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Index > Macroinstructions > Lists in Control directives only (no Symbols or match)

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SPTH



Joined: 24 Jul 2004
Posts: 91
SPTH 24 Apr 2011, 16:39
So if somebody needs to create a list using IF ... END IF or using random numbers, the preprocessor objects (like symbols or match) can not be used for that task.

I wrote a small list-analogon for that.

Code:
MAX_NUMBER = 999'999'999'999'999'999


RndNum = %t AND 0xFFFF'FFFF
macro GetNewRandomNumber
{
    RndNum = ((RndNum*214013+2531011) AND 0xFFFF'FFFF)
}


macro displayDecNum num* ; useful for debugging
{
    dN1=  num MOD 10
    dN2= ((num-dN1)/10) MOD 10
    dN3= ((num-dN1-dN2)/100) MOD 10
    dN4= ((num-dN1-dN2-dN3)/1'000) MOD 10
    dN5= ((num-dN1-dN2-dN3-dN4)/10'000) MOD 10
    dN6= ((num-dN1-dN2-dN3-dN4-dN5)/100'000) MOD 10
    dN7= ((num-dN1-dN2-dN3-dN4-dN5-dN6)/1'000'000) MOD 10
    dN8= ((num-dN1-dN2-dN3-dN4-dN5-dN6-dN7)/10'000'000) MOD 10
    dN9= ((num-dN1-dN2-dN3-dN4-dN5-dN6-dN7-dN8)/100'000'000) MOD 10
    dN10=((num-dN1-dN2-dN3-dN4-dN5-dN6-dN7-dN8-dN9)/1'000'000'000) MOD 10
    dN11=((num-dN1-dN2-dN3-dN4-dN5-dN6-dN7-dN8-dN9-dN10)/10'000'000'000) MOD 10
    dN12=((num-dN1-dN2-dN3-dN4-dN5-dN6-dN7-dN8-dN9-dN10-dN11)/100'000'000'000) MOD 10
    dN13=((num-dN1-dN2-dN3-dN4-dN5-dN6-dN7-dN8-dN9-dN10-dN11-dN12)/1'000'000'000'000) MOD 10
    dN14=((num-dN1-dN2-dN3-dN4-dN5-dN6-dN7-dN8-dN9-dN10-dN11-dN12-dN13)/10'000'000'000'000) MOD 10
    dN15=((num-dN1-dN2-dN3-dN4-dN5-dN6-dN7-dN8-dN9-dN10-dN11-dN12-dN13-dN14)/100'000'000'000'000) MOD 10
    dN16=((num-dN1-dN2-dN3-dN4-dN5-dN6-dN7-dN8-dN9-dN10-dN11-dN12-dN13-dN14-dN15)/1'000'000'000'000'000) MOD 10
    dN17=((num-dN1-dN2-dN3-dN4-dN5-dN6-dN7-dN8-dN9-dN10-dN11-dN12-dN13-dN14-dN15-dN16)/10'000'000'000'000'000) MOD 10
    dN18=((num-dN1-dN2-dN3-dN4-dN5-dN6-dN7-dN8-dN9-dN10-dN11-dN12-dN13-dN14-dN15-dN16-dN17)/100'000'000'000'000'000) MOD 10
    display dN18+'0',dN17+'0',dN16+'0',dN15+'0',dN14+'0',dN13+'0',dN12+'0',dN11+'0',dN10+'0',dN9+'0',dN8+'0',dN7+'0',dN6+'0',dN5+'0',dN4+'0',dN3+'0',dN2+'0',dN1+'0',13,10
}

macro displayList list*
{
    display '0: '
    displayDecNum list#0
    display '1: '
    displayDecNum list#1
    display '2: '
    displayDecNum list#2
    display '3: '
    displayDecNum list#3
    display '4: '
    displayDecNum list#4
    display '5: '
    displayDecNum list#5
    display '6: '
    displayDecNum list#6
    display '7: '
    displayDecNum list#7
    display '8: '
    displayDecNum list#8
    display '9: '
    displayDecNum list#9

