62 points Skyfall106 2 hours ago 22 comments
WillAdams 1 hour ago | parent
femto 1 hour ago | parent
Maybe that is part of the nostalgia for the 8-bit days: the practice of "slow programming"? It was relaxing, sort of like those "slow tv" shows.
abecedarius 1 hour ago | parent
MarkusWandel 56 minutes ago | parent
billforsternz 46 minutes ago | parent
I figured out exactly what I wanted to do, wrote it out very carefully on paper, looked up all the hex codes, wrote those out very carefully, adjusted addresses etc. as needed. This took many hours spread over weeks. Then I entered the whole thing on the hex keyboard and display of a primitive development board each time I needed it, perhaps an hour or so each time (I think I only did it twice). It worked first time, because why wouldn't it if you were sufficiently meticulous about your work in a process that was very obviously very intolerant of the tiniest mistake?
I must admit my program (gather input information from some transducers, do some calculations, present some results) was likely somewhere between one and two orders of magnitude simpler than a complete Basic interpreter!
tverbeure 35 minutes ago | parent
You had to carefully calculate the address distance for a branch instruction. The release of DISMON was a revolution: suddenly the computer did all of that for you. It even supported moving pieces of code to a different address to make space for inserting more instructions somewhere!
ashleyn 33 minutes ago | parent
AnimalMuppet 23 minutes ago | parent
asdefghyk 21 minutes ago | parent
You would use the "monitor program" to poke hex data into memory locations, starting at a nominated RAM memory address. Needed to be done VERY CAREFULLY. one bad hex digit and your program likely crash. After entering all the program into memory, you would use a monitor program , command to get tell the CPU to jump to a certain address and start executing a program there. OLD computer magazines often had such hex listings printed in them.
holgerschurig 10 minutes ago | parent
* a single Z80 (which was nicer than 8080, because the latter needed an extra clock IC) * 256 bytes of static RAM * 1 8bit D-Latch (Flipflop) with 8 LEDs * 1 8bit D-Latch with 8 dip switches * 2 8bit buffers that can go tristrate between the hex-thingies and the address & data bus * 2 rotating hex thingies: you could rotate them between 0-f for data * 2 rotating hex ones for address
Now, how did it work? I pulled nBUSRQ down (bus request). This made the Z80 go tri-state. It also made my buffers non-tristate.
Then I used 2 of the hex-thingies to set the address and 2 of them to set the data. Now I set nWR to low and that would write the entered data byte into the SRAM.
When I was done, I turned nBUSRQ back to high, so the Z80 again was the boss of the bus. And then I simply used nRESET to low to make the Z80 execute my program starting at address 0.
I did only tiny programs, like adder, some PWN/sound wave program, an traffic light simulator.
But, since I soldered this all by myself, I had no "monitor program" like the KIM-1 had. So I had to do all of that by hardware.
sowbug 7 minutes ago | parent
With these three commands, and a working memory of the hex that corresponded to the opcodes, you could be reasonably productive writing short 6502 programs.
Fun and extremely niche fact: the typo CALL -161 jumped into the monitor, but only after the weird side effect of unhooking the sniffer that watched for DOS 3.3 commands sent via the ROM's text I/O. Not only did this make text print faster -- useful when you were visually dumping memory to the screen to find something quickly, but it also protected against accidentally destroying your disk if you unwittingly printed a sequence like ^M^DINIT HELLO, which would trigger the disk initialization routine.
wernam 22 minutes ago | parent
fasterik 16 minutes ago | parent
david-gpu 1 hour ago | parent
The first time was in my first job writing OpenGL ES 2.0 blending operations for the Imagination Technologies SGX 535, which was a remarkably advanced little GPU for its time. Alpha blending happened through special instructions in the fragment/pixel shader. We did have a compiler, but it didn't handle blending, for whatever reason.
Through testing I noticed that NVidia GPUs performed blending incorrectly, according to the specification, which was a big surprise. Only years later I figured out that the specification had some errors; I now would bet that NVidia was doing the correct thing.
The second time I had to assemble instructions by hand happened while working on a stripped down version of the Radeon 7xxx series that shipped on some mobile phones. I don't recall what the problem was, whether we were adding a feature or optimizing the microcode generated for a particular OpenGL operation, but it involved a rarely-used feature called user-defined clipping planes. We didn't have an assembler for that GPU; all microcode was assembled by hand.
The third time happened at NVidia, and I will be vague, as not enough time has passed for me to be comfortable going into any detail. I had an idea for how to provide hardware acceleration for persistent CUDA kernels, which eventually was marketed as Cluster Launch Control (CLC). In order to quantify the benefit of adding some hardware, when it was possible to approximate that functionality in software, I needed to test the most efficient software implementation that was possible, and the compiler wasn't quite giving the assembly I wanted, so I had to manually patch some instructions post-compilation. Why did I not use the assembler that was available? I couldn't, because the assembly language did not provide a way to express the exact feature I had to patch.
johndubchak 43 minutes ago | parent
wewewedxfgdf 47 minutes ago | parent
asdefghyk 37 minutes ago | parent
First for new hardware would be a monitor program. Either write one, or port one from other hardware. A monitor program allows the inspection and edit of memory data and also to run programs in such memory. The monitor program often placed in ROM for convenance. A 6502 cross assembler, could be used to avoid the need for hand assembly the program to 6502 machine code.
Probably where WOZMON came from.
Then using WOZMON start writing a VERY simple basic interpreter.
Maybe the monitor program was borrowed from other hardware that used a 6502 ( would need slight mods for the Apple 1 ) NOTE This is just a possibility - I actually have NO idea I suspect WOZ would have invented his own in any case ...
(OFF TOPIC - I messed around with a 68008 chip in mid 1980s?? and I recall I found a book with a complete montor program in for this chip - I can not recall the name of the book. )
iberator 26 minutes ago | parent
Just design and build a virtual CPU architecture in the language of your choice:) (not verilog but php, c, rust, zig or whatever)
You create architecture, then OPCODES, then you can write simple programs in machine code.
Then its SUPER EASY to write an assembler and disassembler.
Then forth compiler.
I did it all once as I was homeless on my phone in the mall .
Fun and educational, even if you don't know assembly prior.
heisenbit 20 minutes ago | parent
Grimeton 11 minutes ago | parent
Time travel!
mrandish 7 minutes ago | parent
However, there was an interesting period of a few years where assembler tools were either unavailable or fairly expensive, so it was common to use the computer's BASIC to write an assembly language monitor program. Such program listings were pretty common in early hobbyist 'zines. It was also pretty common to use BASIC to POKE in a quick bootstrap program to load a value in a register and jump to an address, which I could usually do from memory. After 40 years I still remember the 6809 RTS was $39 and NOP was $12, two very handy instructions to POKE a quick mod into a program.