Give Programs/ one rule: a directory per kind, nothing loose
Five .asm files sat at the top of Programs/ beside six directories, with
nothing to say which a new file should join - and hello.asm, which is the
native assembler's first target and named in sixteen places, looked like a
stray.
Programs/
Examples/ what you read to learn: hello, printHello, inputTest,
replCalculator, and Fibonacci, primeSieve and gameOfLife
as sets of their own
Libraries/ included by name, no entry point of their own
Loader/ loader.asm, and the loadable program it reads
CosmOS/ the system, its applications and its assembler
testPrograms/ what 'make test' drives
Loader/ is the one worth explaining. loader.asm is not a demonstration: it
reads a program off a disk, puts the two pieces where the header asks, and
jumps to the entry. CosmOS grew out of it and does the same thing as one of
its commands. It is kept because backward compatibility with the simplest
version of the system is a standing goal, and it was sitting loose next to
the demos as though it were one.
Programs/loadable/ was a directory holding one file called hello.asm - a
third thing of that name, and the name said nothing about why it was there.
It is Loader/loadable.asm now, beside the loader that reads it.
Every reference moved with them: the makefile's program list, twelve
manifest lines, makedisks.sh, native.sh, and four paths across the README
and both manuals. Verified by deleting both build directories and running
the whole suite from nothing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
This commit is contained in:
co-authored by
Claude Opus 5
parent
6dbb38b209
commit
ccf4b384e1
@@ -0,0 +1,241 @@
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; A segmented Sieve of Eratosthenes for the complete 16-bit address range.
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;
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; The sieve uses a 256-byte sliding window. Each entry in PrimeStates contains:
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; prime, high byte of next multiple, low byte of next multiple
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;
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; Once a prime becomes active at p*p, adding an 8-bit prime to offsets in a
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; 256-byte window must wrap exactly once before the next window. The wrapped
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; low byte becomes that prime's starting offset in the following window.
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;
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; Output is hexadecimal (0002 through FFFD), separated by spaces.
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#Include print.asm
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#Program
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start:
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RSTA
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SETD Page
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STA
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nextPage:
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; Clear all 256 flags. A wrapping to zero terminates the loop.
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SETD Segment
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RSTA
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RSTB
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clearSegment:
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STB
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INCD
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INCA
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BRA segmentCleared
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BRI clearSegment
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segmentCleared:
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; Zero and one are not prime.
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SETD Page
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LDA
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BRA excludeZeroAndOne
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BRI markSegment
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excludeZeroAndOne:
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SETD Segment
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INIA 0x01
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STA
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INCD
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STA
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markSegment:
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; Process the 54 primes not greater than sqrt(0xFFFF).
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SETD PrimeStates
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INIA 0d54
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primeLoop:
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CALL processPrime
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DPUP 0d03
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DECA
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BRA scanSegment
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BRI primeLoop
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scanSegment:
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; A is the low byte of the candidate and wraps after 0xFF.
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SETD Segment
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RSTA
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scanLoop:
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LDB
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BRB emitPrime
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scanNext:
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INCD
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INCA
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BRA advancePage
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BRI scanLoop
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emitPrime:
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CALL printCandidateHex
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BRI scanNext
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advancePage:
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SETD Page
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LDA
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INCA
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STA
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BRA finished
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BRI nextPage
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finished:
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CALL lineFeed
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HALT
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; DP points at a PrimeStates entry on entry and is preserved by CALL.
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processPrime:
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PSHD
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INCD
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LDA
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SETD Page
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LDB
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XOR
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BRQ primeIsActive
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POPD
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RET
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primeIsActive:
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; Recover and retain the state-entry pointer for the final update.
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POPD
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PSHD
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; Load the prime into B and its current offset into A.
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LDA
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PSHA
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DPUP 0d02
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LDA
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POPB
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; Form Segment + offset. Segment is page-aligned in Data Memory.
