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DLL Injection and function interception tutorial

, 23 Oct 2003
How to inject a DLL into a running process and then intercept function calls in statically linked DLLs.
injecto_src.zip
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EXE.dsp
EXE.dsw
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<CENTER><FONT color=#0000ff size=+2>Assembly Language Tutor:</FONT><BR>Converted 
to HTML by: <B><A href="mailto:c027319@mail.idt.net">Cameron 
Buschardt</A></B></CENTER>
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<P>University of Guadalajara <BR>Information Sistems General 
Coordination.<BR>Culture and Entertainment Web
<CENTER></CENTER><BR><BR>June 12th 1995<BR>Copyright(C)1995-1996<BR><BR>This is 
an introduction for people who want to programming in assembler 
language.<BR><BR>Copyright (C) 1995-1996, Hugo Perez Perez. Anyone may reproduce 
this document, in whole or in part, provided that: (1) any copy or republication 
of the entire document must show University od Guadalajara as<BR>the source, and 
must include this notice; and (2) any other use of this material must reference 
this manual and University of Guadalajara, and the fact that the material is 
copyright by Hugo Perez and is used by permission. <BR><BR>Assembler 
Tutorial<BR>1996 Edition<BR>
<P></P>
<HR>

<P>Table of Contents<BR><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#1">1 Introduction</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#2">2 Basic Concepts</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#3">3 Assembler 
programming</A><BR><A href="http://thsun1.jinr.ru/~alvladim/man/asm.html#4">4 
Assembler language instructions</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#5">5 Interruptions and file 
managing</A><BR><A href="http://thsun1.jinr.ru/~alvladim/man/asm.html#6">6 
Macros and procedures</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#7">7 Program 
examples</A><BR><BR><BR><FONT color=#ff00ff size=+1><B><A name=1>1 
Introduction</B></FONT><BR><BR>Table of contents<BR><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#1.1">1.1 What's new in the 
Assembler material</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#1.2">1.2 
Presentation</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#1.3">1.3 Why learn Assembler 
language</A><BR><A href="http://thsun1.jinr.ru/~alvladim/man/asm.html#1.4">1.4 
We need your opinion</A><BR><BR><BR><FONT color=#ff00ff size=+1><B><A 
name=1.1>1.1 What's new in the Assembler material</B></FONT><BR><BR>After of one 
year that we've released the first Assembler material on-line.<BR>We've received 
a lot of e-mail where each people talk about different<BR>aspects about this 
material. We've tried to put these comments and<BR>suggestions in this update 
assembler material. We hope that this new Assembler material release reach to 
all people that they interest to learn the most important language for IBM 
PC.<BR><BR>In this new assembler release includes:<BR><BR>A complete chapter 
about how to use debug program<BR>More example of the assembler material<BR>Each 
section of this assembler material includes a link file to Free<BR>On-line of 
Computing by Dennis Howe<BR>Finally, a search engine to look for any topic or 
item related with this updated material.<BR><BR><BR><FONT color=#ff00ff 
size=+1><B><A name=1.2>1.2 Presentation</B></FONT><BR><BR>The document you are 
looking at, has the primordial function of introducing<BR>you to assembly 
language programming, and it has been thought for those<BR>people who have never 
worked with this language.<BR><BR>The tutorial is completely focused towards the 
computers that function with<BR>processors of the x86 family of Intel, and 
considering that the language<BR>bases its functioning on the internal resources 
of the processor, the<BR>described examples are not compatible with any other 
architecture.<BR><BR>The information was structured in units in order to allow 
easy access to<BR>each of the topics and facilitate the following of the 
tutorial.<BR><BR>In the introductory section some of the elemental concepts 
regarding<BR>computer systems are mentioned, along with the concepts of the 
