8086 assembler tutorial
8086 assembler tutorial
This tutorial is intended for those who are not familiar with assembler at all, or
have a very distant idea about it. of course if you have knowledge of some
other programming language (basic, c/c++, pascal...) that may help you a lot.
but even if you are familiar with assembler, it is still a good idea to look
through this document in order to study emu8086 syntax.
It is assumed that you have some knowledge about number representation
(hex/bin), if not it is highly recommended to study numbering systems
tutorial before you proceed.
what is assembly
language?
assembly language is a low
level programming language.
you need to get some
knowledge about computer
structure in order to
understand anything. the
simple computer model as i
see it:
despite the name of a register, it's the programmer who determines the usage
for each general purpose register. the main purpose of a register is to keep a
number (variable). the size of the above registers is 16 bit, it's something like:
0011000000111001b (in binary form), or 12345 in decimal (human) form.
4 general purpose registers (AX, BX, CX, DX) are made of two separate 8 bit
registers, for example if AX= 0011000000111001b, then AH=00110000b
and AL=00111001b. therefore, when you modify any of the 8 bit registers 16
bit register is also updated, and vice-versa. the same is for other 3 registers,
"H" is for high and "L" is for low part.
because registers are located inside the CPU, they are much faster than
memory. Accessing a memory location requires the use of a system bus, so it
takes much longer. Accessing data in a register usually takes no time.
therefore, you should try to keep variables in the registers. register sets are
very small and most registers have special purposes which limit their use as
variables, but they are still an excellent place to store temporary data of
calculations.
segment registers
although it is possible to store any data in the segment registers, this is never
a good idea. the segment registers have a very special purpose - pointing at
accessible blocks of memory.
segment registers work together with general purpose register to access any
memory value. For example if we would like to access memory at the physical
address 12345h (hexadecimal), we should set the DS = 1230h and SI =
0045h. This is good, since this way we can access much more memory than
with a single register that is limited to 16 bit values.
CPU makes a calculation of physical address by multiplying the segment
register by 10h and adding general purpose register to it (1230h * 10h + 45h
= 12345h):
to access memory we can use these four registers: BX, SI, DI, BP. combining
these registers inside [ ] symbols, we can get different memory locations.
these combinations are supported (addressing modes):
d8 - stays for 8 bit signed immediate displacement (for example: 22, 55h, -1,
etc...)
d16 - stays for 16 bit signed immediate displacement (for example: 300,
5517h, -259, etc...).
generally the compiler takes care about difference between d8 and d16, and
generates the required machine code.
by default DS segment register is used for all modes except those with BP
register, for these SS segment register is used.
there is an easy way to remember all those possible combinations using this
chart:
you can form all valid combinations by taking only one item from each column
or skipping the column by not taking anything from it. as you see BX and BP
never go together. SI and DI also don't go together. here are an examples of
a valid addressing modes: [BX+5] , [BX+SI] , [DI+BX-4]
the value in segment register (CS, DS, SS, ES) is called a segment,
and the value in purpose register (BX, SI, DI, BP) is called an offset.
When DS contains value 1234h and SI contains the value 7890h it can be
also recorded as 1234:7890. The physical address will be 1234h * 10h +
7890h = 19BD0h.
7h = 7
70h = 112
for example:
byte ptr [BX] ; byte access.
or
word ptr [BX] ; word access.
assembler supports shorter prefixes as well:
in certain cases the assembler can calculate the data type automatically.
MOV instruction
copies the second operand (source) to the first operand (destination).
both operands must be the same size, which can be a byte or a word.
REG: AX, BX, CX, DX, AH, AL, BL, BH, CH, CL, DH, DL, DI, SI, BP, SP.
The MOV instruction cannot be used to set the value of the CS and IP
registers.
ORG 100h ; this directive required for a simple 1 segment .com program.
MOV AX, 0B800h ; set AX to hexadecimal value of B800h.
MOV DS, AX ; copy value of AX to DS.
MOV CL, 'A' ; set CL to ASCII code of 'A', it is 41h.
MOV CH, 1101_1111b ; set CH to binary value.
MOV BX, 15Eh ; set BX to 15Eh.
MOV [BX], CX ; copy contents of CX to memory at B800:015E
RET ; returns to operating system.
you can copy & paste the above program to emu8086 code editor, and press
[Compile and Emulate] button (or press F5 key on your keyboard).
the emulator window should open with this program loaded, click [Single
Step] button and watch the register values.
1. select the above text using mouse, click before the text and drag it down
until everything is selected.
as you may guess, ";" is used for comments, anything after ";" symbol is
ignored by compiler.
actually the above program writes directly to video memory, so you may see
that MOV is a very powerful instruction
Variables
name DB value
name DW value
name - can be any letter or digit combination, though it should start with a letter. It's possible
to declare unnamed variables by not specifying the name (this variable will have an address
but no name).
value - can be any numeric value in any supported numbering system (hexadecimal, binary, or
decimal), or "?" symbol for variables that are not initialized.
As you probably know from part 2 of this tutorial, MOV instruction is used to
copy values from source to destination.
Let's see another example with MOV instruction:
ORG 100h
VAR1 DB 7
var2 DW 1234h
Copy the above code to emu8086 source editor, and press F5 key to compile
and load it in the emulator. You should get something like:
As you see this looks a lot like our example, except that variables are replaced
with actual memory locations. When compiler makes machine code, it
automatically replaces all variable names with their offsets. By default
segment is loaded in DS register (when COM files is loaded the value of DS
register is set to the same value as CS register - code segment).
Compiler is not case sensitive, so "VAR1" and "var1" refer to the same
variable.
The offset of var2 is 0109h, and full address is 0B56:0109, this variable is a
WORD so it occupies 2 BYTES. It is assumed that low byte is stored at lower
address, so 34h is located before 12h.
You can see that there are some other instructions after the RET instruction,
this happens because disassembler has no idea about where the data starts, it
just processes the values in memory and it understands them as valid 8086
instructions (we will learn them later).
You can even write the same program using DB directive only:
DB 0A0h
DB 08h
DB 01h
DB 8Bh
DB 1Eh
DB 09h
DB 01h
DB 0C3h
DB 7
DB 34h
DB 12h
Copy the above code to emu8086 source editor, and press F5 key to compile
and load it in the emulator. You should get the same disassembled code, and
the same functionality!
As you may guess, the compiler just converts the program source to the set of
bytes, this set is called machine code, processor understands the machine
code and executes it.
ORG 100h is a compiler directive (it tells compiler how to handle the source
code). This directive is very important when you work with variables. It tells
compiler that the executable file will be loaded at the offset of 100h (256
bytes), so compiler should calculate the correct address for all variables when
it replaces the variable names with their offsets. Directives are never
converted to any real machine code.
Why executable file is loaded at offset of 100h? Operating system keeps
some data about the program in the first 256 bytes of the CS (code segment),
such as command line parameters and etc.
Though this is true for COM files only, EXE files are loaded at offset of 0000,
and generally use special segment for variables. Maybe we'll talk more about
EXE files later.
Arrays
Arrays can be seen as chains of variables. A text string is an example of a byte
array, each character is presented as an ASCII code value (0..255).
b is an exact copy of the a array, when compiler sees a string inside quotes it
automatically converts it to set of bytes. This chart shows a part of the
memory where these arrays are declared:
You can access the value of any element in array using square brackets, for
example:
MOV AL, a[3]
You can also use any of the memory index registers BX, SI, DI, BP, for
example:
MOV SI, 3
MOV AL, a[SI]
If you need to declare a large array you can use DUP operator.
The syntax for DUP:
for example:
c DB 5 DUP(9)
is an alternative way of declaring:
c DB 9, 9, 9, 9, 9
Of course, you can use DW instead of DB if it's required to keep values larger
then 255, or smaller then -128. DW cannot be used to declare strings.
For example:
BYTE PTR [BX] ; byte access.
or
WORD PTR [BX] ; word access.
emu8086 supports shorter prefixes as well:
in certain cases the assembler can calculate the data type automatically.
ORG 100h
RET
VAR1 DB 22h
END
ORG 100h
RET
VAR1 DB 22h
END
These lines:
LEA BX, VAR1
MOV BX, OFFSET VAR1
are even compiled into the same machine code: MOV BX, num
num is a 16 bit value of the variable offset.
Please note that only these registers can be used inside square brackets (as
memory pointers): BX, SI, DI, BP!
(see previous part of the tutorial).
Constants
Constants are just like variables, but they exist only until your program is
compiled (assembled). After definition of a constant its value cannot be
changed. To define constants EQU directive is used:
For example:
k EQU 5
MOV AX, k
MOV AX, 5
You can view variables while your program executes by selecting "Variables"
from the "View" menu of emulator.
To view arrays you should click on a variable and set Elements property to
array size. In assembly language there are not strict data types, so any
variable can be presented as an array.
You can edit a variable's value when your program is running, simply double
click it, or select it and click Edit button.
Interrupts are also triggered by different hardware, these are called hardware
interrupts. Currently we are interested in software interrupts only.
The following example uses INT 10h sub-function 0Eh to type a "Hello!"
message. This functions displays a character on the screen, advancing the
cursor and scrolling the screen as necessary.
Copy & paste the above program to emu8086 source code editor, and press
[Compile and Emulate] button. Run it!
To make programming easier there are some common functions that can be
included in your program. To make your program use functions defined in
other file you should use the INCLUDE directive followed by a file name.
Compiler automatically searches for the file in the same folder where the
source file is located, and if it cannot find the file there - it searches in Inc
folder.