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SETD Segment
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PSHB
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PSHD
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POPB
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CCF
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ADD
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PSHQ
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POPD
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POPB
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markPrimeLoop:
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INIA 0x01
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STA
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; Add the prime to the low byte of DP using the stack as a 16-bit
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; address adapter. Carry means that the next multiple is in the next page.
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PSHD
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POPA
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CCF
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ADD
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PSHQ
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POPD
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BRC primeFinished
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BRI markPrimeLoop
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primeFinished:
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; Q is the wrapped offset for the next page.
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POPD
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INCD
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LDA
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INCA
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STA
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INCD
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STQ
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RET
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; A contains the candidate's low byte. Page contains its high byte.
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printCandidateHex:
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PSHA
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SETD Page
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LDA
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CALL printByteHex
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POPA
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CALL printByteHex
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CALL blankSpace
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RET
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#Data
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; This has to begin on a page boundary, and now says so itself rather than relying on
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; whatever happens to have been assembled before it. The marking loop treats a carry out
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; of the low byte as the end of the page, which only finds the right boundary if the
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; window starts on one.
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#Align 0x100
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Segment:
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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Page:
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0x00
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PrimeStates:
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0x02 0x00 0x04
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0x03 0x00 0x09
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0x05 0x00 0x19
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0x07 0x00 0x31
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0x0B 0x00 0x79
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0x0D 0x00 0xA9
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0x11 0x01 0x21
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0x13 0x01 0x69
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0x17 0x02 0x11
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0x1D 0x03 0x49
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0x1F 0x03 0xC1
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0x25 0x05 0x59
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0x29 0x06 0x91
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0x2B 0x07 0x39
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0x2F 0x08 0xA1
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0x35 0x0A 0xF9
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0x3B 0x0D 0x99
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0x3D 0x0E 0x89
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0x43 0x11 0x89
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0x47 0x13 0xB1
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0x49 0x14 0xD1
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0x4F 0x18 0x61
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0x53 0x1A 0xE9
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0x59 0x1E 0xF1
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0x61 0x24 0xC1
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0x65 0x27 0xD9
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0x67 0x29 0x71
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0x6B 0x2C 0xB9
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0x6D 0x2E 0x69
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0x71 0x31 0xE1
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0x7F 0x3F 0x01
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0x83 0x43 0x09
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0x89 0x49 0x51
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0x8B 0x4B 0x79
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0x95 0x56 0xB9
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0x97 0x59 0x11
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0x9D 0x60 0x49
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0xA3 0x67 0xC9
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0xA7 0x6C 0xF1
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0xAD 0x74 0xE9
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0xB3 0x7D 0x29
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0xB5 0x7F 0xF9
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0xBF 0x8E 0x81
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0xC1 0x91 0x81
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0xC5 0x97 0x99
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0xC7 0x9A 0xB1
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0xD3 0xAD 0xE9
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0xDF 0xC2 0x41
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0xE3 0xC9 0x49
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0xE5 0xCC 0xD9
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0xE9 0xD4 0x11
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0xEF 0xDF 0x21
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0xF1 0xE2 0xE1
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0xFB 0xF6 0x19
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@@ -0,0 +1,224 @@
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; The 16-bit segmented sieve rewritten for SplitBit's four-Data-Pointer ISA.
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;
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; This deliberately implements the same algorithm and emits the same text as
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; 16bitSegmentedSieve.asm, making the two versions useful as a direct comparison.
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; DP0 walks PrimeStates, DP1 holds Page, DP2 walks Segment, and volatile DP3
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; marks multiples. CALL preserves the first three pointers automatically.
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#Include print.asm
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#Program
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start:
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RSTA
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SETD.1 Page
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STA.1
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nextPage:
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SETD.2 Segment
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RSTA
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RSTB
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clearSegment:
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STB.2
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INCD.2
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INCA
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BRA segmentCleared
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BRI clearSegment
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segmentCleared:
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; Zero and one are not prime.