}


macro appendToList list*, element*
{                                   ; Starts at 1, but should start at 0
    if list#0<(MAX_NUMBER/1'000)
        list#0=(list#0*1'000)+element
    else if list#1<(MAX_NUMBER/1'000)
        list#1=(list#1*1'000)+element
    else if list#2<(MAX_NUMBER/1'000)
        list#2=(list#2*1'000)+element
    else if list#3<(MAX_NUMBER/1'000)
        list#3=(list#3*1'000)+element
    else if list#4<(MAX_NUMBER/1'000)
        list#4=(list#4*1'000)+element
    else if list#5<(MAX_NUMBER/1'000)
        list#5=(list#5*1'000)+element
    else if list#6<(MAX_NUMBER/1'000)
        list#6=(list#6*1'000)+element
    else if list#7<(MAX_NUMBER/1'000)
        list#7=(list#7*1'000)+element
    else if list#8<(MAX_NUMBER/1'000)
        list#8=(list#8*1'000)+element
    else if list#9<(MAX_NUMBER/1'000)
        list#9=(list#9*1'000)+element
    else
        display "Too much elements added",13,10," for one list"
        err
        ; 10*6+1=61 entries
    end if
}


getListSizeRV = 0
macro getListSize list*
{
    multiplicator=0
    number=list#0
    if list#9>0
        multiplicator=9
        number=list#9
    else if list#8>0
        multiplicator=8
        number=list#8
    else if list#7>0
        multiplicator=7
        number=list#7
    else if list#6>0
        multiplicator=6
        number=list#6
    else if list#5>0
        multiplicator=5
        number=list#5
    else if list#4>0
        multiplicator=4
        number=list#4
    else if list#3>0
        multiplicator=3
        number=list#3
    else if list#2>0
        multiplicator=2
        number=list#2
    else if list#1>0
        multiplicator=1
        number=list#1
    end if

    addend = 0
    while number>0
        addend=addend+1
        number=number/1000
    end while

    getListSizeRV=(multiplicator*6+addend)
}


getItemRV=0
macro getItem list*, index*
{
; gives elements in a special order: starting from list#0[5]...list#0[0] -> list#1[5]...list#2[0]

    getListSize list

    number=0
    if index<getListSizeRV
        if (index/(9*6))>0
            number=list#9
        else if (index/(8*6))>0
            number=list#8
        else if (index/(7*6))>0
            number=list#7
        else if (index/(6*6))>0
            number=list#6
        else if (index/(5*6))>0
            number=list#5
        else if (index/(4*6))>0
            number=list#4
        else if (index/(3*6))>0
            number=list#3
        else if (index/(2*6))>0
            number=list#2
        else if (index/(1*6))>0
            number=list#1
        else
            number=list#0
        end if

        newindex=index MOD 6

        while newindex>0
            number=number/1000
            newindex=newindex-1
        end while

        getItemRV=number MOD 1000

    else
        display 'Tried to access an element',13,10,'that doesnt exist'
        err
    end if
}


macro getRandomItem list*
{
    getListSize list
    GetNewRandomNumber
    RndElement = (RndNum SHR 16) MOD getListSizeRV

    getItem list, RndElement
}


macro CreateEmptyList list*
{
    list#0 = 0
    list#1 = 0
    list#2 = 0
    list#3 = 0
    list#4 = 0
    list#5 = 0
    list#6 = 0
    list#7 = 0
    list#8 = 0
    list#9 = 0
}


CreateEmptyList TestList
appendToList TestList, 17
appendToList TestList, 42
getListSize TestList
displayDecNum getListSizeRV
getItem TestList, 1
displayDecNum getItemRV    


Each list can save 60 byte-values. Just some small workaround. Can be expanded to more elements, the datatype can be changed, the code can be decreased (with macros), ...
Post 24 Apr 2011, 16:39
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