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Chapter 4.1 Introduction To Assembly Language

The document discusses machine language, assembly language, and the assembly process. It provides the following key details: - Machine language uses 1s and 0s while assembly language uses mnemonics that are easier for humans to read. An assembler translates assembly language instructions into machine language. - Learning assembly language helps understand how microprocessors work at a low level. It also allows writing faster and more optimized programs compared to high-level languages in some cases. - The assembly process involves an assembler translating assembly source code into object code, a linker combining object files and libraries, and an OS loader executing the final program. - Several common assemblers like MASM, TASM, and

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0% found this document useful (0 votes)
100 views

Chapter 4.1 Introduction To Assembly Language

The document discusses machine language, assembly language, and the assembly process. It provides the following key details: - Machine language uses 1s and 0s while assembly language uses mnemonics that are easier for humans to read. An assembler translates assembly language instructions into machine language. - Learning assembly language helps understand how microprocessors work at a low level. It also allows writing faster and more optimized programs compared to high-level languages in some cases. - The assembly process involves an assembler translating assembly source code into object code, a linker combining object files and libraries, and an OS loader executing the final program. - Several common assemblers like MASM, TASM, and

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sagni
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© © All Rights Reserved
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Department of Electrical and computer Engineering

College of Engineering and Technology


Jimma University
 Machine Language:
 Set of fundamental instructions the machine can
execute
 Expressed as a pattern of 1’s and 0’s
 Assembly Language:
 Alphanumeric equivalent of machine language
 Mnemonics more human-oriented than 1’s and 0’s
 Assembler:
 Computer program that transliterates (one-to-
one mapping) assembly to machine language
 Computer’s native language is machine/assembly
language
 Learning assembly language programming will
help understanding the operations of the
microprocessor
 Faster and shorter programs.
 Compilers do not always generate optimum code.
 Small controllers embedded in many
products
Have specialized functions,

 Rely so heavily on input/output functionality,
 HLLs inappropriate for product development.
 Game developers

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 Assembly language program must be translated to machine language for
the target processor.
 The following diagram describes the steps from creating a source program
through executing the compiled program.
 If the source code is modified, Steps 2 through 4 must be repeated.

Link
Library
Step 2: Step 3: Step 4:
Source assembler Object linker Executable OS loader
Output
File File File

Listing Map
Step 1: text editor File File

4
 MASM
 Microsoft : Macro Assembler
 TASM
 Borland : Turbo Assembler
 NASM
 Library General Public License (LGPL) [Free] :
Netwide Assembler
 etc, Flat Assembler, SpAssembler
 .model small
 .stack 100h
 .data
 message db 'Hello World', 13, 10, '$'
 .code
 start:
 mov ax, @data
 mov ds, ax
 mov dx, offset message ; copy address of message to dx
 mov ah, 9h ; string output
 int 21h ; display string
 mov ax, 4c00h
 int 21h
 end start

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TITLE PRGM1
.MODEL SMALL
.STACK 100H
.DATA
A DW 2
B DW 5
SUM DW ?
.CODE
MAIN PROC
; initialize DS
MOV AX, @DATA
MOV DS, AX
; add the numbers
MOV AX, A
ADD AX, B
MOV SUM, AX
; exit to DOS
MOV AX, 4C00H
INT 21H
MAIN ENDP
END MAIN
 An instruction is a statement that becomes
executable when a program is assembled.
 Assembled into machine code by assembler
 An instruction contains:
 Label (optional)
 Mnemonic (required)
 Operand (depends on the instruction)
 Comment (optional)
 Basic syntax
 [label:] mnemonic [operands] [ ;comment]
 Act as place markers
 marks the address (offset) of code and data
 Follow identifier rules
 Data label
 must be unique
 example: my Array (not followed by colon)
 count DWORD 100
 Code label
 target of jump and loop instructions
 example: L1: (followed by colon)

target:
Mov ax, bx

jmp target

10
 Instruction Mnemonics
 memory aid
 examples: MOV, ADD, SUB, MUL, INC, DEC
 Operands
 constant 96
 constant expression 2+4
 register ax
 memory (data label) count

Constants and constant expressions are


often called immediate values
•STC instruction
•stc ; set Carry flag
•INC instruction
•inc ax ; add 1 to EAX
•MOV instruction
•Mov count, bx ; move BX to
count