Currently you may not be able to fully understand the contents of the
emu8086.inc (located in Inc folder), but it's OK, since you only need to
understand what it can do.
To use any of the functions in emu8086.inc you should have the following line
in the beginning of your source file:
include 'emu8086.inc'
PRINTN string - macro with 1 parameter, prints out a string. The same
as PRINT but automatically adds "carriage return" at the end of the
string.
To use any of the above macros simply type its name somewhere in your code,
and if required parameters, for example:
include emu8086.inc
ORG 100h
GOTOXY 10, 5
When compiler process your source code it searches the emu8086.inc file for
declarations of the macros and replaces the macro names with real code.
Generally macros are relatively small parts of code, frequent use of a macro
may make your executable too big (procedures are better for size
optimization).
To use any of the above procedures you should first declare the function in the
bottom of your file (but before the END directive), and then use CALL
instruction followed by a procedure name. For example:
include 'emu8086.inc'
ORG 100h
DEFINE_SCAN_NUM
DEFINE_PRINT_STRING
DEFINE_PRINT_NUM
DEFINE_PRINT_NUM_UNS ; required for print_num.
DEFINE_PTHIS
First compiler processes the declarations (these are just regular the macros
that are expanded to procedures). When compiler gets to CALL instruction it
replaces the procedure name with the address of the code where the
procedure is declared. When CALL instruction is executed control is transferred
to procedure. This is quite useful, since even if you call the same procedure
100 times in your code you will still have relatively small executable size.
Seems complicated, isn't it? That's ok, with the time you will learn more,
currently it's required that you understand the basic principle.
Arithmetic and logic instructions
Most Arithmetic and Logic Instructions affect the processor status register (or
Flags)
As you may see there are 16 bits in this register, each bit is called a flag and
can take a value of 1 or 0.
Zero Flag (ZF) - set to 1 when result is zero. For none zero result this
flag is set to 0.
Parity Flag (PF) - this flag is set to 1 when there is even number of one
bits in result, and to 0 when there is odd number of one bits. Even if
result is a word only 8 low bits are analyzed!
Interrupt enable Flag (IF) - when this flag is set to 1 CPU reacts to
interrupts from external devices.
REG, memory
memory, REG
REG, REG
memory, immediate
REG, immediate
REG: AX, BX, CX, DX, AH, AL, BL, BH, CH, CL, DH, DL, DI, SI, BP, SP.
AND - Logical AND between all bits of two operands. These rules apply:
1 AND 1 = 1
1 AND 0 = 0
0 AND 1 = 0
0 AND 0 = 0
1 OR 1 = 1
1 OR 0 = 1
0 OR 1 = 1
0 OR 0 = 0
As you see we get 1 every time when at least one of the bits is 1.
XOR - Logical XOR (exclusive OR) between all bits of two operands.
These rules apply:
1 XOR 1 = 0
1 XOR 0 = 1
0 XOR 1 = 1
0 XOR 0 = 0
As you see we get 1 every time when bits are different from each other.
REG
memory
REG: AX, BX, CX, DX, AH, AL, BL, BH, CH, CL, DH, DL, DI, SI, BP, SP.
REG
memory
REG: AX, BX, CX, DX, AH, AL, BL, BH, CH, CL, DH, DL, DI, SI, BP, SP.
Controlling the program flow is a very important thing, this is where your
program can make decisions according to certain conditions.
unconditional jumps
JMP label
To declare a label in your program, just type its name and add ":" to the
end, label can be any character combination but it cannot start with a
number, for example here are 3 legal label definitions:
label1:
label2:
a:
x1:
MOV AX, 1
org 100h
calc:
add ax, bx ; add bx to ax.
jmp back ; go 'back'.
stop:
Opposite
Instruction Description Condition
Instruction
as you may already notice there are some instructions that do that same
thing, that's correct, they even are assembled into the same machine
code, so it's good to remember that when you compile JE instruction -
you will get it disassembled as: JZ, JC is assembled the same as JB
etc...
different names are used to make programs easier to understand, to
code and most importantly to remember. very offset dissembler has no
clue what the original instruction was look like that's why it uses the
most common name.
if you emulate this code you will see that all instructions are assembled
into JNB, the operational code (opcode) for this instruction is 73h this
instruction has fixed length of two bytes, the second byte is number of
bytes to add to the IP register if the condition is true. because the
instruction has only 1 byte to keep the offset it is limited to pass control
to -128 bytes back or 127 bytes forward, this value is always signed.
jnc a
jnb a
jae a
mov ax, 4
a: mov ax, 5
ret
ZF = 0
Jump if Greater (>).
JG , JNLE and JNG, JLE
Jump if Not Less or Equal (not <=).
SF = OF
ZF = 1
Jump if Less or Equal (<=).
JLE , JNG or JNLE, JG
Jump if Not Greater (not >).
SF <> OF
Opposite
Instruction Description Condition
Instruction
CF = 1
Jump if Below or Equal (<=).
JBE , JNA or JNBE, JA
Jump if Not Above (not >).
ZF = 1
Another example:
it's required to compare 7 and 7,
7-7=0
the result is zero! (Zero Flag is set to 1 and JZ or JE will do the jump).
include "emu8086.inc"
org 100h
mov al, 25 ; set al to 25.
mov bl, 10 ; set bl to 10.
cmp al, bl ; compare al - bl.
je equal ; jump if al = bl (zf = 1).
putc 'n' ; if it gets here, then al <> bl,
jmp stop ; so print 'n', and jump to stop.
equal: ; if gets here,
putc 'y' ; then al = bl, so print 'y'.
stop:
ret ; gets here no matter what.
try the above example with different numbers for AL and BL, open flags
by clicking on flags button, use single step and see what happens. you
can use F5 hotkey to recompile and reload the program into the
emulator.
loops
opposite
instruction operation and jump condition
instruction
LOOP decrease cx, jump to label if cx not zero. DEC CX and JCXZ
OR CX, CX and
JCXZ jump to label if cx is zero.
JNZ
loops are basically the same jumps, it is possible to code loops without
using the loop instruction, by just using conditional jumps and compare,
and this is just what loop does. all loop instructions use CX register to
count steps, as you know CX register has 16 bits and the maximum
value it can hold is 65535 or FFFF, however with some agility it is
possible to put one loop into another, and another into another two, and
three and etc... and receive a nice value of 65535 * 65535 * 65535
....till infinity.... or the end of ram or stack memory. it is possible store
original value of cx register using push cx instruction and return it to
original when the internal loop ends with pop cx, for example:
org 100h
mov bx, 0 ; total step counter.
mov cx, 5
k1: add bx, 1
mov al, '1'
mov ah, 0eh
int 10h
push cx
mov cx, 5
k2: add bx, 1
mov al, '2'
mov ah, 0eh
int 10h
push cx
mov cx, 5
k3: add bx, 1
mov al, '3'
mov ah, 0eh
int 10h
loop k3 ; internal in internal loop.
pop cx
loop k2 ; internal loop.
pop cx
loop k1 ; external loop.
ret
bx counts total number of steps, by default emulator shows values in
hexadecimal, you can double click the register to see the value in all
available bases.
just like all other conditional jumps loops have an opposite companion
that can help to create workarounds, when the address of desired
location is too far assemble automatically assembles reverse and long
jump instruction, making total of 5 bytes instead of just 2, it can be seen
in disassembler as well.
All conditional jumps have one big limitation, unlike JMP instruction they
can only jump 127 bytes forward and 128 bytes backward (note that
most instructions are assembled into 3 or more bytes).
label_x: - can be any valid label name, but there must not be two or
more labels with the same name.
here's an example:
include "emu8086.inc"
org 100h
mov al, 5
mov bl, 5
add bl, al
sub al, 10
xor al, bl
jmp skip_data
db 256 dup(0) ; 256 bytes
skip_data:
stop:
ret
Note: the latest version of the integrated 8086 assembler automatically
creates a workaround by replacing the conditional jump with the opposite, and
adding big unconditional jump. To check if you have the latest version of
emu8086 click help-> check for an update from the menu.
org 100h
ret
Procedures
Procedure is a part of code that can be called from your program in order to
make some specific task. Procedures make program more structural and easier
to understand. Generally procedure returns to the same point from where it
was called.
RET
name ENDP
name - is the procedure name, the same name should be in the top and the
bottom, this is used to check correct closing of procedures.
Probably, you already know that RET instruction is used to return to operating
system. The same instruction is used to return from procedure (actually
operating system sees your program as a special procedure).
PROC and ENDP are compiler directives, so they are not assembled into any
real machine code. Compiler just remembers the address of procedure.
Here is an example:
ORG 100h
CALL m1
MOV AX, 2
m1 PROC
MOV BX, 5
RET ; return to caller.
m1 ENDP
END
The above example calls procedure m1, does MOV BX, 5, and returns to the
next instruction after CALL: MOV AX, 2.
There are several ways to pass parameters to procedure, the easiest way to
pass parameters is by using registers, here is another example of a procedure
that receives two parameters in AL and BL registers, multiplies these
parameters and returns the result in AX register:
ORG 100h
MOV AL, 1
MOV BL, 2
CALL m2
CALL m2
CALL m2
CALL m2
m2 PROC
MUL BL ; AX = AL * BL.
RET ; return to caller.
m2 ENDP
END
In the above example value of AL register is update every time the procedure
is called, BL register stays unchanged, so this algorithm calculates 2 in power
of 4,
so final result in AX register is 16 (or 10h).
