Emu8086 Tutorial

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Emu8086 Tutorials

8086 assembler tutorials

 numbering systems

 part 1: what is assembly language?

 part 2: memory access

 part 3: variables

 part 4: interrupts

 part 5: library of common functions - emu8086.inc

 part 6: arithmetic and logic instructions

 part 7: program flow control

 part 8: procedures

 part 9: the stack

 part 10: macros

 part 11: making your own operating system

 part 12: controlling external devices (robot, stepper-


motor...)
8086 assembler tutorial for beginners (part 1)

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 high level programming language
(java, 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:

the system bus (shown in yellow) connects the various


components of a computer.
The CPU is the heart of the computer, most of computations occur
inside the CPU.
RAM is a place to where the programs are loaded in order to be
executed.
inside the CPU

general purpose registers

8086 CPU has 8 general purpose registers, each register has its own
name:

 AX - the accumulator register (divided into AH / AL).


 BX - the base address register (divided into BH / BL).
 CX - the count register (divided into CH / CL).
 DX - the data register (divided into DH / DL).
 SI - source index register.
 DI - destination index register.
 BP - base pointer.
 SP - stack pointer.

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

 CS - points at the segment containing the current program.


 DS - generally points at segment where variables are defined.
 ES - extra segment register, it's up to a coder to define its
usage.
 SS - points at the segment containing the stack.

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):

the address formed with 2 registers is called an effective


address.
by default BX, SI and DI registers work with DS segment register;
BP and SP work with SS segment register.
Other general purpose registers cannot form an effective address!
also, although BX can form an effective
address, BH and BL cannot.

special purpose registers

 IP - the instruction pointer.


 flags register - determines the current state of the
microprocessor.

IP register always works together with CS segment register and it


points to currently executing instruction.
flags register is modified automatically by CPU after mathematical
operations, this allows to determine the type of the result, and to
determine conditions to transfer control to other parts of the
program.
generally you cannot access these registers directly, the way you
can access AX and other general registers, but it is possible to
change values of system registers using some tricks that you will
learn a little bit later.
8086 assembler tutorial for beginners (part 2)

Memory Access
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):

[BX + SI] [SI] [BX + SI + d8]


[BX + DI] [DI] [BX + DI + d8]
[BP + SI] d16 (variable offset only) [BP + SI + d8]
[BP + DI] [BX] [BP + DI + d8]

[SI + d8] [BX + SI + d16] [SI + d16]


[DI + d8] [BX + DI + d16] [DI + d16]
[BP + d8] [BP + SI + d16] [BP + d16]
[BX + d8] [BP + DI + d16] [BX + d16]

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...).

displacement can be a immediate value or offset of a variable, or


even both. if there are several values, assembler evaluates all
values and calculates a single immediate value..

displacement can be inside or outside of the [ ] symbols, assembler


generates the same machine code for both ways.

displacement is a signed value, so it can be both positive or


negative.

generally the compiler takes care about difference


between d8 and d16, and generates the required machine code.

for example, let's assume that DS = 100, BX = 30, SI = 70.


The following addressing mode: [BX + SI] + 25
is calculated by processor to this physical address: 100 * 16 + 30 + 70 + 25
= 1725.

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.

if zero is added to a decimal number it is multiplied by 10,


however 10h = 16, so if zero is added to a hexadecimal value, it is
multiplied by 16, for example:

7h = 7
70h = 112

in order to say the compiler about data type,


these prefixes should be used:

byte ptr - for byte.


word ptr - for word (two bytes).

for example:
byte ptr [BX] ; byte access.
or
word ptr [BX] ; word access.
assembler supports shorter prefixes as well:

b. - for byte ptr


w. - for word ptr

in certain cases the assembler can calculate the data type


automatically.