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LDA.1
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BRA excludeZeroAndOne
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BRI markSegment
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excludeZeroAndOne:
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SETD.2 Segment
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INIA 0x01
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STA.2
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INCD.2
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STA.2
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markSegment:
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SETD.0 PrimeStates
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INIA 0d54
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primeLoop:
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CALL processPrime
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DPUP.0 0d03
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DECA
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BRA scanSegment
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BRI primeLoop
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scanSegment:
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SETD.2 Segment
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RSTA
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scanLoop:
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LDB.2
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BRB emitPrime
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scanNext:
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INCD.2
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INCA
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BRA advancePage
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BRI scanLoop
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emitPrime:
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CALL printCandidateHex
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BRI scanNext
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advancePage:
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LDA.1
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INCA
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STA.1
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BRA finished
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BRI nextPage
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finished:
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CALL lineFeed
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HALT
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; DP0 points at a PrimeStates entry. CALL restores it on return.
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processPrime:
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INCD.0
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LDA.0
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LDB.1
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XOR
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BRQ primeIsActive
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RET
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primeIsActive:
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; B is the prime and A its current offset.
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DECD.0
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LDB.0
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DPUP.0 0d02
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LDA.0
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; DP3 = Segment + offset. Only this one initial pointer copy needs the Stack.
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SETD.3 Segment
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PSHB
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PSHD.3
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POPB
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CCF
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ADD
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PSHQ
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POPD.3
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POPB
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markPrimeLoop:
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INIA 0x01
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STA.3
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; Add the prime to DP3's low byte. A carry crosses into the next window.
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PSHD.3
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POPA
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CCF
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ADD
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PSHQ
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POPD.3
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BRC primeFinished
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BRI markPrimeLoop
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primeFinished:
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; DP0 is on the offset byte; advance the saved high byte and save Q as
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; the wrapped offset for the following page.
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DECD.0
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LDA.0
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INCA
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STA.0
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INCD.0
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STQ.0
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RET
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printCandidateHex:
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PSHA
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LDA.1
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CALL printByteHex
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POPA
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CALL printByteHex
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CALL blankSpace
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RET
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#Data
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; Segment has to begin on a page boundary, and now says so itself rather than relying on
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; whatever happens to have been assembled before it. The marking loop adds the prime to
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; the low byte of DP3 and treats the carry out as the end of the page, so it only finds
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; the right boundary if the window starts on one.
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;
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; The whole window is written out here so that Page and PrimeStates begin after it.
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#Align 0x100
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Segment:
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0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
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Page:
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0x00
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||||
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PrimeStates:
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0x02 0x00 0x04
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0x03 0x00 0x09
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0x05 0x00 0x19
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0x07 0x00 0x31
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0x0B 0x00 0x79
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0x0D 0x00 0xA9
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0x11 0x01 0x21
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0x13 0x01 0x69
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0x17 0x02 0x11
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0x1D 0x03 0x49
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0x1F 0x03 0xC1
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0x25 0x05 0x59
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0x29 0x06 0x91
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0x2B 0x07 0x39
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0x2F 0x08 0xA1
|
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0x35 0x0A 0xF9
|
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0x3B 0x0D 0x99
|
||||
0x3D 0x0E 0x89
|
||||
0x43 0x11 0x89
|
||||
0x47 0x13 0xB1
|
||||
0x49 0x14 0xD1
|
||||
0x4F 0x18 0x61
|
||||
0x53 0x1A 0xE9
|
||||
0x59 0x1E 0xF1
|
||||
0x61 0x24 0xC1
|
||||
0x65 0x27 0xD9
|
||||
0x67 0x29 0x71
|
||||
0x6B 0x2C 0xB9
|
||||
0x6D 0x2E 0x69
|
||||
0x71 0x31 0xE1
|
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0x7F 0x3F 0x01
|
||||
0x83 0x43 0x09
|
||||
0x89 0x49 0x51
|
||||
0x8B 0x4B 0x79
|
||||
0x95 0x56 0xB9
|
||||
0x97 0x59 0x11
|
||||
0x9D 0x60 0x49
|
||||
0xA3 0x67 0xC9
|
||||
0xA7 0x6C 0xF1
|
||||
0xAD 0x74 0xE9
|
||||
0xB3 0x7D 0x29
|
||||
0xB5 0x7F 0xF9
|
||||
0xBF 0x8E 0x81
|
||||
0xC1 0x91 0x81
|
||||
0xC5 0x97 0x99
|
||||
0xC7 0x9A 0xB1
|
||||
0xD3 0xAD 0xE9
|
||||
0xDF 0xC2 0x41
|
||||
0xE3 0xC9 0x49
|
||||
0xE5 0xCC 0xD9
|
||||
0xE9 0xD4 0x11
|
||||
0xEF 0xDF 0x21
|
||||
0xF1 0xE2 0xE1
|
||||
0xFB 0xF6 0x19
|
||||
@@ -0,0 +1,67 @@
|
||||
; This is an implementation of The Sieve of Eratosthenes that finds all the primes between 2 and 255.
