruction Fetch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
3.6.2 Instruction Decode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
3.6.3 Operand Fetch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
3.6.4 Execute . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
3.6.5 Operand Store . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
3.6.6 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
4 Instruction Set 39
4.1 Data Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
4.1.1 Set Flags Variant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
4.1.2 Conditional Execution: hcci . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
4.2 Arithmetic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
4.2.1 Addition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
4.2.2 Subtraction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
4.2.3 Multiplication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
4.2.4 Division . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
4.3 Flow Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
4.3.1 Comparisons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
4.3.2 Branching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
4.3.3 Jumping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
4.4 Memory Access . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
4.4.1 Load and Store Register . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
4.4.2 Load and Store Register Byte . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
4.4.3 Load and Store Multiple registers . . . . . . . . . . . . . . . . . . . . . . . . . . 46
4.5 Logical and Bit Manipulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
4.6 System Control / Privileged . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
4.6.1 Software Interrupt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
4.6.2 Semaphores . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
4.6.3 Status Register Access . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
4.6.4 Coprocessor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
4.6.5 Privileged Memory Access . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
4.6.6 Undefined Instructions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
5 Addressing Modes 51
CONTENTS vii
6 Programs 59
6.1 Example Programs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
6.1.1 Program Listing Format . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
6.1.2 Guidelines for Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
6.2 Trying the examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
6.3 Trying the examples from the command line . . . . . . . . . . . . . . . . . . . . . . . . . 61
6.3.1 Setting up TextPad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
6.4 Program Initialization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
6.5 Special Conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
6.6 Problems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
7 Data Movement 65
7.1 Program Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
7.1.1 16-Bit Data Transfer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
7.1.2 One’s Complement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
7.1.3 32-Bit Addition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
7.1.4 Shift Left One Bit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
7.1.5 Byte Disassembly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
7.1.6 Find Larger of Two Numbers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
7.1.7 64-Bit Adition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
7.1.8 Table of Factorials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
7.2 Problems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
7.2.1 64-Bit Data Transfer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
7.2.2 32-Bit Subtraction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
7.2.3 Shift Right Three Bits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
7.2.4 Halfword Assembly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
7.2.5 Find Smallest of Three Numbers . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
7.2.6 Sum of Squares . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
7.2.7 Shift Left n bits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
8 Logic 75
9 Program Loops 77
9.1 Program Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
9.1.1 Sum of Numbers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
9.1.2 Number of negative elements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
9.1.3 Find Maximum Value . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
9.1.4 Normalise A Binary Number . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
9.2 Problems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
9.2.1 Checksum of data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
9.2.2 Number of Zero, Positive, and Negative numbers . . . . . . . . . . . . . . . . . . 83
9.2.3 Find Minimum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
viii CONTENTS
10 Strings 85
10.1 Handling data in ASCII . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
10.2 A string of characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
10.2.1 Fixed Length Strings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
10.2.2 Terminated Strings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
10.2.3 Counted Strings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
10.3 International Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
10.4 Program Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
10.4.1 Length of a String of Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
10.4.2 Find First Non-Blank Character . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
10.4.3 Replace Leading Zeros with Blanks . . . . . . . . . . . . . . . . . . . . . . . . . 90
10.4.4 Add Even Parity to ASCII Chatacters . . . . . . . . . . . . . . . . . . . . . . . . 91
10.4.5 Pattern Match . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
10.5 Problems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
10.5.1 Length of a Teletypewriter Message . . . . . . . . . . . . . . . . . . . . . . . . . 93
10.5.2 Find Last Non-Blank Character . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
10.5.3 Truncate Decimal String to Integer Form . . . . . . . . . . . . . . . . . . . . . . 94
10.5.4 Check Even Parity and ASCII Characters . . . . . . . . . . . . . . . . . . . . . . 95
10.5.5 String Comparison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
11 Code Conversion 97
11.1 Program Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
11.1.1 Hexadecimal to ASCII . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
11.1.2 Decimal to Seven-Segment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
11.1.3 ASCII to Decimal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
11.1.4 Binary-Coded Decimal to Binary . . . . . . . . . . . . . . . . . . . . . . . . . . 100
11.1.5 Binary Number to ASCII String . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
11.2 Problems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
11.2.1 ASCII to Hexadecimal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
11.2.2 Seven-Segment to Decimal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
11.2.3 Decimal to ASCII . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
11.2.4 Binary to Binary-Coded-Decimal . . . . . . . . . . . . . . . . . . . . . . . . . . 102
11.2.5 Packed Binary-Coded-Decimal to Binary String . . . . . . . . . . . . . . . . . . . 103
11.2.6 ASCII string to Binary number . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
12 Arithmetic 105
12.1 Program Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
12.1.2 64-Bit Addition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
12.1.3 Decimal Addition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
12.1.4 Multiplication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
12.1.5 32-Bit Binary Divide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
12.2 Problems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
12.2.1 Multiple precision Binary subtraction . . . . . . . . . . . . . . . . . . . . . . . . 109
12.2.2 Decimal Subtraction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
12.2.3 32-Bit by 32-Bit Multiply . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
15 Subroutines 119
15.1 Types of Subroutines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
15.2 Subroutine Documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
15.3 Parameter Passing Techniques . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
15.3.1 Passing Parameters In Registers . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
15.3.2 Passing Parameters In A Parameter Block . . . . . . . . . . . . . . . . . . . . . . 121
15.3.3 Passing Parameters On The Stack . . . . . . . . . . . . . . . . . . . . . . . . . . 121
15.4 Types Of Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
15.5 Program Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
15.6 Problems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
15.6.1 ASCII Hex to Binary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
15.6.2 ASCII Hex String to Binary Word . . . . . . . . . . . . . . . . . . . . . . . . . . 129
15.6.3 Test for Alphabetic Character . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
15.6.4 Scan to Next Non-alphabetic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
15.6.5 Check Even Parity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
15.6.6 Check the Checksum of a String . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
15.6.7 Compare Two Counted Strings . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
xi
xii LIST OF PROGRAMS
12.5 divide.s Divide a 32 bit binary no by a 16 bit binary no store the quotient and remain-
der there is no ’DIV’ instruction in ARM! . . . . . . . . . . . . . . . . . . 108
13.1a insert.s Examine a table for a match - store a new entry at the end if no match found 111
13.1b insert2.s Examine a table for a match - store a new entry if no match found extends
insert.s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
13.2 search.s Examine an ordered table for a match . . . . . . . . . . . . . . . . . . . . . 112
13.3 head.s Remove the first element of a queue . . . . . . . . . . . . . . . . . . . . . . 113
13.4 sort.s Sort a list of values – simple bubble sort . . . . . . . . . . . . . . . . . . . 114
A computer program is ultimately a series of numbers and therefore has very little meaning to a human
being. In this chapter we will discuss the levels of human-like language in which a computer program may
be expressed. We will also discuss the reasons for and uses of assembly language.
The instruction set of a microprocessor is the set of binary inputs that produce defined actions during an
instruction cycle. An instruction set is to a microprocessor what a function table is to a logic device such
as a gate, adder, or shift register. Of course, the actions that the microprocessor performs in response to
its instruction inputs are far more complex than the actions that logic devices perform in response to their
inputs.
An instruction is a binary digit pattern — it must be available at the data inputs to the microproces-
sor at the proper time in order to be interpreted as an instruction. For example, when the ARM re-
ceives the binary pattern 111000000100 as the input during an instruction fetch operation, the pat-
tern means subtract. Similary the microinstruction 111000001000 means add. Thus the 32 bit pattern
11100000010011101100000000001111 means:
“Subtract R15 from R14 and put the answer in R12.”
The microprocessor (like any other computer) only recognises binary patterns as instructions or data; it
does not recognise characters or octal, decimal, or hexadecimal numbers.
1
2 CHAPTER 1. INTRODUCTION
Ultimately, every program is a set of binary numbers. For example, this is a snippet of an ARM program
that adds the contents of memory locations 809416 and 809816 and places the result in memory location
809C16 :
11100101100111110001000000010000
11100101100111110001000000001000
11100000100000010101000000000000
11100101100011110101000000001000
This is a machine language, or object, program. If this program were entered into the memory of an
ARM-based microcomputer, the microcomputer would be able to execute it directly.
There are many difficulties associated with creating programs as object, or binary machine language, pro-
grams. These are some of the problems:
• The programs are difficult to understand or debug. (Binary numbers all look the same, particularly
after you have looked at them for a few hours.)
• The programs do not describe the task which you want the computer to perform in anything resem-
bling a human-readable format.
• The programs are long and tiresome to write.
• The programmer often makes careless errors that are very difficult to locate and correct.
For example, the following version of the addition object program contains a single bit error. Try to find it:
11100101100111110001000000010000
11100101100111110001000000001000
11100000100000010101000000000000
11100110100011110101000000001000
Although the computer handles binary numbers with ease, people do not. People find binary programs
long, tiresome, confusing, and meaningless. Eventually, a programmer may start remembering some of the
binary codes, but such effort should be spent more productively.
We can improve the situation somewhat by writing instructions using octal or hexadecimal numbers, rather
than binary. We will use hexadecimal numbers because they are shorter, and because they are the standard
for the microprocessor industry. Table 1.1 defines the hexadecimal digits and their binary equivalents. The
ARM program to add two numbers now becomes:
E59F1010
E59f0008
E0815000
E58F5008
At the very least, the hexadecimal version is shorter to write and not quite so tiring to examine.
Errors are somewhat easier to find in a sequence of hexadecimal digits. The erroneous version of the
addition program, in hexadecimal form, becomes:
1.5. INSTRUCTION CODE MNEMONICS 3
E59F1010
E59f0008
E0815000
E68F5008
The mistake is far more obvious.
The hexadecimal version of the program is still difficult to read or understand; for example, it does not
distinguish operations from data or addresses, nor does the program listing provide any suggestion as to
what the program does. What does 3038 or 31C0 mean? Memorising a card full of codes is hardly an
appetising proposition. Furthermore, the codes will be entirely different for a different microprocessor and
the program will require a large amount of documentation.
The program is still far from obvious, but at least some parts are comprehensible. ADD is a considerable
improvement over E59F. The LDR mnemonic does suggest loading data into a register or memory location.
We now see that some parts of the program are operations and others are addresses. Such a program is an
assembly language program.
How do we get the assembly language program into the computer? We have to translate it, either into
hexadecimal or into binary numbers. You can translate an assembly language program by hand, instruction
by instruction. This is called hand assembly.
The following table illustrates the hand assembly of the addition program:
Instruction Mnemonic Register/Memory Location Hexadecimal Equivalent
LDR R1, num1 E59F1010
LDR R0, num2 E59F0008
ADD R5, R1, R0 E0815000
STR R5, num3 E58F5008
Hand assembly is a rote task which is uninteresting, repetitive, and subject to numerous minor errors.
Picking the wrong line, transposing digits, omitting instructions, and misreading the codes are only a few
of the mistakes that you may make. Most microprocessors complicate the task even further by having
instructions with different lengths. Some instructions are one word long while others may be two or three.
Some instructions require data in the second and third words; others require memory addresses, register
numbers, or who knows what?
Assembly is a rote task that we can assign to the microcomputer. The microcomputer never makes any
mistakes when translating codes; it always knows how many words and what format each instruction
requires. The program that does this job is an “assembler.” The assembler program translates a user
program, or “source” program written with mnemonics, into a machine language program, or “object”
program, which the microcomputer can execute. The assembler’s input is a source program and its output
is an object program.
Assemblers have their own rules that you must learn. These include the use of certain markers (such
as spaces, commas, semicolons, or colons) in appropriate places, correct spelling, the proper control of
information, and perhaps even the correct placement of names and numbers. These rules are usually simple
and can be learned quickly.
Early assemblers did little more than translate the mnemonic names of instructions and registers into their
binary equivalents. However, most assemblers now provide such additional features as:
• Allowing the user to assign names to memory locations, input and output devices, and even sequences
of instructions
• Converting data or addresses from various number systems (for example, decimal or hexadecimal)
to binary and converting characters into their ASCII or EBCDIC binary codes
• Performing some arithmetic as part of the assembly process
• Telling the loader program where in memory parts of the program or data should be placed
• Allowing the user to assign areas of memory as temporary data storage and to place fixed data in
areas of program memory
1.7. DISADVANTAGES OF ASSEMBLY LANGUAGE 5
• Providing the information required to include standard programs from program libraries, or programs
written at some other time, in the current program
• Allowing the user to control the format of the program listing and the input and output devices
employed
All of these features, of course, involve additional cost and memory. Microcomputers generally have much
simpler assemblers than do larger computers, but the tendency is always for the size of assemblers to
increase. You will often have a choice of assemblers. The important criterion is not how many off-beat
features the assembler has, but rather how convenient it is to use in normal practice.
recognisable function; it will generally correspond to many assembly language instruction. A program
called a compiler translates the high-level language source program into object code or machine language
instructions.
Many different hgih-level languages exist for different types of tasks. If, for exampe, you can express what
you want the computer to do in algebraic notation, you can write your FORTRAN (Formula Translation
Language), the oldest of the high-level languages. Now, if you want to add two numbers, you just tell the
computer:
sum = num1 + num2;
That is a lot simpler (and shorter) than either the equivalent machine language program or the equivalent
assembly language program. Other high-level languages include COBOL (for business applications), BASIC
(a cut down version of FORTRAN designed to prototype ideas before codeing them in full), C (a systems-
programming language), C++ and JAVA (object-orientated general development languages).
Clearly, high-level languages make program easier and faster to write. A common estimate is that a pro-
grammer can write a program about ten times as fast in a high-level langauge as in assembly language. That
is just writing the program; it does not include problem definition, program design, debugging testing or
documentation, all of which become simpler and faster. The high-level language program is, for instance,
partly self-documenting. Even if you do not know FORTRAN, you could probably tell what the statement
illustrated above does.
Machine Independence
High-level languages solve many other problems associated with assembly language programming. The
high-level language has its own syntax (usually defined by an international standard). The language does
not mention the instruction set, registers, or other features of a particular computer. The compiler takes
care of all such details. Programmers can concentrate on their own tasks; they do not need a detailed
understanding of the underlying CPU architecture — for that matter, they do not need to know anything
about the computer the are programming.
Portability
Programs written in a high-level language are portable — at least, in theory. They will run on any computer
that has a standard compiler for that language.
At the same time, all previous programs written in a high-level language for prior computers and available
to you when programming a new computer. This can mean thousands of programs in the case of a common
language like C.
If all the good things we have said about high-level languages are true — if you can write programs
faster and make them portable besides — why bother with assebly languages? Who wants to worry about
registers, instruction codes, mnemonics, and all that garbage! As usual, there are disadvantages that balance
the advantages.
1.9. WHICH LEVEL SHOULD YOU USE? 7
Syntax
One obvious problem is that, as with assembly language, you have to learn the “rules” or syntax of any
high-level language you want to use. A high-level langauge has a fairly complicated set of rules. You will
find that it takes a lot of time just to get a program that is syntactically correct (and even then it probably
will not do what you want). A high-level computer language is like a foreign language. If you have talent,
you will get used to the rules and be able to turn out programs that the compiler will accept. Still, learning
the rules and trying to get the program accepted by the compiler does not contribute directly to doing your
job.
Cost of Compilers
Another obvious problem is that you need a compiler to translate program written in a high-level language
into machine language. Compilers are expensive and use a large amount of memory. While most assem-
blers occupy only a few KBytes of memory, compilers would occupy far larger amounts of memory. A
compiler could easily require over four times as much memory as an assembler. So the amount of overhead
involved in using the compiler is rather large.
Furthermore, only some compilers will make the implementation of your task simpler. Each language has
its own target proglem area, for example, FORTRAN is well-suited to problems that can be expressed as al-
gebraic formulas. If however, your problem is controlling a display terminal, editing a string of characters,
or monitoring an alarm system, your problem cannot be easily expressed. In fact, formulating the solution
in FORTRAN may be more awkward and more difficult than formulating it in assembly language. The
answer is, of course, to use a more suitable high-level language. Languages specifically designed for tasks
such as those mentioned above do exist — they are called system implementation languages. However,
these languages are less widely used.
Inefficiency
High-level languages do not produce very efficient machine language program. The basic reason for this
is that compilation is an automatic process which is riddled with compromises to allow for many ranges of
possibilities. The compiler works much like a computerised language translator — sometimes the words
are right but the sentence structures are awkward. A simpler compiler connot know when a variable is no
longer being used and can be discarded, when a register should be used rather than a memory location, or
when variables have simple relationships. The experienced programmer can take advantage of shortcuts to
shorten execution time or reduce memory usage. A few compiler (known as optimizing cmpilers) can also
do this, but such compilers are much larger than regular compilers.
Virtually no one programs in machine language because it wastes human time and is difficult to document.
An assembler costs very little and greatly reduces programming time.
8 CHAPTER 1. INTRODUCTION
Many other factors are also important, such as the availability of a large computer for use in development,
experience with particular languages, and compatibility with other applications.
If hardware will ultimately be the largest cost in your application, or if speed is critical, you should fa-
vor assembly language. But be prepared to spend much extra time in software development in exchange
for lower memory costs and higher execution speeds. If software will be the largest cost in your applica-
tion, you should favor a high-level language. But be prepared to spend the extra money required for the
supporting hardware and software.
Of course, no one except some theorists will object if you use both assembly and high-level languages.
You can write the program originally in a high-level language and then patch some sections in assembly
language. However, most users prefer not to do this because it can create havoc in debugging, testing, and
documentation.
programs written in high-level languages, utilize or modify operating system functions, and under-
tand other people’s programs.
The rest of these notes will deal exclusively with assembler and assembly language programming.
10 CHAPTER 1. INTRODUCTION
2 Assemblers
This chapter discusses the functions performed by assemblers, beginning with features common to most
assemblers and proceeding through more elaborate capabilities such as macros and conditional assembly.
You may wish to skim this chapter for the present and return to it when you feel more comfortable with the
material.
As we mentioned, today’s assemblers do much more than translate assembly language mnemonics into bi-
nary codes. But we will describe how an assembler handles the translation of mnemonics before describing
additional assembler features. Finally we will explain how assemblers are used.
2.1 Fields
Assembly language instructions (or “statements”) are divided into a number of “fields”.
The operation code field is the only field which can never he empty; it always contains either an instruction
mnemonic or a directive to the assembler, sometimes called a “pseudo-instruction,” “pseudo-operation,” or
“pseudo-op.”
The operand or address field may contain an address or data, or it may be blank.
The comment and label fields are optional. A programmer will assign a label to a statement or add a
comment as a personal convenience: namely, to make the program easier to read and use.
Of course, the assembler must have some way of telling where one field ends and another begins. Assem-
blers often require that each field start in a specific column. This is a “fixed format.” However, fixed formats
are inconvenient when the input medium is paper tape; fixed formats are also a nuisance to programmers.
The alternative is a “free format” where the fields may appear anywhere on the line.
2.1.1 Delimiters
If the assembler cannot use the position on the line to tell the fields apart, it must use something else. Most
assemblers use a special symbol or “delimiter” at the beginning or end of each field. The most common
delimiter is the space character. Commas, periods, semicolons, colons, slashes, question marks, and other
11
12 CHAPTER 2. ASSEMBLERS
whitespace Between label and operation code, between operation code and address, and
before an entry in the comment field
comma Between operands in the address field
asterisk Before an entire line of comment
semicolon Marks the start of a comment on a line that contains preceding code
characters that would not otherwise be used in assembly language programs also may serve as delimiters.
The general form of layout for the ARM assembler is:
You will have to exercise a little care with delimiters. Some assemblers are fussy about extra spaces or the
appearance of delimiters in comments or labels. A well-written assembler will handle these minor prob-
lems, but many assemblers are not well-written. Our recommendation is simple: avoid potential problems
if you can. The following rules will help:
• Do not use extra spaces, in particular, do not put spaces after commas that separate operands, even
though the ARM assembler allows you to do this.
• Do not use delimiter characters in names or labels.
• Include standard delimiters even if your assembler does not require them. Then it will be more likely
that your programs are in correct form for another assembler.
2.1.2 Labels
The label field is the first field in an assembly language instruction; it may be blank. If a label is present,
the assembler defines the label as equivalent to the address into which the first byte of the object code
generated for that instruction will be loaded. You may subsequently use the label as an address or as data
in another instruction’s address field. The assembler will replace the label with the assigned value when
creating an object program.
The ARM assembler requires labels to start at the first character of a line. However, some other assemblers
also allow you to have the label start anywhere along a line, in which case you must use a colon (:) as the
delimiter to terminate the label field. Colon delimiters are not used by the ARM assembler.
Labels are most frequently used in Branch or SWI instructions. These instructions place a new value in
the program counter and so alter the normal sequential execution of instructions. B 15016 means “place
the value 15016 in the program counter.” The next instruction to be executed will be the one in memory
location 15016 . The instruction B START means “place the value assigned to the label START in the
program counter.” The next instruction to be executed will be the on at the address corresponding to the
label START. Figure 2.1 contains an example.
Why use a label? Here are some reasons:
• A label makes a program location easier to find and remember.
• The label can easily be moved, if required, to change or correct a program. The assembler will
automatically change all instructions that use the label when the program is reassembled.
• The assembler can relocate the whole program by adding a constant (a “relocation constant”) to each
address in which a label was used. Thus we can move the program to allow for the insertion of other
programs or simply to rearrange memory.
• The program is easier to use as a library program; that is, it is easier for someone else to take your
program and add it to some totally different program.
2.2. OPERATION CODES (MNEMONICS) 13
When the machine language version of this program is executed, the instruction B START
causes the address of the instruction labeled START to be placed in the program counter That
instruction will then be executed.
• You do not have to figure out memory addresses. Figuring out memory addresses is particularly
difficult with microprocessors which have instructions that vary in length.
You should assign a label to any instruction that you might want to refer to later.
The next question is how to choose a label. The assembler often places some restrictions on the number of
characters (usually 5 or 6), the leading character (often must be a letter), and the trailing characters (often
must be letters, numbers, or one of a few special characters). Beyond these restrictions, the choice is up to
you.
Our own preference is to use labels that suggest their purpose, i.e., mnemonic labels. Typical examples
are ADDW in a routine that adds one word into a sum, SRCHETX in a routine that searches for the ASCII
character ETX, or NKEYS for a location in data memory that contains the number of key entries. Mean-
ingful labels are easier to remember and contribute to program documentation. Some programmers use a
standard format for labels, such as starting with L0000. These labels are self-sequencing (you can skip a
few numbers to permit insertions), but they do not help document the program.
Some label selection rules will keep you out of trouble. We recommend the following:
• Do not use labels that are the same as operation codes or other mnemonics. Most assemblers will
not allow this usage; others will, but it is confusing.
• Do not use labels that are longer than the assembler recognises. Assemblers have various rules, and
often ignore some of the characters at the end of a long label.
• Avoid special characters (non-alphabetic and non-numeric) and lower-case letters. Some assemblers
will not permit them; others allow only certain ones. The simplest practice is to stick to capital letters
and numbers.
• Start each label with a letter. Such labels are always acceptable.
• Do not use labels that could be confused with each other. Avoid the letters I, O, and Z and the
numbers 0, 1, and 2. Also avoid things like XXXX and XXXXX. Assembly programming is difficult
enough without tempting fate or Murphy’s Law.
• When you are not sure if a label is legal, do not use it. You will not get any real benefit from
discovering exactly what the assembler will accept.
These are recommendations, not rules. You do not have to follow them but don’t blame us if you waste
time on unnecessary problems.
One main task of the assembler is the translation of mnemonic operation codes into their binary equivalents.
The assembler performs this task using a fixed table much as you would if you were doing the assembly by
14 CHAPTER 2. ASSEMBLERS
hand.
The assembler must, however, do more than just translate the operation codes. It must also somehow
determine how many operands the instruction requires and what type they are. This may be rather complex
— some instructions (like a Stop) have no operands, others (like a Jump instruction) have one, while still
others (like a transfer between registers or a multiple-bit shift) require two. Some instructions may even
allow alternatives; for example, some computers have instructions (like Shift or Clear) which can either
apply to a register in the CPU or to a memory location. We will not discuss how the assembler makes these
distinctions; we will just note that it must do so.