MOV instruction

 copies the second operand (source) to the first


operand (destination).

 the source operand can be an immediate value, general-


purpose register or memory location.

 the destination register can be a general-purpose register, or


memory location.
 both operands must be the same size, which can be a byte or
a word.

these types of operands are supported:

MOV REG, memory


MOV memory, REG
MOV REG, REG
MOV memory, immediate
MOV REG, immediate
REG: AX, BX, CX, DX, AH, AL, BL, BH, CH, CL, DH, DL, DI, SI, BP, SP.

memory: [BX], [BX+SI+7], variable, etc...

immediate: 5, -24, 3Fh, 10001101b, etc...

for segment registers only these types of MOV are supported:

MOV SREG, memory


MOV memory, SREG
MOV REG, SREG
MOV SREG, REG
SREG: DS, ES, SS, and only as second operand: CS.

REG: AX, BX, CX, DX, AH, AL, BL, BH, CH, CL, DH, DL, DI, SI, BP, SP.

memory: [BX], [BX+SI+7], variable, etc...

the MOV instruction cannot be used to set the value of


the CS and IP registers.

here is a short program that demonstrates the use of MOV instruction:


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 the 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.

how to do copy & paste:

1. select the above text using mouse, click before the text and
drag it down until everything is selected.

2. press Ctrl + C combination to copy.

3. go to the source editor and press Ctrl + V combination to


paste.

as you may guess, ";" is used for comments, anything after ";"
symbol is ignored by compiler.

you should see something like that when program finishes:


actually the above program writes directly to video memory, so you
may see that MOV is a very powerful instruction.
8086 assembler tutorial for beginners (part 3)

Variables
Variable is a memory location. For a programmer it is much easier
to have some value be kept in a variable named "var1" then at the
address 5A73:235B, especially when you have 10 or more
variables.

Our compiler supports two types of variables: BYTE and WORD.

Syntax for a variable declaration:

name DB value

name DW value

DB - stays for Define Byte.


DW - stays for Define Word.

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

MOV AL, var1


MOV BX, var2

RET ; stops the program.


VAR1 DB 7
var2 DW 1234h

Copy the above code to the source editor, and press F5 key to
compile it and load 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).

In memory list first row is an offset, second row is a hexadecimal


value, third row is decimal value, and last row is
an ASCII character value.

Compiler is not case sensitive, so "VAR1" and "var1" refer to the


same variable.
The offset of VAR1 is 0108h, and full address is 0B56:0108.

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:

ORG 100h

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 the 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 codeand 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).

Here are some array definition examples:

a DB 48h, 65h, 6Ch, 6Ch, 6Fh, 00h


b DB 'Hello', 0

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:

number DUP ( value(s) )


number - number of duplicate to make (any constant value).
value - expression that DUP will duplicate.

for example:
c DB 5 DUP(9)
is an alternative way of declaring:
c DB 9, 9, 9, 9, 9

one more example:


d DB 5 DUP(1, 2)
is an alternative way of declaring:
d DB 1, 2, 1, 2, 1, 2, 1, 2, 1, 2

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.

Getting the Address of a Variable


There is LEA (Load Effective Address) instruction and
alternative OFFSET operator. Both OFFSET and LEA can be used to
get the offset address of the variable.
LEA is more powerful because it also allows you to get the address
of an indexed variables. Getting the address of the variable can be
very useful in some situations, for example when you need to pass
parameters to a procedure.
Reminder:
In order to tell the compiler about data type,
these prefixes should be used:

BYTE PTR - for byte.


WORD PTR - for word (two bytes).

For example:
BYTE PTR [BX] ; byte access.
or
WORD PTR [BX] ; word access.
assembler supports shorter prefixes as well:

b. - for BYTE PTR


w. - for WORD PTR

in certain cases the assembler can calculate the data type automatically.

Here is first example:

ORG 100h

MOV AL, VAR1 ; check value of VAR1


by moving it to AL.

LEA BX, VAR1 ; get address of VAR1 in


BX.

MOV BYTE PTR [BX], 44h ; modify the


contents of VAR1.

MOV AL, VAR1 ; check value of VAR1


by moving it to AL.

RET

VAR1 DB 22h

END

Here is another example, that uses OFFSET instead of LEA:


ORG 100h

MOV AL, VAR1 ; check value of VAR1


by moving it to AL.