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Comments are good!
 explain the program's purpose
 when it was written, and by
whom
 revision information
 tricky coding techniques
 application-specific explanations
Single-line comments
 begin with semicolon (;)
 .model small
 .stack 100h
 .data
 message db 'Hello World', 13, 10, '$'
 .code
 start:
 Mov ax, @data
 Mov ds, ax
 Mov dx, offset message ; copy address of message to dx
 Mov ah, 9h ; string output
 int 21h ; display string
 Mov ax, 4c00h
 int 21h
 end start
 Commands that are recognized and acted
upon by the assembler
 Not part of the Intel instruction set
 Used to declare code, data areas, select
memory model, declare procedures, etc.
 not case sensitive
 Different assemblers have different
directives
 NASM not the same as MASM, for example

My Var DWORD 26 ; DWORD directive, set aside


; enough space for double word
Mov ax, my Var ; MOV instruction
 EQU pseudo-op used to assign a name to
constant.
 Makes assembly language easier to
understand.
 No memory allocated for EQU names.
 LF EQU 0AH
 MOV DL, 0AH
 MOV DL, LF
 PROMPT EQU “Type your name”
 MSG DB “Type your name”
 MDG DB PROMPT
 Used to define arrays whose elements share
common initial value.
 It has the form: repeat_count DUP (value)
 Numbers DB 100 DUP(0)
 Allocates an array of 100 bytes, each initialized to 0.
 Names DW 200 DUP(?)
 Allocates an array of 200 uninitialized words.
 Two equivalent definitions
 Line DB 5, 4, 3 DUP(2, 3 DUP(0), 1)
 Line DB 5, 4, 2, 0, 0, 0, 1, 2, 0, 0, 0, 1, 2, 0, 0, 0, 1
 Use DUP to allocate (create space for) an array
or string. Syntax: counter DUP ( argument )
 Counter and argument must be constants or
constant expressions
var1 BYTE 20 DUP(0) ; 20 bytes, all equal to zero
var2 BYTE 20 DUP(?) ; 20 bytes, uninitialized
var3 BYTE 4 DUP("STACK") ; 20 bytes: "STACKSTACKSTACKSTACK"
var4 BYTE 10,3 DUP(0),20 ; 5 bytes
var4 10
0
0
0
20
 Used to override declared type of an address
expression.
 Examples:
 MOV [BX], 1 illegal, there is ambiguity
 MOV Bye PTR [BX], 1 legal
 MOV WORD PTR [BX], 1 legal
 Let j be defined as follows
 j DW 10
 MOV AL, j illegal
 MOV AL, Byte PTR J legal
 Identifiers
 Programmer-chosen name to identify a variable, constant,
procedure, or code label
 1-247 characters, including digits
 not case sensitive
 first character must be a letter, _, @, ?, or $
 Subsequent characters may also be digits
 Cannot be the same as a reserved word
 @ is used by assembler as a prefix for predefined symbols,
so avoid it identifiers
 Examples
 Var1, Count, $first, _main, MAX, open_file, myFile, xVal,
_12345
 Reserved words cannot be used as identifiers
 Instruction mnemonics
 MOV, ADD, MUL,, …
 Register names
 Directives – tells MASM how to assemble programs
 type attributes – provides size and usage information
 BYTE, WORD
 Operators – used in constant expressions
 predefined symbols – @data
 See MASM reference in Appendix A
 A data definition statement sets aside storage in memory for a
variable.
 May optionally assign a name (label) to the data
 Syntax:
[name] directive initializer [,initializer] . . .

value1 BYTE 10

 All initializers become binary data in memory


 Each variable has a type and assigned a memory
address.
 Data-defining pseudo-ops
 DB define byte
 DW define word
 DD define double word (two consecutive
words)
 DQ define quad word (four consecutive words)
 DT define ten bytes (five consecutive words)
 Each pseudo-op can be used to define one or
more data items of given type.
 Assembler directive format defining a byte
variable
 name DB initial value
 a question mark (“?”) place in initial value leaves
variable uninitialized
I DB 4 define variable I with initial value 4
 J DB ? Define variable J with uninitialized
value
 Name DB “Course” allocate 6 bytes for
Name K 05

 K DB 5, 3, -1 allocates 3 bytes 03
FF
Offset Value
0000 10
list1
0001 20

Examples that use 0002 30

multiple initializers: 0003 40


0004 10
list2
list1 BYTE 10,20,30,40 0005 20
list2 BYTE 10,20,30,40 0006 30
BYTE 50,60,70,80 0007 40
BYTE 81,82,83,84 0008 50
0009 60
list3 BYTE ?,32,41h,00100010b
000A 70
list4 BYTE 0Ah,20h,‘A’,22h
000B 80
000C 81
000D 82
000E 83
000F 84
list3 0010
 Assembler directive format defining a word
variable I 04
 Name DW initial value 00