2.3 Directives
Some assembly language instructions are not directly translated into machine language instructions. These
instructions are directives to the assembler; they assign the program to certain areas in memory, define
symbols, designate areas of memory for data storage, place tables or other fixed data in memory, allow
references to other programs, and perform minor housekeeping functions.
To use these assembler directives or pseudo-operations a programmer places the directive’s mnemonic in
the operation code field, and, if the specified directive requires it, an address or data in the address field.
The most common directives are:
DEFINE CONSTANT (Data)
EQUATE (Define)
AREA
DEFINE STORAGE (Reserve)
Different assemblers use different names for those operations but their functions are the same. Housekeep-
ing directives include:
END LIST FORMAT TTL PAGE INCLUDE
We will discuss these pseudo-operations briefly, although their functions are usually obvious.
The DEFINE CONSTANT directive allows the programmer to enter fixed data into program memory. This
data may include:
• Names • Conversion factors
• Messages • Key identifications
• Commands • Subroutine addresses
• Tax tables • Code conversion tables
• Thresholds • Identification patterns
• Test patterns • State transition tables
• Lookup tables • Synchronisation patterns
• Standard forms • Coefficients for equations
• Masking patterns • Character generation patterns
• Weighting factors • Characteristic times or frequencies
The define constant directive treats the data as a permanent part of the program.
The format of a define constant directive is usually quite simple. An instruction like:
DZCON DCW 12
2.3. DIRECTIVES 15
will place the number 12 in the next available memory location and assign that location the name DZCON.
Every DC directive usually has a label, unless it is one of a series. The data and label may take any form
that the assembler permits.
More elaborate define constant directives that handle a large amount of data at one time are provided, for
example:
EMESS DCB ’ERROR’
SQRS DCW 1,4,9,16,25
A single directive may fill many bytes of program memory, limited perhaps by the length of a line or by the
restrictions of a particular assembler. Of course, you can always overcome any restrictions by following
one define constant directive with another:
MESSG DCB "NOW IS THE "
DCB "TIME FOR ALL "
DCB "GOOD MEN "
DCB "TO COME TO THE "
DCB "AID OF THEIR "
DCB "COUNTRY", 0 ;note the ’0’ terminating the string
Microprocessor assemblers typically have some variations of standard define constant directives. Define
Byte or DCB handles 8-bit numbers; Define Word or DCW handles 32-bit numbers or addresses. Other
special directives may handle character-coded data. The ARM assembler also defines DCD to (Define
Constant Data) which may be used in place of DCW.
The EQUATE directive allows the programmer to equate names with addresses or data. This pseudo-
operation is almost always given the mnemonic EQU. The names may refer to device addresses, numeric
data, starting addresses, fixed addresses, etc.
The EQUATE directive assigns the numeric value in its operand field to the label in its label field. Here are
two examples:
TTY EQU 5
LAST EQU 5000
Most assemblers will allow you to define one label in terms of another, for example:
LAST EQU FINAL
ST1 EQU START+1
The label in the operand field must, of course, have been previously defined. Often, the operand field may
contain more complex expressions, as we shall see later. Double name assignments (two names for the
same data or address) may be useful in patching together programs that use different names for the same
variable (or different spellings of what was supposed to be the same name).
Note that an EQU directive does not cause the assembler to place anything in memory. The assembler
simply enters an additional name into a table (called a “symbol table”) which the assembler maintains.
When do you use a name? The answer is: whenever you have a parameter that you might want to change
or that has some meaning besides its ordinary numeric value. We typically assign names to time constants,
device addresses, masking patterns, conversion factors, and the like. A name like DELAY, TTY, KBD,
KROW, or OPEN not only makes the parameter easier to change, but it also adds to program documentation.
We also assign names to memory locations that have special purposes; they may hold data, mark the start
of the program, or be available for intermediate storage.
16 CHAPTER 2. ASSEMBLERS
What name do you use? The best rules are much the same as in the case of labels, except that here
meaningful names really count. Why not call the teletypewriter TTY instead of X15, a bit time delay
BTIME or BTDLY rather than WW, the number of the “GO” key on a keyboard GOKEY rather than HORSE?
This advice seems straightforward, but a surprising number of programmers do not follow it.
Where do you place the EQUATE directives? The best place is at the start of the program, under appropriate
comment headings such as I / O ADDRESSES, TEMPORARY STORAGE, TIME CONSTANTS, or PROGRAM
LOCATIONS . This makes the definitions easy to find if you want to change them. Furthermore, another
user will be able to look up all the definitions in one centralised place. Clearly this practice improves
documentation and makes the program easier to use.
Definitions used only in a specific subroutine should appear at the start of the subroutine.
The AREA directive allows the programmer to specify the memory locations where programs, subroutines,
or data will reside. Programs and data may be located in different areas of memory depending on the
memory configuration. Startup routines interrupt service routines, and other required programs may be
scattered around memory at fixed or convenient addresses.
The assembler maintains a location counter (comparable to the computer’s program counter) which con-
tains the location in memory of the instruction or data item being processed. An area directive causes the
assembler to place a new value in the location counter, much as a Jump instruction causes the CPU to place
a new value in the program counter. The output from the assembler must not only contain instructions and
data, but must also indicate to the loader program where in memory it should place the instructions and
data.
Microprocessor programs often contain several AREA statements for the following purposes:
• Reset (startup) address • Stack
• Interrupt service addresses • Main program
• Trap (software interrupt) addresses • Subroutines
• RAM storage • Input/Output
Still other origin statements may allow room for later insertions, place tables or data in memory, or assign
vacant memory space for data buffers. Program and data memory in microcomputers may occupy widely
separate addresses to simplify the hardware. Typical origin statements are:
AREA RESET
AREA $1000
AREA INT3
The assembler will assume a fake address if the programmer does not put in an AREA statement. The
AREA statement at the start of an ARM program is required, and its absence will cause the assembly to
fail.
There are various assembler directives that affect the operation of the assembler and its program listing
rather than the object program itself. Common directives include:
END, marks the end of the assembly language source program. This must appear in the file or a “missing
END directive” error will occur.
INCLUDE will include the contents of a named file into the current file. When the included file has
been processed the assembler will continue with the next line in the original file. For example the
following line
2.4. OPERANDS AND ADDRESSES 17
INCLUDE MATH.S
will include the content of the file math.s at that point of the file.
You should never use a lable with an include directive. Any labels defined in the included file will be
defined in the current file, hence an error will be reported if the same label appears in both the source
and include file.
An include file may itself include other files, which in turn could include other files, and so on,
however, the level of includes the assembler will accept is limited. It is not recommended you go
beyond three levels for even the most complex of software.
Users often wonder if or when they can assign a label to an assembler directive. These are our recommen-
dations:
1. All EQU directives must have labels; they are useless otherwise, since the purpose of an EQU is to
define its label.
2. Define Constant and Define Storage directives usually have labels. The label identifies the first
memory location used or assigned.
3. Other directives should not have labels.
The assembler allow the programmer a lot of freedom in describing the contents of the operand or address
field. But remember that the assembler has built-in names for registers and instructions and may have other
built-in names. We will now describe some common options for the operand field.
The assembler assume all numbers to be decimal unless they are marked otherwise. So:
ADD 100
means “add the contents of memory location 10010 to the contents of the Accumulator.”
The assembler will also accept hexadecimal entries. But you must identify these number systems in some
way: for example, by preceding the number with an identifying character.
2_nnn Binary Base 2
8_nnn Octal Base 8
nnn Decimal Base 10
0xnnn Hexadecimal Base 16
It is good practice to enter numbers in the base in which their meaning is the clearest: that is, decimal
constants in decimal; addresses and BCD numbers in hexadecimal; masking patterns or bit outputs in
hexadecimal.
18 CHAPTER 2. ASSEMBLERS
2.4.3 Names
Names can appear in the operand field; they will be treated as the data that they represent. Remember,
however, that there is a difference between operands and addresses. In an ARM assembly language program
the sequence:
FIVE EQU 5
ADD R2, #FIVE
will add the contents of memory location FIVE (not necessarily the number 5) to the contents of data
register R2.
The assembler allows text to be entered as ASCII strings. Such strings must be surrounded with double
quotation marks, unless a single ASCII character is quoted, when single qoutes may be used exactly as in
’C’. We recommend that you use character strings for all text. It improves the clarity and readability of the
program.
Assemblers permit combinations of the data forms described above, connected by arithmetic, logical, or
special operators. These combinations are called expressions. Almost all assemblers allow simple arith-
metic expressions such as START+1. Some assemblers also permit multiplication, division, logical func-
tions, shifts, etc. Note that the assembler evaluates expressions at assembly time; if a symbol appears in an
expression, the address is used (i.e., the location counter or EQUATE value).
Assemblers vary in what expressions they accept and how they interpret them. Complex expressions make
a program difficult to read and understand.
We have made some recommendations during this section but will repeat them and add others here. In
general, the user should strive for clarity and simplicity. There is no payoff for being an expert in the intri-
cacies of an assembler or in having the most complex expression on the block. We suggest the following
approach:
• Use the clearest number system or character code for data.
• Masks and BCD numbers in decimal, ASCII characters in octal, or ordinary numerical constants in
hexadecimal serve no purpose and therefore should not be used.
• Remember to distinguish data from addresses.
• Don’t use offsets from the location counter.
• Keep expressions simple and obvious. Don’t rely on obscure features of the assembler.
2.5 Comments
All assemblers allow you to place comments in a source program. Comments have no effect on the object
code, but they help you to read, understand, and document the program. Good commenting is an essential
part of writing computer programs, programs without comments are very difficult to understand.
2.6. TYPES OF ASSEMBLERS 19
We will discuss commenting along with documentation in a later chapter, but here are some guidelines:
• Use comments to tell what application task the program is performing, not how the microcomputer
executes the instructions.
• Comments should say things like “is temperature above limit?”, “linefeed to TTY,” or “examine load
switch.”
• Comments should not say things like “add 1 to Accumulator,” “jump to Start,” or “look at carry.”
You should describe how the program is affecting the system; internal effects on the CPU should be
obvious from the code.
• Keep comments brief and to the point. Details should be available elsewhere in the documentation.
• Comment all key points.
• Do not comment standard instructions or sequences that change counters or pointers; pay special
attention to instructions that may not have an obvious meaning.
• Do not use obscure abbreviations.
• Make the comments neat and readable.
• Comment all definitions, describing their purposes. Also mark all tables and data storage areas.
• Comment sections of the program as well as individual instructions.
• Be consistent in your terminology. You can (should) be repetitive, you need not consult a thesaurus.
• Leave yourself notes at points that you find confusing: for example, “remember carry was set by
last instruction.” If such points get cleared up later in program development, you may drop these
comments in the final documentation.
A well-commented program is easy to use. You will recover the time spent in commenting many times
over. We will try to show good commenting style in the programming examples, although we often over-
comment for instructional purposes.
A meta-assembler is an assembler that can handle many different instruction sets. The user must define the
particular instruction set being used.
A one-pass assembler is an assembler that goes through the assembly language program only once. Such
an assembler must have some way of resolving forward references, for example, Jump instructions which
use labels that have not yet been defined.
A two-pass assembler is an assembler that goes through the assembly language source program twice.
The first time the assembler simply collects and defines all the symbols; the second time it replaces the
references with the actual definitions. A two-pass assembler has no problems with forward references
but may be quite slow if no backup storage (like a floppy disk) is available; then the assembler must
physically read the program twice from a slow input medium (like a teletypewriter paper tape reader).
Most microprocessor-based assemblers require two passes.
2.7 Errors
Assemblers normally provide error messages, often consisting of an error code number. Some typical
errors are:
Undefined name Often a misspelling or an omitted definition
Illegal character Such as a 2 in a binary number
Illegal format A wrong delimiter or incorrect operands
Invalid expression for example, two operators in a row
Illegal value Usually the value is too large
Missing operand Pretty self explanatory
Double definition Two different values assigned to one name
Illegal label Such as a label on a pseudo-operation that cannot have one
Missing label Probably a miss spelt lable name
Undefined operation code
In interpreting assembler errors, you must remember that the assembler may get on the wrong track if it
finds a stray letter, an extra space, or incorrect punctuation. The assembler will then proceed to misinterpret
the succeeding instructions and produce meaningless error messages. Always look at the first error very
carefully; subsequent ones may depend on it. Caution and consistent adherence to standard formats will
eliminate many annoying mistakes.
2.8 Loaders
The loader is the program which actually takes the output (object code) from the assembler and places it in
memory. Loaders range from the very simple to the very complex. We will describe a few different types.
A bootstrap loader is a program that uses its own first few instructions to load the rest of itself or another
loader program into memory. The bootstrap loader may be in ROM, or you may have to enter it into the
computer memory using front panel switches. The assembler may place a bootstrap loader at the start of
the object program that it produces.
A relocating loader can load programs anywhere in memory. It typically loads each program into the
memory space immediately following that used by the previous program. The programs, however, must
themselves be capable of being moved around in this way; that is, they must be relocatable. An absolute
loader, in contrast, will always place the programs in the same area of memory.
2.8. LOADERS 21
A linking loader loads programs and subroutines that have been assembled separately; it resolves cross-
references — that is, instructions in one program that refer to a label in another program. Object programs
loaded by a linking loader must be created by an assembler that allows external references. An alternative
approach is to separate the linking and loading functions and have the linking performed by a program
called a link editor and the loading done by a loader.
22 CHAPTER 2. ASSEMBLERS
3 ARM Architecture
This chapter outlines the ARM processor’s architecture and describes the syntax rules of the ARM as-
sembler. Later chapters of this book describe the ARM’s stack and exception processing system in more
detail.
Figure 3.1 on the following page shows the internal structure of the ARM processor. The ARM is a Reduced
Instruction Set Computer (RISC) system and includes the attributes typical to that type of system:
• A large array of uniform registers.
• A load/store model of data-processing where operations can only operate on registers and not directly
on memory. This requires that all data be loaded into registers before an operation can be preformed,
the result can then be used for further processing or stored back into memory.
• A small number of addressing modes with all load/store addresses begin determined from registers
and instruction fields only.
• A uniform fixed length instruction (32-bit).
In addition to these traditional features of a RISC system the ARM provides a number of additional features:
• Separate Arithmetic Logic Unit (ALU) and shifter giving additional control over data processing to
maximize execution speed.
• Auto-increment and Auto-decrement addressing modes to improve the operation of program loops.
• Conditional execution of instructions to reduce pipeline flushing and thus increase execution speed.
The ARM supports the seven processor modes shown in table 3.1.
Mode changes can be made under software control, or can be caused by external interrupts or exception
processing.
23
24 CHAPTER 3. ARM ARCHITECTURE
Most application programs execute in User mode. While the processor is in User mode, the program being
executed is unable to access some protected system resources or to change mode, other than by causing an
exception to occur (see 3.4 on page 29). This allows a suitably written operating system to control the use
of system resources.
The modes other than User mode are known as privileged modes. They have full access to system resources
and can change mode freely. Five of them are known as exception modes: FIQ (Fast Interrupt), IRQ
(Interrupt), Supervisor, Abort, and Undefined. These are entered when specific exceptions occur. Each of
them has some additional registers to avoid corrupting User mode state when the exception occurs (see 3.2
for details).
The remaining mode is System mode, it is not entered by any exception and has exactly the same registers
available as User mode. However, it is a privileged mode and is therefore not subject to the User mode
restrictions. It is intended for use by operating system tasks which need access to system resources, but
wish to avoid using the additional registers associated with the exception modes. Avoiding such use ensures
that the task state is not corrupted by the occurrence of any exception.
3.2 Registers
The ARM has a total of 37 registers. These comprise 30 general purpose registers, 6 status registers and
a program counter. Figure 3.2 illustrates the registers of the ARM. Only fifteen of the general purpose
registers are available at any one time depending on the processor mode.
Modes
Privileged Modes
Exception Modes
User System Supervisor Abort Undefined Interrupt Fast Interrupt
R0 R0 R0 R0 R0 R0 R0
R1 R1 R1 R1 R1 R1 R1
R2 R2 R2 R2 R2 R2 R2
R3 R3 R3 R3 R3 R3 R3
R4 R4 R4 R4 R4 R4 R4
R5 R5 R5 R5 R5 R5 R5
R6 R6 R6 R6 R6 R6 R6
R7 R7 R7 R7 R7 R7 R7
R8 R8 R8 R8 R8 R8 R8_fiq
R9 R9 R9 R9 R9 R9 R9_fiq
R10 R10 R10 R10 R10 R10 R10_fiq
R11 R11 R11 R11 R11 R11 R11_fiq
R12 R12 R12 R12 R12 R12 R12_fiq
R13 R13 R13_svc R13_abt R13_und R13_irq R13_fiq
R14 R14 R14_svc R14_abt R14_und R14_irq R14_fiq
PC PC PC PC PC PC PC
There are a standard set of eight general purpose registers that are always available (R0 – R7 ) no matter
which mode the processor is in. These registers are truly general-purpose, with no special uses being placed
on them by the processors’ architecture.
26 CHAPTER 3. ARM ARCHITECTURE
A few registers (R8 – R12 ) are common to all processor modes with the exception of the fiq mode. This
means that to all intent and purpose these are general registers and have no special use. However, when the
processor is in the fast interrupt mode these registers and replaced with different set of registers (R8_fiq -
R12_fiq ). Although the processor does not give any special purpose to these registers they can be used to
hold information between fast interrupts. You can consider they to be static registers. The idea is that
you can make a fast interrupt even faster by holding information in these registers.
The general purpose registers can be used to handle 8-bit bytes and 32-bit words1 . When we use a 32-bit
register in a byte instruction only the least significant 8 bits are used. Figure 3.3 demonstrates this.
The remaining registers (R13 – R15 ) are special purpose registers and have very specific roles: R13 is also
known as the Stack Pointer, while R14 is known as the Link Register, and R15 is the Program Counter. The
“user” (usr) and “System” (sys) modes share the same registers. The exception modes all have their own
version of these registers. Making a reference to register R14 will assume you are referring to the register
for the current processor mode. If you wish to refer to the user mode version of this register you have refer
to the R14_usr register. You may only refer to register from other modes when the processor is in one of
the privileged modes, i.e., any mode other than user mode.
There are also one or two status registers depending on which mode the processor is in. The Current
Processor Status Register (CPSR) holds information about the current status of the processor (including its
current mode). In the exception modes there is an additional Saved Processor Status Register (SPSR) which
holds information on the processors state before the system changed into this mode, i.e., the processor status
just before an exception.
Register R13 is used as a stack pointer and is also known as the SP register. Each exception mode has its
own version of R13 , which points to a stack dedicated to that exception mode.
The stack is typically used to store temporary values. It is normal to store the contents of any registers a
function is going to use on the stack on entry to a subroutine. This leaves the register free for use during
the function. The routine can then recover the register values from the stack on exit from the subroutine. In
this way the subroutine can preserve the value of the register and not corrupt the value as would otherwise
be the case.
See Chapter 15 for more information on using the stack.
• On entry to the subroutine store R14 to the stack with an instruction of the form:
STMIA SP!,{hregistersi, LR}
and use a matching instruction to return from the subroutine:
LDMIA SP!,{hregistersi, PC}
This saves the Link Register on the stack at the start of the subroutine. On exit from the subroutine
it collects all the values it placed on the stack, including the return address that was in the Link
Register, except it returns this address directly into the Program Counter instead.
See Chapter 14 on page 117 for further details of using the stack, and Chapter 15 on page 119 for further
details on using subroutines.
When an exception occurs, the exception mode’s version of R14 is set to the address after the instruction
which has just been completed. The SPSR is a copy of the CPSR just before the exception occurred. The
return from an exception is performed in a similar way to a subroutine return, but using slightly different
instructions to ensure full restoration of the state of the program that was being executed when the exception
occurred. See 3.4 on page 29 for more details.
Register R15 holds the Program Counter known as the PC. It is used to identify which instruction is to be
preformed next. As the PC holds the address of the next instruction it is often referred to as an instruction
pointer. The name “program counter” dates back to the times when program instructions where read in
off of punched cards, it refers to the card position within a stack of cards. In spite of its name it does not
actually count anything!
When an instruction reads the PC the value returned is the address of the current instruction plus 8 bytes.
This is the address of the instruction after the next instruction to be executed2 .
This way of reading the PC is primarily used for quick, position-independent addressing of nearby instruc-
tions and data, including position-independent branching within a program.
An exception to this rule occurs when an STR (Store Register) or STM (Store Multiple Registers) instruction
stores R15 . The value stored is UNKNOWN and it is best to avoid the use of these instructions that store
R15 .
When an instruction writes to R15 the normal result is that the value written is treated as an instruction
address and the system starts to execute the instruction at that address3 .
2 This is caused by the processor having already fetched the next instruction from memory while it is decoding the current
instruction. Thus the PC is still the next instruction to be executed, but that is not the instruction immediately after the current one.
3 As the processor has already fetched the instruction after the current instruction it is required to flush the instruction cache and
start again. This will cause a short, but not significant, delay.
28 CHAPTER 3. ARM ARCHITECTURE
Rather surprisingly the current processor status register (CPSR) contains the current status of the processor.
This includes various condition code flags, interrupt status, processor mode and other status and control
information.
The exception modes also have a saved processor status register (SPSR), that is used to preserve the value
of the CPSR when the associated exception occurs. Because the User and System modes are not exception
modes, there is no SPSR available.
Figure 3.4 shows the format of the CPSR and the SPSR registers.
31 30 29 28 27 ··· 8 7 6 5 4 ··· 0
N Z C V SBZ I F SBZ Mode
The processors’ status is split into two distinct parts: the User flags and the Systems Control flags. The
upper byte is accessible in User mode and contains a set of flags which can be used to effect the operation
of a program, see section 3.3. The lower byte contains the System Control information.
Any bit not currently used is reserved for future use and should be zero, and are marked SBZ in the figure.
The I and F bits indicate if Interrupts (I) or Fast Interrupts (F) are allowed. The Mode bits indicate which
operating mode the processor is in (see 3.1 on page 23).
The system flags can only be altered when the processor is in protected mode. User mode programs can
not alter the status register except for the condition code flags.
3.3 Flags
The upper four bits of the status register contains a set of four flags, collectively known at the condition
code. The condition code can be used to control the flow of the program execution. The is often abbreviated
to just hcci. The condition code flags are:
N The Negative (sign) flag takes on the value of the most significant bit of a result. Thus when an
operation produces a negative result the negative flag is set and a positive result results in a the negative
flag being reset. This assumes the values are in standard two’s complement form. If the values are
unsigned the negative flag can be ignored or used to identify the value of the most significant bit of
the result.
Z The Zero flag is set when an operation produces a zero result. It is reset when an operation produces
a non-zero result.
C The Carry flag holds the carry from the most significant bit produced by arithmetic operations or
shifts. As with most processors, the carry flag is inverted after a subtraction so that the flag acts as a
borrow flag after a subtraction.
V The Overflow flag is set when an arithmetic result is greater than can be represented in a register.
Many instructions can modify the flags, these include comparison, arithmetic, logical and move instruc-
tions. Most of the instructions have an S qualifier which instructs the processor to set the condition code
flags or not.
3.4. EXCEPTIONS 29
3.4 Exceptions
Exceptions are generated by internal and external sources to cause the processor to handle an event, such
as an externally generated interrupt or an attempt to execute an undefined instruction. The ARM supports
seven types of exception, and a provides a privileged processing mode for each type. Table 3.2 lists the
type of exception and the processor mode associated with it.
When an exception occurs, some of the standard registers are replaced with registers specific to the ex-
ception mode. All exception modes have their own Stack Pointer (SP) and Link (LR) registers. The fast
interrupt mode has more registers (R8_fiq – R12_fiq ) for fast interrupt processing.
Reset when the Reset pin is held low, this is normally when the system is first turned on or when the reset
button is pressed.
Software Interrupt is generally used to allow user mode programs to call the operating system. The user
program executes a software interrupt (SWI, A.26 on page 150) instruction with a argument which
identifies the function the user wishes to preform.
Undefined Instruction is when an attempt is made to preform an undefined instruction. This normally
happens when there is a logical error in the program and the processor starts to execute data rather
than program code.
Prefetch Abort occurs when the processor attempts to access memory that does not exist.