ORG 100h
CALL print_me
;
==========================================================
; this procedure prints a string, the string should be null
; terminated (have zero in the end),
; the string address should be in SI register:
print_me PROC
next_char:
CMP b.[SI], 0 ; check for zero to stop
JE stop ;
MOV AL, [SI] ; next get ASCII char.
stop:
RET ; return to caller.
print_me ENDP
;
==========================================================
END
"b." - prefix before [SI] means that we need to compare bytes, not words.
When you need to compare words add "w." prefix instead. When one of the
compared operands is a register it's not required because compiler knows the
size of each register
The Stack
PUSH REG
PUSH SREG
PUSH memory
PUSH immediate
REG: AX, BX, CX, DX, DI, SI, BP, SP.
POP REG
POP SREG
POP memory
REG: AX, BX, CX, DX, DI, SI, BP, SP.
Notes:
PUSH and POP instruction are especially useful because we don't have too
much registers to operate with, so here is a trick:
The Stack
PUSH REG
PUSH SREG
PUSH memory
PUSH immediate
REG: AX, BX, CX, DX, DI, SI, BP, SP.
POP REG
POP SREG
POP memory
REG: AX, BX, CX, DX, DI, SI, BP, SP.
Notes:
PUSH and POP instruction are especially useful because we don't have too
much registers to operate with, so here is a trick:
Restore the original value of the register from stack (using POP).
Here is an example:
ORG 100h
RET
END
ORG 100h
MOV AX, 1212h ; store 1212h in AX.
MOV BX, 3434h ; store 3434h in BX
RET
END
The exchange happens because stack uses LIFO (Last In First Out) algorithm,
so when we push 1212h and then 3434h, on pop we will first get 3434h and
only after it 1212h.
The stack memory area is set by SS (Stack Segment) register, and SP (Stack
Pointer) register. Generally operating system sets values of these registers on
program start.
Add 2 to SP register.
The current address pointed by SS:SP is called the top of the stack.
For COM files stack segment is generally the code segment, and stack pointer
is set to value of 0FFFEh. At the address SS:0FFFEh stored a return address
for RET instruction that is executed in the end of the program.
You can visually see the stack operation by clicking on [Stack] button on
emulator window. The top of the stack is marked with "<" sign.
Macros
Macros are just like procedures, but not really. Macros look like procedures,
but they exist only until your code is compiled, after compilation all macros are
replaced with real instructions. If you declared a macro and never used it in
your code, compiler will simply ignore it. emu8086.inc is a good example of
how macros can be used, this file contains several macros to make coding
easier for you.
Macro definition:
<instructions>
ENDM
Unlike procedures, macros should be defined above the code that uses it, for
example:
MOV AX, p1
MOV BX, p2
MOV CX, p3
ENDM
ORG 100h
MyMacro 1, 2, 3
MyMacro 4, 5, DX
RET
When you want to use a procedure you should use CALL instruction, for example:
CALL MyProc
When you want to use a macro, you can just type its name. For example:
MyMacro
Procedure is located at some specific address in memory, and if you use the same
procedure 100 times, the CPU will transfer control to this part of the memory. The
control will be returned back to the program by RET instruction. The stack is used to
keep the return address. The CALL instruction takes about 3 bytes, so the size of the
output executable file grows very insignificantly, no matter how many time the
procedure is used.
Macro is expanded directly in program's code. So if you use the same macro 100 times,
the compiler expands the macro 100 times, making the output executable file larger
and larger, each time all instructions of a macro are inserted.
You should use stack or any general purpose registers to pass parameters to
procedure.
To pass parameters to macro, you can just type them after the macro name. For
example:
MyMacro 1, 2, 3
To mark the end of the procedure, you should type the name of the procedure before
the ENDP directive.
Macros are expanded directly in code, therefore if there are labels inside the
macro definition you may get "Duplicate declaration" error when macro is used
for twice or more. To avoid such problem, use LOCAL directive followed by
names of variables, labels or procedure names. For example:
MyMacro2 MACRO
LOCAL label1, label2
CMP AX, 2
JE label1
CMP AX, 3
JE label2
label1:
INC AX
label2:
ADD AX, 2
ENDM
ORG 100h
MyMacro2
MyMacro2
RET
If you plan to use your macros in several programs, it may be a good idea to
place all macros in a separate file. Place that file in Inc folder and use
INCLUDE file-name directive to use macros. See Library of common
functions - emu8086.inc for an example of such file.
Usually, when a computer starts it will try to load the first 512-byte sector
(that's Cylinder 0, Head 0, Sector 1) from any diskette in your A: drive to
memory location 0000h:7C00h and give it control. If this fails, the BIOS tries
to use the MBR of the first hard drive instead.
This tutorial covers booting up from a floppy drive, the same principles are
used to boot from a hard drive. But using a floppy drive has several
advantages:
you can keep your existing operating system intact (windows, dos, linux,
unix, be-os...).
copy the above example to the source editor and press emulate. the emulator
automatically loads .bin file to 0000h:7C00h (it uses supplementary .binf file
to know where to load).
you can run it just like a regular program, or you can use the virtual drive
menu to write 512 bytes at 7c00h to boot sector of a virtual floppy drive
(it's "FLOPPY_0" file in c:\emu8086). after your program is written to the
virtual floppy drive, you can select boot from floppy from virtual drive
menu.
.bin files for boot records are limited to 512 bytes (sector size). if your new
operating system is going to grow over this size, you will need to use a boot
program to load data from other sectors (just like micro-os_loader.asm does).
an example of a tiny operating system can be found in c:\emu8086\examples
and "online":
micro-os_loader.asm
micro-os_kernel.asm
To create extensions for your Operating System (over 512 bytes), you can use
additional sectors of a floppy disk. It's recommended to use ".bin" files for this
purpose (to create ".bin" file select "BIN Template" from "File" -> "New"
menu).
To write ".bin" file to virtual floppy, select "Write .bin file to floppy..." from
"Virtual drive" menu of emulator, you should write it anywhere but the boot
sector (which is Cylinder: 0, Head: 0, Sector: 1).
you can use this utility to write .bin files to virtual floppy disk ("FLOPPY_0"
file), instead of "write 512 bytes at 7c00h to boot sector" menu. however,
you should remember that .bin file that is designed to be a boot record should
always be written to cylinder: 0, head: 0, sector: 1
to write .bin files to real floppy disk use writebin.asm, just compile it to com
file and run it from command prompt. to write a boot record type: writebin
loader.bin ; to write kernel module type: writebin kernel.bin /k
/k - parameter tells the program to write the file at sector 2 instead of sector
1. it does not matter in what order you write the files onto floppy drive, but it
does matter where you write them.
mote: this boot record is not MS-DOS/Windows compatible boot sector, it's
not even Linux or Unix compatible, operating system may not allow you to
read or write files on this diskette until you re-format it, therefore make sure
the diskette you use doesn't contain any important information. however you
can write and read anything to and from this disk using low level disk access
interrupts, it's even possible to protect valuable information from the others
this way; even if someone gets the disk he will probably think that it's empty
and will reformat it because it's the default option in windows operating
system... such a good type of self destructing data carrier :)
floppy disk has 2 sides, and there are 2 heads; one for each side (0..1),
the drive heads move above the surface of the disk on each side.
note: the MS-DOS (windows) formatted floppy disk has slightly less free space
on it (by about 16,896 bytes) because the operating system needs place to
store file names and directory structure (often called FAT or file system
allocation table). more file names - less disk space. the most efficient way to
store files is to write them directly to sectors instead of using file system, and
in some cases it is also the most reliable way, if you know how to use it.
In general, it is possible to use any x86 family CPU to control all kind of
devices, the difference maybe in base I/O port number, this can be altered
using some tricky electronic equipment. Usually the ".bin" file is written into
the Read Only Memory (ROM) chip, the system reads program from that chip,
loads it in RAM module and runs the program. This principle is used for many
modern devices such as micro-wave ovens and etc...
Traffic Lights
Usually to control the traffic lights an array (table) of values is used. In certain
periods of time the value is read from the array and sent to a port. For
example:
name "traffic"
next:
mov ax, [si]
out 4, ax
; FEDC_BA98_7654_3210
situation dw 0000_0011_0000_1100b
s1 dw 0000_0110_1001_1010b
s2 dw 0000_1000_0110_0001b
s3 dw 0000_1000_0110_0001b
s4 dw 0000_0100_1101_0011b
sit_end = $
Stepper-Motor
The motor can be half stepped by turning on pair of magnets, followed by a
single and so on.
Robot
Complete list of robot instruction set is given in I/O ports section of emu8086
reference.
It is also possible to use a data table (just like for Traffic Lights), this can be
good if robot always works in the same surroundings.
Quick reference:
Operand types:
REG: AX, BX, CX, DX, AH, AL, BL, BH, CH, CL, DH, DL, DI, SI, BP, SP.
Notes:
When two operands are required for an instruction they are separated by
comma. For example:
REG, memory
When there are two operands, both operands must have the same size
(except shift and rotate instructions). For example:
AL, DL
DX, AX
m1 DB ?
AL, m1
m2 DW ?
AX, m2
memory, immediate
REG, immediate
memory, REG
REG, SREG
No AL = AL + 6
AAA
operands AH = AH + 1
AF = 1
CF = 1
else
AF = 0
CF = 0
in both cases:
clear the high nibble of AL.
Example:
MOV AX, 15 ; AH = 00, AL = 0Fh
AAA ; AH = 01, AL = 05
RET
C Z S O P A
r ? ? ? ? r
Algorithm:
AL = (AH * 10) + AL
AH = 0
No
AAD
operands
Example:
MOV AX, 0105h ; AH = 01, AL = 05
AAD ; AH = 00, AL = 0Fh (15)
RET
C Z S O P A
? r r ? r ?