I DW 4
J FE
FF
J DW -2
K BC
1A
K DW 1ABCH
L 31
30
L DW “01”
 Enclose character in single or double quotes
 'A', "x"
 ASCII character = 1 byte
 Enclose strings in single or double quotes
 "ABC"
 'xyz'
 Each character occupies a single byte
 Embedded quotes:
 'Say "Goodnight," Gracie'
A string is implemented as an array of characters
 For convenience, it is usually enclosed in quotation marks
 It often will be null-terminated (ending with ,0)
 Examples:

str1 BYTE "Enter your name",0


str2 BYTE 'Error: halting program',0
str3 BYTE 'A','E','I','O','U'
greeting BYTE "Welcome to the Encryption Demo program "
 End-of-line character sequence:
 0Dh = carriage return
 0Ah = line feed
str1 BYTE "Enter your name: ",0Dh,0Ah
BYTE "Enter your address: ",0

newLine BYTE 0Dh,0Ah,0

Idea: Define all strings used by your program in the same area of
the data segment.

31
32
 CPU communicates with peripherals through I/O
registers called I/O ports.
 Two instructions access I/O ports directly: IN and
OUT.
 Used when fast I/O is essential, e.g. games.
 Most programs do not use IN/OUT instructions
 port addresses vary among computer models
 much easier to program I/O with service routines
provided by manufacturer
 Two categories of I/O service routines
 Basic input/output system (BIOS) routines
 Disk operating system (DOS) routines
 DOS and BIOS routines invoked by INT (interrupt)
instruction.
A set of programs always present in system
 BIOS routines most primitive in a computer
 Talks directly to system hardware
 Hardware specific - must know exact port
address and control bit configuration for I/O
devices
 BIOS supplied by computer manufacturer and
resides in ROM
 Provides services to O.S. or application
 Enables O.S. to be written to a standard
interface
System Hardware

Non-standard interface

BIOS

Standard interface

Operating System

Standard interface

Application Program
 INT21H used to invoke a large number of
DOS function.
 Type of called function specified by putting a
number in AH register.
 AH=1 single-key input with echo
 AH=2 single-character output
 AH=9 character string output
 AH=8 single-key input without echo
 AH=0Ah character string input
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 Input: AH=2, DL= ASCII code of character to be
output
 Output: AL=ASCII code of character
 To display a character
 MOV AH, 2
 MOV DL, ‘?’ ; displaying character ‘?’
 INT 21H
 To read a character and display it
 MOV AH, 1
 INT 21H
 MOV AH, 2
 MOV DL, AL
 INT 21H
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 Input:AH=1
 Output: AL= ASCII code if character key is
pressed, otherwise 0.
 To input character with echo:
 MOV AH, 1
 INT 21H ; read character will be in AL register
 To input a character without echo:
 MOV AH, 8
 INT 21H ; read character will be in AL register
 .model small
 .stack 100h
 .data
 message db 'Hello World', 13, 10, '$'
 .code
 start:
 Mov ax, @data
 Mov ds, ax
 Mov dx, offset message ; copy address of message to dx
 Mov ah, 9h ; string output
 int 21h ; display string
 Mov ax, 4c00h
 int 21h
 end start

41
 Input: AH=9, DX= offset address of a string.
 String must end with a ‘$’ character.
 To display the message Hello!
 MSG DB “Hello!$”
 MOV AH, 9
 MOV DX, offset MSG
 INT 21H
 OFFSET operator returns the address of a
variable
 The instruction LEA (load effective address)
loads destination with address of source
 LEA DX, MSG
 Prompt the user to enter a lowercase letter,
and on next line displays another message
with letter in uppercase.
 Enter a lowercase letter: a
 In upper case it is: A
 .DATA
 CR EQU 0DH
 LF EQU 0AH
 MSG1 DB ‘Enter a lower case letter: $’
 MSG2 DB CR, LF, ‘In upper case it is: ‘
 Char DB ?, ‘$’
 .CODE
 .STARTUP ; initialize data segment
 LEA DX, MSG1 ; display first message
 MOV AH, 9
 INT 21H
 MOV AH, 1 ; read character
 INT 21H
 SUB AL, 20H ; convert it to upper case
 MOV CHAR, AL ; and store it
 LEA DX, MSG2 ; display second message and
 MOV AH, 9 ; uppercase letter
 INT 21H
 .EXIT ; return to DOS
.DATA
String1 DB “Hello”
String2 DB 5 dup(?)
.CODE
MOV AX, @DATA
MOV DS, AX
MOV ES, AX
CLD
MOV CX, 5
LEA SI, String1
LEA DI, String2
REP MOVSB
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