Data Abort occurs when attempting to access a word on a non-word aligned boundary. The lower two
bits of a memory must be zero when accessing a word.
Interrupt occurs when an external device asserts the IRQ (interrupt) pin on the processor. This can be
used by external devices to request attention from the processor. An interrupt can not be interrupted
with the exception of a fast interrupt.
Fast Interrupt occurs when an external device asserts the FIQ (fast interrupt) pin. This is designed to
support data transfer and has sufficient private registers to remove the need for register saving in
such applications. A fast interrupt can not be interrupted.
When an exception occurs, the processor halts execution after the current instruction. The state of the
processor is preserved in the Saved Processor Status Register (SPSR) so that the original program can be
resumed when the exception routine has completed. The address of the instruction the processor was just
about to execute is placed into the Link Register of the appropriate processor mode. The processor is now
ready to begin execution of the exception handler.
The exception handler are located a pre-defined locations known as exception vectors. It is the responsibil-
ity of an operating system to provide suitable exception handling.
30 CHAPTER 3. ARM ARCHITECTURE
Before continuing, we need to develop an unambiguous notation to help us describe the way in which
information moves around the processor (see figure 3.1 on page 24). The register transfer language (RTL)
is just such a notation.
Each component of the processor is given a name or an abbreviation, for example the Memory Address
Register is known as the MAR, and the Program Counter is refereed to as PC. A left-, or back-arrow (←)
indicates the transfer of data from one component to another. Thus the RTL expression:
MAR ← PC
means that the contents of the program counter are transferred (i.e. copied into) the memory address
register. A comment can be added to the line by placing the text after a semi-colon (;) following the
expression.
In addition to accessing a component directly we can also refer to a particular field, or part, of a device by
placing the name of the field in parentheses after the device name. For example, the Instruction Register
(IR) is split into a number of fields including the operation code (or op-code) field (see section 3.6.2 for a
further description of the IR fields). In order to access the op-code field we would need to write:
IR(op-code)
A field is not always given a name, so we need to indicate the field by specifying which bits have been
grouped to provide the field. This is known as a bit field which we denote by giving the lower and upper
bits, separated by a colon as the field name. Thus to select the upper four bits (bits 28 to 31 inclusive) of
register R4 we would write:
R4(28:31)
Finally, we also have the notion of a guard. This is a condition which must be true before the expression
can be evaluated. The guard is written before the RTL expression it is guarding and is separated from
that expression with a colon (:). Normally the guard is a test for an optional item in the instruction. For
example, there is a version of the MOV instruction (MOVS) which sets the CPSR flags N and Z. We can place
a guard, which test for the extra S like this:
hSi: CPSR ← ALU(Flags)
When more than one guard is required we simply list the guards next to each other in sequence:
hccihSi: CPSR ← ALU(Flags)
indicates the process must be in the current condition, as indicated by the hcci guard (see section 4.1.2 on
page 42), and it must be the S form of the instruction before the RTL expression is be executed.
3.5.1 Memory
When accessing external random access memory the processor must go though the memory device, indi-
cated by the device name M. The processor must first place the address, or location, it intends to access in
the Memory Address Register (MAR). When writing to external memory the value to be written should then
be copied into the Memory Buffer Register (MBR). When reading from memory the value made available
in the MBR.
The following RTL demonstrates how the system accesses memory. The location we wish to access is held
in the register R12 . In the first example we are reading the value from memory into register R0 while the
second example writes the value in register R1 to memory.
3.5. REGISTER TRANSFER LANGUAGE 31
Read Write
MAR ← R12 MAR ← R12
MBR ← M(MAR) MBR ← R1
R0 ← MBR M(MAR) ← MBR
In particular you should note the two lines which include the item M(MAR). This is where the data is actually
transferred between the processor and external memory.
Although this is the correct way of accessing external memory, it is rather tiresome. To overcome this we
abuse the notation slightly by placing the location we wish to access as a field to the memory device, and
read/write to it directly. Thus we can write the above examples as:
R0 ← M(R12) M(R12) ← R1
In this way we hide the reference to the MAR and MBR inside the reference to the memory device M(. . . ).
In a similar manner the ALU has a number of rules for its use. The ALU has a number of parts, or registers.
Normally the ALU requires two operands (arguments) and a command.
A The first operand (or argument) goes into ALU register A, written as ALU(A). The design of the
processor means that only a register may be moved into the A register.
B The second operand (or argument) should be placed in the ALU’s B register, denoted by ALU(B).
The value for the B register may come from a number of different sources, normally a register.
As the B register is connected to the Barrel Shift component the value can be modified (shifted)
as it is copied into the B register, this is discussed later.
Cmd Once the two operands have been set up, copied into registers A and B, the ALU needs to know
what to do with them. Thus we also have a Command (Cmd) register. We should write this as
ALU(Cmd) but we normally miss off the register name when writing to the ALU.
Note the lack of field in the last two lines. We are using the defaults for the write (cmd) and read (R)
operations. As with the memory operations we tend to abuse the notation by writing a single line which
summarised this operation:
R0 ← R1 + R2
The convention is that the item before the operator is placed in the ALU register A and the item after the
operator is placed in register B. In our example the operator is the plus sign (+), while the register R1
would be copied into ALU(A) and R2 would be copied into ALU(B).
The data paths leading to the A and B registers pass though two additional components that preform oper-
ations which traditionally form part of the Arithmetic and Logic Unit. These are the Booth Multiplier and
Barrel Shifter respectively.
Booth Multiplier
The Booth multiplier is a hardware component that is capable of multiplying two signed numbers. It can
take two 16-bit values and produces a single 32-bit result. As with the ALU, the Booth Multiplier (BM) has
two input registers (A and B) and one results register (R). The instruction:
MUL R0, R1, R2
will multiply the value in register R1 with that in register R2 , placing the result in R0 . The RTL for this
would be:
BM(A) ← R1(0:15) ; First operand
BM(B) ← R2(0:15) ; Second operand
ALU(A) ← BM(R) ; Result gos on to the ALU
R0 ← ALU ; Read result
There are two points to note here, firstly only the lower 16-bits (or halfwords) of the operands are used in
the multiply operation. The second point to note is that the result must go on to the ALU before it can be
copied into the destination register.
You may be surprised to discover that whilst this is what actually happens inside the processor we tend to
write it differently:
R0 ← R1 × R2
The Booth Multiplier is named after Andrew D. Booth who first suggested a method of multiplying two
numbers together that could be implemented as a hardware component4 . See Chapter 12 for a discussion
of the Multiply instructions.
Barrel Shifter
The Barrel Shift unit allows the ARM to manipulate the second operand, leading to register B of the ALU,
before it actually reaches it. This is an advantage when dealing with bit-orientated operations (Chapter 8)
and data structures (Chapter 13). For a discussion on the use of the Barrel Shift we refer you to Chapter 5.
Particularly the discussion of the data addressing mode (hop1i) in section 5.1 on page 51.
Table 3.3 on the opposite page on the next page shows how we write the five different ways in which data
can be manipulated by the barrel shift, and which section of Chapter 5 discusses the shift method.
For example, if we wish to add the value of register R2 shifted left by 4 bits (effectively multiplied by 16)
to the register R1 leaving the result in register R0 , we would give the instruction:
4 Booth’s paper A signed binary multiplication technique was first published in the Quarterly Journal of Mechanics and Applied
Note the use of the shorthand form of the ALU operation + (add). As the shift is on the right hand side of
the operator, the result must be placed in register B of the ALU. It is only data going to register B which
can be shifted in the manner anyhow so that works out.
You should also note that most processes require a separate instruction to preform these operations.
The Control Unit is the most complex part of the processor. This controls the overall operation of the
processor. It sends control signals to the other devices prompting them to place data on one of the buses
or take data from the bus. The control unit is the device which actually executes the RTL we have been
looking at. Indeed the purpose of this book is to describe the operation of this unit.
So what happens in the Control Unit? In essence it is quite simple, it reads a machine instruction from
memory and then preforms the operation described by the instruction. It does this though the now famous
fetch/execute cycle. This starts with the fetch phase where the control unit will fetch the next instruction
from memory into the Instruction Register (IR).
In older microprocessors the execute phase was a simple task. When processors become more complex a
micro-code system was introduced where the execute phase consisted of executing a series of RTL like in-
structions within the control unit itself. Such systems are refereed to as Complex Instruction Set Computers
(CISC). Such systems include the Motorola MC68000, and the Intel 80x86 series.
The ARM however, is a Reduced Instruction Set Computer (RISC) system, which means the designers
chose to use a larger instruction size (32-bit) in exchange for making the control unit simple, well simpler.
Other RISC processors include the SPARC, and the PowerPC range (Gn).
A RISC processor has a number of stages to the execute part of the fetch/execute cycle:
Instruction Fetch Fetch the instruction from memory into the instruction register.
Instruction Decode Decode the instruction in the instruction register working out what we are
supposed to do next.
Operand Fetch Fetch the source operands for the task, this may involve the use of the data
addressing mode (see 5.1 on page 51) or a memory addressing mode (see 5.2
on page 54).
Execute Perform the requested operation.
Operand Store Save the result someplace, this will almost always be a register.
34 CHAPTER 3. ARM ARCHITECTURE
The ARM have been designed to perform these stages simultaneously. So whilst it is decoding one instruc-
tion it can be fetching the next instruction from memory. This is known as the instruction pipeline.
The way in which the pipeline works can best be seen by examining the RTL the control unit will generate
when processing the instruction
SUBS R0, R0, #1
This instruction will subtract 1 from the content of the register R0 , and set the Z flag should it become zero.
This is a particularly useful instruction as we will see in chapter 9.
It should be noted that while we discuss a five stage instruction pipeline, different variants of the ARM
have a different stages. The version of the ARM we are using has a three stage pipeline: Instruction Fetch
and Decode; Operand Fetch; Execute and Operand Store.
The first step is to copy the memory location contained in the program counter into the memory address
register.
MAR ← PC
The program counter is badly named as it does not count programs, or anything else for that matter, but
contains the address of the next instruction in memory to be executed. In some system it is called the
instruction pointer, or IP. Once the MAR has the location of the next instruction, the contents of the program
counter are incremented (moved on to the next instruction) with a special address incrementer (INC) circuit
and moved back to the program counter. In this way, the program counter is pointing to the next instruction
while the current instruction is being executed.
INC ← MAR
PC ← INC
The MAR now contains a copy of the contents of the PC, so that the instruction to be executed is read from
the memory and transferred to the memory buffer register (MBR). Once in the MBR the instruction can then
be copied into the instruction register (IR).
MBR ← M(MAR)
IR ← MBR
By abusing the notation we can reduce these five lines to just two:
IR ← M(PC) ; Read value at PC into the Instruction Register
PC ← INC(PC) ; Move Program Counter to next instruction
Now the instruction is in the instruction register it is necessary to decode it. The IR is divided into a number
of fields or parts.
op-code
This is the operation code or binary instruction which tells the control unit which function to preform.
condition code.
This is a general guard for the whole instruction. The instruction will only be preformed if the
process is in this state or the condition code has been set to always, the default. See section 4.1.2 on
page 42 for more information. Our example instruction has the default setting, so there is not guard
and the instruction will always be executed.
3.6. CONTROL UNIT 35
Set flags.
Most of the data processing instructions include a S variation. Such as our SUBS instruction. The
hSi field used to indicate whether the instruction should set the CPSR flags (as in our example) or
not.
destination register.
All of the instructions take one or two source values, and preform some operation on them, placing
a result in the destination register. With the exception of the store instruction it is always a register.
In our example this would be the register R0 .
source register.
The majority of instructions require one or two source values to operate on. The hsourcei register
indicates which register holds the source value for the instruction/operation. In our example this
would also be the register R0 .
op1 The data processing instructions all require a source value which can be calculated as part of the
instruction. This is known as a hop1i value. See section 5.1 on page 51 for a full discussion of the
possible values for hop1i. Our subtract instruction is a data processing instruction and hop1i is an
immediate value, so it will take the value from the hvaluei part of the instruction register.
op2 The memory based instructions require a memory location to work with, this is specified in an effective
address, known as an hop2i operand. Section 5.2 on page 54 goes into the details of the hop2i field.
value
Holds a small value as part of the binary instruction. This is normally used when calculating the sec-
ond operand, either hop1i or hop2i. As we are using immediate addressing in our example instruction
(the #1), the value (1) will be in the hvaluei field.
offset
This is similar to hvaluei except the value is larger. This field is only used by the branch instructions.
Whilst all of the fields are available, they only have any real meaning in the context of the instruction. The
only fields that have any real value are the op-code and condition fields. Even then not all instructions have
an condition field.
The instruction decode stage of the fetch/execute cycle does not actually produce any RTL. However, for
our example instruction the IR will be broken down as follows:
op-code condition set destination source op1 value
subtract always true R0 R0 immediate 1
The operand fetch stage will prepare the ALU for the execution phase by reading the operands into the
ALU registers.
In our example we read the hsourcei register into the ALU’s A register.
ALU(A) ← R0
At the same time we can also copy the second operand into register B of the ALU. As this is a data
processing instruction the control unit will analyse IR(op1) and see that we are using an immediate value.
Thus it will copy the value field into the ALU register.
ALU(B) ← IR(value)
As the hop1i value passes through the Barrel Shifter we can preform a shift operation on the value as it
passes into the ALU.
36 CHAPTER 3. ARM ARCHITECTURE
For the memory load instruction, the operand fetch stage will read a value from external memory as speci-
fied by hop2i.
3.6.4 Execute
Now that the ALU has been configured, both registers have been loaded with the appropriate operands
(values), we can now instruct the ALU to subtract the second operand from the first. This is done by
simply sending a subtract message to the ALU.
ALU ← subtract
Finally we need to store the result of this operation by copying the value from the ALU to the destination
register.
R0 ← ALU
However we also have the hSi flag set, so we must copy the flags from the ALU back into the CPSR in the
control unit.
CPSR ← ALU(flags)
For the memory store instruction the destination is a memory location specified by hop2i. This is the only
instruction that does not use a register as the destination. This will cause the system to write the result to
memory.
3.6.6 Summary
We have just looked at the fetch/execute cycle and the way the system actually processes an instruction. In
particular we looked at the processing of a specific instruction
SUBS R0, R0, #1
which subtracts 1 from the content of the register R0 , and sets the Z flag should it become zero.
Here we will list the RTL that was produced without all the bothersome interpretation.
MAR ← PC ; Instruction Fetch
INC ← MAR
PC ← INC
MBR ← M(MAR)
IR ← MBR
; Instruction Decode
ALU(A) ← R0 ; Operand Fetch
ALU(B) ← IR(value)
ALU ← subtract ; Execute the instruction
R0 ← ALU ; Operand Store
CPSR ← ALU(flags)
If we abuse the notation, as discussed earlier in sections 3.5.2 and 3.6.1, we can reduce this from 10
instructions to just four.
3.6. CONTROL UNIT 37
Why are a microprocessor’s instructions referred to as an instruction set? Because the microprocessor
designer selects the instruction complement with great care; it must be easy to execute complex operations
as a sequence of simple events, each of which is represented by one instruction from a well-designed
instruction set.
Assembler often frighten users who are new to programming. Yet taken in isolation, the operations involved
in the execution of a single instruction are usually easy to follow. Furthermore, you need not attempt to
understand all the instructions at once. As you study each of the programs in this book you will learn about
the specific instructions involved.
From the advent of the microprocessor in the early 1970s there has been a trend for instruction sets to
become more sophisticated and complex. In the early 1980s, a different approach to the instruction set
emerged, that of the Reduced Instruction Set Computer or RISC, which attempted to produce a ‘striped
down’ processor, or a ‘supercharged’ one if you prefer.
When David Patterson and David Ditzel1 first proposed the idea, they analysed a large number of pro-
grams to find out how developers where actually using the processor. They came up with three interesting
observations. The first of which can be seen in table 4.1 below.
This shows that most programs spend over 80% of the time executing instructions from the Data Movement,
Flow Control or Arithmetic instruction groups. If they could find a method of increasing the speed of these
instructions, the program would execute that much faster.
There second observation was in the use of constant values. Some 56% of constant values where within
the range of ±15, while 98% of constants where in the range ±511. As the most constant values are small
enough (just 5 bits) they could be included as part of the instruction, rather than forcing yet another memory
access for it.
The final observation was that the number of parameters (or arguments) passed between subroutines was
normally less than six. Remember this research was done before the advent of Microsoft Windows and the
13-parameter API call which nobody can ever remember. Thus if the processor had sufficient registers, it
would not be necessary to use external (off-chip) memory for a stack frame. See Chapter 14 for a discussion
of the stack frame.
1 David A. Patterson and David R. Ditzel, The case for the reduced instruction set computer published in Computer Architecture
39
40 CHAPTER 4. INSTRUCTION SET
These three observations form the basis of what has become know as the Berkeley RISC architecture, and
subsequently formed the principles upon which the ARM instruction set was designed.
The mnemonics for the ARM instruction set are listed in table 4.2 above. This provides a survey of the
processors capabilities, and will also be useful when you need a certain kind of operation but are either
unsure of the specific mnemonics or not yet familiar with what instructions are available.
The instruction mnemonics are supposed to provide you with an easy way to remember the instructions
set. Although, despite having developed in assembler on ten different microprocessors, we have yet to find
a set of mnemonics which are truly mnemonic. This is one of the reasons people new to assembler find it
so daunting, attempting to remember all of these so called mnemonics. It is probably easier to remember
the instruction you want, and then work out the mnemonic for it.
There are generally three types of developer. One who can understand what each instruction does but is
not able to put them together to form a program, chapters 7 through to 15 are intended to help these people.
The second is one who can understand the principles behind the instructions and is able to put it all together
to form a program, but can never remember the precise details of the instructions, appendix A is intended
for these people. The final type, is the most annoying, those who can not only put it all together in the form
of a program, in addition they are also able to remember each and every instruction in minute detail.
The ARM instruction set can be divided into six broad classes of instruction.
There is only one instruction which falls into this category, which is the MOV (Move) Instruction. This is
however probably the most important instruction, as over 40% of a program will consists of this instruc-
tions. It is worth our while looking at this instruction in more detail as it shares two attributes with most of
the other instructions, namely the set flags variant and conditional execution.
Section A.13 on page 142 gives the syntax for this instruction as:
MOVhccihSi Rd , hop1i
which we interpret as:
MOV this is the mnemonic for the instruction which indicates which operation we would like to pre-
form. See table 4.2 on the preceding page for a list of mnemonics, and Appendix A for a detailed
discussion of each instruction. The MOV mnemoic is a bit of a misnomer as the original value is
not destroyed, but copied.
hcci indicates conditional execution, where the instruction is only executed under the specified con-
dition. This is either a two letter condition code (see table 4.3 on the following page) or missing
altogether, in which case it is assumed the instruction should always be executed. This is dis-
cussed in more detail later (in section 4.1.2).
hSi indicates the operation should set the condition code. This is to be used in conjunction with the
conditional execution and is discussed in more detail later.
Rd indicates the destination register. This is always a register and may be any register available in
the current processor mode.
hop1i indicates the source of the data. The MOV instruction is unusual in that it only has the one source.
Most instructions require two operands, thus they require two sources. The first is normally a
source register (Rs).
The source register (if present) is copied into the register A of the ALU. The hop1i source is
copied into register B of the ALU, which means it has to pass though the Barrel Shifter. This
allows the programmer to preform an arithmetic or logical shift of the data en route. As a result
there is no requirement for the dedicated shift instructions found in other (CISC) processors.
See section 5.1 for a full discussion of what can be done with an hop1i value.
With this in mind, the register transfer language notation describing a general MOV instruction would be:
hcci: ALU(B) ← hop1i
hcci: Rd ← ALU
hccihSi: CSPR ← ALU(flags)
Where the hcci guard indicates the conditional execution, and the hSi guard indicates the Set flags variant
of the instruction.
Most of the data processing instructions, this includes the Arithmetic, and Logic instruction groups, have a
variant which allows them to sets the condition code flags. This variant is indicated by an hSi in the syntax
definition of the instruction (in Appendix A) and by adding the letter S to the end of the mnemonic.
The flow control instructions will always effect the processor status, thus they do not need a variant. The
Memory Access instructions do not pass the data via the ALU and so can not set the flags. This is quite a
pain, as it means we have to add an extra instruction to check if the value we have just read from memory
is a zero or not.
42 CHAPTER 4. INSTRUCTION SET
The MOVS instruction will pass the value though the ALU in order to generate the condition codes. In
particular it can only set the Zero and Negative flags. This variant can be combined with the flow control
and conditional execution feature to provide fast efficient code. Chapter 9 provides a number of examples.
We can indicate the action taken by a Set Flags variant by using the hSi guard in the RTL description of the
instruction:
The vast majority of instructions include the condition code (hcci) attribute which allows the instruction
to be executed conditionally dependent on the current status of the processor (condition code flags, see
section 3.3 on page 28). If the flags indicate that the condition is true, the instruction is executed, otherwise
the instruction is ignored, and the processor simply moves on to the next instruction.
A list of the two letter condition codes are shown in table 4.3 above. To indicate that an instruction is
conditional we simply place the two letter mnemonic for the condition after the mnemonic for the instruc-
tion, but before the hSi if present. If no condition code mnemonic is used the instruction will always be
executed, there is even a two letter mnemonic to indicate always (AL) if you prefer.
Note that the Greater and the Less conditions are for use with signed numbers while the Higher and
Lower conditions are for use with unsigned numbers. These condition codes only really make sense after
a comparison instruction (see 4.3).
MOVCC R0, R1
will copy the value in the register R1 into the R0 register, only when the Carry flag is clear (or not set, this
is the CC condition code), R0 will remain unaffected if the C flag is set.
Conditional execution can be combined with the hSi variant instruction. For example, what would the
following code fragment do?
MOVS R0, R1
MOVEQS R0, R2
MOVEQ R0, R3
1. The first instruction will always copy R1 into R0 , but it will also set the N and Z flags accordingly.
2. The second instruction is only executed if the Z flag is set, i.e., the value of R1 was zero. If the value
of R1 was not zero the instruction is skipped. If the second instruction is executed it will copy the
value of R2 into R0 and it will also set the N and Z flags according to the value of R2 .
3. The third instruction is only executed if both R1 and R2 are both zero.
4.2. ARITHMETIC 43
4.2 Arithmetic
The eight instructions in this group all preform an arithmetic operation on two (and in one case three)
source operands, one of which must be a register (Rn) and another value (hop1i) producing a result which
is placed in a destination register (Rd ). They can also optionally update the condition code flags based on
the result.
4.2.1 Addition
There are only two addition instructions: ADD (Add) and ADC (Add with Carry). These instructions both
add two 32-bit numbers, but they can be combined to add 64-bit or larger numbers. Let registers R0 , R1
and R2 , R3 contain two 64-bit numbers, with the lower word in registers R0 and R2 respectively. We can
add these 64-bit numbers to produce a new 64-bit number in R4, R5 :
The ADDS not only adds the two lower words together, but also sets the carry flag if there is a carry over,
and clears it if there is no carry over. The ADC not only adds the upper words, but also adds in the carry
over from the lower words.
4.2.2 Subtraction
There are four subtraction instructions. The SUB (Subtract) and SBC (Subtract with Carry) instructions are
the equivalent of the ADD and ADC instructions above.
Unlike addition, subtraction is not commutative. This means that while the result of adding 4 + 2 is the
same as that of adding 2 + 4, the result of subtracting 4 − 2 (2) is not the same as subtracting 2 − 4 (−2).
To allow for this we have two additional “reverse” instructions: RSB (Reverse Subtract) and RSC (Reverse
Subtract with Carry) which subtract the value in a register from another value.
In subtraction, the carry flag records the fact that a subtraction had to borrow from the next (32nd ) bit. Thus
the SUB and SBC instructions can be combined in the same way as the ADD and ADC instructions to form
a 64-bit subtraction. The RSB and RSC instruction can also be combined in this manner.
4.2.3 Multiplication
There are two multiplication instructions, MUL (Multiply) and MLA (Multiply Accumulate). These instruc-
tions are different from the others in this group, in that they can only operate on registers. The second
operand must be a register, rather than an hop1i value, as used by the other instructions in the arithmetic
group.