Algorithm:
AH = AL / 10
AL = remainder
No
AAM
operands
Example:
MOV AL, 15 ; AL = 0Fh
AAM ; AH = 01, AL = 05
RET
C Z S O P A
? r r ? r ?
else
AF = 0
CF = 0
in both cases:
clear the high nibble of AL.
Example:
MOV AX, 02FFh ; AH = 02, AL = 0FFh
AAS ; AH = 01, AL = 09
RET
C Z S O P A
r ? ? ? ? r
Algorithm:
REG, memory
operand1 = operand1 + operand2 + CF
memory, REG
REG, REG
ADC memory, Example:
immediate STC ; set CF = 1
REG, MOV AL, 5 ; AL = 5
immediate ADC AL, 1 ; AL = 7
RET
C Z S O P A
r r r r r r
Add.
Algorithm:
REG, memory
memory, REG operand1 = operand1 + operand2
REG, REG
ADD memory, Example:
immediate MOV AL, 5 ; AL = 5
REG, ADD AL, -3 ; AL = 2
immediate RET
C Z S O P A
r r r r r r
AND REG, memory Logical AND between all bits of two operands. Result is stored in
memory, REG operand1.
REG, REG
memory, These rules apply:
immediate
REG, 1 AND 1 = 1
immediate 1 AND 0 = 0
0 AND 1 = 0
0 AND 0 = 0
Example:
MOV AL, 'a' ; AL = 01100001b
AND AL, 11011111b ; AL = 01000001b ('A')
RET
C Z S O P
0 r r 0 r
Example:
Algorithm:
No AH = 255 (0FFh)
CBW
operands
else
AH = 0
Example:
MOV AX, 0 ; AH = 0, AL = 0
MOV AL, -5 ; AX = 000FBh (251)
CBW ; AX = 0FFFBh (-5)
RET
C Z S O P A
unchanged
Algorithm:
No CF = 0
CLC
operands
C
0
Algorithm:
CLD No
operands DF = 0
D
0
Algorithm:
No
CLI IF = 0
operands
I
0
Algorithm:
if CF = 1 then CF = 0
No
CMC if CF = 0 then CF = 1
operands
C
r
Compare.
Algorithm:
operand1 - operand2
REG, memory
result is not stored anywhere, flags are set (OF, SF, ZF, AF, PF, CF) according to
memory, REG
result.
REG, REG
CMP memory,
immediate Example:
MOV AL, 5
REG,
immediate MOV BL, 5
CMP AL, BL ; AL = 5, ZF = 1 (so equal!)
RET
C Z S O P A
r r r r r r
Algorithm:
DS:[SI] - ES:[DI]
set flags according to result:
OF, SF, ZF, AF, PF, CF
if DF = 0 then
o SI = SI + 1
o DI = DI + 1
No
CMPSB else
operands
o SI = SI - 1
o DI = DI - 1
Example:
see cmpsb.asm in c:\emu8086\examples\.
C Z S O P A
r r r r r r
Algorithm:
No DS:[SI] - ES:[DI]
CMPSW set flags according to result:
operands
OF, SF, ZF, AF, PF, CF
if DF = 0 then
o SI = SI + 2
o DI = DI + 2
else
o SI = SI - 2
o DI = DI - 2
Example:
see cmpsw.asm in c:\emu8086\examples\.
C Z S O P A
r r r r r r
Algorithm:
DX = 65535 (0FFFFh)
else
No DX = 0
CWD
operands
Example:
MOV DX, 0 ; DX = 0
MOV AX, 0 ; AX = 0
MOV AX, -5 ; DX AX = 00000h:0FFFBh
CWD ; DX AX = 0FFFFh:0FFFBh
RET
C Z S O P A
unchanged
Algorithm:
AL = AL + 6
No AF = 1
DAA
operands
if AL > 9Fh or CF = 1 then:
AL = AL + 60h
CF = 1
Example:
MOV AL, 0Fh ; AL = 0Fh (15)
DAA ; AL = 15h
RET
C Z S O P A
r r r r r r
Algorithm:
AL = AL - 6
AF = 1
Example:
MOV AL, 0FFh ; AL = 0FFh (-1)
DAS ; AL = 99h, CF = 1
RET
C Z S O P A
r r r r r r
Decrement.
Algorithm:
operand = operand - 1
REG
DEC memory Example:
MOV AL, 255 ; AL = 0FFh (255 or -1)
DEC AL ; AL = 0FEh (254 or -2)
RET
Z S O P A
r r r r r
CF - unchanged!
Unsigned divide.
Algorithm:
REG
DIV memory when operand is a byte:
AL = AX / operand
AH = remainder (modulus)
when operand is a word:
AX = (DX AX) / operand
DX = remainder (modulus)
Example:
MOV AX, 203 ; AX = 00CBh
MOV BL, 4
DIV BL ; AL = 50 (32h), AH = 3
RET
C Z S O P A
? ? ? ? ? ?
Example:
MOV AX, 5
No HLT
HLT
operands
C Z S O P A
unchanged
Signed divide.
Algorithm:
Signed multiply.
Algorithm:
Increment.
Algorithm:
operand = operand + 1
REG
INC memory Example:
MOV AL, 4
INC AL ; AL = 5
RET
Z S O P A
r r r r r
CF - unchanged!
Algorithm:
Push to stack:
o flags register
o CS
o IP
IF = 0
immediate Transfer control to interrupt procedure
INT
byte
Example:
MOV AH, 0Eh ; teletype.
MOV AL, 'A'
INT 10h ; BIOS interrupt.
RET
C Z S O P A I
unchanged 0
Example:
; -5 - 127 = -132 (not in -128..127)
; the result of SUB is wrong (124),
; so OF = 1 is set:
MOV AL, -5
SUB AL, 127 ; AL = 7Ch (124)
INTO ; process error.
RET
Interrupt Return.
Algorithm:
IRET No o IP
operands o CS
o flags register
C Z S O P A
popped
Algorithm:
ORG 100h
MOV AL, 250
JA label CMP AL, 5
JA label1
PRINT 'AL is not above 5'
JMP exit
label1:
PRINT 'AL is above 5'
exit:
RET
C Z S O P A
unchanged
if CF = 0 then jump
Example:
include 'emu8086.inc'
ORG 100h
MOV AL, 5
CMP AL, 5
JAE label1
PRINT 'AL is not above or equal to 5'
JMP exit
label1:
PRINT 'AL is above or equal to 5'
exit:
RET
C Z S O P A
unchanged
Algorithm:
if CF = 1 then jump
Example:
include 'emu8086.inc'
ORG 100h
MOV AL, 1
JB label CMP AL, 5
JB label1
PRINT 'AL is not below 5'
JMP exit
label1:
PRINT 'AL is below 5'
exit:
RET
C Z S O P A
unchanged
Algorithm:
if CF = 1 or ZF = 1 then jump
Example:
include 'emu8086.inc'
JBE label
ORG 100h
MOV AL, 5
CMP AL, 5
JBE label1
PRINT 'AL is not below or equal to 5'
JMP exit
label1:
PRINT 'AL is below or equal to 5'
exit:
RET
C Z S O P A
unchanged
Algorithm:
if CF = 1 then jump
Example:
include 'emu8086.inc'
ORG 100h
MOV AL, 255
ADD AL, 1
JC label
JC label1
PRINT 'no carry.'
JMP exit
label1:
PRINT 'has carry.'
exit:
RET
C Z S O P A
unchanged
Algorithm:
if CX = 0 then jump
Example:
include 'emu8086.inc'
ORG 100h
MOV CX, 0
JCXZ label JCXZ label1
PRINT 'CX is not zero.'
JMP exit
label1:
PRINT 'CX is zero.'
exit:
RET
C Z S O P A
unchanged
JE label Algorithm:
if ZF = 1 then jump
Example:
include 'emu8086.inc'
ORG 100h
MOV AL, 5
CMP AL, 5
JE label1
PRINT 'AL is not equal to 5.'
JMP exit
label1:
PRINT 'AL is equal to 5.'
exit:
RET
C Z S O P A
unchanged
Algorithm:
ORG 100h
MOV AL, 5
JG label CMP AL, -5
JG label1
PRINT 'AL is not greater -5.'
JMP exit
label1:
PRINT 'AL is greater -5.'
exit:
RET
C Z S O P A
unchanged
Algorithm:
if SF = OF then jump
Example:
include 'emu8086.inc'
JGE label
ORG 100h
MOV AL, 2
CMP AL, -5
JGE label1
PRINT 'AL < -5'
JMP exit
label1:
PRINT 'AL >= -5'
exit:
RET
C Z S O P A
unchanged
Short Jump if first operand is Less then second operand (as set
by CMP instruction). Signed.
Algorithm:
ORG 100h
MOV AL, -2
JL label CMP AL, 5
JL label1
PRINT 'AL >= 5.'
JMP exit
label1:
PRINT 'AL < 5.'
exit:
RET
C Z S O P A
unchanged
Algorithm:
ORG 100h
MOV AL, -2
JLE label CMP AL, 5
JLE label1
PRINT 'AL > 5.'
JMP exit
label1:
PRINT 'AL <= 5.'
exit:
RET
C Z S O P A
unchanged
always jump
Example:
include 'emu8086.inc'
ORG 100h
MOV AL, 5
JMP label1 ; jump over 2 lines!
PRINT 'Not Jumped!'
MOV AL, 0
label1:
PRINT 'Got Here!'
