doc: add glue code section
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# User Guide
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# Collapse OS documentation
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This collection of document is intended to be a user guide, not assembly
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## Assembly guide
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instructions. It is therefore assumed that you have a machine with Collapse OS
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properly running.
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## Table of Contents
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* [Writing the glue code](glue-code.md)
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## User guide
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* [The shell](shell.md)
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* [The shell](shell.md)
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* [Load code in RAM and run it](load-run-code.md)
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* [Load code in RAM and run it](load-run-code.md)
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120
doc/glue-code.md
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doc/glue-code.md
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# Writing the glue code
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Collapse OS is not an OS, it's a meta OS. It supplies parts that you're expected
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to glue together in a "glue code" asm file. Here is what a minimal glue code
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for a shell on a Classic [RC2014][rc2014] with an ACIA link would look like:
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; The RAM module is selected on A15, so it has the range 0x8000-0xffff
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RAMSTART .equ 0x8000
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RAMEND .equ 0xffff
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ACIA_CTL .equ 0x80 ; Control and status. RS off.
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ACIA_IO .equ 0x81 ; Transmit. RS on.
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jr init
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; interrupt hook
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.fill 0x38-$
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jp aciaInt
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init:
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di
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; setup stack
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ld hl, RAMEND
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ld sp, hl
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im 1
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call aciaInit
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call shellInit
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ei
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jp shellLoop
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#include "core.asm"
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ACIA_RAMSTART .equ RAMSTART
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#include "acia.asm"
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SHELL_RAMSTART .equ ACIA_RAMEND
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.define SHELL_GETC call aciaGetC
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.define SHELL_PUTC call aciaPutC
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.define SHELL_IO_GETC call aciaGetC
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SHELL_EXTRA_CMD_COUNT .equ 0
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#include "shell.asm"
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Once this is written, building it is easy:
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scas -o collapseos.bin -I /path/to/parts glue.asm
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## Platform constants
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The upper part of the code contains platform-related constants, information
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related to the platform you're targeting. You might want to put it in an
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include file if you're writing multiple glue code that targets the same machine.
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In all cases, `RAMSTART` are necessary. `RAMSTART` is the offset at which
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writable memory begins. This is where the different parts store their
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variables.
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`RAMEND` is the offset where writable memory stop. This is generally
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where we put the stack, but as you can see, setting up the stack is the
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responsibility of the glue code, so you can set it up however you wish.
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`ACIA_*` are specific to the `acia` part. Details about them are in `acia.asm`.
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If you want to manage ACIA, you need your platform to define these ports.
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## Header code
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Then comes the header code (code at `0x0000`), a task that also is in the glue
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code's turf. `jr init` means that we run our `init` routine on boot.
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`jp aciaInt` at `0x38` is needed by the `acia` part. Collapse OS doesn't dictate
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a particular interrupt scheme, but some parts might. In the case of `acia`, we
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require to be set in interrupt mode 1.
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## Includes
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This is the most important part of the glue code and it dictates what will be
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included in your OS. Each part is different and has a comment header explaining
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how it works, but there are a couple of mechanisms that are common to all.
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### Defines
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Parts can define internal constants, but also often document a "Defines" part.
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These are constant that are expected to be set before you include the file.
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See comment in each part for details.
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### RAM management
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Many parts require variables. They need to know where in RAM to store these
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variables. Because parts can be mixed and matched arbitrarily, we can't use
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fixed memory addresses.
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This is why each part that needs variable define a `<PARTNAME>_RAMSTART`
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constant that must be defined before we include the part.
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Symmetrically, each part define a `<PARTNAME>_RAMEND` to indicate where its
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last variable ends.
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This way, we can easily and efficiently chain up the RAM of every included part.
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### Tables grafting
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A mechanism that is common to some parts is "table grafting". If a part works
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on a list of things that need to be defined by the glue code, it will place a
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label at the very end of its source file. This way, it becomes easy for the
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glue code to "graft" entries to the table. This approach, although simple and
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effective, only works for one table per part. But it's often enough.
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For example, to define extra commands in the shell:
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[...]
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SHELL_EXTRA_CMD_COUNT .equ 2
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#include "shell.asm"
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.dw myCmd1, myCmd2
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[...]
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### Initialization
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Then, finally, comes the `init` code. This can be pretty much anything really
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and this much depends on the part you select. But if you want a shell, you will
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usually end it with `shellLoop`, which never returns.
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[rc2014]: https://rc2014.co.uk/
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@ -72,6 +72,8 @@ shellInit:
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.welcome:
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.welcome:
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.db "Collapse OS", ASCII_CR, ASCII_LF, "> ", 0
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.db "Collapse OS", ASCII_CR, ASCII_LF, "> ", 0
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; Inifite loop that processes input. Because it's infinite, you should jump
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; to it rather than call it. Saves two precious bytes in the stack.
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shellLoop:
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shellLoop:
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; First, let's wait until something is typed.
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; First, let's wait until something is typed.
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SHELL_GETC
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SHELL_GETC
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@ -116,6 +118,7 @@ shellLoop:
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ld hl, .prompt
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ld hl, .prompt
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call printstr
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call printstr
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jr shellLoop
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jr shellLoop
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; no ret because we never return
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.prompt:
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.prompt:
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.db "> ", 0
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.db "> ", 0
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