The MUL instruction will use the Booth Multiplier to simply multiply two 32-bit numbers, giving a 32-bit
result. This causes a small problem, as multiplying two 32-bit numbers should produces a 64-bit result.
So the multiply instructions should be used with caution. It does, however, mean that we can multiply to
signed 16-bit numbers, and receive a correct signed 32-bit result.
The MLA instruction the same as the MUL instruction with the exception that it will add the result of the
multiplication to the value in a third register. This can be used for calculating running totals.
44 CHAPTER 4. INSTRUCTION SET
4.2.4 Division
If you have been paying attention, you will have realised that we have already discussed the eight instruc-
tions in this group. This means that there are no instructions to support division.
Division is performed considerably less frequently than the other arithmetic operations. It is, however,
possible to perform division by repeatedly subtracting the divisor from the dividend until the result is
either zero or less than the divisor. The number of times the divisor is subtracted is known as the quotient,
and the value left after the final subtraction is the remainder. That is:
dividend = quotient × divisor + remainder
Let us consider the following equation:
10
= 1 remainder 3
7
in this equation the dividend is 10, the divisor is 7, the result is in two parts the quotient (1) and the
remainder (3). This is all very well, but what happens when the numbers are signed, do we use floored or
symmetric division?
Floored division is where the quotient is rounded down toward negative infinity and the remainder is used
to correct the rounding. Thus if we divide −10 by 7, we would have a quotient of −2 and a remainder of 4
(7 × −2 = −14 + 4 = −10). In symmetric division the rounding is done the other way, towards zero. Thus
−10 divided by 7 would have a quotient of −1 with a remainder of −3 (7 × −1 = −7 + −3 = −10).
Just to complicate matter more, like subtraction, division is not commutative. Given that division is the
least used arithmetic operation is it any wonder there are no instructions to support (integer) division.
The flow control instructions fall into two sub-groups, those that compare two values and set the condition
codes, and those that which change the flow of execution (branch).
4.3.1 Comparisons
There are four comparison instructions which use the same format as the arithmetic instructions. These
perform an arithmetic or logical operation on two source operands, one of which must be a register, and
the other can be any hop1i value. The instructions do not write the result to a register, but use it to update
the condition flags.
The CMP (Compare) instructions compares two numbers. It will subtract the second operand (the hop1i
value) from the first (the register), setting all of the status flags accordingly:
Zero Set if the two number are equal, otherwise it is clear.
Negative Set should the second operand be larger than the first, and clear if it is smaller.
Carry Set if the subtraction had to borrow, (unsigned underflow)
oVerflow Set if there was a signed overflow
This will allow the full set of condition codes, general, signed, and unsigned, to be used in the instructions
which follow.
The CMN (Compare Negative) instruction compares the register value with the negative of the second value.
Thus it can be used to change the sign of the second value. Although this may cause difficulties if the value
is zero.
4.4. MEMORY ACCESS 45
The TEQ (Test Equivalence) instruction checks to see if the two values are equal. It will set the Z flag if
they are, so the EQ (Equal) and NE (Not Equal) condition codes can be used. It can also be used to check
if two values have the same sign. The N flag will be clear should the two values have the same sign, so the
PL (Plus) condition can be used. Should the two values have different signs the flag will be clear and the
MI (Minus) condition code could be used.
The final instruction in this sub-group is the TST (Test) instruction, which is used to discover whether a
single bit of the register is set or not. The Z flag will be set if the bit in the register is clear and the EQ
(Equal) condition code can be used. If the bit in the register was set, the flag will be clear and the NE (Not
Equal) condition code can be used.
The TST can be used to test a collection of bits. However, all of the bits must be clear for the Z flag to be
set. If any of the register bits are set, the flag will be cleared.
4.3.2 Branching
The Bhcci (Branch) instruction is used to change the control flow by adding an offset to the current Program
Counter. The offset is a signed number, allowing forward and backward branches of up to 32MB. In
assembler we place a label after the Bhcci (Branch) instruction, and the assembler will calculate the offset
for us.
The Branch instruction can be used in two ways, conditionally and unconditionally. An unconditional
branch will always branch no matter what the state of the flags, conventionally this is written as BAL
(Branch Always). For a conditional branch, one of the condition codes, listed in table 4.3 on page 42, is
given immediately after the B. Thus the BEQ instruction is used to branch on equal condition (the Z flag is
set).
There is also the BLhcci (Branch and Link) instruction which preserves the address of the instruction
immediately after the branch in the Link Register (LR or R14). This allows for a subroutine call. The
code which has been called (the target of the branch) can return to the next instruction, after the branch by
copying the Link Register (LR) into the Program Counter (PC). Chapters 14 and 15 go into detail over the
use of subroutines.
4.3.3 Jumping
All of the instructions in the Arithmetic, Logical, and Data Movement groups can use the Program Counter
(PC or R15 ) as a destination register. This allows them to alter the location from which the next instruction
is fetched. The direct manipulation of the PC in this way is known as a jump. Any 32-bit value can be
copied into the PC, thus a jump can be to any location in the 4GB memory space.
This is a particularly useful feature when the location of the next instruction can be calculated, via a jump
table (see ?? on page ?? for further discussion).
The LDR (Load Register) instruction can load a 32-bit word from memory into a register. While, surpris-
ingly, the STR (Store Register) instructions will store a 32-bit word from a register to memory.
46 CHAPTER 4. INSTRUCTION SET
The Load and Store Register instructions use an hop2i value to identify the memory to use. All of the hop2i
values use a base register and an offset of some form specified by the instruction:
Offset addressing is where the memory address is formed by adding (or subtracting) an offset to (or from)
the value held in the base register.
Pre-indexed addressing is where the memory address is formed in the same way as for offset addressing.
As a added extra the memory address is also written back into the base register. This is quite useful
for looping though data, see Chapter 9 for more details.
Post-indexed addressing is where the memory address is taken from the base register directly, without any
modification. This time the base register is modified (the offset is added or subtracted) after the load
or store has occurred.
See section 5.2 for a full discussion of the values available for an hop2i value.
Rather like the Load and Store Register instruction the LDRB (Load Register Byte) and STRB (Store Regis-
ter Byte) instructions can load an 8-bit byte from memory, or store one respectively. The memory location
is identified by an hop2i value in the same way.
The load byte instruction, will load the byte into the lower 8-bits of the register. The upper 24-bit of the
register are cleared, set to zero. The byte can not be signed unless additional steps are taken.
When storing a byte, only the lower 8-bits of the register are stored. The remaining 24-bits are ignored.
The LDM (Load Multiple) and STM (Store Multiple) instructions allow a block transfer of any number of
registers to or from memory. The memory location must be in a base register, which can be optionally
updated after the transfer.
A list of registers to transfer is given, this can include the Program Counter. Each register is transferred to
or from memory in turn starting with the lowest register (R0 if given) and ending with the highest register
(R15 if given in the register list). The base register is modified with transfer, so the system knows the
memory location for the next transfer.
The base register is modified according to one of four transfer modes:
IB Increment Before
IA Increment After
DB Decrement Before
DA Decrement After
The Load and Store Multiple instructions are particularly well suited for preserving registers during a
subroutine call. A Store Multiple allows registers to be saved at the start of the subroutine, while a Load
Multiple can return the registers back to their original state at the end of the routine. See Chapter 15 for a
detailed discussion of subroutines.
The five instructions in this group all preform logical operation on two (or in one case, one) source
operands, one of which must be a register (Rn) and the other is an hop1i value, producing a result which
4.6. SYSTEM CONTROL / PRIVILEGED 47
A B C A B C A B C A B C
0 0 0 0 0 0 0 0 0 0 0 0
0 1 0 0 1 0 0 1 1 0 1 1
1 0 0 1 0 1 1 0 1 1 0 1
1 1 1 1 1 0 1 1 0 1 1 1
C = A AND B C = A BIC B C = A EOR B C = A ORR B
is placed in a destination register. They can also optionally update the condition code flags based on the
result.
An hop1i value must pass through the Barrel Shift before it can be used. This means that any instruction
which uses an hop1i value can preform an arithmetic or logical shift. This includes the MOV (Move)
instruction on page 41. As a result of this, there is no requirement for the dedicated shift instructions found
on Complex instruction Set Computers.
The AND (Bitwise AND) instruction will AND the bits of the first operand (the register) the those of the
second operand (the hop1i value). In other words, the bit will be set in the result only if it is set in both the
first and second operands, otherwise the bit will be clear. The AND is frequently used to mask out, or clear,
bits we are not interested in.
The BIC (Bit Clear) instruction is intended to take over the masking function from the AND instruction.
With this instruction a bit in the result is clear if the bit in the second operand is set, no matter what the bit
is set to in the first operand. The remanding bits are left unchanged.
The EOR (Exclusive OR) instruction will OR the bits of the first operand with those of the second operand,
except if both bits are set the resulting bit will be clear. This is known as an Exclusive OR, as it allows a
bit from the first operand or the second operand, but not from both. This can be used to invert selected bits.
By setting a bit in the second operand the corresponding bit in the first operand will be changed, if it was
set it will become clear, if it was clear it will now be set.
The ORR (Bitwise OR) instruction will simply OR the bits of the first and second operands. The bit in
the result will be set if the corresponding bit is set in either of the two operands. If the bit is clear in the
second operand, the resulting bit will be the same as the first operand. This is known as an inclusive OR,
as it include a bit set in not only the first operand, or the second operand, but also in both operands. This is
frequently used to for a bit to be set.
Finally the MVN (Move Not) instruction is slightly different in that it only uses one operand. The result is a
complete inversion of the operands value. That is each bit is switch from set to clear and clear to set. This
can be useful for making a bit-mask for use with one of the other instructions.
The SWI (Software Interrupt) instructions cause a software Interrupt exception to occur. These are normally
used to request a service from an operating system. The exception causes processor to change into a
privileged mode, thus allowing a user mode task to gain access to privileged functions, but only under the
supervision of an operating system.
There are three methods an operating system could use to identify which service is required.
1. A service number is provided as an immediate value associated with the SWI. Any additional param-
eters are passed between the operating system and the task though general-purpose registers. This is
48 CHAPTER 4. INSTRUCTION SET
4.6.2 Semaphores
When there are two or more processes running on one or more processors they need a way of communi-
cating in order to share common resources. This can be provided by a semaphore. Two instructions are
provided that would help an Operating System to provide a semaphore.
The SWP (Swap) instruction reads a word value from memory (into a destination register) replacing it with
another value (from a source register). The memory location is specified in yet another register. The same
register can be given for the source and destination in which case the value at the memory location and the
value is the register are simply exchanged.
There is also a SWPB (Swap Byte) instruction which preforms the same operation for a single byte rather
than a full word.
The status register can be accessed via two instructions. The MRS (Move to Register from Status) instruc-
tion will copy the current process status register (CPSR) into a general-purpose register. There is only one
real reason for reading the status register, and that is to change one of the fields.
There is also a corresponding MSR (Move to Status from Register) instruction which replaces specific
field(s) in the current status register. Access to the control fields (process mode and interrupt enable flags)
is restricted to privileged mode. Only the condition code flags may be overwritten in User mode, this is to
stop the wayward User mode program from entering into a privileged mode.
The MRS and MSR instructions may also access the saved process status register (SPSR). As the User and
System modes do not have a SPSR register and the privileged modes do, these instruction are limited to
privileged mode only.
The Data Movement, Arithmetic, and Logical instruction groups all allow the Program Counter as a desti-
nation register. This allows them to calculate the address of the next instruction. In addition to this, when
the PC is the destination register and the hSi flag is given, these instructions will also copy the SPSR for
the current mode into the CPSR. Obviously such instructions are restricted to privileged modes, as they
actually have a SPSR. This is a rather peculiar special effect which has been provided to allow exception
handlers to return the processor back to the same state it was in before the exception occurred.
4.6.4 Coprocessor
Up to 16 coprocessors can be added on to the processor to perform additional operations. Such coprocessors
could include a Memory Management Unit (MMU), a Floating Point Unit (FPU), and a Digital Signal
Processor (DSP) Unit.
4.6. SYSTEM CONTROL / PRIVILEGED 49
Different manufactures extend or customise the ARM by the addition of various coprocessors. A discussion
of such coprocessors is well beyond the scope of this book. It is however worth noting that there are five
instructions for communicating with the coprocessor which fall into three sub-groups:
Data-processing instructions which start a coprocessor specific operation, CDP (Coprocessor Data Oper-
ation).
Data transfer instructions which transfer data between the coprocessor and memory. The LDC (Load
Coprocessor) and STC (Store Coprocessor) instructions.
Register transfer instructions to transfer data between a register and the coprocessor. In particular the
MRC (Move from Register to Coprocessor) and MCR (Move from Coprocessor to Register) instruc-
tions.
A manufacture may provide additional pseudo instructions which hide the use of the coprocessor from you.
The Memory Access instructions (4.4 on page 45) provide access to memory in the current processor mode.
Thus if used when the processor is in a privileged mode, the memory access will also be privileged. The
could cause difficulty if the memory being accessed is only available in User mode.
To cater for this difficulty a set of memory access instructions have been provided which access the memory
in User mode, without effecting the current processor mode. These are known as the “with Translation”
instructions.
LDRT (Load Register with Translation) and STRT (Store Register with Translation) provide 32-bit memory
access with User mode Translation. The corresponding LDRBT (Load Register Byte with Translation) and
STRBT (Store Register Byte with Translation) instructions provide the 8-bit memory access with User
mode Translation.
As these instructions are used when an exception handler is required to access User-mode memory, any
further discussion is beyond the scope of an introductory text.
There are many instruction words (values) which have yet to be defined. There are even some which have
been explicitly left undefined. Attempting to perform one of these undefined words will cause an Undefined
Instruction exception to occur.
An Operating System can use this exception to provide additional services, and instructions which are
specific to that operating environment. Any such additional instructions should be documented in the
developers documented provided with the environment.
Should the environment not provide any additional services in this manner it should produce a suitable
error response.
50 CHAPTER 4. INSTRUCTION SET
5 Addressing Modes
The majority of the instructions relate to data processing of some form. One of the operands to these
instructions is routed through the Barrel Shifter. This means that the operand can be modified before it is
used. This can be very useful when dealing with lists, tables and other complex data structures. We denote
instructions of this type as taking one of its arguments from hop1i.
An hop1i argument may come from one of two sources, a constant value or a register, and be modified in
five different ways.
You can use a value or a register unmodified by simply giving the value or the register name. For example
the following instructions will demonstrate the two methods:
Immediate
Will move the immediate constant value 123410 into the register R0 ← IR(value)
R0 .
Register
MOV R0, R1
This will take the value of a register and shift the value up, towards the most significant bit, by n bits. The
number of bits to shift is specified by either a constant value or another register. The lower bits of the value
are replaced with a zero. This is a simple way of performing a multiply by a power of 2 (×2n ).
51
52 CHAPTER 5. ADDRESSING MODES
Logical Shift Right is very similar to Logical Shift Left except it will shift the value to the right, towards the
lest significant bit, by n bits. It will replace the upper bits with zeros, thus providing an efficient unsigned
divide by 2n function (| ÷ 2n |). The number of bits to shift may be specified by either a constant value or
another register.
The Arithmetic Shift Right is rather similar to the Logical Shift Right, but rather than replacing the upper
bits with a zero, it maintains the value of the most significant bit. As the most significant bit is used to
hold the sign, this means the sign of the value is maintained, thus providing a signed divide by 2n operation
(÷2n ).
5.1. DATA PROCESSING OPERANDS: hOP1i 53
In the Rotate Right operation, the lest significant bit is copied into the carry (C) flag, while the value of the
C flag is copied into the most significant bit of the value. In this way none of the bits in the value are lost,
but are simply moved from the lower bits to the upper bits of the value.
This is similar to a Rotate Right by one bit. The extended section of the fact that this function moves the
value of the Carry (C) flag into the most significant bit of the value, and the least significant bit of the value
into the Carry (C) flag. Thus it allows the Carry flag to be propagated though multi-word values, thereby
allowing values larger than 32-bits to be used in calculations.
In offset addressing the memory address is formed by adding (or subtracting) an offset to or from the value
held in a base register.
Zero Offset
Immediate Offset
Register Offset
This is particularly useful for indexing into a complex data structure. The start of the data structure is held
in a base register, R1 in this case, and the offset to access a particular field within the structure is then added
to the base address. Placing the offset in a register allows it to be calculated at run time rather than fixed.
This allows for looping though a table.
A scaled value can also be used to access a particular item of a table, where the size of the item is a power
of two. For example, to locate item 7 in a table of 32-bit values we need only shift the index value 6 left by
2 bits (6 × 22 ) to calculate the value we need to add as an offset to the start of the table held in a register,
R1 in our example. Remember that the computer count from zero, thus we use an index value of 6 rather
than 7. A 32-bit number requires 4 bytes of storage which is 22 , thus we only need a 2-bit left shift.
56 CHAPTER 5. ADDRESSING MODES
In pre-index addressing the memory address if formed in the same way as for offset addressing. The
address is not only used to access memory, but the base register is also modified to hold the new value. In
the ARM system this is known as a write-back and is denoted by placing a exclamation mark after at the
end of the hop2i code.
Pre-Index address can be particularly useful in a loop as it can be used to automatically increment or
decrement a counter or memory pointer.
Immediate Pre-indexed
Register Pre-indexed
In post-index address the memory address is the base register value. As a side-effect, an offset is added to
or subtracted from the base register value and the result is written back to the base register.
Post-index addressing uses the value of the base register without modification. It then applies the modifica-
tion to the address and writes the new address back into the base register. This can be used to automatically
increment or decrement a memory pointer after it has been used, so it is pointing to the next location to be
used.
As the instruction must preform a write-back we do not need to include an exclamation mark. Rather we
move the closing bracket to include only the base register, as that is the register holding the memory address
we are going to access.
Immediate Post-indexed
Register Post-indexed
The only way to learn assembly language programming is through experience. Throughout the rest of this
book each chapter will introduce various aspects of assembly programming. The chapter will start with a
general discussion, then move on to a number of example programs which will demonstrate the topic under
discussion. The chapter will end with a number of programming problems for you to try.
The examples in the book are the actual source code used to generate the programs. Sometimes you may
need to use the listing output of the ARM assembler (the .list file), and in any case you should be aware
of the fact that you can generate a listing file. See the section on the ARMulator environment which follows
for details of how to generate a .list listing file.
59
60 CHAPTER 6. PROGRAMS
To test one of the example programs, first obtain a copy of the source code. The best way of doing this is to
type in the source code presented in this book, as this will help you to understand the code. Alternatively
you can download the source from the web site, although you won’t gain the same knowledge of the code.
Go to the start menu and call up the “Armulate” program. Next open the source file using the normal “File
| Open” menu option. This will open your program source in a separate window within the “Armulate”
environment.
The next step is to create a new Project within the environment. Select the “Project” menu option, then
“New”. Give your project the same name as the source file that you are using (there is no need to use a file
extension – it will automatically be saved as a .apj file).
Once you have given the file a name, a further dialog will open as shown in the figure 6.1.
Click the “Add” button, and you will again be presented with a file dialog, which will display the source
files in the current directory. Select the relevant source file and “OK” the dialog. You will be returned to
the previous dialog, but you will see now that your source file is included in the project. “OK” the “Edit
6.3. TRYING THE EXAMPLES FROM THE COMMAND LINE 61
Project” dialog, and you will be returned to the Armulate environment, now with two windows open within
it, one for the source code and one for the project.
We recommend that you always create a .list listing file for each project that you create. Do this by
selecting the “Options” menu with the project window in focus, then the “Assembler” item. This will open
the dialog shown in figure 6.2.
Enter -list [yourfilename].list into the “Other” text box and “OK” the dialog.
You have now created your project and are ready to assemble and debug your code.
Additional information on the Armulator is available via the help menu item.
When developing the example programs, we found the “Armulate” environment too clumsy. We used the
TextPad editor and assembled the programs from the command line. The Armulate environment provides
commands for use from the command line:
1. Assembler
The command line assembler is used to create an object file from the program source code. During
the development of the add program (program 7.3a) we used the command line:
ARMASM -LI -CPU ARM6 -g -list add.list add.s
2. Linker
It is necessary to position the program at a fixed location in memory. This is done using the linker.
In our add example we used the command:
ARMLINK -o add add.o
Which resolves the relative addresses in the add.o file, producing the add load image.
3. Debugger
Finally it is necessary to debug the load image. This can be done in one of two ways, using a
command line debugger or the windows debugger. In either case they require a load image (add
in our example). To use the command line debugger (known as the source debugger) the following
command is used:
ARMSD add
However, the command driven nature of this system is confusing and hard to use for even the most
experienced of developers. Thus we suggest you use the windows based debugger program:
WINDBG add
Which will provide you with the same debugger you would have seen had you used the Window
based Armulate environment.
62 CHAPTER 6. PROGRAMS
To set up this environment simply download the TextPad editor and the ARM Assembler syntax file. You
can download the editor from the download page of the TextPad web site2 .
Download Derek Law’s ARM Assembler Syntax Definition file from the TextPad web site. You can find
this under the Syntax Definition sub-section of the Add-ons section of the Download page. Unpack the
armasm.syn from the arm.zip file into the TextPad Samples directory.
Having installed the Syntax Definitions you should now add a new Document Class to TextPad. Run
TextPad and select the New Document Class. . . wizard from the Configure menu. The wizard will now take
you though the following steps:
1. The Document Class requires a name. We have used the name “ARM Assembler”.
2. The Class Members, the file name extension to associate with this document class. We associate all
.s and .list files with this class: “*.s,*.list”
3. Syntax Highlighting. The next dialog is where we tell TextPad to use syntax highlighting, simply
check the Enable Syntax Highlighting box. We now need to tell it which syntax definition file to use.
If the armasm.syn file was placed in the Samples directory, this will appear in the drop down list,
and should be selected.
While this will create the new document class, you will almost certainly want to change the colour settings
for this document class. This class uses the different levels of Keyword colouring for different aspects of
the syntax as follows:
Keywords 1 Instructions
Keywords 2 Co-processor and pseudo-instructions
Keywords 3 Shift-addresses and logical directives
Keywords 4 Registers
Keywords 5 Directives
Keywords 6 Arguments and built-in names
You will probably want to set the colour setting for all of these types to the same settings. We have set all
but Keywords 2 to the same colour scheme. To alter the colour setting you should select the Preferences. . .
option from the Configure menu.
In the “Preference” dialog (shown in figure 6.4 on the next page), open the Document Classes section and
then your new document class (ARM Assembler). Now you should select the colors section. This will now
allow you to change the colours for any of the given colour settings.
Finally you may like to consider adding a “File Type Filter” to the “Open File” dialog. This can be done
by selecting the File Type Filter entry in the Preference dialog. Simply click on the New button, add the
2 http://www.textpad.com
6.4. PROGRAM INITIALIZATION 63
description (“ARM Assembler (*.s, *.list)”) and wildcard (“*.s;*.list”) details. Finally click on the OK
button.
Note the use of a comma to seperate the wildcards in the description, and the use of a semi-colon (without
spaces) in the wildcard entry.
6.6 Problems
Each chapter will now end with a number of programming problems for your to try. They have been
provided to help you understand the ideas presented in the chapter. You should use the programming
examples as guidelines for solving the problems. Don’t forget to run your solutions on the ARMulator to
ensure that they are correct.
The following guidelines will help in solving the problems:
1. Comment each program so that others can understand it. The comments can be brief and ungram-
matical. They should explain the purpose of a section or instruction in the program, but should
not describe the operation of instructions, that description is available in manuals. For example the
following line:
ADD R1, R1, #1
64 CHAPTER 6. PROGRAMS
could be given the comment “Add one to R1” or “Increment R1”, both of which provide no indication
as to why the line is there. They tell us what the instruction is doing, but we can tell that by looking
at the instruction itself. We are more interested in why the instruction is there. A comment such as
“Increment loop counter” is much more useful as it explains why you are adding one to R1, the loop
counter.
You do not have to comment each statement or explain the obvious. You may follow the format of
the examples but provide less detail.
2. Emphasise clarity, simplicity, and good structure in programs. While programs should be reasonably
efficient, do not worry about saving a single byte of program memory or a few microseconds.