RET
C Z S O P A
unchanged
Algorithm:
if CF = 1 or ZF = 1 then jump
Example:
include 'emu8086.inc'
ORG 100h
MOV AL, 2
JNA label CMP AL, 5
JNA label1
PRINT 'AL is above 5.'
JMP exit
label1:
PRINT 'AL is not above 5.'
exit:
RET
C Z S O P A
unchanged
Short Jump if first operand is Not Above and Not Equal to second
operand (as set by CMP instruction). Unsigned.
Algorithm:
if CF = 1 then jump
Example:
JNAE label include 'emu8086.inc'
ORG 100h
MOV AL, 2
CMP AL, 5
JNAE label1
PRINT 'AL >= 5.'
JMP exit
label1:
PRINT 'AL < 5.'
exit:
RET
C Z S O P A
unchanged
Algorithm:
if CF = 0 then jump
Example:
include 'emu8086.inc'
ORG 100h
MOV AL, 7
JNB label CMP AL, 5
JNB label1
PRINT 'AL < 5.'
JMP exit
label1:
PRINT 'AL >= 5.'
exit:
RET
C Z S O P A
unchanged
Algorithm:
ORG 100h
MOV AL, 7
JNBE label CMP AL, 5
JNBE label1
PRINT 'AL <= 5.'
JMP exit
label1:
PRINT 'AL > 5.'
exit:
RET
C Z S O P A
unchanged
if CF = 0 then jump
Example:
include 'emu8086.inc'
ORG 100h
MOV AL, 2
ADD AL, 3
JNC label1
PRINT 'has carry.'
JMP exit
label1:
PRINT 'no carry.'
exit:
RET
C Z S O P A
unchanged
Algorithm:
if ZF = 0 then jump
Example:
include 'emu8086.inc'
ORG 100h
MOV AL, 2
JNE label CMP AL, 3
JNE label1
PRINT 'AL = 3.'
JMP exit
label1:
PRINT 'Al <> 3.'
exit:
RET
C Z S O P A
unchanged
Algorithm:
ORG 100h
MOV AL, 2
CMP AL, 3
JNG label1
PRINT 'AL > 3.'
JMP exit
label1:
PRINT 'Al <= 3.'
exit:
RET
C Z S O P A
unchanged
Algorithm:
ORG 100h
MOV AL, 2
JNGE label CMP AL, 3
JNGE label1
PRINT 'AL >= 3.'
JMP exit
label1:
PRINT 'Al < 3.'
exit:
RET
C Z S O P A
unchanged
Short Jump if first operand is Not Less then second operand (as
set by CMP instruction). Signed.
Algorithm:
if SF = OF then jump
Example:
include 'emu8086.inc'
ORG 100h
MOV AL, 2
JNL label CMP AL, -3
JNL label1
PRINT 'AL < -3.'
JMP exit
label1:
PRINT 'Al >= -3.'
exit:
RET
C Z S O P A
unchanged
Short Jump if first operand is Not Less and Not Equal to
second operand (as set by CMP instruction). Signed.
Algorithm:
ORG 100h
MOV AL, 2
JNLE label CMP AL, -3
JNLE label1
PRINT 'AL <= -3.'
JMP exit
label1:
PRINT 'Al > -3.'
exit:
RET
C Z S O P A
unchanged
Algorithm:
if OF = 0 then jump
Example:
; -5 - 2 = -7 (inside -128..127)
; the result of SUB is correct,
; so OF = 0:
include 'emu8086.inc'
ORG 100h
JNO label
MOV AL, -5
SUB AL, 2 ; AL = 0F9h (-7)
JNO label1
PRINT 'overflow!'
JMP exit
label1:
PRINT 'no overflow.'
exit:
RET
C Z S O P A
unchanged
if PF = 0 then jump
Example:
include 'emu8086.inc'
ORG 100h
MOV AL, 00000111b ; AL = 7
OR AL, 0 ; just set flags.
JNP label1
PRINT 'parity even.'
JMP exit
label1:
PRINT 'parity odd.'
exit:
RET
C Z S O P A
unchanged
Short Jump if Not Signed (if positive). Set by CMP, SUB, ADD,
TEST, AND, OR, XOR instructions.
Algorithm:
if SF = 0 then jump
Example:
include 'emu8086.inc'
ORG 100h
MOV AL, 00000111b ; AL = 7
JNS label OR AL, 0 ; just set flags.
JNS label1
PRINT 'signed.'
JMP exit
label1:
PRINT 'not signed.'
exit:
RET
C Z S O P A
unchanged
Short Jump if Not Zero (not equal). Set by CMP, SUB, ADD,
TEST, AND, OR, XOR instructions.
Algorithm:
if ZF = 0 then jump
Example:
include 'emu8086.inc'
JNZ label
ORG 100h
MOV AL, 00000111b ; AL = 7
OR AL, 0 ; just set flags.
JNZ label1
PRINT 'zero.'
JMP exit
label1:
PRINT 'not zero.'
exit:
RET
C Z S O P A
unchanged
Algorithm:
if OF = 1 then jump
Example:
; -5 - 127 = -132 (not in -128..127)
; the result of SUB is wrong (124),
; so OF = 1 is set:
include 'emu8086.inc'
org 100h
JO label
MOV AL, -5
SUB AL, 127 ; AL = 7Ch (124)
JO label1
PRINT 'no overflow.'
JMP exit
label1:
PRINT 'overflow!'
exit:
RET
C Z S O P A
unchanged
Algorithm:
if PF = 1 then jump
Example:
include 'emu8086.inc'
ORG 100h
JP label MOV AL, 00000101b ; AL = 5
OR AL, 0 ; just set flags.
JP label1
PRINT 'parity odd.'
JMP exit
label1:
PRINT 'parity even.'
exit:
RET
C Z S O P A
unchanged
Short Jump if Parity Even. Only 8 low bits of result are checked.
Set by CMP, SUB, ADD, TEST, AND, OR, XOR instructions.
Algorithm:
if PF = 1 then jump
Example:
include 'emu8086.inc'
ORG 100h
MOV AL, 00000101b ; AL = 5
JPE label OR AL, 0 ; just set flags.
JPE label1
PRINT 'parity odd.'
JMP exit
label1:
PRINT 'parity even.'
exit:
RET
C Z S O P A
unchanged
Algorithm:
if PF = 0 then jump
Example:
include 'emu8086.inc'
ORG 100h
JPO label MOV AL, 00000111b ; AL = 7
OR AL, 0 ; just set flags.
JPO label1
PRINT 'parity even.'
JMP exit
label1:
PRINT 'parity odd.'
exit:
RET
C Z S O P A
unchanged
Short Jump if Signed (if negative). Set by CMP, SUB, ADD, TEST,
AND, OR, XOR instructions.
Algorithm:
JS label
if SF = 1 then jump
Example:
include 'emu8086.inc'
ORG 100h
MOV AL, 10000000b ; AL = -128
OR AL, 0 ; just set flags.
JS label1
PRINT 'not signed.'
JMP exit
label1:
PRINT 'signed.'
exit:
RET
C Z S O P A
unchanged
Algorithm:
if ZF = 1 then jump
Example:
include 'emu8086.inc'
ORG 100h
MOV AL, 5
JZ label CMP AL, 5
JZ label1
PRINT 'AL is not equal to 5.'
JMP exit
label1:
PRINT 'AL is equal to 5.'
exit:
RET
C Z S O P A
unchanged
Algorithm:
AH = flags register
No AH bit: 7 6 5 4 3 2 1 0
LAHF
operands [SF] [ZF] [0] [AF] [0] [PF] [1] [CF]
bits 1, 3, 5 are reserved.
C Z S O P A
unchanged
Example:
ORG 100h
LDS AX, m
RET
m DW 1234h
DW 5678h
END
C Z S O P A
unchanged
Algorithm:
Example:
org 100h
LEA AX, m ; AX = offset of m
RET
m dw 1234h
END
C Z S O P A
unchanged
Example:
ORG 100h
LES AX, m
RET
m DW 1234h
DW 5678h
END
C Z S O P A
unchanged
Algorithm:
AL = DS:[SI]
if DF = 0 then
o SI = SI + 1
else
o SI = SI - 1
Example:
No ORG 100h
LODSB
operands
LEA SI, a1
MOV CX, 5
MOV AH, 0Eh
m: LODSB
INT 10h
LOOP m
RET
AX = DS:[SI]
if DF = 0 then
o SI = SI + 2
else
o SI = SI - 2
Example:
ORG 100h
LEA SI, a1
MOV CX, 5
RET
Algorithm:
CX = CX - 1
if CX <> 0 then
o jump
else
o no jump, continue
LOOP label
Example:
include 'emu8086.inc'
ORG 100h
MOV CX, 5
label1:
PRINTN 'loop!'
LOOP label1
RET
C Z S O P A
unchanged
Decrease CX, jump to label if CX not zero and Equal (ZF = 1).
LOOPE label
Algorithm:
CX = CX - 1
if (CX <> 0) and (ZF = 1) then
o jump
else
o no jump, continue
Example:
; Loop until result fits into AL alone,
; or 5 times. The result will be over 255
; on third loop (100+100+100),
; so loop will exit.
include 'emu8086.inc'
ORG 100h
MOV AX, 0
MOV CX, 5
label1:
PUTC '*'
ADD AX, 100
CMP AH, 0
LOOPE label1
RET
C Z S O P A
unchanged
Decrease CX, jump to label if CX not zero and Not Equal (ZF =
0).
Algorithm:
CX = CX - 1
if (CX <> 0) and (ZF = 0) then
o jump
else
o no jump, continue
include 'emu8086.inc'
ORG 100h
MOV SI, 0
MOV CX, 5
label1:
PUTC '*'
MOV AL, v1[SI]
INC SI ; next byte (SI=SI+1).