MOV BX, OFFSET VAR1 ; get address of


VAR1 in BX.

MOV BYTE PTR [BX], 44h ; modify the


contents of VAR1.

MOV AL, VAR1 ; check value of VAR1


by moving it to AL.

RET

VAR1 DB 22h

END

Both examples have the same functionality.

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:

name EQU < any expression >


For example:

k EQU 5

MOV AX, k

The above example is functionally identical to code:

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.

Variable can be viewed in any numbering system:

 HEX - hexadecimal (base 16).


 BIN - binary (base 2).
 OCT - octal (base 8).
 SIGNED - signed decimal (base 10).
 UNSIGNED - unsigned decimal (base 10).
 CHAR - ASCII char code (there are 256 symbols, some
symbols are invisible).

You can edit a variable's value when your program is running,


simply double click it, or select it and click Edit button.

It is possible to enter numbers in any system, hexadecimal numbers


should have "h" suffix, binary "b" suffix, octal "o" suffix, decimal
numbers require no suffix. String can be entered this way:
'hello world', 0
(this string is zero terminated).

Arrays may be entered this way:


1, 2, 3, 4, 5
(the array can be array of bytes or words, it depends
whether BYTE or WORD is selected for edited variable).

Expressions are automatically converted, for example:


when this expression is entered:
5+2
it will be converted to 7 etc...
8086 assembler tutorial for beginners (part 4)

Interrupts
Interrupts can be seen as a number of functions. These functions
make the programming much easier, instead of writing a code to
print a character you can simply call the interrupt and it will do
everything for you. There are also interrupt functions that work with
disk drive and other hardware. We call such functions software
interrupts.

Interrupts are also triggered by different hardware, these are


called hardware interrupts. Currently we are interested
in software interrupts only.

To make a software interrupt there is an INT instruction, it has


very simple syntax:
INT value
Where value can be a number between 0 to 255 (or 0 to 0FFh),
generally we will use hexadecimal numbers.
You may think that there are only 256 functions, but that is not
correct. Each interrupt may have sub-functions.
To specify a sub-function AH register should be set before calling
interrupt.
Each interrupt may have up to 256 sub-functions (so we get 256 * 256
= 65536 functions). In general AH register is used, but sometimes
other registers maybe in use. Generally other registers are used to
pass parameters and data to sub-function.

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.

ORG 100h ; instruct compiler to make


simple single segment .com file.
; The sub-function that we are using
; does not modify the AH register on
; return, so we may set it only once.

MOV AH, 0Eh ; select sub-function.

; INT 10h / 0Eh sub-function


; receives an ASCII code of the
; character that will be printed
; in AL register.

MOV AL, 'H' ; ASCII code: 72


INT 10h ; print it!

MOV AL, 'e' ; ASCII code: 101


INT 10h ; print it!

MOV AL, 'l' ; ASCII code: 108


INT 10h ; print it!

MOV AL, 'l' ; ASCII code: 108


INT 10h ; print it!

MOV AL, 'o' ; ASCII code: 111


INT 10h ; print it!

MOV AL, '!' ; ASCII code: 33


INT 10h ; print it!

RET ; returns to operating system.

Copy & paste the above program to the source code editor, and
press [Compile and Emulate] button. Run it!
8086 assembler tutorial for beginners (part 5)

Library of common functions - emu8086.inc


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'

emu8086.inc defines the following macros:

 PUTC char - macro with 1 parameter, prints out an ASCII


char at current cursor position.

 GOTOXY col, row - macro with 2 parameters, sets cursor


position.

 PRINT string - macro with 1 parameter, prints out a string.

 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.
 CURSOROFF - turns off the text cursor.

 CURSORON - turns on the text cursor.

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

PRINT 'Hello World!'

GOTOXY 10, 5

PUTC 65 ; 65 - is an ASCII code for 'A'


PUTC 'B'

RET ; return to operating system.


END ; directive to stop the compiler.

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).

emu8086.inc also defines the following procedures:

 PRINT_STRING - procedure to print a null terminated string


at current cursor position, receives address of string
in DS:SI register. To use it
declare: DEFINE_PRINT_STRING before END directive.