3. Make programs reasonably general. Do not confuse parameters (such as the number of elements in
any array) with fixed constants (such as the code for the letter “C”).
4. Never assume fixed initial values for parameters.
5. Use assembler notation as shown in the examples and defined in Chapter 2.
6. Use symbolic notation for address and data references. Symbolic notation should also be used even
for constants (such as DATA_SELECT instead of 2_00000100). Also use the clearest possible
form for data (such as ’C’ instead of 0x43).
7. Use meaningful names for labels and variables, e.g., SUM or CHECK rather than X or Z.
8. Execute each program with the emulator. There is no other way of ensuring that your program is
correct. We have provided sample data with each problem. Be sure that the program works for
special cases.
7 Data Movement
This chapter contains some very elementary programs. They will introduce some fundamental features
of the ARM. In addition, these programs demonstrate some primitive tasks that are common to assembly
language programs for many different applications.
Move the contents of one 16-bit variable Value to another 16-bit variable Result.
Sample Problems
Input: Value = C123
Output: Result = C123
This program solves the problem in two simple steps. The first instruction loads data register R1 with
the 16-bit value in location Value. The next instruction saves the 16-bit contents of data register R1 in
location Result.
As a reminder of the necessary elements of an assembler program for the ARMulator, notice that this, and
all the other example programs have the following elements. Firstly there must be an ENTRY directive.
This tells the assembler where the first executable instruction is located. Next there must be at least one
AREA directive, at the start of the program, and there may be other AREA directives to define data storage
areas. Finally there must be an END directive, to show where the code ends. The absence of any of these
will cause the assembly to fail with an error.
Another limitation to bear in mind is that ARMulator instructions will only deal with BYTE (8 bits) or
WORD (32 bit) data sizes. It is possible to declare HALF-WORD (16 bit) variables by the use of the DCW
65
66 CHAPTER 7. DATA MOVEMENT
directive, but it is necessary to ensure consistency of storage of HALF-WORD by the use of the ALIGN
directive. You can see the use of this in the first worked example.
In addition, under the RISC architecture of the ARM, it is not possible to directly manipulate data in
storage. Even if no actual manipulation of the data is taking place, as in this first example, it is necessary
to use the LDR or LDRB and STR or STRB to move data to a different area of memory.
This version of the LDR instruction moves the 32-bit word contained in memory location Value into a
register and then stores it using the STR instruction at the memory location specified by Result.
Notice that, by default, every program is allocated a literal pool (a storage area) after the last executable
line. In the case of this, and most of the other programs, we have formalised this by the use of the
AREA Data1, DATA directive. Instruction on how to find addresses of variables will be given in
the seminars.
From the bitwise complement of the contents of the 16-bit variable Value.
Sample Problems
This program solves the problem in three steps. The first instruction moves the contents of location Value
into data register R1. The next instruction MVN takes the logical complement of data register R1. Finally,
in the third instruction the result of the logical complement is stored in Value.
Note that any data register may be referenced in any instruction that uses data registers, but note the use
of R15 for the program counter, R14 for the link register and R13 for the stack pointer. Thus, in the LDR
instruction we’ve just illustrated, any of the general purpose registers could have been used.
The LDR and STR instructions in this program, like those in Program 7.1, demonstrate one of the ARM’s
addressing modes. The data reference to Value as a source operand is an example of immediate address-
ing. In immediate addressing the offset to the address of the data being referenced (less 8 byes) is contained
in the extension word(s) following the operation word of the instruction. As shown in the assembly listing,
the offset to the address corresponding to Value is found in the extension word for the LDR and STR
instructions.
7.1. PROGRAM EXAMPLES 67
Add the contents of the 32-bit variable Value1 to the contents of the 32-bit variable Value2 and place
the result in the 32-bit variable Result.
Sample Problems
Input: Value1 = 37E3C123
Value2 = 367402AA
Output: Result = 6E57C3CD
The ADD instruction in this program is an example of a three-operand instruction. Unlike the LDR instruc-
tion, this instruction’s third operand not only represents the instruction’s destination but may also be used
to calculate the result. The format:
DESTINATION ← SOURCE1 operation SOURCE2
is common to many of the instructions.
As with any microprocessor, there are many instruction sequences you can execute which will solve the
same problem. Program 7.3b, for example, is a modification of Program 7.3a and uses offset addressing
instead of immediate addressing.
Program 7.3b: add2.s — Add two numbers and store the result
1 ; Add two numbers and store the result
2
3 TTL Ch4Ex4 - add2
4 AREA Program, CODE, READONLY
5 ENTRY
6
7 Main
8 LDR R0, =Value1 ; Load the address of first value
9 LDR R1, [R0] ; Load what is at that address
10 ADD R0, R0, #0x4 ; Adjust the pointer
11 LDR R2, [R0] ; Load what is at the new addr
12 ADD R1, R1, R2 ; ADD together
13 LDR R0, =Result ; Load the storage address
14 STR R1, [R0] ; Store the result
15 SWI &11 ; All done
16
17 Value1 DCD &37E3C123 ; First value
18 Value2 DCD &367402AA ; Second value
19 Result DCD 0 ; Space to store result
20
68 CHAPTER 7. DATA MOVEMENT
21 END
The ADR pseudo-instruction introduces a new addressing mode — offest addressing, which we have not
used previously. Immediate addressing lets you define a data constant and include that constant in the
instruction’s associated object code. The assembler format identifies immediate addressing with a # pre-
ceding the data constant. The size of the data constant varies depending on the instruction. Immediate
addressing is extremely useful when small data constants must be referenced.
The ADR pseudo-instruction could be replaced by the use of the instruction LDR together with the use of
the = to indicate that the address of the data should be loaded rather than the data itself.
The second addressing mode — offset addressing — uses immediate addressing to load a pointer to a
memory address into one of the general purpose registers.
Program 7.3b also demonstrates the use of base register plus offset addressing. In this example we have
performed this operation manually on line 10 (ADD R0, R0, #0x4), which increments the address
stored in R0 by 4 bytes or one WORD. There are much simpler and more efficient ways of doing this, such
as pre-index or post-index addressing which we will see in later examples.
Another advantage of this addressing mode is its faster execution time as compared to immediate address-
ing. This improvement occurs because the address extension word(s) does not have to be fetched from
memory prior to the actual data reference, after the initial fetch.
A final advantage is the flexibility provided by having R0 hold an address instead of being fixed as part
of the instruction. This flexibility allows the same code to be used for more than one address. Thus if
you wanted to add the values contained in consecutive variables Value3 and Value4, you could simply
change the contents of R0 .
Shift the contents of the 16-bit variable Value to the left one bit. Store the result back in Result.
Sample Problems
Input: Value = 4242 (0100 0010 0100 00102 )
Output: Result = 8484 (1000 0100 1000 01002 )
The MOV instruction is used to perform a logical shift left. Using the operand format of the MOV instruction
shown in Program 7.4, a data register can be shifted from 1 to 25 bits on either a byte, word or longword
basis. Another form of the LSL operation allows a shift counter to be specified in another data register.
7.1. PROGRAM EXAMPLES 69
Divide the least significant byte of the 8-bit variable Value into two 4-bit nibbles and store one nibble in
each byte of the 16-bit variable Result. The low-order four bits of the byte will be stored in the low-order
four bits of the least significant byte of Result. The high-order four bits of the byte will be stored in the
low-order four bits of the most significant byte of Result.
Sample Problems
Input: Value = 5F
Output: Result = 050F
Program 7.5: nibble.s — Disassemble a byte into its high and low order nibbles
1 ; Disassemble a byte into its high and low order nibbles
2
3 TTL Ch4Ex6 - nibble
4 AREA Program, CODE, READONLY
5 ENTRY
6
7 Main
8 LDR R1, Value ; Load the value to be disassembled
9 LDR R2, Mask ; Load the bitmask
10 MOV R3, R1, LSR #0x4 ; Copy just the high order nibble into R3
11 MOV R3, R3, LSL #0x8 ; Now left shift it one byte
12 AND R1, R1, R2 ; AND the original number with the bitmask
13 ADD R1, R1, R3 ; Add the result of that to
14 ; What we moved into R3
15 STR R1, Result ; Store the result
16 SWI &11
17
18 Value DCB &5F ; Value to be shifted
19 ALIGN ; Keep the memory boundaries
20 Mask DCW &000F ; Bitmask = %0000000000001111
21 ALIGN
22 Result DCD 0 ; Space to store result
23
24 END
This is an example of byte manipulation. The ARM allows most instructions which operate on words also
to operate on bytes. Thus, by using the B suffix, all the LDRinstructions in Program 7.5 become LDRB
instructions, therefore performing byte operations. The STR instruction must remain, since we are storing
a halfword value. If we were only dealing with a one byte result, we could use the STRB byte version of
the store instruction.
Remember that the MOV instruction performs register-to-register transfers. This use of the MOV instruction
is quite frequent.
Generally, it is more efficient in terms of program memory usage and execution time to minimise references
to memory.
Find the larger of two 32-bit variables Value1 and Value2. Place the result in the variable Result.
Assume the values are unsigned.
Sample Problems
a b
Input: Value1 = 12345678 12345678
Value2 = 87654321 0ABCDEF1
The Compare instruction, CMP, sets the status register flags as if the destination, R1, were subtracted from
the source R2 . The order of the operands is the same as the operands in the subtract instruction, SUB.
The conditional transfer instruction BHI transfers control to the statement labeled Done if the unsigned
contents of R2 are greater than or equal to the contents of R1. Otherwise, the next instruction (on line 12)
is executed. At Done, register R2 will always contain the larger of the two values.
The BHI instruction is one of several conditional branch instructions. To change the program to operate on
signed numbers, simply change the BHI to BGE (Branch if Greater than or Equal to):
...
CMP R1, R2
BGE Done
...
You can use the following table 7.1 to use when performing signed and unsigned comparisons.
Note that the same instructions are used for signal and unsigned addition, subtraction, or comparison;
however, the comparison operations are different.
The conditional branch instructions are an example of program counter relative addressing. In other words,
if the branch condition is satisfied, control will be transfered to an address relative to the current value of
the program counter. Dealing with compares and branches is an important part of programming. Don’t
confuse the sense of the CMP instruction. After a compare, the relation tested is:
DESTINATION condition SOURCE
7.1. PROGRAM EXAMPLES 71
For exampe, if the condition is “less than,” then you test for destination less than source. Become familiar
with all of the conditions and their meanings. Unsigned compares are very useful when comparing two
addresses.
Add the contents of two 64-bit variables Value1 and Value2. Store the result in Result.
Sample Problems
Input: Value1 = 12A2E640, F2100123
Value2 = 001019BF, 40023F51
Output: Result = 12B30000, 32124074
Here we introduce several important and powerful instructions from the ARM instruction set. As before,
at line 8 we use the LDR instruction which causes register R0 to hold the starting address of Value1. At
line 9 the instruction LDR R1, [R0] fetches the first 4 bytes (32-bits) of the 64-bit value, starting at the
location pointed to by R0 and places them in the R1 register. Line 10 loads the second 4 bytes or the lower
half of the 64-bit value from the memroy address pointed to by R0 plus 4 bytes ([R0, #4]. Between
them R1 and R2 now hold the first 64-bit value, R1 has the upper half while R2 has the lower half. Lines
11–13 repeat this process for the second 64-bit value, reading it into R3 and R4.
Next, the two low order words, held in R2 and R4 are added, and the result stored in R6 .
This is all straightforward, but note now the use of the S suffix to the ADD instruction. This forces the
update of the flags as a result of the ADD operation. In other words, if the result of the addition results in a
carry, the carry flag bit will be set.
Now the ADC (add with carry) instruction is used to add the two high order words, held in R1 and R3 , but
taking into account any carry resulting from the previous addition.
Finally, the result is stored using the same technique as we used the load the values (lines 16–18).
72 CHAPTER 7. DATA MOVEMENT
Calculate the factorial of the 8-bit variable Value from a table of factorials DataTable. Store the result
in the 16-bit variable Result. Assume Value has a value between 0 and 7.
Sample Problems
Input: FTABLE = 0001 (0! = 110 )
= 0001 (1! = 110 )
= 0002 (2! = 210 )
= 0006 (3! = 610 )
= 0018 (4! = 2410 )
= 0078 (5! = 12010 )
= 02D0 (6! = 72010 )
= 13B0 (7! = 504010 )
Value = 05
Output: Result = 0078 (5! = 12010 )
Program 7.8: factorial.s — Lookup the factorial from a table by using the address of the memory
location
1 ; Lookup the factorial from a table using the address of the memory location
2
3 TTL Ch4Ex9 - factorial
4 AREA Program, CODE, READONLY
5 ENTRY
6
7 Main
8 LDR R0, =DataTable ; Load the address of the lookup table
9 LDR R1, Value ; Offset of value to be looked up
10 MOV R1, R1, LSL #0x2 ; Data is declared as 32bit - need
11 ; to quadruple the offset to point at the
12 ; correct memory location
13 ADD R0, R0, R1 ; R0 now contains memory address to store
14 LDR R2, [R0]
15 LDR R3, =Result ; The address where we want to store the answer
16 STR R2, [R3] ; Store the answer
17
18 SWI &11
19
20 AREA DataTable, DATA
21
22 DCD 1 ;0! = 1 ; The data table containing the factorials
23 DCD 1 ;1! = 1
24 DCD 2 ;2! = 2
25 DCD 6 ;3! = 6
26 DCD 24 ;4! = 24
27 DCD 120 ;5! = 120
28 DCD 720 ;6! = 720
29 DCD 5040 ;7! = 5040
30 Value DCB 5
31 ALIGN
32 Result DCW 0
33
34 END
The approach to this table lookup problem, as implemented in this program, demonstrates the use of offset
addressing. The first two LDR instructions, load register R0 with the start address of the lookup table1 , and
register R1 contents of Value.
The actual calculation of the entry in the table is determined by the first operand of the R1, R1, LSL
1 Note that we are using a LDR instruction as the data table is sufficently far away from the instruction that an ADR instruction is
not valid.
7.2. PROBLEMS 73
#0x2 instruction. The long word contents of address register R1 are added to the long word contents of
data register R0 to form the effective address used to index the table entry. When R0 is used in this manner,
it is referred to as an index register.
7.2 Problems
Move the contents of the 64-bit variable VALUE to the 64-bit variable RESULT.
Sample Problems
Input: VALUE 3E2A42A1
21F260A0
Output: RESULT 3E2A42A1
21F260A0
Subtract the contents of the 32-bit variable VALUE1 from the contents of the 32-bit variable VALUE2 and
store the result back in VALUE1.
Sample Problems
Input: VALUE1 12343977
VALUE2 56782182
Output: VALUE1 4443E80B
Shift the contents of the 32-bit variable VALUE right three bits. Clear the three most significant bit postition.
Sample Problems
Test A Test B
Input: VALUE 415D7834 9284C15D
Output: VALUE 082BAF06 1250982B
Combine the low four bits of each of the four consecutive bytes beginning at LIST into one 16-bit halfword.
The value at LIST goes into the most significant nibble of the result. Store the result in the 32-bit variable
RESULT.
Sample Problems
Input: LIST 0C
02
06
09
Output: RESULT 0000C269
74 CHAPTER 7. DATA MOVEMENT
The three 32-bit variables VALUE1, VALUE2 and VALUE3, each contain an unsigned number. Store the
smallest of these numbers in the 32-bit variable RESULT.
Sample Problems
Input: VALUE1 91258465
VALUE2 102C2056
VALUE3 70409254
Output: RESULT 102C2056
Calculate the squares of the contents of word VALUE1 and word VALUE2 then add them together. Please
the result into the word RESULT.
Sample Problems
Input: VALUE1 00000007
VALUE2 00000032
Output: RESULT 000009F5
Shift the contents of the word VALUE left. The number of bits to shift is contained in the word COUNT.
Assume that the shift count is less than 32. The low-order bits should be cleared.
Sample Problems
Test A Test B
Input: VALUE 182B 182B
COUNT 0003 0020
Output: VALUE C158 0000
In the first case the value is to be shifted left by three bits, while in the second case the same value is to be
shifted by thirty two bits.
8 Logic
75
76 CHAPTER 8. LOGIC
Program 8.7a: factorial.s — Lookup the factorial from a table by using the address of the memory
location
1 ; Lookup the factorial from a table using the address of the memory location
2
3 TTL Ch4Ex9 - factorial
4 AREA Program, CODE, READONLY
5 ENTRY
6
7 Main
8 LDR R0, =DataTable ; Load the address of the lookup table
9 LDR R1, Value ; Offset of value to be looked up
10 MOV R1, R1, LSL #0x2 ; Data is declared as 32bit - need
11 ; to quadruple the offset to point at the
12 ; correct memory location
13 ADD R0, R0, R1 ; R0 now contains memory address to store
14 LDR R2, [R0]
15 LDR R3, =Result ; The address where we want to store the answer
16 STR R2, [R3] ; Store the answer
17
18 SWI &11
19
20 AREA DataTable, DATA
21
22 DCD 1 ;0! = 1 ; The data table containing the factorials
23 DCD 1 ;1! = 1
24 DCD 2 ;2! = 2
25 DCD 6 ;3! = 6
26 DCD 24 ;4! = 24
27 DCD 120 ;5! = 120
28 DCD 720 ;6! = 720
29 DCD 5040 ;7! = 5040
30 Value DCB 5
31 ALIGN
32 Result DCW 0
33
34 END
9 Program Loops
The program loop is the basic structure that forces the CPU to repeat a sequence of instructions. Loops
have four sections:
1. The initialisation section, which establishes the starting values of counters, pointers, and other vari-
ables.
2. The processing section, where the actual data manipulation occurs. This is the section that does the
work.
3. The loop control section, which updates counters and pointers for the next iteration.
4. The concluding section, that may be needed to analyse and store the results.
The computer performs Sections 1 and 4 only once, while it may perform Sections 2 and 3 many times.
Therefore, the execution time of the loop depends mainly on the execution time of Sections 2 and 3. Those
sections should execute as quickly as possible, while the execution times of Sections 1 and 4 have less
effect on overall program speed.
There are typically two methods of programming a loop, these are the Algorithm 9.1a
“repeat . . . until” loop (Algorithm 9.1a) and the “while” loop (Algo- Initialisation Section
rithm 9.1b). The repeat-until loop results in the computer always ex- Repeat
ecuting the processing section of the loop at least once. On the other Processing Section
Loop Control Section
hand, the computer may not execute the processing section of the while
Until task completed
loop at all. The repeat-until loop is more natural, but the while loop Concluding Section
is often more efficient and eliminates the problem of going through the
processing sequence once even where there is no data for it to handle.
The computer can use the loop structure to process large sets of data Algorithm 9.1b
(usually called “arrays”). The simplest way to use one sequence of in- Initialisation Section
structions to handle an array of data is to have the program increment a While task incomplete
register (usually an index register or stack pointer) after each iteration. Processing Section
Repeat
Then the register will contain the address of the next element in the ar-
ray when the computer repeats the sequence of instructions. The computer can then handle arrays of any
length with a single program.
Register indirect addressing is the key to the processing arrays since it allows you to vary the actual address
of the data (the “effective address”) by changing the contents of a register. The autoincrementing mode
is particularly convenient for processing arrays since it automatically updates the register for the next
iteration. No additional instruction is necessary. You can even have an automatic increment by 2 or 4 if the
array contains 16-bit or 32-bit data or addresses.
Although our examples show the processing of arrays with autoincrementing (adding 1, 2, or 4 after each
iteration), the procedure is equally valid with autodecrementing (subtracting 1, 2, or 4 before each iter-
ation). Many programmers find moving backward through an array somewhat awkward and difficult to
follow, but it is more efficient in many situations. The computer obviously does not know backward from
forward. The programmer, however, must remember that the processor increments an address register after
using it but decrements an address register before using it. This difference affects initialisation as follows:
77
78 CHAPTER 9. PROGRAM LOOPS
1. When moving forward through an array (autoincrementing), start the register pointing to the lowest
address occupied by the array.
2. When moving backward through an array (autodecrementing), start the register pointing one step (1,
2, or 4) beyond the highest address occupied by the array.
Algorithm 9.1a
8 Pointer ← Table R0
9 Sum ← 0 R1
10 Count ← M(Length)
11 Repeat
12 temp ← M(Pointer) R2
13 Sum ← Sum + temp
14 Pointer ← Pointer + 4
15 Count ← Count − 1
15–16 Until Count = 0
17 M(Result) ← Sum
Algorithm 9.1b
8 Pointer ← Table R0
9 Sum ← 0 R1
10 Count ← M(Length) R2
11–12 If Count 6= 0 Then
15 Repeat
16 temp ← M(Pointer) R3
17 Sum ← Sum + temp
18 Pointer ← Pointer + 4
19 Count ← Count − 1
19–20 Until Count = 0
22 End If
23 M(Result) ← Sum
Program 9.2a: cntneg1.s — Count the number of negative values in a table of 32-bit numbers
1 * Count the number of negative values in a table of 32-bit numbers
2
3 TTL Ch5Ex3
4 AREA Program, CODE, READONLY
5 ENTRY
6
7 Main
8 LDR R0, =Table ; load the address of the lookup table
9 EOR R1, R1, R1 ; clear R1 to store count
10 LDR R2, Length ; init element count
11 CMP R2, #0 ; is table empty?
12 BEQ Done ; Yes => Skip loop
13 Loop
14 LDR R3, [R0] ; Read data from table
15 CMP R3, #0 ; Is value < 0
16 BPL Looptest ; Yes => skip next line
17 ADD R1, R1, #1 ; No => increment -ve number count
18 Looptest
19 ADD R0, R0, #+4 ; increment pointer
20 SUBS R2, R2, #0x1 ; decrement loop count
21 BNE Loop ; repeat unless count is zero
22 Done
23 STR R1, Result ; store result
24 SWI &11
25
26 AREA Data1, DATA
27
28 Table DCD &F1522040 ; table of values to be added
29 DCD &7F611C22
30 DCD &80000242
31 TablEnd DCD 0
32
33 AREA Data2, DATA
34 Length DCW (TablEnd - Table) / 4 ; gives the loop count
35 Result DCW 0 ; storage for result
36
37 END
Program 9.2b: cntneg2.s — Count the number of negative values in a table of 32-bit numbers
1 * Count the number of negative values in a table of 32-bit numbers
2
3 TTL Ch5Ex4
4 AREA Program, CODE, READONLY
5 ENTRY
6
7 Main
9.1. PROGRAM EXAMPLES 81
9.2 Problems
Calculate the checksum of a series of 8-bit numbers. The length of the series is defined by the variable
LENGTH. The label START indicates the start of the table. Store the checksum in the variable CHECKSUM.
The checksum is formed by adding all the numbers in the list, ignoring the carry over (or overflow).
Note: Checksums are often used to ensure that data has been correctly read. A checksum calculated when
reading the data is compared to a checksum that is stored with the data. If the two checksums do not agree,
the system will usually indicate an error, or automatically read the data again.
Sample Problem:
Determine the number of zero, positive (most significant bit zero, but entire number not zero), and negative
(most significant bit set) elements in a series of signed 32-bit numbers. The length of the series is defined
by the variable LENGTH and the starting series of numbers start with the START label. Place the number of
negative elements in variable NUMNEG, the number of zero elements in variable NUMZERO and the number
of positive elements in variable NUMPOS.
Sample Problem:
84 CHAPTER 9. PROGRAM LOOPS
Find the smallest element in a series of unsigned bytes. The length of the series is defined by the variable
LENGTH with the series starting at the START label. Store the minimum byte value in the NUMMIN
variable.
Sample Problem:
Input: LENGTH 5 (Number of items)
START 65 (Start of data table)
79
15
E3
72
Output: NUMMIN 15 (Smallest of the five)
Determine the number of bits which are set in the 32-bit variable NUM, storing the result in the NUMBITS
variable.
Sample Problem:
Input: NUM 2866B794 = 0011 1000 0110 0110 1011 0111 1001 0100
Output: NUMBITS 0F = 15
Determine which element in a series of 32-bit numbers has the largest number of bits set. The length of the
series is defined by the LENGTH variable and the series starts with the START label. Store the value with
the most bits set in the NUM variable.