CMP AL, 7
LOOPNE label1
RET
v1 db 9, 8, 7, 6, 5
C Z S O P A
unchanged
Algorithm:
CX = CX - 1
if (CX <> 0) and (ZF = 0) then
o jump
else
o no jump, continue
Example:
; Loop until '7' is found,
; or 5 times.
LOOPNZ label
include 'emu8086.inc'
ORG 100h
MOV SI, 0
MOV CX, 5
label1:
PUTC '*'
MOV AL, v1[SI]
INC SI ; next byte (SI=SI+1).
CMP AL, 7
LOOPNZ label1
RET
v1 db 9, 8, 7, 6, 5
C Z S O P A
unchanged
Algorithm:
CX = CX - 1
if (CX <> 0) and (ZF = 1) then
o jump
LOOPZ label
else
o no jump, continue
Example:
; Loop until result fits into AL alone,
; or 5 times. The result will be over 255
; on third loop (100+100+100),
; so loop will exit.
include 'emu8086.inc'
ORG 100h
MOV AX, 0
MOV CX, 5
label1:
PUTC '*'
ADD AX, 100
CMP AH, 0
LOOPZ label1
RET
C Z S O P A
unchanged
Algorithm:
ES:[DI] = DS:[SI]
No
MOVSB if DF = 0 then
operands o SI = SI + 1
o DI = DI + 1
else
o SI = SI - 1
o DI = DI - 1
Example:
ORG 100h
CLD
LEA SI, a1
LEA DI, a2
MOV CX, 5
REP MOVSB
RET
a1 DB 1,2,3,4,5
a2 DB 5 DUP(0)
C Z S O P A
unchanged
Algorithm:
ES:[DI] = DS:[SI]
if DF = 0 then
o SI = SI + 2
o DI = DI + 2
else
o SI = SI - 2
o DI = DI - 2
Example:
No
MOVSW
operands ORG 100h
CLD
LEA SI, a1
LEA DI, a2
MOV CX, 5
REP MOVSW
RET
a1 DW 1,2,3,4,5
a2 DW 5 DUP(0)
C Z S O P A
unchanged
Algorithm:
No Operation.
Algorithm:
Do nothing
Example:
No ; do nothing, 3 times:
NOP
operands NOP
NOP
NOP
RET
C Z S O P A
unchanged
Algorithm:
REG
NOT memory
if bit is 1 turn it to 0.
if bit is 0 turn it to 1.
Example:
MOV AL, 00011011b
NOT AL ; AL = 11100100b
RET
C Z S O P A
unchanged
1 OR 1 = 1
REG, memory 1 OR 0 = 1
memory, REG 0 OR 1 = 1
REG, REG 0 OR 0 = 0
OR memory,
immediate
REG, Example:
immediate MOV AL, 'A' ; AL = 01000001b
OR AL, 00100000b ; AL = 01100001b ('a')
RET
C Z S O P A
0 r r 0 r ?
Example:
im.byte, AL MOV AX, 0FFFh ; Turn on all
im.byte, AX OUT 4, AX ; traffic lights.
OUT
DX, AL
DX, AX MOV AL, 100b ; Turn on the third
OUT 7, AL ; magnet of the stepper-motor.
C Z S O P A
unchanged
Algorithm:
Pop all general purpose registers DI, SI, BP, SP, BX, DX, CX,
AX from the stack.
SP value is ignored, it is Popped but not set to SP register).
Algorithm:
POP DI
POP SI
No
POPA POP BP
operands
POP xx (SP value ignored)
POP BX
POP DX
POP CX
POP AX
C Z S O P A
unchanged
Algorithm:
C Z S O P A
popped
Algorithm:
SP = SP - 2
REG SS:[SP] (top of the stack) = operand
SREG
PUSH
memory
immediate
Example:
MOV AX, 1234h
PUSH AX
POP DX ; DX = 1234h
RET
C Z S O P A
unchanged
Push all general purpose registers AX, CX, DX, BX, SP, BP,
SI, DI in the stack.
Original value of SP register (before PUSHA) is used.
Algorithm:
PUSH AX
PUSH CX
No
PUSHA PUSH DX
operands
PUSH BX
PUSH SP
PUSH BP
PUSH SI
PUSH DI
C Z S O P A
unchanged
Algorithm:
SP = SP - 2
No
PUSHF SS:[SP] (top of the stack) = flags
operands
C Z S O P A
unchanged
Algorithm:
memory, shift all bits right, the bit that goes off is set to CF and previous value of
immediate CF is inserted to the left-most position.
REG,
RCR immediate Example:
STC ; set carry (CF=1).
memory, CL MOV AL, 1Ch ; AL = 00011100b
REG, CL RCR AL, 1 ; AL = 10001110b, CF=0.
RET
C O
r r
OF=0 if first operand keeps original sign.
Algorithm:
check_cx:
if CX <> 0 then
else
Z
r
Algorithm:
check_cx:
chain
REPE
instruction if CX <> 0 then
else
Example:
see cmpsb.asm in c:\emu8086\examples\.
Z
r
Algorithm:
check_cx:
if CX <> 0 then
else
Z
r
Algorithm:
chain check_cx:
REPNZ
instruction
if CX <> 0 then
else
else
Z
r
Algorithm:
check_cx:
if CX <> 0 then
else
Z
r
Algorithm:
CALL p1
ADD AX, 1
Algorithm:
C Z S O P A
unchanged
Algorithm:
memory,
immediate shift all bits left, the bit that goes off is set to CF and the same bit is
REG, inserted to the right-most position.
ROL immediate Example:
MOV AL, 1Ch ; AL = 00011100b
memory, CL ROL AL, 1 ; AL = 00111000b, CF=0.
REG, CL RET
C O
r r
OF=0 if first operand keeps original sign.
memory, Algorithm:
immediate
REG, shift all bits right, the bit that goes off is set to CF and the same bit is
ROR immediate inserted to the left-most position.
Example:
memory, CL MOV AL, 1Ch ; AL = 00011100b
REG, CL ROR AL, 1 ; AL = 00001110b, CF=0.
RET
C O
r r
OF=0 if first operand keeps original sign.
Algorithm:
flags register = AH
No AH bit: 7 6 5 4 3 2 1 0
SAHF
operands [SF] [ZF] [0] [AF] [0] [PF] [1] [CF]
bits 1, 3, 5 are reserved.
C Z S O P A
r r r r r r
Algorithm:
memory,
Shift all bits left, the bit that goes off is set to CF.
immediate
REG, Zero bit is inserted to the right-most position.
SAL immediate
Example:
memory, CL MOV AL, 0E0h ; AL = 11100000b
REG, CL SAL AL, 1 ; AL = 11000000b, CF=1.
RET
C O
r r
OF=0 if first operand keeps original sign.
Algorithm:
Shift all bits right, the bit that goes off is set to CF.
The sign bit that is inserted to the left-most position has the same value
memory, as before shift.
immediate
REG, Example:
SAR immediate MOV AL, 0E0h ; AL = 11100000b
SAR AL, 1 ; AL = 11110000b, CF=0.
memory, CL
REG, CL MOV BL, 4Ch ; BL = 01001100b
SAR BL, 1 ; BL = 00100110b, CF=0.
RET
C O
r r
OF=0 if first operand keeps original sign.
Subtract with Borrow.
Algorithm:
Algorithm:
ES:[DI] - AL
set flags according to result:
OF, SF, ZF, AF, PF, CF
if DF = 0 then
No o DI = DI + 1
SCASB
operands
else
o DI = DI - 1
C Z S O P A
r r r r r r
Algorithm:
ES:[DI] - AX
set flags according to result:
OF, SF, ZF, AF, PF, CF
if DF = 0 then
No o DI = DI + 2
SCASW
operands
else
o DI = DI - 2
C Z S O P A
r r r r r r
SHL memory, Shift operand1 Left. The number of shifts is set by operand2.
immediate
REG, Algorithm:
immediate
Shift all bits left, the bit that goes off is set to CF.
memory, CL
Zero bit is inserted to the right-most position.
REG, CL
Example:
MOV AL, 11100000b
SHL AL, 1 ; AL = 11000000b, CF=1.
RET
C O
r r
OF=0 if first operand keeps original sign.
Algorithm:
Shift all bits right, the bit that goes off is set to CF.
memory,
Zero bit is inserted to the left-most position.
immediate
REG,
SHR immediate Example:
MOV AL, 00000111b
memory, CL SHR AL, 1 ; AL = 00000011b, CF=1.
REG, CL
RET
C O
r r
OF=0 if first operand keeps original sign.
Algorithm:
No CF = 1
STC
operands
C
1
Algorithm:
No
STD
operands DF = 1
D
1
Set Interrupt enable flag. This enables hardware interrupts.
Algorithm:
No IF = 1
STI
operands
I
1
Algorithm:
ES:[DI] = AL
if DF = 0 then
o DI = DI + 1
else
o DI = DI - 1
Example:
No
STOSB
operands ORG 100h
LEA DI, a1
MOV AL, 12h
MOV CX, 5
REP STOSB
RET
a1 DB 5 dup(0)
C Z S O P A
unchanged
Algorithm:
ES:[DI] = AX
if DF = 0 then
o DI = DI + 2
STOSW No
operands else
o DI = DI - 2
Example:
ORG 100h
LEA DI, a1
MOV AX, 1234h
MOV CX, 5
REP STOSW
RET
a1 DW 5 dup(0)
C Z S O P A
unchanged
Subtract.
