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math32.inc
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$NOLIST
;----------------------------------------------------
; math32.asm: Addition, subtraction, multiplication,
; and division of 32-bit integers. Also included are
; binary to bcd and bcd to binary conversion subroutines.
;
; 2011-2013 by Jesus Calvino-Fraga
;
;----------------------------------------------------
CSEG
;----------------------------------------------------
; Converts the 32-bit hex number in 'x' to a
; 10-digit packed BCD in 'bcd' using the
; double-dabble algorithm.
;---------------------------------------------------
hex2bcd:
push acc
push psw
push AR0
push AR1
push AR2
clr a
mov bcd+0, a ; Initialize BCD to 00-00-00-00-00
mov bcd+1, a
mov bcd+2, a
mov bcd+3, a
mov bcd+4, a
mov r2, #32 ; Loop counter.
hex2bcd_L0:
; Shift binary left
mov a, x+3
mov c, acc.7 ; This way x remains unchanged!
mov r1, #4
mov r0, #(x+0)
hex2bcd_L1:
mov a, @r0
rlc a
mov @r0, a
inc r0
djnz r1, hex2bcd_L1
; Perform bcd + bcd + carry using BCD arithmetic
mov r1, #5
mov r0, #(bcd+0)
hex2bcd_L2:
mov a, @r0
addc a, @r0
da a
mov @r0, a
inc r0
djnz r1, hex2bcd_L2
djnz r2, hex2bcd_L0
pop AR2
pop AR1
pop AR0
pop psw
pop acc
ret
;----------------------------------------------------
; hex2bcd2:
; Converts the 32-bit hex number in 'x' to a
; 10-digit packed BCD in 'bcd' using the
; double-dabble algorithm. This is what you would
; have to do in a proccessor without a bcd addition
; instruction. The 8051 can add bcd number, so
; this function is here for your reference only. Compare
; to the function above which uses the DA A instruction
; resulting in faster and smaller code.
;---------------------------------------------------
hex2bcd2:
push acc
push psw
push AR0
push AR1
push AR2
clr a
mov bcd+0, a ; Initialize BCD to 00-00-00-00-00
mov bcd+1, a
mov bcd+2, a
mov bcd+3, a
mov bcd+4, a
mov r2, #32 ; We need process 32 bits
hex2bcd2_L0:
; Shift binary left
mov a, x+3
mov c, acc.7 ; This way x remains unchanged!
mov r1, #4
mov r0, #(x+0)
hex2bcd2_L1:
mov a, @r0
rlc a
mov @r0, a
inc r0
djnz r1, hex2bcd2_L1
; Shif bcd left
mov r1, #5 ; BCD byte count = 5
mov r0, #(bcd+0) ; r0 points to least significant bcd digits
hex2bcd2_L2:
push psw ; Save carry
mov a, @r0
add a, #33h ; Pre-correction before shifting left
jb acc.7, hex2bcd2_L3 ; If the bcd digit was > 4 keep the correction
add a, #(100h-30h) ; Remove the correction to the MSD by subtracting 30h
hex2bcd2_L3:
jb acc.3, hex2bcd2_L4 ; If the bcd digit was > 4 keep the correction
add a, #(100h-03h) ; Remove the correction to the LSD by subtracting 03h
hex2bcd2_L4:
pop psw ; Restore carry
rlc a
mov @r0, a
inc r0
djnz r1, hex2bcd2_L2
djnz r2, hex2bcd2_L0
pop AR2
pop AR1
pop AR0
pop psw
pop acc
ret
;------------------------------------------------
; bcd2hex:
; Converts the 10-digit packed BCD in 'bcd' to a
; 32-bit hex number in 'x'
;------------------------------------------------
bcd2hex:
push acc
push psw
push AR0
push AR1
push AR2
mov r2, #32 ; We need 32 bits
bcd2hex_L0:
mov r1, #5 ; BCD byte count = 5
clr c ; clear carry flag
mov r0, #(bcd+4) ; r0 points to most significant bcd digits
bcd2hex_L1:
mov a, @r0 ; transfer bcd to accumulator
rrc a ; rotate right
push psw ; save carry flag
; BCD divide by two correction
jnb acc.7, bcd2hex_L2 ; test bit 7
add a, #(100h-30h) ; bit 7 is set. Perform correction by subtracting 30h.