Sample Problem:
Input: LENGTH 5 (Number of items)
START 205A15E3 (0010 0000 0101 1010 0001 0101 1101 0011 — 13)
256C8700 (0010 0101 0110 1100 1000 0111 0000 0000 — 11)
295468F2 (0010 1001 0101 0100 0110 1000 1111 0010 — 14)
29856779 (0010 1001 1000 0101 0110 0111 0111 1001 — 16)
9147592A (1001 0001 0100 0111 0101 1001 0010 1010 — 14)
Output: NUM 29856779 (Number with most 1-bits)
10 Strings
Microprocessors often handle data which represents printed characters rather than numeric quantities. Not
only do keyboards, printers, communications devices, displays, and computer terminals expect or provide
character-coded data, but many instruments, test systems, and controllers also require data in this form.
ASCII (American Standard Code for Information Interchange) is the most commonly used code, but others
exist.
We use the standard seven-bit ASCII character codes, as shown in Table 10.1; the character code occupies
the low-order seven bits of the byte, and the most significant bit of the byte holds a 0 or a parity bit.
85
86 CHAPTER 10. STRINGS
MSB
LSB 0 1 2 3 4 5 6 7 Control Characters
0 NUL DLE SP 0 @ P ‘ p NUL Null DLE Data link escape
1 SOH DC1 ! 1 A Q a q SOH Start of heading DC1 Device control 1
2 STX DC2 " 2 B R b r STX Start of text DC2 Device control 2
3 ETX DC3 # 3 C S c s ETX End of text DC3 Device control 3
4 EOT DC4 $ 4 D T d t EOT End of tx DC4 Device control 4
5 ENQ NAK % 5 E U e u ENQ Enquiry NAK Negative ack
6 ACK SYN & 6 F V f v ACK Acknowledge SYN Synchronous idle
7 BEL ETB ’ 7 G W g w BEL Bell, or alarm ETB End of tx block
8 BS CAN ( 8 H X h x BS Backspace CAN Cancel
9 HT EM ) 9 I Y i y HT Horizontal tab EM End of medium
A LF SUB * : J Z j z LF Line feed SUB Substitute
B VT ESC + ; K [ k { VT Vertical tab ESC Escape
C FF FS , < L \ l | FF Form feed FS File separator
D CR GS - = M ] m } CR Carriage return GS Group separator
E SO RS . > N ^ n ~ SO Shift out RS Record separator
F SI US / ? 0 _ o DEL SI Shift in US Unit separator
SP Space DEL Delete
The assembler includes a feature to make character-coded data easy to handle, single quotation marks
around a character indicate the character’s ASCII value. For example,
is the same as
The first form is preferable for several reasons. It increases the readability of the instruction, it also avoids
errors that may result from looking up a value in a table. The program does not depend on ASCII as the
character set, since the assembler handles the conversion using whatever code has been designed for.
Individual characters on there own are not really all that helpful. As humans we need a string of characters
in order to form meaningful text. In assembly programming it is normal to have to process one character
at a time. However, the assembler does at least allow us to store a string of byes (characters) in a friendly
manner with the DCB directive. For example, line 26 of program 10.1a is:
Binary: 48 65 6C 6C 6F 2C 20 57 6F 72 6C 64 0D
Text: H e l l o , SP W o r l d CR
Use table 10.1 to check that this is correct. In order to make the program just that little bit more readable,
line 5 defines the label CR to have the value for a Carriage Return (0D16 ).
There are three main methods for handling strings: Fixed Length, Terminated, and Counted. It is normal for
a high level language to support just one method. C/C++ and Java all support the use of Zero-Terminated
strings, while Pascal and Ada use counted strings. Although it is possible to provide your own support for
the alternative string type it is seldom done. A good programmer will use a mix of methods depending of
the nature of the strings concerned.
10.2. A STRING OF CHARACTERS 87
A fixed length string is where the string is of a predefined and fixed size. For example, in a system where
it is known that all strings are going to be ten characters in length, we can simply reserve 10 bytes for the
string.
This has an immediate advantages in that the management of the strings is simple when compared to the
alternative methods. For example we only need one label for an array of strings, and we can calculate the
starting position of the nth string by a simple multiplication.
This advantage is however also a major disadvantage. For example a persons name can be anything from
two characters to any number of characters. Although it would be possible to reserve sufficient space for
the longest of names this amount of memory would be required for all names, including the two letter ones.
This is a significant waist of memory.
It would be possible to reserve just ten characters for each name. When a two letter name appears it would
have to be padded out with spaces in order to make the name ten characters in length. When a name longer
than ten characters appears it would have to be truncated down to just ten characters thus chopping off part
of the name. This requires extra processing and is not entirely friendly to users who happen to have a long
name.
When there is little memory and all the strings are known in advance it may be a good idea to use fixed
length strings. For example, command driven systems tend to use a fixed length strings for the list of
commands.
A terminated string is one that can be of any length and uses a special character to mark the end of the
string, this character is known at the sentinel. For example program 10.1a uses the carriage return as it’s
sentinel.
Over the years several different sentinels have been used, these include $ (2616 ), EOT (End of Text – 0416 ),
CR (Carriage Return – 0D16 ), LF (Line Feed – 0A16 ) and NUL (No character – 0016 ). Today the most
commonly used sentinel is the NUL character, primarily because it is used by C/C++. The NUL character
also has a good feeling about it, as it is represented by the value 0, has no other meaning and it is easier
to detected than any other character. This is frequently referred to as a Null- or Zero-Terminated string or
simply as an ASCIIZ string.
The terminated string has the advantage that it can be of any length. Processing the string is fairly simply,
you enter into a loop processing each character at a time until you reach the sentinel. The disadvantage is
that the sentinel character can not appear in the string. This is another reason why the NUL character is
such a good choice for the sentinel.
A counted string is one in which the first one or two byte holds the length of the string in characters. Thus
a counted string can be of any number of characters up to the largest unsigned number that can be stored
in the first byte/word.
A counted string may appear rather clumsy at first. Having the length of the string as a binary value has a
distinct advantage over the terminated string. It allow the use of the counting instructions that have been
included in many instruction sets. This means we can ignore the testing for a sentinel character and simply
decrement our counter, this is a far faster method of working.
88 CHAPTER 10. STRINGS
To scan through an array of strings we simply point to the first string, and add the length count to our
pointer to obtain the start of the next string. For a terminated string we would have to scan for the sentinel
for each string.
There are two disadvantages with the counted string. The string does have a maximum length, 255 charac-
ters or 64K depending on the size of the count value (8- or 16-bit). Although it is normally felt that 64K
should be sufficient for most strings. The second disadvantage is their perceived complexity. Many people
feel that the complexity of the counted string outweighs the speed advantage.
As computing expands outside of the English speaking world we have to provide support for languages
other than standard American. Many European languages use letters that are not available in standard
ASCII, for example: œ, Œ, ø, Ø, æ, Æ, ł, Ł, ß, ¡, and ¿. This is particularly important when dealing with
names: Ångstrøm, Karlstraße or Łukasiewicz.
The ASCII character set is not even capable of handling English correctly. When we borrow a word from
another language we also use it’s diacritic marks (or accents). For example I would rather see pâté on a
menu rather than pate. ASCII does not provide support for such accents.
To overcome this limitation the international community has produced a new character encoding, known as
Unicode. In Unicode the character code is two bytes long, the first byte indicates which character set the
character comes from, while the second byte indicates the character position within the character set. The
traditional ASCII character set is incorporated into Unicode as character set zero. In the revised C standard
a new data type of wchar was defined to cater for this new “wide character”.
While Unicode is sufficient to represent the characters from most modern languages, it is not sufficient to
represent all the written languages of the world, ancient and modern. Hence an extended version, known as
Unicode-32 is being developed where the character set is a 23-bit value (three bytes). Unicode is a subset
of Unicode-32, while ASCII is a subset of Unicode.
Although we do not consider Unicode you should be aware of the problem of international character sets
and the solution Unicode provides.
Program 10.1a: strlencr.s — Find the length of a Carage Return terminated string
1 ; Find the length of a CR terminated string
2
3 TTL Ch6Ex1 - strlencr
4
5 CR EQU 0x0D
6
7 AREA Program, CODE, READONLY
8 ENTRY
9
10 Main
11 LDR R0, =Data1 ; Load the address of the lookup table
12 EOR R1, R1, R1 ; Clear R1 to store count
13 Loop
14 LDRB R2, [R0], #1 ; Load the first byte into R2
15 CMP R2, #CR ; Is it the terminator ?
16 BEQ Done ; Yes => Stop loop
10.4. PROGRAM EXAMPLES 89
Program 10.4: setparity.s — Set the parity bit on a series of characters store the amended string in
Result
1 ; Set the parity bit on a series of characters store the amended string in Result
2
3 TTL Ch6Ex5
4
5 AREA Program, CODE, READONLY
6 ENTRY
7
8 Main
9 LDR R0, =Data1 ;load the address of the lookup table
10 LDR R5, =Pointer
11 LDRB R1, [R0], #1 ;store the string length in R1
12 CMP R1, #0
13 BEQ Done ;nothing to do if zero length
14 MainLoop
15 LDRB R2, [R0], #1 ;load the first byte into R2
16 MOV R6, R2 ;keep a copy of the original char
17 MOV R2, R2, LSL #24 ;shift so that we are dealing with msb
18 MOV R3, #0 ;zero the bit counter
19 MOV R4, #7 ;init the shift counter
20
21 ParLoop
22 MOVS R2, R2, LSL #1 ;left shift
23 BPL DontAdd ;if msb is not a one bit, branch
24 ADD R3, R3, #1 ;otherwise add to bit count
25 DontAdd
26 SUBS R4, R4, #1 ;update shift count
27 BNE ParLoop ;loop if still bits to check
28 TST R3, #1 ;is the parity even
29 BEQ Even ;if so branch
30 ORR R6, R6, #0x80 ;otherwise set the parity bit
31 STRB R6, [R5], #1 ;and store the amended char
32 BAL Check
33 Even STRB R6, [R5], #1 ;store the unamended char if even pty
34 Check SUBS R1, R1, #1 ;decrement the character count
35 BNE MainLoop
36
37 Done SWI &11
38
39 AREA Data1, DATA
40
41 Table DCB 6 ;data table starts with byte length of string
42 DCB 0x31 ;the string
43 DCB 0x32
44 DCB 0x33
45 DCB 0x34
46 DCB 0x35
47 DCB 0x36
48
49 AREA Result, DATA
50 ALIGN
51 Pointer DCD 0 ;storage for parity characters
52
53 END
Program 10.5b: strcmp.s — Compare null terminated strings for equality assume that we have no
knowledge of the data structure so we must assess the individual strings
1 ; Compare two null terminated strings for equality
2
3 TTL Ch6Ex7
4
5 AREA Program, CODE, READONLY
6 ENTRY
7
8 Main
9 LDR R0, =Data1 ;load the address of the lookup table
10 LDR R1, =Data2
11 LDR R2, Match ;assume strings not equal, set to -1
12 MOV R3, #0 ;init register
13 MOV R4, #0
14 Count1
15 LDRB R5, [R0], #1 ;load the first byte into R5
16 CMP R5, #0 ;is it the terminator
10.5. PROBLEMS 93
10.5 Problems
Determine the length of an ASCII message. All characters are 7-bit ASCII with MSB = 0. The string
of characters in which the message is embedded has a starting address which is contained in the START
variable. The message itself starts with an ASCII STX (Start of Text) character (0216 ) and ends with ETX
(End of Text) character (0316 ). Save the length of the message, the number of characters between the STX
and the ETX markers (but not including the markers) in the LENGTH variable.
Sample Problem:
94 CHAPTER 10. STRINGS
Search a string of ASCII characters for the last non-blank character. Starting address of the string is
contained in the START variable and the string ends with a carriage return character (0D16 ). Place the
address of the last non-blank character in the POINTER variable.
Sample Problems:
Test A Test B
Input: START String String
String 37 (“7”) 41 (“A”)
0D (CR) 20 (Space)
48 (“H”)
41 (“A”)
54 (“T”)
20 (Space)
20 (Space)
0D (CR)
Output: POINTER First Char Fourth Char
Edit a string of ASCII decimal characters by replacing all digits to the right of the decimal point with
ASCII blanks (2016 ). The starting address of the string is contained in the START variable and the string is
assumed to consist entirely of ASCII-coded decimal digits and a possible decimal point (2E16 ). The length
of the string is stored in the LENGTH variable. If no decimal point appears in the string, assume that the
decimal point is at the far right.
Sample Problems:
Test A Test B
Input: START String String
LENGTH 4 3
String 37 (“7”) 36 (“6”)
2E (“.”) 37 (“7”)
38 (“8”) 31 (“1”)
31 (“1”)
Output: 37 (“7”) 36 (“6”)
2E (“.”) 37 (“7”)
20 (Space) 31 (“1”)
20 (Space)
Note that in the second case (Test B) the output is unchaged, as the number is assumed to be “671.”.
10.5. PROBLEMS 95
Cheek for even parity in a string of ASCII characters. A string’s starting address is contained in the START
variable. The first word of the string is its length which is followed by the string itself. If the parity of all
the characters in the string are correct, clear the PARITY variable; otherwise place all ones (FFFFFFFF16 )
into the variable.
Sample Problems:
Test A Test B
Input: START String String
String 3 03
B1 (1011 0001) B1 (1011 0001)
B2 (1011 0010) B6 (1011 0110)
33 (0011 0011) 33 (0011 0011)
Output: PARITY 00000000 (True) FFFFFFFF (False)
Compare two strings of ASCII characters to see which is larger (that is, which follows the other in al-
phabetical ordering). Both strings have the same length as defined by the LENGTH variable. The strings’
starting addresses are defined by the START1 and START2 variables. If the string defined by START1 is
greater than or equal to the other string, clear the GREATER variable; otherwise set the variable to all ones
(FFFFFFFF16 ).
Sample Problems:
Test A Test B Test C
Input: LENGTH 3 3 3
START1 String1 String1 String1
START2 String2 String2 String2
String1 43 (“C”) 43 (“C”) 43 (“C”)
41 (“A”) 41 (“A”) 41 (“A”)
54 (“T”) 54 (“T”) 54 (“T”)
String2 42 (“B”) 52 (“C”) 52 (“C”)
41 (“A”) 41 (“A”) 55 (“U”)
54 (“T”) 54 (“T”) 54 (“T”)
Output: GREATER 00000000 00000000 FFFFFFFF
(CAT > BAT) (CAT = CAT) (CAT < CUT)
96 CHAPTER 10. STRINGS
11 Code Conversion
Code conversion is a continual problem in microcomputer applications. Peripherals provide data in ASCII,
BCD or various special codes. The microcomputer must convert the data into some standard form for
processing. Output devices may require data in ASCII, BCD, seven-segment or other codes. Therefore, the
microcomputer must convert the results to the proper form after it completes the processing.
There are several ways to approach code conversion:
1. Some conversions can easily be handled by algorithms involving arithmetic or logical functions. The
program may, however, have to handle special cases separately.
2. More complex conversions can be handled with lookup tables. The lookup table method requires
little programming and is easy to apply. However the table may occupy a large amount of memory
if the range of input values is large.
3. Hardware is readily available for some conversion tasks. Typical examples are decoders for BCD to
seven-segment conversion and Universal Asynchronous Receiver/Transmitters (UARTs) for conver-
sion between parallel and serial formats.
In most applications, the program should do as much as possible of the code conversion work. Most code
conversions are easy to program and require little execution time.
Program 11.1a: nibtohex.s — Convert a single hex digit to its ASCII equivalent
1 * convert a single hex digit to its ASCII equivalent
2
3 TTL Ch7Ex1
4
5 AREA Program, CODE, READONLY
6 ENTRY
7
8 Main
9 LDR R0, Digit ;load the digit
10 LDR R1, =Result ;load the address for the result
11 CMP R0, #0xA ;is the number < 10 decimal
12 BLT Add_0 ;then branch
13
14 ADD R0, R0, #"A"-"0"-0xA ;add offset for ’A’ to ’F’
15 Add_0
16 ADD R0, R0, #"0" ;convert to ASCII
17 STR R0, [R1] ;store the result
18 SWI &11
19
20 AREA Data1, DATA
21 Digit
97
98 CHAPTER 11. CODE CONVERSION
Program 11.1b: wordtohex.s — Convert a 32 bit hexadecimal number to an ASCII string and output
to the terminal
1 * now something a little more adventurous - convert a 32 bit
2 * hexadecimal number to an ASCII string and output to the terminal
3
4 TTL Ch7Ex2
5
6 AREA Program, CODE, READONLY
7 ENTRY
8 Mask EQU 0x0000000F
9
10 start
11 LDR R1, Digit ;load the digit
12 MOV R4, #8 ;init counter
13 MOV R5, #28 ;control right shift
14 MainLoop
15 MOV R3, R1 ;copy original word
16 MOV R3, R3, LSR R5 ;right shift the correct number of bits
17 SUB R5, R5, #4 ;reduce the bit shift
18 AND R3, R3, #Mask ;mask out all but the ls nibble
19 CMP R3, #0xA ;is the number < 10 decimal
20 BLT Add_0 ;then branch
21
22 ADD R3, R3, #"A"-"0"-0xA ;add offset for ’A’ to ’F’
23
24 Add_0 ADD R3, R3, #"0" ;convert to ASCII
25 MOV R0, R3 ;prepare to output
26 SWI &0 ;output to console
27 SUBS R4, R4, #1 ;decrement counter
28 BNE MainLoop
29
30 MOV R0, #&0D ;add a CR character
31 SWI &0 ;output it
32 SWI &11 ;all done
33
34 AREA Data1, DATA
35 Digit DCD &DEADBEEF ;the hex word
36
37 END
Program 11.4b: ubcdtohalf2.s — Convert an unpacked BCD number to binary using MUL
1 * convert an unpacked BCD number to binary using MUL
2
3 TTL Ch7Ex6
4
5 AREA Program, CODE, READONLY
6 ENTRY
7
8 Main
9 LDR R0, =BCDNum ;load address of BCD number
10 MOV R5, #4 ;init counter
11 MOV R1, #0 ;clear result register
12 MOV R2, #0 ;and final register
13 MOV R7, #10 ;multiplication constant
14
15 Loop
16 MOV R6, R1
17 MUL R1, R6, R7 ;mult by 10
18 LDRB R4, [R0], #1 ;load digit and incr address
19 ADD R1, R1, R4 ;add the next digit
20 SUBS R5, R5, #1 ;decr counter
21 BNE Loop ;if count != 0, loop
22
23 STR R1, Result ;store the result
24 SWI &11 ;all done
25
11.2. PROBLEMS 101
Program 11.5: halftobin.s — Store a 16bit binary number as an ASCII string of ’0’s and ’1’s
1 * store a 16bit binary number as an ASCII string of ’0’s and ’1’s
2
3 TTL Ch7Ex7
4 AREA Program, CODE, READONLY
5 ENTRY
6
7 Main
8 LDR R0, =String ;load startr address of string
9 ADD R0, R0, #16 ;adjust for length of string
10 LDRB R6, String ;init counter
11 MOV R2, #"1" ;load character ’1’ to register
12 MOV R3, #"0"
13 LDR R1, Number ;load the number to process
14
15 Loop
16 MOVS R1, R1, ROR #1 ;rotate right with carry
17 BCS Loopend ;if carry set branch (LSB was a ’1’ bit)
18 STRB R3, [R0], #-1 ;otherwise store "0"
19 BAL Decr ;and branch to counter code
20 Loopend
21 STRB R2, [R0], #-1 ;store a "1"
22 Decr
23 SUBS R6, R6, #1 ;decrement counter
24 BNE Loop ;loop while not 0
25
26 SWI &11
27
28 AREA Data1, DATA
29 Number DCD &31D2 ;a 16 bit binary number number
30 ALIGN
31
32 AREA Data2, DATA
33 String DCB 16 ;storage for result
34 ALIGN
35
36 END
11.2 Problems
Convert the contents of the A_DIGIT variable from an ASCII character to a hexadecimal digit and store
the result in the H_DIGIT variable. Assume that A_DIGIT contains the ASCII representation of a hex-
adecimal digit (7 bits with MSB=0).
Sample Problems:
102 CHAPTER 11. CODE CONVERSION
7 6 5 4 3 2 1 0
0 g f e d c b a
0 3F 0 0 1 1 1 1 1 1
1 06 0 0 0 0 0 1 1 0
2 5B 0 1 0 1 1 0 1 1
3 4F 0 1 0 0 1 1 1 1 a
4 66 0 1 1 0 0 1 1 0
5 6D 0 1 1 0 1 1 0 1 f b
6 7D 0 1 1 1 1 1 0 1
7 07 0 0 0 0 0 1 1 1 g
8 7F 0 1 1 1 1 1 1 1 e c
9 6F 0 1 1 0 1 1 1 1
A 77 0 1 1 1 0 1 1 1 d
B 7C 0 1 1 1 1 1 0 0
C 3A 0 0 1 1 1 0 0 1
D 5E 0 1 0 1 1 1 1 0
E 7A 0 1 1 1 1 0 0 1
F 71 0 1 1 1 0 0 0 1
Test A Test B
Input: A_DIGIT 43 (“C”) 36 (“6”)
Output: H_DIGIT 0C 06
Convert the contents of the CODE variable from a seven-segment code to a decimal number and store the
result in the NUMBER variable. If CODE does not contain a valid seven-segment code, set NUMBER to FF16 .
Use the seven-segment table given in Figure 11.1 and try to match codes.
Sample Problems:
Test A Test B
Input: CODE 4F 28
Output: NUMBER 03 FF
Convert the contents of the variable DIGIT from decimal digit to an ASCII character and store the result
in the variable CHAR. If the number in DIGIT is not a decimal digit, set the contents of CHAR to an ASCII
space (2016 ).
Sample Problems:
Test A Test B
Input: DIGIT 07 55
Output: CHAR 37 (“7”) 20 (Space)
Convert the contents of the variable NUMBER to four BCD digits in the STRING variable. The 32-bit
number in NUMBER is unsigned and less than 10,000.
Sample Problem:
11.2. PROBLEMS 103
Convert the eight digit packed binary-coded-decimal number in the BCDNUM variable into a 32-bit number
in a NUMBER variable.
Sample Problem:
Input: BCDNUM 92529679
Output: NUMBER 0583E4091 6 (925296791 0)
Convert the eight ASCII characters in the variable STRING to an 8-bit binary number in the variable
NUMBER. Clear the byte variable ERROR if all the ASCII characters are either ASCII “1” or ASCII “0”;
otherwise set ERROR to all ones (FF16 ).
Sample Problems:
Test A Test B
Input: STRING 31 (“1”) 31 (“1”)
31 (“1”) 31 (“1”)
30 (“0”) 30 (“0”)
31 (“1”) 31 (“1”)
30 (“0”) 30 (“0”)
30 (“0”) 37 (“7”)
31 (“1”) 31 (“1”)
30 (“0”) 30 (“0”)
Output: NUMBER D2 (1101 0010) 00 (Valid)
ERROR 0 (No Error) FF (Error)
104 CHAPTER 11. CODE CONVERSION
12 Arithmetic
Much of the arithmetic in some microprocessor applications consists of multiple-word binary or decimal
manipulations. The processor provides for decimal addition and subtraction, but does not provide for
decimal multiplication or division, you must implement these operations with sequences of instruction.
Most processors provide for both signed and unsigned binary arithmetic. Signed numbers are represented
in two’s complement form. This means that the operations of addition and subtraction are the same whether
the numbers are signed or unsigned.
Multiple-precision binary arithmetic requires simple repetitions of the basic instructions. The Carry flag
transfers information between words. It is set when an addition results in a carry or a subtraction results
in a borrow. Add with Carry and Subtract with Carry use this information from the previous arithmetic
operation.
Decimal arithmetic is a common enough task for microprocessors that most have special instructions for
this purpose. These instructions may either perform decimal operations directly or correct the results of
binary operations to the proper decimal form. Decimal arithmetic is essential in such applications as point-
of-sale terminals, check processors, order entry systems, and banking terminals.
You can implement decimal multiplication and division as series of additions and subtractions, respectively.
Extra storage must be reserved for results, since a multiplication produces a result twice as long as the
operands. A division contracts the length of the result. Multiplications and divisions are time-consuming
when done in software because of the repeated operations that are necessary.