Algorithm:
Logical AND between all bits of two operands for flags only.
These flags are effected: ZF, SF, PF. Result is not stored
anywhere.
1 AND 1 = 1
REG, memory 1 AND 0 = 0
memory, REG 0 AND 1 = 0
REG, REG 0 AND 0 = 0
TEST memory,
immediate
REG, Example:
immediate MOV AL, 00000101b
TEST AL, 1 ; ZF = 0.
TEST AL, 10b ; ZF = 1.
RET
C Z S O P
0 r r 0 r
Algorithm:
Example:
No ORG 100h
XLATB
operands LEA BX, dat
MOV AL, 2
XLATB ; AL = 33h
RET
1 XOR 1 = 0
REG, memory 1 XOR 0 = 1
memory, REG 0 XOR 1 = 1
REG, REG 0 XOR 0 = 0
XOR memory,
immediate
REG, Example:
immediate MOV AL, 00000111b
XOR AL, 00000010b ; AL = 00000101b
RET
C Z S O P A
0 r r 0 r ?
emu8086 Assembler - Frequently Asked Questions
The Microprocessor Emulator and 8086 Integrated Assembler
1. click Start.
2. click Run.
3. type "explorer"
4. select from the menu "Tools" -> "Folder Options".
5. click "View" tab.
6. select "Show hidden files and folders".
7. uncheck "Hide extensions for known file types".
To step forward press F8 key, to run forward press F9 or press and hold F8. To step backward
press F6 key, to run backward press and hold F6. The maximum number of steps-back can be
set in emu8086.ini. For example:
or
Question:
org 100h
mov si, 0
mov ax, myArray[si]
ret
Solution:
org 100h
jmp code
org 100h
byte1 db 176
byte2 db 5
ret
When you run this program in emulator you can see that bytes 176 and 5 are actually
assembled into:
MOV AL, 5
This is very typical for Von Neumann Architecture to keep data and instructions in the same
memory, It's even possible to write complete program by using only DB (define byte)
directive.
org 100h
db 235 ; jump...
db 6 ; 6 - six bytes forward (need to skip characters)
db 72 ; ascii code of 'H'
db 101 ; ascii code of 'e'
db 108 ; ascii code of 'l'
db 108 ; ascii code of 'l'
db 111 ; ascii code of 'o'
db 36 ; ascii code of '$' - DOS function prints untill dollar.
db 186 ; mov DX, .... - DX is word = two bytes
db 2 ; 02 - little end
db 1 ; 01 - big end
db 180 ; mov AH, ....
db 9 ; 09
db 205 ; int ...
db 33 ; 21h - 33 is 21h (hexadecimal)
db 195 ; ret - stop the program.
8086 and all other Intel's microprocessors store the least significant byte at a lower address.
102h is the address of 'H' character = org 100h + 2 bytes (jmp instruction). The above
assembly code produces identical machine code to this little program:
org 100h
jmp code
msg db 'Hello$'
ret
If you open the produced ".com" file in any hex editor you can see hexadecimal values, every
byte takes two hexadecimal digits, for example 235 = EB, etc... memory window of the
emulator shows both hexadecimal and decimal values.
Problem:
The latest version of the emulator uses Terminal font by default and it is MSDOS/ASCII
compatible.It is also possible to set the screen font to Fixedsys from the options. For other
controls the font can be changed from c:\emu8086\emu8086.ini configuration file. It is well
known that on some localized versions of Windows XP the Terminal font may be shown
significantly smaller than in original English version. The latest version automatically changes
default font to 12 unless it is set in emu8086.ini: FIX_SMALL_FONTS=false. The Fixedsys
font is reported to be shown equally on all systems. It is reported that for small Terminal font
D and 0 (zero) look very alike.
Starting from version 4.00-Beta-8 the integrated assembler of emu8086 can be used from
command line. The switch is /a followed by a full path to assembly source code files. The
assembler will assemble all files that are in source folder into MyBuild directory.
For example:
emu8086 /a c:\emu8086\examples
Do not run several instances of the assembler under the same path until <END> appears in
the file. You may see if emu8086 is running by pressing the Ctrl+Alt+Del combination, or by
just opening and reopening _emu8086_log.txt file in Notepad to see if the file is written
completely. This can be checked automatically by another program (the file must be opened in
shared mode).
The assembler does not save files with extensions .com, .exe, or .bin, instead it uses these
extensions: .com_, .exe_, or .bin_ (there is underline in the end). If you'd like to run the file
for real just rename .com_ to .com etc.
Theoretically it's possible to make a high level compiler that will use emu8086 as an assembler
to generate the byte code. Maybe even C or C++ compiler. The example of a basic compiler
program written in pure 8086 code may be available in the future.
To disable little status window in the lower right corner, set SILENT_ASSEMBLER=true in
emu8086.ini
For the emulator physical drive A: is this file c:\emu8086\FLOPPY_0 (for BIOS interrupts:
INT 13h and boot).
assembler - the one who assembles, what ever in what ever, we generally refer to
bytes and machine code.
integrated - not disintegrated, i.e. all parts work together and supplement each other.
compiler - the one who compiles bytes, it may use the assembler to make its job easier
and faster.
Question:
Solution:
There are two general solutions to this task, small and big.
; it is a much shorter solution, because procedures are hidden inside the include file.
include "emu8086.inc"
ORG 100h
MOV AX, 27
MOV BX, 77
ADD AX, BX
CALL PRINT_NUM
ret
DEFINE_PRINT_NUM
DEFINE_PRINT_NUM_UNS
end
For more information about macro definitions check out tutorial 5.
Question:
How to calculate the number of elements in array?
start:
MOV AX, array_byte_size
$ is the location counter, it is used by the assembler to calculate locations of labels and
variables.
note: this solution may not work in older versions of emu8086 integrated assembler, you can
download an update here. the result is always in bytes. If you declare an array of words you
need to divide the result by two, for example:
jmp start:
array dw 12,23,31,15,19,431,17
start:
MOV AX, array_byte_size / 2
Question:
Solution:
Question:
Is there another way to achieve the same result without using DD variables?
Solution:
DD definitions and far jumps are supported in the latest version, for example:
addr dd 1235:5124h
If you are using earlier version of emu8086 you can use a workaround, because double words
are really two 16 bit words, and words are really two bytes or 8 bits, it's possible to code
without using any other variables but bytes. In other words, you can define two DW values to
make a DD.
For example:
ddvar dw 0
dw 0
Long jumps are supported in the latest version (call far). For previous versions of emu8086
there is another workaround:
jmp 1234h:4567h
and it is assembled into byte sequence:
EA 67 45 34 12
It can be seen in memory window and in emulator -> debug.
Therefore, you can define in your code something similar to this code:
The above code is assembled into the same machine code, but allows you to modify the jump
values easily and even replace them if required, for exampe:
jmp 1234h:100h
this is just a tiny example of self-modifying code, it's possible to do anything even without
using DD (define double word) and segment overrides, in fact it is possible to use DB (define
byte) only, because DW (define word) is just two DBs. it is important to remember that Intel
architecture requires the little end of the number to be stored at the lower address, for
example the value 1234h is combined of two bytes and it is stored in the memory as 3412.
org 100h
mov ax, 0
mov es, ax
rr:
mov ax, 1 ; return here
ret
end
Question:
It would be very useful to have the option of invoking a DOS shell at the build directory from
the compile finished dialogue.
Solution:
The latest version of emu8086 has external button that allows to launch command prompt or
debug.exe with preloaded executable and it also allows to run executables in real environment.
for previous versions of emu8086 you can download Microsoft utility called command prompt
here, after the compilation click browse..., to open C:\emu8086\MyBuild folder in file
manager, then right-click this folder and select "open command prompt here" from the
pop-up menu.
Question:
Answer:
Yes, it's possible to click the instruction line and click Set break point from Debug menu of
the emulator.
It is also possible to keep a log similar to debug program, if you click View -> Keep Debug
Log.
The break point is set to currently selected address (segment:offset).
The emulator will stop running when the physical address of CS:IP registers is equivalent to
break point address (note: several effective address may represent the same physical address,
for example 0700:114A = 0714:000A)
Another way to set a break point is to click debug -> stop on condition and set value of IP
register. The easiest way to get IP values is from the listing under LOC column. To get listing
click debug -> listing
In addition it's possible to the emulator to stop on codition AX = 1234h and to put the
follwoing lines in several places of your code:
MOV AX, 1234h
MOV AX, 0
Question:
I am aware that 8086 is limited to 32,767 for positive and to -32,768 for negative. I am aware
that this is the 16-bit processor, that was used in earlier computer systems, but even in 8-bit
Atari 2600 score counts in many games went into the 100,000s, way beyond 32,000.
Solution:
Here is the example that calculates and displays the sum of two 100-bit values (30 digits).
32 bits can store values up to: 4,294,967,296 because 2^32 = 4294967296 (this is only 10
decimal digits).
100 bits can hold up to 31 decimal digits because 2^100 =
1267650600228229401496703205376
(31 decimal digits = 100 binary digits = 100 bits)
; this example shows how to add huge unpacked BCD numbers (BCD is binary coded decimal).
; this allows to over come the 16 bit and even 32 bit limitation.
; because 32 digit decimal value holds over 100 bits!
; the number of digits in num1 and num2 can be easily increased.
ORG 100h
; skip data:
JMP code
; 423454612361234512344535179521 + 712378847771981123513137882498 =
; = 1135833460133215635857673062019
; you may check the result on paper, or click Start , then Run, then type "calc" and hit enter key.