 PTHIS - procedure to print a null terminated string at current


cursor position (just as PRINT_STRING), but receives address
of string from Stack. The ZERO TERMINATED string should be
defined just after the CALL instruction. For example:

CALL PTHIS
db 'Hello World!', 0

To use it declare: DEFINE_PTHIS before END directive.

 GET_STRING - procedure to get a null terminated string from


a user, the received string is written to buffer at DS:DI, buffer
size should be in DX. Procedure stops the input when 'Enter' is
pressed. To use it
declare: DEFINE_GET_STRING before END directive.

 CLEAR_SCREEN - procedure to clear the screen, (done by


scrolling entire screen window), and set cursor position to top
of it. To use it
declare: DEFINE_CLEAR_SCREEN before END directive.

 SCAN_NUM - procedure that gets the multi-digit SIGNED


number from the keyboard, and stores the result
in CX register. To use it
declare: DEFINE_SCAN_NUM before END directive.

 PRINT_NUM - procedure that prints a signed number


in AX register. To use it
declare: DEFINE_PRINT_NUM and DEFINE_PRINT_NUM_
UNS before ENDdirective.

 PRINT_NUM_UNS - procedure that prints out an unsigned


number in AX register. To use it
declare: DEFINE_PRINT_NUM_UNS before END directive.

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

LEA SI, msg1 ; ask for the number


CALL print_string ;
CALL scan_num ; get number in CX.

MOV AX, CX ; copy the number to AX.

; print the following string:


CALL pthis
DB 13, 10, 'You have entered: ', 0

CALL print_num ; print number in AX.

RET ; return to operating system.

msg1 DB 'Enter the number: ', 0

DEFINE_SCAN_NUM
DEFINE_PRINT_STRING
DEFINE_PRINT_NUM
DEFINE_PRINT_NUM_UNS ; required for
print_num.
DEFINE_PTHIS

END ; directive to stop the compiler.

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.
8086 assembler tutorial for beginners (part 6)

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.

 Carry Flag (CF) - this flag is set to 1 when there is


an unsigned overflow. For example when you add bytes 255
+ 1 (result is not in range 0...255). When there is no overflow
this flag is set to 0.

 Zero Flag (ZF) - set to 1 when result is zero. For none zero
result this flag is set to 0.

 Sign Flag (SF) - set to 1 when result is negative. When


result is positive it is set to 0. Actually this flag take the value
of the most significant bit.

 Overflow Flag (OF) - set to 1 when there is a signed


overflow. For example, when you add bytes 100 + 50 (result
is not in range -128...127).

 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!

 Auxiliary Flag (AF) - set to 1 when there is an unsigned


overflow for low nibble (4 bits).

 Interrupt enable Flag (IF) - when this flag is set to 1 CPU


reacts to interrupts from external devices.

 Direction Flag (DF) - this flag is used by some instructions to


process data chains, when this flag is set to 0 - the processing
is done forward, when this flag is set to 1 the processing is
done backward.

There are 3 groups of instructions.

First group: ADD, SUB,CMP, AND, TEST, OR, XOR

These types of operands are supported:

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.

memory: [BX], [BX+SI+7], variable, etc...

immediate: 5, -24, 3Fh, 10001101b, etc...

After operation between operands, result is always stored in first


operand. CMP and TEST instructions affect flags only and do not
store a result (these instruction are used to make decisions during
program execution).
These instructions affect these flags only:
CF, ZF, SF, OF, PF, AF.

 ADD - add second operand to first.

 SUB - Subtract second operand to first.

 CMP - Subtract second operand from first for flags only.

 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

As you see we get 1 only when both bits are 1.

 TEST - The same as AND but for flags only.

 OR - Logical OR between all bits of two operands. These rules


apply:

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.

Second group: MUL, IMUL, DIV, IDIV

These types of operands are supported:

REG
memory
REG: AX, BX, CX, DX, AH, AL, BL, BH, CH, CL, DH, DL, DI, SI, BP, SP.

memory: [BX], [BX+SI+7], variable, etc...