|
||||
|
||||
#Include print.asm
|
||||
|
||||
#Program
|
||||
|
||||
start:
|
||||
; Search the list until we find a prime.
|
||||
SETD DataTop
|
||||
CCF ; Clear the carry flag. In later cycles, the carry flag will be set at the end of the next loop. We'll want it cleared.
|
||||
RSTA
|
||||
RSTB
|
||||
findPrimeLoop:
|
||||
LDB ; Load an element into B.
|
||||
BRB foundPrime ; If it's zero, it's a prime.
|
||||
INCA ; Increment A, our index.
|
||||
INCD ; Increment the Data Pointer.
|
||||
BRA end ; If A becomes zero, we've looked through the whole list without finding another prime.
|
||||
BRI findPrimeLoop ; Keep searching for the next prime.
|
||||
foundPrime:
|
||||
; If we've found a prime, we should print it and mark it off the list so we don't print it again.
|
||||
CALL printByteDecimal ; A contains our prime, so we can just call the print subroutine.
|
||||
CALL blankSpace ; Put a space afterward to keep things easy to read.
|
||||
INIB 0x01 ; Set B to 1.
|
||||
STB ; Mark this prime off the list.
|
||||
markMultiples:
|
||||
; Now, we mark each multiple of this prime as nonprime until we reach the end of the list.
|
||||
PSHD ; Save the Data Pointer to the stack.
|
||||
POPB ; Pop its low byte into B.
|
||||
ADD ; Add them together.
|
||||
PSHQ ; Store the result back onto the stack.
|
||||
POPD ; Pop the modified address into the Data Pointer.
|
||||
INIB 0x01 ; Set B to 1.
|
||||
STB ; Store B to mark the value as nonprime.
|
||||
BRC start ; If the previous add overflowed, the next nonprime is outside the range of our list, so start over with a new prime.
|
||||
BRI markMultiples ; Otherwise, loop again to mark the next multiple as nonprime.
|
||||
end:
|
||||
CALL lineFeed ; Print a linefeed to make it look nice.
|
||||
HALT ; The program is done, we found all the primes!
|
||||
|
||||
|
||||
|
||||
|
||||
#Data
|
||||
|
||||
; The table of our prime candidates. It has to begin on a page boundary: marking walks
|
||||
; the pointer's low byte and treats the carry out as running off the end of the table,
|
||||
; which only finds the right end if the table starts on one.
|
||||
|
||||
#Align 0x100
|
||||
DataTop:
|
||||
0x01 0x01 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
|
||||
0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
|
||||
0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
|
||||
0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
|
||||
0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
|
||||
0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
|
||||
0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
|
||||
0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
|
||||
0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
|
||||
0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
|
||||
0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
|
||||
0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
|
||||
0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
|
||||
0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
|
||||
0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
|
||||
0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
|
||||
Reference in New Issue
Block a user