; digit pointer:
XOR BX, BX
next_digit:
; add digits:
MOV AL, num1[BX]
ADC AL, num2[BX]
; store result:
MOV sum[BX], AL
LOOP next_digit
print_d:
MOV AL, sum[BX]
; convert to ASCII char:
OR AL, 30h
INC BX
LOOP print_d
RET
END
With some more diligence it's possible to make a program that inputs 200 digit values and
prints out their sum.
Question:
I'm making an interrupt counter; for that I am using 1 phototransister and sdk-86 board at
college. I am not having this kit at home so I have a problem to see the output.
here is issue.: when light on phototransister is on and off pulse is generated, this pulse comes
just like the harwared iterrupt. my program must to count these pulses continuously; for that I
am using 8255kit and SDK-86kit at college, but at home I don't have this equempent at home.
Am I able to emulate the output of real system? Perchanps, I have to develope 8255 device as
an externel device in emu8086; but how can I prog this device in vb? I am using ports: 30h,
31h, 32h, and 33h. I dont know vb...
Answer:
You don't have to know vb, but you have to know any real programming language apart from
html/javascript. the programming language must allow the programmer to have complete
control over the file input/output operations, then you can just open the file c:\emu8086.io
in shared mode and read values from it like from a real i/o port. byte at offset 30h corresponds
to port 30h, word at offset 33h corresponds to port 33h. the operating system automatically
caches files that are accessed frequently, this makes the interaction between the emulator and
a virtual device just a little bit slower than direct memory-to-memory to communication. in
fact, you can create 8255 device in 16 bit or even in 32 bit assembly language.
Note: the latest version supports hardware interrupts: c:\emu8086.hw, setting a none-zero
value to any byte in that file triggers a hardware interrupt. the emulator must be running or
step button must be pressed to process the hardware interrupt. For example:
idle:
nop
jmp idle
Question:
I want to know about memory models and segmentation and memory considerations in
embedded systems.
Answer:
Question:
Answer:
note: 10h = 16
Question:
Solution:
Question:
Answer:
It is possible to overwrite the default stub address for int 03h in interrupt vector table with a
custom function. And it is possible to insert CC byte to substitute the first byte of any
instruction, however the easiest way to set a break point is to click an instruction and then
click debug -> set break point from the menu.
Editor hints:
65535 and -1 are the same 16 bit values in binary representation: 1111111111111111b
as 254 and -2 have the same binary code too: 11111110b
Question:
It is good that emu8086 supports virtual devices for emulating the io commands. But how
does the IO work for real? (Or: How do I get the Address of a device e.g. the serial port)
Answer:
It is practically the same. The device conrolling is very simple. You may try searching for "PC
PhD: Inside PC Interfacing". The only problem is the price. It's good if you can afford to buy
real devices or a CPU workbench and experiment with the real things. However, for academic
and educational purpoces, the emulator is much cheaper and easier to use, plus you cannot
nor burn nor shortcut it. Using emu8086 technology anyone can make free additional hardware
devices. Free hardware easy - in any programming language.
Question:
How do I set the output screen to 40*25, so I dont have to resize it everytime it runs.
Answer:
mov ax, 0
int 10h
It's possible to change the colours by clicking the "options" button. The latest version uses
yellow color to select lines of bytes when the instruction in disassembled list is clicked, it shows
exactly how many bytes the instruction takes. The yellow background is no longer
recommended to avoid the confusion.
Instead of showing the offset the emulator shows the physical address now. You can easily
calculate the offset even without the calculator, because the loading segment is always 0700
(unless it's a custom .bin file), so if physical address is 07100 then the offset is 100 and the
segment is 700.
The file system emulation is still undergoing heavy checks, there are a few new but
undocumented interrupts. INT 21h/4Eh and INT 21h/4Fh. These should allow to get the
directory file list.
Question:
What is org 100h ?
Answer:
First of all, it's a directive which instructs the assembler to build a simple .com file. unlike
instructions, this directive is not converted into any machine code. com files are compatible
with DOS and they can run in Windows command prompt, and it's the most tiny executable
format that is available.
Literally this directive sets the location counter to 256 (100h). Location counter is
represented in source code as dollar. This is an example of how location counter value can be
accessed: MOV AX, $ the execution of this instruction will make AX contain the address of
instruction that put this address in it.... but usually, it's not something to worry about, just
remember that org 100h must be the first line if you want to make a tiny single segment
executable file. note: dollar inside "$" or '$' is not a location counter, but an ASCII character.
Location counter has nothing to do with string terminating "$" that is historically used by MS-
DOS print functions.
Question:
Answer:
It is very similar to org 100h. This directive instructs the assembler to add 7C00h to all
addresses of all variables that are declared in your program. It operates exactly the same way
as ORG 100h directive, but instead of adding 100h (or 256 bytes) it adds 7C00h.
without ORG 100h directive assembler produces the following machine code:
If program is not using variable names and only operates directly with numeric address values
(such as [2001h] or [0000:1232h]... etc, and not var1, var2...) and it does not use any
labels then there is no practical use for ORG directive. generally it's much more convenient to
use names for specific memory locations (variables), for these cases ORG directive can save a
lot of time for the programmer, by calculating the correct offset automatically.
Notes:
ORG directive does not load the program into specific memory area.
Misuse of ORG directive can cause your program not to operate correctly.
The area where the boot module of the operating system is loaded is defined on
hardware level by the computer system/BIOS manufacture.
When .com files are loaded by DOS/prompt, they are loaded at any available segment,
but offset is always 100h (for example 12C9:0100).
Question:
Where is a numeric Table of Opcodes?
Answer:
A list of all 8086 CPU compatible instructions is published here (without numeric opcodes).
Only those instructions that appear both in Pentium ® manuals and in this reference may be
used for 8086 microprocessor. For a complete set of opcodes and encoding tables please check
out:
®
IA-32 Intel Architecture Software Developer
Manuals
Basic Architecture:
Instruction Set Summary, 16-bit Processors and Segmentation (1978), System
Programming Guide
http://download.intel.com/design/Pentium4/manuals/25366517.pdf
System Programming Guide:
8086 Emulation, Real-Address Mode:
http://download.intel.com/design/Pentium4/manuals/25366817.pdf
Instruction Set Reference:
Only 16 bit instructions may run on the original 8086 microprocessor.
Part 1, Instruction Format, Instructions from A to M:
http://download.intel.com/design/Pentium4/manuals/25366617.pdf
Part 2, Instructions from N to Z, Opcode Map, Instruction Formats and Encodings:
http://download.intel.com/design/Pentium4/manuals/25366717.pdf
®
AMD64 Architecture Programmer Manuals
Application Programming:
Overview of the AMD64 Architecture:
Memory Model and Memory Organization, Registers, Instruction Summary:
http://www.amd.com/us-
en/assets/content_type/white_papers_and_tech_docs/24592.pdf
System Programming:
Figures, Tables, x86 and AMD64 Operating Modes, Memory Model:
http://www.amd.com/us-
en/assets/content_type/white_papers_and_tech_docs/24593.pdf
General-Purpose Instructions and System Instructions:
Only 16 bit instructions are compatible with the original 8086 CPU.
Instruction Byte Order, General-Purpose Instruction Reference, Opcode and Operand
Encodings,
http://www.amd.com/us-
en/assets/content_type/white_papers_and_tech_docs/24594.pdf
It is not recommended to use two neighbouring 16 bit ports, for example port 0 and port 1.
Every port has a byte length (8 bit), two byte port (16 bit word) is emulated using 2 bytes or 2
byte ports.
When the emulator outputs the second word it overwrites the high byte of the first word.
; For example:
MOV AL, 34h
OUT 25, AL
MOV AL, 12h
OUT 26, AL
; is equvalent to:
MOV AX, 1234h
OUT 25, AX
Question:
org 256
ret
bugi db 55
Answer:
To make the integrated assembler to generate more errors you may set:
STRICT_SYNTAX=true
in this file:
C:\emu8086\emu8086.ini
By default it is set to false to enable coding a little bit faster without the necessity to use "byte
ptr" and "word ptr" in places where it is clear without these long constructions (i.e. when one
of the operands is a register).
Note: the settings in emu8086.ini do not apply to fasm (flat assembler). To use fasm add
#fasm# or any valid format directive (valid for emu8086 version 4.00-Beta-15 and above)
For differences between the integrated assembler (MASM/TASM compatible) and FASM see
fasm_compatibility.asm
FASM does not require the offset directive. By default all textual labels are offsets (even if
defined with DB/DW)
To specify a variable [ ] must be put around it.
To avoid conflicts between 8086 integrated assembler and fasm, it is recommended to place
this directive on top of all files that are designed for flat assembler:
#fasm#
Question:
I've installed emu8086 on several computers in one of my electronics labs. Everything seems
to work correctly when I am logged onto any of the PC's but, when any of the students log on,
the virtual device programs controlled by the example ASM programs do not respond. ex;
using LED_display_test.ASM.
The lab is set up with Windows XP machines on a domain. I have admin privileges but the
students do not. I tried setting the security setting of C:\emu8086 so all users have full
privileges but it did not help. Are there other folders that are in play when the program is
running?
Solution:
In order for virtual devices to work correctly, it is required to set READ/WRITE privileges for
these files that are created by the emulator in the root folder of the drive C:
C:\emu8086.io
c:\emu8086.hw
These files are are used to communicate between the virtual devices and the emulator, and it
should be allowed for programs that run under students' login to create, read and write to and
from these files freely.
To see simulated memory - click emulator's "aux" button and then select "memory" from the
popup menu.
1_sample.asm
name "hi-world"
org 100h
name "add-sub"
org 100h
ret