MUL and IMUL instructions affect these flags only:


CF, OF
When result is over operand size these flags are set to 1, when
result fits in operand size these flags are set to 0.

For DIV and IDIV flags are undefined.

 MUL - Unsigned multiply:

when operand is a byte:


AX = AL * operand.

when operand is a word:


(DX AX) = AX * operand.

 IMUL - Signed multiply:

when operand is a byte:


AX = AL * operand.

when operand is a word:


(DX AX) = AX * operand.
 DIV - Unsigned divide:

when operand is a byte:


AL = AX / operand
AH = remainder (modulus). .

when operand is a word:


AX = (DX AX) / operand
DX = remainder (modulus). .

 IDIV - Signed divide:

when operand is a byte:


AL = AX / operand
AH = remainder (modulus). .

when operand is a word:


AX = (DX AX) / operand
DX = remainder (modulus). .

Third group: INC, DEC, NOT, NEG

These types of operands are supported:

REG
memory
REG: AX, BX, CX, DX, AH, AL, BL, BH, CH, CL, DH, DL, DI, SI, BP, SP.

memory: [BX], [BX+SI+7], variable, etc...

INC, DEC instructions affect these flags only:


ZF, SF, OF, PF, AF.

NOT instruction does not affect any flags!

NEG instruction affects these flags only:


CF, ZF, SF, OF, PF, AF.
 NOT - Reverse each bit of operand.

 NEG - Make operand negative (two's complement). Actually it


reverses each bit of operand and then adds 1 to it. For
example 5 will become -5, and -2 will become 2.
8086 assembler tutorial for beginners (part 7)

program flow control


controlling the program flow is a very important thing, this is where
your program can make decisions according to certain conditions.

 unconditional jumps

The basic instruction that transfers control to another point in


the program is JMP.

The basic syntax of JMP instruction:

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:

Label can be declared on a separate line or before any other


instruction, for example:

x1:
MOV AX, 1

x2: MOV AX, 2

here's an example of JMP instruction:

org 100h

mov ax, 5 ; set ax to 5.


mov bx, 2 ; set bx to 2.
jmp calc ; go to 'calc'.

back: jmp stop ; go to 'stop'.

calc:
add ax, bx ; add bx to ax.
jmp back ; go 'back'.

stop:

ret ; return to operating system.

Of course there is an easier way to calculate the some of two


numbers, but it's still a good example of JMP instruction.
As you can see from this example JMP is able to transfer
control both forward and backward. It can jump anywhere in
current code segment (65,535 bytes).

 Short Conditional Jumps

Unlike JMP instruction that does an unconditional jump, there


are instructions that do a conditional jumps (jump only when
some conditions are in act). These instructions are divided in
three groups, first group just test single flag, second compares
numbers as signed, and third compares numbers as unsigned.

Jump instructions that test single flag

Opposite
Instruction Description Condition
Instruction

JZ , JE Jump if Zero (Equal). ZF = 1 JNZ, JNE

Jump if Carry (Below, Not Above


JC , JB, JNAE CF = 1 JNC, JNB, JAE
Equal).

JS Jump if Sign. SF = 1 JNS

JO Jump if Overflow. OF = 1 JNO


JPE, JP Jump if Parity Even. PF = 1 JPO

JNZ , JNE Jump if Not Zero (Not Equal). ZF = 0 JZ, JE

JNC , JNB, Jump if Not Carry (Not Below,


CF = 0 JC, JB, JNAE
JAE Above Equal).

JNS Jump if Not Sign. SF = 0 JS

JNO Jump if Not Overflow. OF = 0 JO

JPO, JNP Jump if Parity Odd (No Parity). PF = 0 JPE, JP

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

Jump instructions for signed numbers

Opposite
Instruction Description Condition
Instruction

Jump if Equal (=).


JE , JZ ZF = 1 JNE, JNZ
Jump if Zero.

Jump if Not Equal (<>).


JNE , JNZ ZF = 0 JE, JZ
Jump if Not Zero.