assembly<BR>language itself, and continues with the tutorial 
itself.<BR><BR><BR><FONT color=#ff00ff size=+1><B><A name=1.3>1.3 Why learn 
assembler language</B></FONT><BR><BR>The first reason to work with assembler is 
that it provides the opportunity<BR>of knowing more the operation of your PC, 
which allows the development of<BR>software in a more consistent 
manner.<BR><BR>The second reason is the total control of the PC which you can 
have with<BR>the use of the assembler.<BR><BR>Another reason is that the 
assembly programs are quicker, smaller, and have<BR>larger capacities than ones 
created with other languages.<BR><BR>Lastly, the assembler allows an ideal 
optimization in programs, be it on<BR>their size or on their 
execution.<BR><BR><BR><FONT color=#ff00ff size=+1><B><A name=1.4>1.4 We need 
your opinion</B></FONT><BR><BR>Our goal is offers you easier way to learn 
yourself assembler language. You send us your comments or suggestions about this 
96' edition. Any comment will be welcome.<BR><BR><BR><FONT color=#ff00ff 
size=+1><B><A name=2>2 Basic Concepts</B></FONT><BR><BR>Table of 
Contents<BR><BR><A href="http://thsun1.jinr.ru/~alvladim/man/asm.html#2.1">2.1 
Basic description of a computer system.</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#2.2">2.2 Assembler language 
Basic concepts</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#2.3">2.3 Using debug 
program</A><BR><BR><FONT color=#ff00ff size=+1><B><A name=2.1>2.1 Basic 
description of a computer system. </B></FONT><BR><BR>This section has the 
purpose of giving a brief outline of the main<BR>components of a computer system 
at a basic level, which will allow the user<BR>a greater understanding of the 
concepts which will be dealt with throughout<BR>the tutorial.<BR><BR><BR>Table 
of Contents<BR><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#2.1.1">2.1.1 Central 
Processor</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#2.1.2">2.1.2 Central 
Memory</A><BR><A href="http://thsun1.jinr.ru/~alvladim/man/asm.html#2.1.3">2.1.3 
Input and Output Units</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#2.1.4">2.1.4 Auxiliary Memory 
Units</A><BR><BR>Computer System.<BR><BR>We call computer system to the complete 
configuration of a computer,<BR>including the peripheral units and the system 
programming which make it a<BR>useful and functional machine for a determined 
task.<BR><BR><FONT color=#ff00ff size=+1><B><A name=2.1.1>2.1.1 Central 
Processor.</B></FONT><BR><BR>This part is also known as central processing unit 
or CPU, which in turn is<BR>made by the control unit and the arithmetic and 
logic unit. Its<BR>functions consist in reading and writing the contents of the 
memory cells,<BR>to forward data between memory cells and special registers, and 
decode and<BR>execute the instructions of a program. The processor has a series 
of memory<BR>cells which are used very often and thus, are part of the CPU. 
These cells<BR>are known with the name of registers. A processor may have one or 
two<BR>dozen of these registers. The arithmetic and logic unit of the 
CPU<BR>realizes the operations related with numeric and symbolic 
calculations.<BR>Typically these units only have capacity of performing very 
elemental<BR>operations such as: the addition and subtraction of two whole 
numbers,<BR>whole number multiplication and division, handling of the registers' 
bits<BR>and the comparison of the content of two registers. Personal computers 
can<BR>be classified by what is known as word size, this is, the quantity of 
bits<BR>which the processor can handle at a time.<BR><BR><BR><FONT color=#ff00ff 
size=+1><B><A name=2.1.2>2.1.2 Central Memory.</B></FONT><BR><BR>It is a group 
of cells, now being fabricated with semi-conductors, used for<BR>general 
processes, such as the execution of programs and the storage of<BR>information 
for the operations.<BR><BR>Each one of these cells may contain a numeric value 
and they have the<BR>property of being addressable, this is, that they can 
distinguish one<BR>from another by means of a unique number or an address for 
each cell.<BR><BR>The generic name of these memories is Random Access Memory or 
RAM. The main disadvantage of this type of memory is that the integrated 