bcd2hex_L2:
jnb acc.3, bcd2hex_L3 ; test bit 3
add a, #(100h-03h) ; bit 3 is set. Perform correction by subtracting 03h.
bcd2hex_L3:
mov @r0, a ; store the result
dec r0 ; point to next pair of bcd digits
pop psw ; restore carry flag
djnz r1, bcd2hex_L1 ; repeat for all bcd pairs
; rotate binary result right
mov r1, #4
mov r0, #(x+3)
bcd2hex_L4:
mov a, @r0
rrc a
mov @r0, a
dec r0
djnz r1, bcd2hex_L4
djnz r2, bcd2hex_L0
pop AR2
pop AR1
pop AR0
pop psw
pop acc
ret
;------------------------------------------------
; x = x + y
;------------------------------------------------
add32:
push acc
push psw
mov a, x+0
add a, y+0
mov x+0, a
mov a, x+1
addc a, y+1
mov x+1, a
mov a, x+2
addc a, y+2
mov x+2, a
mov a, x+3
addc a, y+3
mov x+3, a
pop psw
pop acc
ret
;------------------------------------------------
; x = x - y
;------------------------------------------------
sub32:
push acc
push psw
clr c
mov a, x+0
subb a, y+0
mov x+0, a
mov a, x+1
subb a, y+1
mov x+1, a
mov a, x+2
subb a, y+2
mov x+2, a
mov a, x+3
subb a, y+3
mov x+3, a
pop psw
pop acc
ret
;------------------------------------------------
; mf=1 if x < y
;------------------------------------------------
x_lt_y:
push acc
push psw
clr c
mov a, x+0
subb a, y+0
mov a, x+1
subb a, y+1
mov a, x+2
subb a, y+2
mov a, x+3
subb a, y+3
mov mf, c
pop psw
pop acc
ret
;------------------------------------------------
; mf=1 if x > y
;------------------------------------------------
x_gt_y:
push acc
push psw
clr c
mov a, y+0
subb a, x+0
mov a, y+1
subb a, x+1
mov a, y+2
subb a, x+2
mov a, y+3
subb a, x+3
mov mf, c
pop psw
pop acc
ret
;------------------------------------------------
; mf=1 if x = y
;------------------------------------------------
x_eq_y:
push acc
push psw
clr mf
clr c
mov a, y+0
subb a, x+0
jnz x_eq_y_done
mov a, y+1
subb a, x+1
jnz x_eq_y_done
mov a, y+2
subb a, x+2
jnz x_eq_y_done
mov a, y+3
subb a, x+3
jnz x_eq_y_done
setb mf
x_eq_y_done:
pop psw
pop acc
ret
;------------------------------------------------
; mf=1 if x >= y
;------------------------------------------------
x_gteq_y:
lcall x_eq_y
jb mf, x_gteq_y_done
ljmp x_gt_y
x_gteq_y_done:
ret
;------------------------------------------------
; mf=1 if x <= y
;------------------------------------------------
x_lteq_y:
lcall x_eq_y
jb mf, x_lteq_y_done
ljmp x_lt_y
x_lteq_y_done:
ret
;------------------------------------------------
; x = x * y
;------------------------------------------------
mul32:
push acc
push b
push psw