ZF = 0
Jump if Greater (>).
JG , JNLE and JNG, JLE
Jump if Not Less or Equal (not <=).
SF = OF

Jump if Less (<).


JL , JNGE Jump if Not Greater or Equal (not SF <> OF JNL, JGE
>=).

Jump if Greater or Equal (>=).


JGE , JNL SF = OF JNGE, JL
Jump if Not Less (not <).

ZF = 1
Jump if Less or Equal (<=).
JLE , JNG or JNLE, JG
Jump if Not Greater (not >).
SF <> OF

<> - sign means not equal.

Jump instructions for unsigned numbers

Opposite
Instruction Description Condition
Instruction

Jump if Equal (=).


JE , JZ ZF = 1 JNE, JNZ
Jump if Zero.
Jump if Not Equal (<>).
JNE , JNZ ZF = 0 JE, JZ
Jump if Not Zero.

Jump if Above (>). CF = 0


JA , JNBE Jump if Not Below or Equal (not and JNA, JBE
<=). ZF = 0

Jump if Below (<).


Jump if Not Above or Equal (not
JB , JNAE, JC CF = 1 JNB, JAE, JNC
>=).
Jump if Carry.

Jump if Above or Equal (>=).


JAE , JNB,
Jump if Not Below (not <). CF = 0 JNAE, JB
JNC
Jump if Not Carry.

CF = 1
Jump if Below or Equal (<=).
JBE , JNA or JNBE, JA
Jump if Not Above (not >).
ZF = 1

Generally, when it is required to compare numeric


values CMP instruction is used (it does the same
as SUB (subtract) instruction, but does not keep the result,
just affects the flags).

The logic is very simple, for example:


it's required to compare 5 and 2,
5-2=3
the result is not zero (Zero Flag is set to 0).

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).

here's an example of CMP instruction and conditional 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 F5hotkey to recompile and reload
the program into the emulator.



loops

opposite
instruction operation and jump condition
instruction

DEC
LOOP decrease cx, jump to label if cx not zero.
CX and JCXZ

decrease cx, jump to label if cx not zero and equal


LOOPE LOOPNE
(zf = 1).

decrease cx, jump to label if cx not zero and not


LOOPNE LOOPE
equal (zf = 0).

decrease cx, jump to label if cx not zero and zf =


LOOPNZ LOOPZ
0.
decrease cx, jump to label if cx not zero and zf =
LOOPZ LOOPNZ
1.

OR CX,
JCXZ jump to label if cx is zero.
CX and 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.

for more detailed description and examples refer to complete


8086 instruction set



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).

We can easily avoid this limitation using a cute trick:

o Get an opposite conditional jump instruction from the


table above, make it jump to label_x.

o Use JMP instruction to jump to desired location.

o Define label_x: just after the JMP instruction.

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

cmp al, bl ; compare al - bl.

; je equal ; there is only 1 byte

jne not_equal ; jump if al <> bl (zf = 0).


jmp equal
not_equal:

add bl, al
sub al, 10
xor al, bl

jmp skip_data
db 256 dup(0) ; 256 bytes
skip_data:

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

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.

Another, yet rarely used method is providing an immediate value


instead of label. When immediate value starts with $ relative jump
is performed, otherwise compiler calculates instruction that jumps
directly to given offset. For example:

org 100h

; unconditional jump forward:


; skip over next 3 bytes + itself
; the machine code of short jmp instruction takes 2
bytes.
jmp $3+2
a db 3 ; 1 byte.
b db 4 ; 1 byte.
c db 4 ; 1 byte.

; conditional jump back 5 bytes:


mov bl,9
dec bl ; 2 bytes.
cmp bl, 0 ; 3 bytes.
jne $-5 ; jump 5 bytes back

ret
8086 assembler tutorial for beginners (part 8)

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.

The syntax for procedure declaration:


name PROC

; here goes the code


; of the procedure ...

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.

CALL instruction is used to call a procedure.

Here is an example:

ORG 100h
CALL m1

MOV AX, 2

RET ; return to operating system.