105
106 CHAPTER 12. ARITHMETIC
Program 12.3: addbcd.s — Add two packed BCD numbers to give a packed BCD result
1 * add two packed BCD numbers to give a packed BCD result
2
3 TTL Ch8Ex3
4 AREA Program, CODE, READONLY
5 ENTRY
6
7 Mask EQU 0x0000000F
8
9 Main
10 LDR R0, =Result ;address for storage
11 LDR R1, BCDNum1 ;load the first BCD number
12 LDR R2, BCDNum2 ;and the second
13 LDRB R8, Length ;init counter
14 ADD R0, R0, #3 ;adjust for offset
15 MOV R5, #0 ;carry
16
17 Loop
18 MOV R3, R1 ;copy what is left in the data register
19 MOV R4, R2 ;and the other number
20 AND R3, R3, #Mask ;mask out everything except low order nibble
21 AND R4, R4, #Mask ;mask out everything except low order nibble
22 MOV R1, R1, LSR #4 ;shift the original number one nibble
23 MOV R2, R2, LSR #4 ;shift the original number one nibble
24 ADD R6, R3, R4 ;add the digits
25 ADD R6, R6, R5 ;and the carry
26 CMP R6, #0xA ;is it over 10?
27 BLT RCarry1 ;if not, reset the carry to 0
28 MOV R5, #1 ;otherwise set the carry
29 SUB R6, R6, #0xA ;and subtract 10
30 B Next
31 RCarry1
32 MOV R5, #0 ;carry reset to 0
33
34 Next
35 MOV R3, R1 ;copy what is left in the data register
36 MOV R4, R2 ;and the other number
37 AND R3, R3, #Mask ;mask out everything except low order nibble
38 AND R4, R4, #Mask ;mask out everything except low order nibble
39 MOV R1, R1, LSR #4 ;shift the original number one nibble
40 MOV R2, R2, LSR #4 ;shift the original number one nibble
41 ADD R7, R3, R4 ;add the digits
42 ADD R7, R7, R5 ;and the carry
43 CMP R7, #0xA ;is it over 10?
44 BLT RCarry2 ;if not, reset the carry to 0
45 MOV R5, #1 ;otherwise set the carry
46 SUB R7, R7, #0xA ;and subtract 10
47 B Loopend
48
49 RCarry2
50 MOV R5, #0 ;carry reset to 0
51 Loopend
52 MOV R7, R7, LSL #4 ;shift the second digit processed to the left
53 ORR R6, R6, R7 ;and OR in the first digit to the ls nibble
12.1. PROGRAM EXAMPLES 107
54 STRB R6, [R0], #-1 ;store the byte, and decrement address
55 SUBS R8, R8, #1 ;decrement loop counter
56 BNE Loop ;loop while > 0
57 SWI &11
58
59 AREA Data1, DATA
60 Length DCB &04
61 ALIGN
62 BCDNum1 DCB &36, &70, &19, &85 ;an 8 digit packed BCD number
63
64 AREA Data2, DATA
65 BCDNum2 DCB &12, &66, &34, &59 ;another 8 digit packed BCD number
66
67 AREA Data3, DATA
68 Result DCD 0 ;storage for result
69
70 END
12.1.4 Multiplication
16-Bit
32-Bit
Program 12.4b: mul32.s — Multiply two 32 bit number to give a 64 bit result (corrupts R0 and R1)
1 * multiply two 32 bit number to give a 64 bit result
2 * (corrupts R0 and R1)
3
4 TTL Ch8Ex4
5 AREA Program, CODE, READONLY
6 ENTRY
7
108 CHAPTER 12. ARITHMETIC
8 Main
9 LDR R0, Number1 ;load first number
10 LDR R1, Number2 ;and second
11 LDR R6, =Result ;load the address of result
12 MOV R5, R0, LSR #16 ;top half of R0
13 MOV R3, R1, LSR #16 ;top half of R1
14 BIC R0, R0, R5, LSL #16 ;bottom half of R0
15 BIC R1, R1, R3, LSL #16 ;bottom half of R1
16 MUL R2, R0, R1 ;partial result
17 MUL R0, R3, R0 ;partial result
18 MUL R1, R5, R1 ;partial result
19 MUL R3, R5, R3 ;partial result
20 ADDS R0, R1, R0 ;add middle parts
21 ADDCS R3, R3, #&10000 ;add in any carry from above
22 ADDS R2, R2, R0, LSL #16 ;LSB 32 bits
23 ADC R3, R3, R0, LSR #16 ;MSB 32 bits
24
25 STR R2, [R6] ;store LSB
26 ADD R6, R6, #4 ;increment pointer
27 STR R3, [R6] ;store MSB
28 SWI &11 ;all done
29
30 AREA Data1, DATA
31 Number1 DCD &12345678 ;a 16 bit binary number
32 Number2 DCD &ABCDEF01 ;another
33 ALIGN
34
35 AREA Data2, DATA
36 Result DCD 0 ;storage for result
37 ALIGN
38
39 END
Program 12.5: divide.s — Divide a 32 bit binary no by a 16 bit binary no store the quotient and
remainder there is no ’DIV’ instruction in ARM!
1 * divide a 32 bit binary no by a 16 bit binary no
2 * store the quotient and remainder
3 * there is no ’DIV’ instruction in ARM!
4
5 TTL Ch8Ex2
6 AREA Program, CODE, READONLY
7 ENTRY
8
9 Main
10 LDR R0, Number1 ;load first number
11 LDR R1, Number2 ;and second
12 MOV R3, #0 ;clear register for quotient
13 Loop
14 CMP R1, #0 ;test for divide by 0
15 BEQ Err
16 CMP R0, R1 ;is the divisor less than the dividend?
17 BLT Done ;if so, finished
18 ADD R3, R3, #1 ;add one to quotient
19 SUB R0, R0, R1 ;take away the number you first thought of
20 B Loop ;and loop
21 Err
22 MOV R3, #0xFFFFFFFF ;error flag (-1)
23 Done
24 STR R0, Remain ;store the remainder
25 STR R3, Quotient ;and the quotient
26 SWI &11 ;all done
27
12.2. PROBLEMS 109
12.2 Problems
Subtract one multiple-word number from another. The length in words of both numbers is in the LENGTH
variable. The numbers themselves are stored (most significant bits First) in the variables NUM1 and NUM2
respectively. Subtract the number in NUM2 from the one in NUM1. Store the difference in NUM1.
Sample Problem:
That is,
2F5B856884C32546706C9567
− 14DF409885B81095A3BC1284
1A7C44CFFF0B14B0CCB082E3
Subtract one packed decimal (BCD) number from another. The length in bytes of both numbers is in the
byte variable LENGTH. The numbers themselves are in the variables NUM1 and NUM2 respectively. Subtract
the number contained in NUM2 from the one contained in NUM1. Store the difference in NUM1.
Sample Problem:
110 CHAPTER 12. ARITHMETIC
Multiply the 32-bit value in the NUM1 variable by the value in the NUM2 variable. Use the MULU instruction
and place the result in the 64-bit variable PROD1.
Sample Problem:
Input: NUM1 0024 (The first number is 2468AC16 )
68AC
NUM2 0328 (The second number is 328108810 )
1088
Output: PROD1 0000
72EC (MULU product is 72ECB8C25B6016 )
B8C2
5B60
PROD2 0000
72EC (Shift product is 72ECB8C25B6016 )
B8C2
5B60
13 Tables and Lists
Tables and lists are two of the basic data structures used with all computers. We have already seen ta-
bles used to perform code conversions and arithmetic. Tables may also be used to identify or respond to
commands and instructions, provide access to files or records, define the meaning of keys or switches, and
choose among alternate programs. Lists are usually less structured than tables. Lists may record tasks
that the processor must perform, messages or data that the processor must record, or conditions that have
changed or should be monitored.
Program 13.1a: insert.s — Examine a table for a match - store a new entry at the end if no match
found
1 * examine a table for a match - store a new entry at
2 * the end if no match found
3
4 TTL Ch9Ex1
5 AREA Program, CODE, READONLY
6 ENTRY
7
8 Main
9 LDR R0, List ;load the start address of the list
10 LDR R1, NewItem ;load the new item
11 LDR R3, [R0] ;copy the list counter
12 LDR R2, [R0], #4 ;init counter and increment pointer
13 LDR R4, [R0], #4
14 Loop
15 CMP R1, R4 ;does the item match the list?
16 BEQ Done ;found it - finished
17 SUBS R2, R2, #1 ;no - get the next item
18 LDR R4, [R0], #4 ;get the next item
19 BNE Loop ;and loop
20
21 SUB R0, R0, #4 ;adjust the pointer
22 ADD R3, R3, #1 ;increment the number of items
23 STR R3, Start ;and store it back
24 STR R1, [R0] ;store the new item at the end of the list
25
26 Done SWI &11
27
28 AREA Data1, DATA
29 Start DCD &4 ;length of list
30 DCD &5376 ;items
31 DCD &7615
32 DCD &138A
33 DCD &21DC
34 Store % &20 ;reserve 20 bytes of storage
35
111
112 CHAPTER 13. TABLES AND LISTS
Program 13.1b: insert2.s — Examine a table for a match - store a new entry if no match found extends
insert.s
1 * examine a table for a match - store a new entry if no match found
2 * extends Ch9Ex1
3
4 TTL Ch9Ex2
5 AREA Program, CODE, READONLY
6 ENTRY
7
8 Main
9 LDR R0, List ;load the start address of the list
10 LDR R1, NewItem ;load the new item
11 LDR R3, [R0] ;copy the list counter
12 LDR R2, [R0], #4 ;init counter and increment pointer
13 CMP R3, #0 ;it’s an empty list
14 BEQ Insert ;so store it
15 LDR R4, [R0], #4 ;not empty - move to 1st item
16 Loop
17 CMP R1, R4 ;does the item match the list?
18 BEQ Done ;found it - finished
19 SUBS R2, R2, #1 ;no - get the next item
20 LDR R4, [R0], #4 ;get the next item
21 BNE Loop ;and loop
22
23 SUB R0, R0, #4 ;adjust the pointer
24 Insert ADD R3, R3, #1 ;incr list count
25 STR R3, Start ;and store it
26 STR R1, [R0] ;store new item at the end
27
28 Done SWI &11 ;all done
29
30 AREA Data1, DATA
31 Start DCD &4 ;length of list
32 DCD &5376 ;items
33 DCD &7615
34 DCD &138A
35 DCD &21DC
36 Store % &20 ;reserve 20 bytes of storage
37
38 AREA Data2, DATA
39 NewItem DCD &16FA
40 List DCD Start
41
42 END
13.2 Problems
Remove the value in the variable ITEM at a list if the value is present. The address of the list is in the LIST
variable. The first entry in the list is the number (in words) of elements remaining in the list. Move entries
below the one removed up one position and reduce the length of the list by one.
Sample Problems:
Test A Test B
Input Output Input Output
ITEM D010257 D0102596
LIST Table Table
Table 00000004 No change 00000004 0003
2946C121 since item C1212546 C1212546
2054A346 not in list D0102596 3A64422B
05723A64 3A64422B 6C20432E
12576C20 6C20432E —
Insert the value in the variable ITEM into an ordered list if it is not already there. The address of the list
is in the LIST variable. The first entry in the list is the list’s length in words. The list itself consists of
unsigned binary numbers in increasing order. Place the new entry in the correct position in the list, adjust
the element below it down, and increase the length of the list by one.
Sample Problems
Test A Test B
Input Output Input Output
ITEM 7A35B310 7A35B310
LIST Table Table
Table 00000004 0005 00000005 No change
09250037 09250037 09250037 since ITEM
29567322 29567322 29567322 already in
A356A101 7A35B310 7A35B310 list.
E235C203 A356A101 A356A101
— E235C203 E235C203
Add the value in the variable ITEM to a queue. The address of the first element in the queue is in the
variable QUEUE. Each element in the queue contains a structure of two items (value and next) where next
is either the address of the next element in the queue or zero if there is no next element. The new element
is placed at the end (tail) of the queue; the new element’s address will be in the element that was at the end
of the queue. The next entry of the new element will contain zero to indicate that it is now the end of the
queue.
Sample Problem:
116 CHAPTER 13. TABLES AND LISTS
Input Output
Value Next Value Next
ITEM 23854760 23854760
QUEUE 00000001 item1 00000001 item1
item1 00000123 item2 00000123 item2
item2 00123456 00000000 00123456 item3
item3 — — 23854760 00000000
Sort a list of 4-byte entries into descending order. The first three bytes in each entry are an unsigned key
with the first byte being the most significant. The fourth byte is additional information and should not be
used to determine the sort order, but should be moved along with its key. The number of entries in the list
is defined by the word variable LENGTH. The list itself begins at location LIST.
Sample Problem:
Input Output
LENGTH 00000004
LIST 414243 07 (“ABC”) 4A4B4C 13 (“JKL”)
4A4B4C 13 (“JKL”) 4A4B41 37 (“JKA”)
4A4B41 37 (“JKA”) 444B41 3F (“DKA”)
444B41 3F (“DKA”) 414243 07 (“ABC”)
Using the value in the variable INDEX as a key to a jump table (TABLE). Each entry in the jump table
contains a 32-bit identifier followed by a 32-bit address to which the program should transfer control if the
key is equal to that identifier.
Sample Problem:
INDEX 00000010
TABLE 00000001 Proc1
00000010 Proc2
0000001E Proc3
Proc1 NOP
Proc2 NOP
Proc3 NOP
Control should be transferred to Proc2, the second entry in the table.
14 The Stack
117
118 CHAPTER 14. THE STACK
15 Subroutines
None of the examples that we have shown thus far is a typical program that would stand by itself. Most
real programs perform a series of tasks, many of which may be used a number of times or be common to
other programs.
The standard method of producing programs which can be used in this manner is to write subroutines that
perform particular tasks. The resulting sequences of instructions can be written once, tested once, and then
used repeatedly.
There are special instructions for transferring control to subroutines and restoring control to the main
program. We often refer to the special instruction that transfers control to a subroutine as Call, Jump, or
Brach to a Subroutine. The special instruction that restores control to the main program is usually called
Return.
In the ARM the Branch-and-Link instruction (BL) is used to Branch to a Subroutine. This saves the
current value of the program counter (PC or R15 ) in the Link Register (LR or R14) before placing the
starting address of the subroutine in the program counter. The ARM does not have a standard Return
from Subroutine instruction like other processors, rather the programmer should copy the value in the Link
Register into the Program Counter in order to return to the instruction after the Branch-and-Link instruction.
Thus, to return from a subroutine you should the instruction:
MOV PC, LR
Should the subroutine wish to call another subroutine it will have to save the value of the Link Register
before calling the nested subroutine.
119
120 CHAPTER 15. SUBROUTINES
subroutine uses just registers and the stack for its data storage, and the subroutine is self contained
in that it does not use any value defined outside of the routine (global values).
Recursive
The subroutine can call itself. Such a subroutine clearly must also be reentrant.
Most programs consist of a main program and several subroutines. This is useful as you can use known pre-
written routines when available and you can debug and test the other subroutines properly and remember
their exact effects on registers and memory locations.
You should provide sufficient documentation such that users need not examine the subroutine’s internal
structure. Among necessary specifications are:
• A description of the purpose of the subroutine
• A list of input and output parameters
• Registers and memory locations used
• A sample case, perhaps including a sample calling sequence
The subroutine will be easy to use if you follow these guidelines.
In order to be really useful, a subroutine must be general. For example, a subroutine that can perform only
a specialized task, such as looking for a particular letter in an input string of fixed length, will not be very
useful. If, on the other hand, the subroutine can look for any letter, in strings of any length, it will be far
more helpful.
In order to provide subroutines with this flexibility, it is necessary to provide them with the ability to
receive various kinds of information. We call data or addresses that we provide the subroutine parameters.
An important part of writing subroutines is providing for transferring the parameters to the subroutine. This
process is called Parameter Passing.
There are three general approaches to passing parameters:
1. Place the parameters in registers.
2. Place the parameters in a block of memory.
3. Transfer the parameters and results on the hardware stack.
The registers often provide a fast, convenient way of passing parameters and returning results. The limita-
tions of this method are that it cannot be expanded beyond the number of available registers; it often results
in unforeseen side effects; and it lacks generality.
The trade-off here is between fast execution time and a more general approach. Such a trade-off is common
in computer applications at all levels. General approaches are easy to learn and consistent; they can be
automated through the use of macros. On the other hand, approaches that take advantage of the specific
features of a particular task require less time and memory. The choice of one approach over the other
depends on your application, but you should take the general approach (saving programming time and
simplifying documentation and maintenance) unless time or memory constraints force you to do otherwise.
15.3. PARAMETER PASSING TECHNIQUES 121
The first and simplest method of passing parameters to a subroutine is via the registers. After calling a
subroutine, the calling program can load memory addresses, counters, and other data into registers. For
example, suppose a subroutine operates on two data buffers of equal length. The subroutine might specify
that the length of the two data buffers be in the register R0 while the staring address of the two data buffer
are in the registers R1 and R2 . The calling program would then call the subroutine as follows:
MOV R0, #BufferLen ; Length of Buffer in R0
LDR R1, =BufferA ; Buffer A beginning address in R1
LDR R2, =BufferB ; Buffer B beginning address in R2
BL Subr ; Call subroutine
Using this method of parameter passing, the subroutine can simply assume that the parameters are there.
Results can also be returned in registers, or the addresses of locations for results can be passed as parameters
via the registers. Of course, this technique is limited by the number of registers available.
Processor features such as register indirect addressing, indexed addressing, and the ability to use any reg-
ister as a stack pointer allow far more powerful and general ways of passing parameters.
Parameters that are to be passed to a subroutine can also be placed into memory in a parameter block. The
location of this parameter block can be passed to the subroutine via a register.
LDR R0, =Params ; R0 Points to Parameter Block
BL Subr ; Call the subroutine
If you place the parameter block immediately after the subroutine call the address of the parameter block is
automatically place into the Link Register by the Branch and Link instruction. The subroutine must modify
the return address in the Link Register in addition to fetching the parameters. Using this technique, our
example would be modified as follows:
BL Subr
DCD BufferLen ;Buffer Length
DCD BufferA ;Buffer A starting address
DCD BufferB ;Buffer B starting address
The subroutine saves’ prior contents of CPU registers, then loads parameters and adjusts the return address
as follows:
Subr LDR R0, [LR], #4 ; Read BuufferLen
LDR R1, [LR], #4 ; Read address of Buffer A
LDR R2, [LR], #4 ; Read address of Buffer B
; LR points to next instruction
The addressing mode [LR], #4 will read the value at the address pointed to by the Link Register and
then move the register on by four bytes. Thus at the end of this sequence the value of LR has been updated
to point to the next instruction after the parameter block.
This parameter passing technique has the advantage of being easy to read. It has, however, the disadvantage
of requiring parameters to be fixed when the program is written. Passing the address of the parameter block
in via a register allows the papa meters to be changed as the program is running.
Another common method of passing parameters to a subroutine is to push the parameters onto the stack.
Using this parameter passing technique, the subroutine call illustrated above would occur as follows:
122 CHAPTER 15. SUBROUTINES
The subroutine must begin by loading parameters into CPU registers as follows:
Subr STMIA R12, {R0, R1, R2, R12, R14} ; save working registers to stack
LDR R0, [R12, #0] ; Buffer Length in D0
LDR R1, [R12, #4] ; Buffer A starting address
LDR R2, [R12, #8] ; Buffer B starting address
... ; Main function of subroutine
LDMIA R12, {R0, R1, R2, R12, R14} ; Recover working registers
MOV PC, LR ; Return to caller
In this approach, all parameters are passed and results are returned on the stack.
The stack grows downward (toward lower addresses). This occurs because elements are pushed onto the
stack using the pre-decrement address mode. The use of the pre-decrement mode causes the stack pointer
to always contain the address of the last occupied location, rather than the next empty one as on some other
microprocessors. This implies that you must initialise the stack pointer to a value higher than the largest
address in the stack area.
When passing parameters on the stack, the programmer must implement this approach as follows:
1. Decrement the system stack pointer to make room for parameters on the system stack, and store them
using offsets from the stack pointer, or simply push the parameters on the stack.
2. Access the parameters by means of offsets from the system stack pointer.
3. Store the results on the stack by means of offsets from the systems stack pointer.
4. Clean up the stack before or after returning from the subroutine, so that the parameters are removed
and the results are handled appropriately.
Regardless of our approach to passing parameters, we can specify the parameters in a variety of ways. For
example, we can:
pass-by-value
Where the actual values are placed in the parameter list. The name comes from the fact that it is only
the value of the parameter that is passed into the subroutine rather than the parameter itself. This is
the method used by most high level programming languages.
pass-by-reference
The address of the parameters are placed in the parameter list. The subroutine can access the value
directly rather than a copy of the parameter. This is much more dangerous as the subroutine can
change a value you don’t want it to.
pass-by-name
Rather than passing either the value or a reference to the value a string containing the name of the
parameter is passed. This is used by very high level languages or scripting languages. This is very
flexible but rather time consuming as we need to look up the value associated with the variable name
every time we wish to access the variable.
15.5. PROGRAM EXAMPLES 123
Program 15.1e: byreg.s — A simple subroutine example program passes a variable to the routine in a
15.5. PROGRAM EXAMPLES 125
register
1 * a simple subroutine example
2 * program passes a variable to the routine in a register
3
4 TTL Ch10Ex4
5 AREA Program, CODE, READONLY
6 ENTRY
7
8 StackStart EQU 0x9000
9 Main
10 LDRB R0, HDigit ;variable stored to register
11 BL Hexdigit ;branch/link
12 STRB R0, AChar ;store the result of the subroutine
13 SWI &0 ;output to console
14 SWI &11 ;all done
15
16 * =========================
17 * Hexdigit subroutine
18 * =========================
19
20 * Purpose
21 * Hexdigit subroutine converts a Hex digit to an ASCII character
22 *
23 * Initial Condition
24 * R0 contains a value in the range 00 ... 0F
25 *
26 * Final Condition
27 * R0 contains ASCII character in the range ’0’ ... ’9’ or ’A’ ... ’F’
28 *
29 * Registers changed
30 * R0 only
31 *
32 * Sample case
33 * Initial condition R0 = 6
34 * Final condition R0 = 36 (’6’)
35
36 Hexdigit
37 CMP R0, #0xA ;is it > 9
38 BLE Addz ;if not skip the next
39 ADD R0, R0, #"A" - "0" - 0xA ;adjust for A .. F
40
41 Addz
42 ADD R0, R0, #"0" ;convert to ASCII
43 MOV PC, LR ;return from subroutine
44
45 AREA Data1, DATA
46 HDigit DCB 6 ;digit to convert
47 AChar DCB 0 ;storage for ASCII character
48
49 END
Program 15.1f: bystack.s — A more complex subroutine example program passes variables to the
routine using the stack
1 * a more complex subroutine example
2 * program passes variables to the routine using the stack
3
4 TTL Ch10Ex5
5 AREA Program, CODE, READONLY
6 ENTRY
7
8 StackStart EQU 0x9000 ;declare where top of stack will be
9 Mask EQU 0x0000000F ;bit mask for masking out lower nibble
10
11 Main
12 LDR R7, =StackStart ;Top of stack = 9000
13 LDR R0, Number ;Load number to register
126 CHAPTER 15. SUBROUTINES
81 * Sample case
82 * Initial condition R0 = 6
83 * Final condition R0 = 36 (’6’)
84
85 Hexdigit
86 CMP R0, #0xA ;is the number 0 ... 9?
87 BLE Addz ;if so, branch
88 ADD R0, R0, #"A" - "0" - 0xA ;adjust for A ... F
89
90 Addz
91 ADD R0, R0, #"0" ;change to ASCII
92 MOV PC, LR ;return from subroutine
93
94 AREA Data1, DATA
95 Number DCD &4CD0 ;number to convert
96 String DCB 4, 0 ;counted string for result
97
98 END
50
51 Return
52 LDR R14, [R12], #-4 ;return address
53 LDR R1, [R12], #-4 ;load to R1 (can’t do MUL R0, R0, xxx)
54 MUL R0, R1, R0 ;multiply the result
55 MOV PC, LR ;and return
56
57 AREA Data1, DATA
58 Number DCD 5 ;number
59 FNum DCD 0 ;factorial
60 END
15.6 Problems
Write both a calling program for the sample problem and at least one properly documented subroutine for
each problem.