push AR0
push AR1
push AR2
push AR3
; R0 = x+0 * y+0
; R1 = x+1 * y+0 + x+0 * y+1
; R2 = x+2 * y+0 + x+1 * y+1 + x+0 * y+2
; R3 = x+3 * y+0 + x+2 * y+1 + x+1 * y+2 + x+0 * y+3
; Byte 0
mov a,x+0
mov b,y+0
mul ab ; x+0 * y+0
mov R0,a
mov R1,b
; Byte 1
mov a,x+1
mov b,y+0
mul ab ; x+1 * y+0
add a,R1
mov R1,a
clr a
addc a,b
mov R2,a
mov a,x+0
mov b,y+1
mul ab ; x+0 * y+1
add a,R1
mov R1,a
mov a,b
addc a,R2
mov R2,a
clr a
rlc a
mov R3,a
; Byte 2
mov a,x+2
mov b,y+0
mul ab ; x+2 * y+0
add a,R2
mov R2,a
mov a,b
addc a,R3
mov R3,a
mov a,x+1
mov b,y+1
mul ab ; x+1 * y+1
add a,R2
mov R2,a
mov a,b
addc a,R3
mov R3,a
mov a,x+0
mov b,y+2
mul ab ; x+0 * y+2
add a,R2
mov R2,a
mov a,b
addc a,R3
mov R3,a
; Byte 3
mov a,x+3
mov b,y+0
mul ab ; x+3 * y+0
add a,R3
mov R3,a
mov a,x+2
mov b,y+1
mul ab ; x+2 * y+1
add a,R3
mov R3,a
mov a,x+1
mov b,y+2
mul ab ; x+1 * y+2
add a,R3
mov R3,a
mov a,x+0
mov b,y+3
mul ab ; x+0 * y+3
add a,R3
mov R3,a
mov x+3,R3
mov x+2,R2
mov x+1,R1
mov x+0,R0
pop AR3
pop AR2
pop AR1
pop AR0
pop psw
pop b
pop acc
ret
;------------------------------------------------
; x = x / y
; This subroutine uses the 'paper-and-pencil'
; method described in page 139 of 'Using the
; MCS-51 microcontroller' by Han-Way Huang.
;------------------------------------------------
div32:
push acc
push psw
push AR0
push AR1
push AR2
push AR3
push AR4
mov R4,#32
clr a
mov R0,a
mov R1,a
mov R2,a
mov R3,a
div32_loop:
; Shift the 64-bit of [[R3..R0], x] left:
clr c
; First shift x:
mov a,x+0
rlc a
mov x+0,a
mov a,x+1
rlc a
mov x+1,a
mov a,x+2
rlc a
mov x+2,a
mov a,x+3
rlc a
mov x+3,a
; Then shift [R3..R0]:
mov a,R0
rlc a
mov R0,a
mov a,R1
rlc a
mov R1,a
mov a,R2
rlc a
mov R2,a
mov a,R3
rlc a
mov R3,a
; [R3..R0] - y
clr c
mov a,R0
subb a,y+0
mov a,R1
subb a,y+1
mov a,R2
subb a,y+2
mov a,R3
subb a,y+3
jc div32_minus ; temp >= y?
; -> yes; [R3..R0] -= y;
; clr c ; carry is always zero here because of the jc above!
mov a,R0
subb a,y+0
mov R0,a
mov a,R1
subb a,y+1
mov R1,a
mov a,R2
subb a,y+2
mov R2,a
mov a,R3
subb a,y+3
mov R3,a
; Set the least significant bit of x to 1
orl x+0,#1
div32_minus:
djnz R4, div32_loop ; -> no
div32_exit:
pop AR4
pop AR3
pop AR2
pop AR1
pop AR0
pop psw
pop acc
ret
Load_X MAC
mov x+0, #low (%0 % 0x10000)
mov x+1, #high(%0 % 0x10000)
mov x+2, #low (%0 / 0x10000)
mov x+3, #high(%0 / 0x10000)
ENDMAC
Load_y MAC
mov y+0, #low (%0 % 0x10000)
mov y+1, #high(%0 % 0x10000)
mov y+2, #low (%0 / 0x10000)
mov y+3, #high(%0 / 0x10000)
ENDMAC
$LIST