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

RET ; return to operating system.

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).

Here goes another example,


that uses a procedure to print a Hello World! message:

ORG 100h

LEA SI, msg ; load address of msg to SI.

CALL print_me

RET ; return to operating system.

;
==========================================================
; 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.

MOV AH, 0Eh ; teletype function number.


INT 10h ; using interrupt to print a char in AL.

ADD SI, 1 ; advance index of string array.

JMP next_char ; go back, and type another char.

stop:
RET ; return to caller.
print_me ENDP
;
==========================================================

msg DB 'Hello World!', 0 ; null terminated string.

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.
8086 assembler tutorial for beginners (part 9)

The Stack
Stack is an area of memory for keeping temporary data. Stack is
used by CALL instruction to keep return address for
procedure, RET instruction gets this value from the stack and
returns to that offset. Quite the same thing happens
when INT instruction calls an interrupt, it stores in stack flag
register, code segment and offset. IRET instruction is used to
return from interrupt call.

We can also use the stack to keep any other data,


there are two instructions that work with the stack:

PUSH - stores 16 bit value in the stack.

POP - gets 16 bit value from the stack.

Syntax for PUSH instruction:

PUSH REG
PUSH SREG
PUSH memory
PUSH immediate
REG: AX, BX, CX, DX, DI, SI, BP, SP.

SREG: DS, ES, SS, CS.

memory: [BX], [BX+SI+7], 16 bit variable, etc...

immediate: 5, -24, 3Fh, 10001101b, etc...

Syntax for POP instruction:

POP REG
POP SREG
POP memory
REG: AX, BX, CX, DX, DI, SI, BP, SP.

SREG: DS, ES, SS, (except CS).

memory: [BX], [BX+SI+7], 16 bit variable, etc...

Notes:

 PUSH and POP work with 16 bit values only!

 Note: PUSH immediate works only on 80186 CPU and later!

The stack uses LIFO (Last In First Out) algorithm,


this means that if we push these values one by one into the stack:
1, 2, 3, 4, 5
the first value that we will get on pop will be 5, then 4, 3, 2, and
only then 1.

It is very important to do equal number of PUSHs and POPs,


otherwise the stack maybe corrupted and it will be impossible to
return to operating system. As you already know we
use RET instruction to return to operating system, so when program
starts there is a return address in stack (generally it's 0000h).

PUSH and POP instruction are especially useful because we don't


have too much registers to operate with, so here is a trick:

 Store original value of the register in stack (using PUSH).

 Use the register for any purpose.

 Restore the original value of the register from stack


(using POP).

Here is an example:

ORG 100h

MOV AX, 1234h


PUSH AX ; store value of AX in stack.

MOV AX, 5678h ; modify the AX value.

POP AX ; restore the original value of AX.

RET

END

Another use of the stack is for exchanging the values,


here is an example:

ORG 100h

MOV AX, 1212h ; store 1212h in AX.


MOV BX, 3434h ; store 3434h in BX

PUSH AX ; store value of AX in stack.


PUSH BX ; store value of BX in stack.

POP AX ; set AX to original value of BX.


POP BX ; set BX to original value of AX.
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.

"PUSH source" instruction does the following:

 Subtract 2 from SP register.

 Write the value of source to the address SS:SP.

"POP destination" instruction does the following:

 Write the value at the address SS:SP to destination.

 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 RETinstruction 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.
8086 assembler tutorial for beginners (part 10)

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:
name MACRO [parameters,...]

<instructions>

ENDM

Unlike procedures, macros should be defined above the code that


uses it, for example:

MyMacro MACRO p1, p2, p3

MOV AX, p1
MOV BX, p2
MOV CX, p3

ENDM

ORG 100h

MyMacro 1, 2, 3

MyMacro 4, 5, DX

RET

The above code is expanded into:


MOV AX, 00001h
MOV BX, 00002h
MOV CX, 00003h
MOV AX, 00004h
MOV BX, 00005h
MOV CX, DX

Some important facts about macros and procedures:

 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 macro ENDM directive is enough.

 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.

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