Write a subroutine to convert the least significant eight bits in register R0 from the ASCII representation of
a hexadecimal digit to the 4-bit binary representation of the digit. Place the result back into R0 .
Sample Problems:
Test A Test B
Input: R0 43 ‘C’ 36 ‘6’
Output: R0 0C 06
Write a subroutine that takes the address of a string of eight ASCII characters in R0 . It should convert the
hexadecimal string into a 32-bit binary number, which it return is R0 .
Sample Problem:
Input: R0 String
STRING 42 ‘B’
32 ‘2’
46 ‘F’
30 ‘0’
Output: R0 0000B2F0
Write a subroutine that checks the character in register R0 to see if it is alphabetic (upper- or lower-case).
It should set the Zero flag if the character is alphabetic, and reset the flag if it is not.
Sample Problems:
Test A Test B Test C
Input: R0 47 ‘G’ 36 ‘6’ 6A ‘j’
Output: Z FF 00 FF
130 CHAPTER 15. SUBROUTINES
Write a subroutien that takes the address of the start of a text string in register R1 and returns the address
of the first non-alphabetic character in the string in register R1. You should consider using the isalpha
subroutine you have just define.
Sample Problems:
Test A B
Input: R1 String 6100
String 43 ‘C’ 32 ‘2’
61 ‘a’ 50 ‘P’
74 ‘t’ 49 ‘I’
0D CR 0D CR
Output: R1 String + 4 String + 0
(CR) (2)
Write a subroutine that takes the address of a counted string in the register R0 . It should check for an even
number of set bits in each character of the string. If all the bytes have an even parity then it should set the
Z-flag, if one or more bytes have an odd parity it should clear the Z-flag.
Sample Problems:
Test A Test B
Input: R0 String String
String 03 03
47 47
AF AF
18 19
Output: Z 00 FF
Note that 1916 is 0001 10012 which has three 1 bits and is thus has an odd parity.
Write a subroutine to calculate the 8-bit checksum of the counted string pointed to by the register R0 and
compares the calculated checksum with the 8-bit checksum at the end of the string. It should set the Z-flag
if the checksums are equal, and reset the flag if they are not.
Sample Problems:
Test A Test B
Input: R0 String String
String 03 (Length) 03 (Length)
41 (‘A’) 61 (‘a’)
42 (‘B’) 62 (‘b’)
43 (‘C’) 63 (‘c’)
C6 (Checksum) C6 (Checksum should be 26</em>)
Output: Z Set Clear
Write a subroutine to compare two ASCII strings. The first byte in each string is its length. Return the
result in the condition codes; i.e., the N-flag will be set if the first string is lexically less than (prior to) the
15.6. PROBLEMS 131
second, the Z-flag will be set if the strings are equal, no flags are set if the second is prior to the first. Note
that “ABCD” is lexically greater than “ABC”.
132 CHAPTER 15. SUBROUTINES
16 Interrupts and Exceptions
133
134 CHAPTER 16. INTERRUPTS AND EXCEPTIONS
A ARM Instruction Definitions
135
136 A.2 Add (ADD)
ADDS R4,R0,R2
ADC R5,R1,R3
If the second instruction is changed from:
ADC R5,R1,R3
to:
ADCS R5,R1,R3
the resulting values of the flags indicate:
N The 64-bit addition produced a negative result.
C An unsigned overflow occurred.
V A signed overflow occurred.
Z The most significant 32 bits are all zero.
The following instruction produces a single-bit Rotate Left with Extend operation (33-bit
rotate through the Carry flag) on R0 :
ADCS R0,R0,R0
See Data-processing operands - Rotate right with extend for information on how to per-
form a similar rotation to the right.
Condition Codes
The N and Z flags are set according to the result of the addition, and the C and V flags are
set according to whether the addition generated a carry (unsigned overflow) and a signed
overflow, respectively.
Notes If the destination register (Rd ) is the program counter (PC or R15 ), then the current
status register (CPSR) is restored from the saved status register (SPSR). This form of
the instruction is unpredictable if executed in User mode or System mode, because these
modes do not have an SPSR.
ADD Add
Condition Codes
The N and Z flags are set according to the result of the addition, and the C and V flags are
set according to whether the addition generated a carry (unsigned overflow) and a signed
overflow, respectively.
Notes If the destination register (Rd ) is the program counter (PC or R15 ), then the current
status register (CPSR) is restored from the saved status register (SPSR). This form of
the instruction is unpredictable if executed in User mode or System mode, because these
modes do not have an SPSR.
The hoffseti specifies the target address of the branch. The address of the next instruction
is calculated by adding the offset to the program counter (PC) which contains the address
of the branch instruction plus 8.
The branch instructions can specify a branch of approximately ±32MB.
Usage The BL instruction is used to perform a subroutine call. The return from subroutine is
achieved by copying the LR to the PC. Typically, this is done by one of the following
methods:
• Executing a MOV PC,R14 instruction.
• Storing a group of registers and R14 to the stack on subroutine entry, using an
instruction of the form:
138 A.6 Compare Negative (CMN)
STMFD R13!,{hregistersi,R14}
and then restoring the register values and returning with an instruction of the form:
LDMFD R13!,{hregistersi,PC}
Condition Codes
The condition codes are not effected by this instruction.
Notes Branching backwards past location zero and forwards over the end of the 32-bit address
space is unpredictable.
CMP Compare
Description The CMP (Compare) instruction compares a register value with another arithmetic value.
The condition flags are updated, based on the result of subtracting hop1i from Rn, so that
subsequent instructions can be conditionally executed.
Condition Codes
The N and Z flags are set according to the result of the subtraction, and the C and V flags
are set according to whether the subtraction generated a borrow (unsinged underflow) and
a signed overflow, respectively.
EOR Exclusive OR
Description The EOR (Exclusive OR) instruction performs a bitwise Exclusive-OR of the value of
register Rn with the value of hop1i, and stores the result in the destination register Rd .
The condition code flags are optionally updated, based on the result.
Usage EOR can be used to invert selected bits in a register. For each bit, a 1 inverts that bit, and
a 0 leaves it unchanged.
Condition Codes
The N and Z flags are set according to the result of the operation, and the C flag is set to
the carry output bit generated by the shifter. The V flag is unaffected.
Notes If the destination register (Rd ) is the program counter (PC or R15 ), then the current
status register (CPSR) is restored from the saved status register (SPSR). This form of
the instruction is unpredictable if executed in User mode or System mode, because these
modes do not have an SPSR.
Operation
140 A.10 Load Register (LDR)
if hcci
IA: MAR ← Rn
IB: MAR ← Rn + 4
DA: MAR ← Rn − (#hregistersi × 4) + 4
DB: MAR ← Rn − (#hregistersi × 4)
h!i: Rn ← MAR
end if
Description The LDM (Load Multiple) instruction is useful for block loads, stack operations and pro-
cedure exit sequences. It loads a subset, or possibly all, of the general-purpose registers
from sequential memory locations.
The general-purpose registers loaded can include the PC. If they do, the word loaded for
the PC is treated as an address and a branch occurs to that address.
The register Rn points to the memory local to load the values from. Each of the registers
listed in hregistersi is loaded in turn, reading each value from the next memory address
as directed by hmodei.
The base register writeback option (h!i) causes the base register to be modified to hold
the address of the final valued loaded.
The register are loaded in sequence, the lowest-numbered register from the lowest mem-
ory address, through to the highest-numbered register from the highest memory address.
If the PC (R15 ) is specified in the register list, the instruction causes a branch to the
address loaded into the PC.
Exceptions Data Abort — This exception is generated if the address is not word aligned.
Condition Codes
The condition codes are not effected by this instruction.
Notes If the base register Rn is specified in hregistersi, and base register writeback is specified
(h!i), the final value of Rn is unpredictable.
Description The LDR (Load Register) instruction loads a word from the memory address calculated
by hop2i and writes it to register Rd .
If the PC is specified as register Rd , the instruction loads a data word which it treats as
an address, then branches to that address.
Exceptions Data Abort — This exception is generated if the memory address produced by hop2i is
not word aligned.
A.11 Load Register Byte (LDRB) 141
Usage Using the PC as the base register allows PC-relative addressing, which facilitates position-
independent code. Combined with a suitable addressing mode, LDR allows 32-bit mem-
ory data to be loaded into a general-purpose register where its value can be manipulated.
If the destination register is the PC, this instruction loads a 32-bit address from memory
and branches to that address.
To synthesise a Branch with Link, precede the LDR instruction with MOV LR, PC.
Condition Codes
The condition codes are not effected by this instruction.
Notes If hop2i specifies an address that is not word-aligned, the instruction will load a 32-bit
value, but the value will be unpredictable. The LDRB (load byte) instruction should be
used.
If hop2i specifies base register writeback (!), and the same register is specified for Rd
and Rn, the results are unpredictable.
If the PC (R15 ) is specified for Rd , the value must be word aligned otherwise the result
is unpredictable.
Exceptions Data Abort — This exception is generated if the memory address produced by hop2i is
not word aligned.
Usage LDRB allows 8-bit memory data to be loaded into a general-purpose register where it can
be manipulated.
Using the PC as the base register allows PC-relative addressing, to facilitate position-
independent code.
Condition Codes
The condition codes are not effected by this instruction.
Notes If the PC (R15 ) is specified for Rd , the result is unpredictable.
If hop2i specifies base register writeback (!), and the same register is specified for Rd
and Rn, the results are unpredictable.
As it only produces the lower 32-bits of the 64-bit product, it gives the same answer for
multiplication of both signed and unsigned numbers. That is, it does not take the sign into
account.
Condition Codes
The N and Z flags are set according to the result of the operation. The V flag is unaffected.
Unfortunately the C flag will have a random value, and should not be used after this
instruction.
Notes Specifying the same register for Rd and Rm has unpredictable results.
MOV Move
• As part of a read/modify/write sequence for updating a status (see MSR below for a
discussion).
• When swapping process, the current state of the process being swapped out needs
to be saved, including the current flags, and processor mode. Similarly the state of
the process being swapped in needs to be restored.
Condition Codes
The condition codes are not effected by this instruction, just copied into the destination
register.
Notes The user mode does not have a saved process status register (SPSR) so attempting to
access the SPSR when in User mode or System mode is unpredictable.
where hargi can be either an Immediate value or a register (see section 5.1.1 on page 51).
hfieldsi is one or more of the following field specifiers:
c Control field bits 0–7
x Extension field
s Status field
f flag field bits 24–31
Operation hccihCPSRi: CPSR(hfieldsi) ← hargi
hccihSPSRi: SPSR(hfieldsi) ← hargi
Description The MSR (Move to Status from Register) instruction copies the value of the source register
(Rs) or immediate constant to the CPSR or the SPSR of the current mode.
Which parts of the status register are to be modified are specified via the hfieldsi field.
Usage This instruction is used to update the value of the condition code flags, interrupt enables,
or the processor mode.
The value of a status register should normally be updated by moving the register to a
general-purpose register (using the MRS instruction on the preceding page), modifying the
relevant bits of the general-purpose register, and restoring the updated general-purpose
register value back into the status (using the MSR instruction). For example, a good way
to switch to Supervisor mode from another privileged mode is:
MRS R0, CPSR ; Read CPSR
BIC R0, R0, #0x1F ; Remove current mode (lower 5 bits)
ORR R0, R0, #0x13 ; substitute Supervisor mode
MSR CPSR_c, R0 ; Write modified register back
You should only write to those fields that they can potentially change. The MSR instruc-
tion in the above code can only change the control field, the other bits/field are unchanged
since they were read from the CPSR by the first instruction. So it writes to CPSR_c, not
CPSR_fsxc or some other combination of fields.
144 A.17 Move Negative (MVN)
Although the state or extension fields, it is a good idea to write to these fields when writing
the whole register. Rather than just writing to the flags and control fields (CPSR_fc) you
shoud write to all four fields (CPSR_fsxc).
Note that due to a bug in the ARM Software Development Tookit, version 2.50 and earlier,
you can only write to the flags and control fields.
The immediate form of this instruction can be used to set any of the fields of a status
register, but you must take care to adhere to the read-modify-write technique. The im-
mediate form of the instruction is equivalent to reading the register concerned, replacing
all the bits in the relevant field by the corresponding bits of the immediate constant and
writing the result back to the status register. The immediate form must therefore only be
used when the intention is to modify all the bits in the specified fields. Failure to observe
this rule might result in code which has unanticipated side-effects on future versions of
the architecture.
As an exception to this rule, it is legitimate to use the immediate form of the instruction to
modify the flags byte despite the fact that bits 24–26 of the status register have not been
allocated at present. For example, this instruction can be used to set all four flags:
MSR CPSR_f, #0xF0000000
Condition Codes
The current state will be effected by the value written into the current process status
register (CPSR). If one of the saved process status registers (SPSR) is used the current
status does not change.
Notes Any writes into the control, extension, and status fields (lower 24 bits) of the CPSR when
in User mode will be ignored, so that User mode programs cannot change to a privileged
mode.
As there is no saved process status register in User or System mode, any attempt to write
into the SPSR while in User or System mode will be unpredictable.
MUL Multiply
Description The MVN (Move Negative) instruction moves the logical one’s complement of the value
of hop1i to the destination register Rd . The condition code flags are optionally updated,
based on the result.
Usage MVN is used to:
• Write a negative value into a register.
• Form a bit mask.
• Take the one’s complement of a value.
Condition Codes
The N and Z flags are set according to the result of the operation, and the C flag is set to
the carry output bit generated by the shifter (see 5.1 on page 51). The V flag is unaffected.
Notes If the destination register (Rd ) is the program counter (PC or R15 ), then the current
status register (CPSR) is restored from the saved status register (SPSR). This form of
the instruction is unpredictable if executed in User mode or System mode, because these
modes do not have an SPSR.
ORR Bitwise OR
Condition Codes
The N and Z flags are set according to the result of the subtraction, and the C and V flags
are set according to whether the subtraction generated a borrow (unsigned underflow) and
a signed overflow, respectively.
Notes The C flag is set if no borrow occurs, and clear if no borrow occurs. In other words, the
C flag is used as a borrow (not borrow) flag. This inversion of the borrow condition is
usually compensated for by subsequent instructions. The SBC (subtract with carry) and
RSC (Reverse Subtract with Carry) instructions use the C flag as a borrow operand, per-
forming a normal subtraction if C is set and subtracting one more than usual if C is clear.
The HS (unsigned higher or same) and LO (unsigned lower) conditions are equivalent to
CS (carry set) and CC (carry clear) respectively.
If the destination register (Rd ) is the program counter (PC or R15 ), then the current
status register (CPSR) is restored from the saved status register (SPSR). This form of
the instruction is unpredictable if executed in User mode or System mode, because these
modes do not have an SPSR.
Usage If register pairs R0 , R1 and R2 , R3 hold 64-bit values (R0 and R2 hold the least significant
words), the following instructions leave the 64-bit difference in R4, R5 :
SUBS R4,R0,R2
SBC R5,R1,R3
Condition Codes
The N and Z flags are set according to the result of the subtraction, and the C and V flags
are set according to whether the subtraction generated a borrow (unsigned underflow) and
a signed overflow, respectively.
Notes The C flag is set if a borrow occurs, and if clear no borrow occurs. In other words, the
C flag is used as a borrow (not borrow) flag. This inversion of the borrow condition
is usually compensated for by subsequent instructions. The RSC (reverse subtract with
carry) instructions use the C flag as a borrow operand, performing a normal subtraction
if C is set and subtracting one more than usual if C is clear. The HS (unsigned higher or
same) and LO (unsigned lower) conditions are equivalent to CS (carry set) and CC (carry
clear) respectively.
If the destination register (Rd ) is the program counter (PC or R15 ), then the current
status register (CPSR) is restored from the saved status register (SPSR). This form of
the instruction is unpredictable if executed in User mode or System mode, because these
modes do not have an SPSR.
Operation if hcci
IA: MAR ← Rn
IB: MAR ← Rn + 4
DA: MAR ← Rn − (#hregistersi × 4) + 4
DB: MAR ← Rn − (#hregistersi × 4)
h!i: Rn ← MAR
end if
148 A.24 Store Register Byte (STRB)
Description The STM (Store Multiple) instruction stores a subset (or possibly all) of the general-
purpose registers to sequential memory locations.
The register Rn specifies the base register used to store the registers. Each register given
in Rregisters is stored in turn, storing each register in the next memory address as directed
by hmodei.
If the base register writeback option (h!i) is specified, the base register (Rn) is modified
with the new base address.
hregistersi is a list of registers, separated by commas and specifies the set of registers
to be stored. The registers are stored in sequence, the lowest-numbered register to the
lowest memory address, through to the highest-numbered register to the highest memory
address.
If R15 (PC) is specified in hregistersi, the value stored is unknown.
Exceptions Data Abort — This exception is generated if the address (Rn) is not word aligned, or is
not accessible in the current processor mode.
Usage STM is useful as a block store instruction (combined with LDM it allows efficient block
copy) and for stack operations. A single STM used in the sequence of a procedure can
push the return address and general-purpose register values on to the stack, updating the
stack pointer in the process. (See chapter 15 for further discussion.)
Condition Codes
The condition codes are not effected by this instruction.
Notes If the base register Rn is specified in hregistersi, and base register writeback is specified
(h!i), the final value of Rn is unpredictable.
If R15 (PC) is given as the base register (Rn), the result is unpredictable.
Description The STRB (Store Register Byte) instruction stores a byte from the least significant byte
of register Rd to the memory address calculated by hop2i.
Exceptions Data Abort — This exception is generated if the address (hop2i) is not accessible in the
current processor mode.
Usage Combined with a suitable addressing mode, STRB writes the least significant byte of a
general-purpose register to memory. Using the PC as the base register allows PC-relative
addressing, which facilitates position-independent code.
Condition Codes
The condition codes are not effected by this instruction.
Notes Specifying the PC as the source register (Rd ) is unpredictable.
If hop2i specifies base register writeback (!), and the same register is specified for Rd
and Rn, the results are unpredictable.
SUB Subtract
Usage The SWI instruction is used as an operating system service call. The method used to select
which operating system service is required is specified by the operating system, and the
SWI exception handler for the operating system determines and provides the requested
service.
One of two methods are used: First, the hvaluei can specify which service is required,
and any parameters needed by the selected service are passed in general-purpose registers.
Alternatively, the hvaluei is ignored, and the register R0 is used to select which service is
required, any parameters are passed in other registers.
Condition Codes
The flags will be effected by the operation of the software interrupt. It is not possible to
say how they will be effected. The status of the condition code flags is unknown after a
software interrupt is unknown, unless specified by the operating system.
SWP Swap
Description SWP (swap) will swap a word between registers and memory. It loads a word from the
memory address given by the value of register Rn. The value of register Rm is then stored
in the memory address given by the value of Rn, and the original value is loaded into
register Rd . If the same register is specified for Rd and Rm, this instruction swaps the
value of the register and the value at the memory address.
Exceptions Data Abort — This exception is generated if the instruction attempts to access a part of
memory which has been reserved for privileged mode access while the system is in
user mode.
If a data abort occurs during the load phase, the store access does not occur.
Usage The SWP instruction can be used to implement semaphores. Where one process can send
a message to another processes running on the same processor, or on a separate linked
processor.
Condition Codes
The condition codes are not effected by this instruction.
Notes If the address contained in Rn is non word-aligned the system will attempt an access, but
the effect is unpredictable.
A.28 Swap Byte (SWPB) 151
If the PC is specified as the destination (Rd ), address (Rn) or the value (Rm), the result is
also unpredictable.
If the same register is specified as Rn and Rm, or Rn and Rd , the result is unpredictable.
Description The SWPB (swap byte) instruction swaps a byte between registers and memory. It loads
a byte from the memory address given by the value of register Rn. The value of the least
significant byte of register Rm is stored to the memory address given by Rn, the original
value is zero-extended into a 32-bit word, and the word is written to register Rd . If the
same register is specified for Rd and Rm, this instruction swaps the value of the least
significant byte of the register and the byte value at the memory address.
Exceptions Data Abort — This exception is generated if the instruction attempts to access a part of
memory which has been reserved for privileged mode access while the system is in
user mode.
If a data abort occurs during the load phase, the store access does not occur.
Usage The SWPB instruction can be used to implement semaphores, in a similar manner to that
shown for the SWP instruction.
Condition Codes
The condition codes are not effected by this instruction.
If the same register is specified as Rn and Rm, or Rn and Rd , the result also unpredictable.
Usage The TEQ instruction is used to test if two values are equal, without affecting the V flag,
as CMP (compaire) does. The C flag is also unaffected in many cases. TEQ is also useful
for testing whether two values have the same sign. After the comparison, the N flag is the
logical Exclusive OR of the sign bits of the two operands.
If the same register is specified as Rn and Rm, or Rn and Rd , the result also unpredictable.
152 A.30 Test (TST)
TST Test
ARM Instructions
Add with Carry ADChccihSi Rd , Rn, hop1i hcci: Rd ← Rn + hop1i + CPSR(C)
Add ADDhccihSi Rd , Rn, hop1i hcci: Rd ← Rn + hop1i
Bitwise AND ANDhccihSi Rd , Rn, hop1i hcci: Rd ← Rn & hop1i
Branch Bhcci hoffseti hcci: PC ← PC + hoffseti
Branch and Link BLhcci hoffseti hcci: LR ← PC + 8
hcci: PC ← PC + hoffseti
Compare CMPhcci Rn, hop1i hcci: CSPR ← (Rn - hop1i)
Exclusive OR EORhccihSi Rd , Rn, hop1i hcci: Rd ← Rn ⊕ hop1i
Load Register LDRhcci Rd , hop2i hcci: Rd ← M(hop2i)
Load Register Byte LDRhcciB Rd , hop2i hcci: Rd (7:0) ← M(hop2i)
hcci: Rd (31:8) ←0
Move MOVhccihSi Rd , hop1i hcci: Rd ← hop1i
Move Negative MVNhccihSi Rd , hop1i hcci: Rd ← hop1i
Bitwise OR ORRhccihSi Rd , Rn, hop1i hcci: Rd ← Rn | hop1i
Subtract with Carry SBChccihSi Rd , Rn, hop1i hcci: Rd ← Rn - hop1i - CPSR(C)
Store Register STRhcci Rd , hop2i hcci: M(hop2i) ← Rd
Store Register Byte STRhccihSi Rd , hop2i hcci: M(hop2i) ← Rd (7:0)
Subtract SUBhccihSi Rd , Rn, hop1i hcci: Rd ← Rn - hop1i
Software Interrupt SWIhcci hvaluei
Swap SWPhcci Rd , Rm, [Rn] hcci: Rd ← M(Rn)
hcci: M(Rn) ← Rm
Swap Byte SWPhcciB Rd , Rm, [Rn] hcci: Rd (7:0) ← M(Rn)(7:0)
hcci: M(Rn)(7:0) ← Rm(7:0)
153
154 APPENDIX B. ARM INSTRUCTION SUMMARY
Register Rm hop1i ← Rm
Logical Shift Left Immediate Rm, LSL #hvaluei hop1i ← Rm << IR(value)
Logical Shift Left Register Rm, LSL Rs hop1i ← Rm << Rs(7:0)
Logical Shift Right Immediate Rm, LSR #hvaluei hop1i ← Rm >> IR(value)
Logical Shift Right Register Rm, LSR Rs hop1i ← Rm >> Rs(7:0)
Arithmetic Shift Right Immediate Rm, ASR #hvaluei hop1i ← Rm +>> IR(value)
Arithmetic Shift Right Register Rm, ASR Rs hop1i ← Rm +>> Rs(7:0)
155
156 INDEX
Shift
Arithmetic Shift Right (ASR) . . . . . . . . . . . . . . . . . . 52
Logical Shift Left (LSL) . . . . . . . . . . . . . . . . . . . . . . 51
Logical Shift Right (LSR) . . . . . . . . . . . . . . . . . . . . . 52
Rotate Right (ROR) . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Rotate Right Extended (RRX) . . . . . . . . . . . . . . . . . 54
Strings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86–88
Counted . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87