circuits lose<BR>the information they have stored when the electricity flow is 
interrupted.<BR>This was the reason for the creation of memories whose 
information is not<BR>lost when the system is turned off. These memories receive 
the name of Read<BR>Only Memory or ROM.<BR><BR><FONT color=#ff00ff size=+1><B><A 
name=2.1.3>2.1.3 Input and Output Units.</B></FONT><BR><BR>In order for a 
computer to be useful to us it is necessary that the<BR>processor communicates 
with the exterior through interfaces which allow the<BR>input and output of 
information from the processor and the memory. Through<BR>the use of these 
communications it is possible to introduce information to<BR>be processed and to 
later visualize the processed data.<BR><BR>Some of the most common input units 
are keyboards and mice. The most<BR>common output units are screens and 
printers.<BR><BR><FONT color=#ff00ff size=+1><B><A name=2.1.4>2.1.4 Auxiliary 
Memory Units.</B></FONT><BR><BR>Since the central memory of a computer is 
costly, and considering today's<BR>applications it is also very limited. Thus, 
the need to create practical and<BR>economical information storage systems 
arises. Besides, the central memory<BR>loses its content when the machine is 
turned off, therefore making it<BR>inconvenient for the permanent storage of 
data.<BR><BR>These and other inconvenience give place for the creation of 
peripheral<BR>units of memory which receive the name of auxiliary or secondary 
memory. Of<BR>these the most common are the tapes and magnetic discs.<BR><BR>The 
stored information on these magnetic media means receive the name of files. A 
file is made of a variable number of registers, generally of a fixed<BR>size; 
the registers may contain information or programs.<BR><BR><FONT color=#ff00ff 
size=+1><B><A name=2.2>2.2 Assembler language Basic concepts 
</B></FONT><BR><BR><BR>Table of Contents<BR><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#2.2.1">2.2.1 Information in 
the computers</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#2.2.2">2.2.2 Data 
representation methods</A><BR><BR><BR><FONT color=#ff00ff size=+1><B><A 
name=2.2.1>2.2.1 Information in the computers</B></FONT><BR><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#2.2.1.1">2.2.1.1 Information 
units</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#2.2.1.2">2.2.1.2 Numeric 
systems</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#2.2.1.3">2.2.1.3 Converting 
binary numbers to decimal</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#2.2.1.4">2.2.1.4 Converting 
decimal numbers to binary</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#2.2.1.5">2.2.1.5 Hexadecimal 
system</A><BR><BR><FONT color=#ff00ff size=+1><B><A name=2.2.1.1>2.2.1.1 
Information Units</B></FONT><BR><BR>In order for the PC to process information, 
it is necessary that this<BR>information be in special cells called registers. 
The registers are groups of 8 or 16 flip-flops.<BR><BR>A flip-flop is a device 
capable of storing two levels of voltage, a low<BR>one, regularly 0.5 volts, and 
another one, commonly of 5 volts. The low<BR>level of energy in the flip-flop is 
interpreted as off or 0, and the high<BR>level as on or 1. These states are 
usually known as bits, which are the<BR>smallest information unit in a 
computer.<BR><BR>A group of 16 bits is known as word; a word can be divided in 
groups of 8<BR>bits called bytes, and the groups of 4 bits are called 
nibbles.<BR><BR><FONT color=#ff00ff size=+1><B><A name=2.2.1.2>2.2.1.2 Numeric 
systems</B></FONT><BR><BR>The numeric system we use daily is the decimal system, 
but this system is<BR>not convenient for machines since the information is 
handled codified in<BR>the shape of on or off bits; this way of codifying takes 
us to the necessity<BR>of knowing the positional calculation which will allow us 
to express a<BR>number in any base where we need it.<BR><BR>It is possible to 
represent a determined number in any base through the<BR>following 
formula:<BR><BR><BR><BR><BR>Where n is the position of the digit beginning from 
right to left and<BR>numbering from zero. D is the digit on which we operate and 
B is the used<BR>numeric base.<BR><BR><BR><FONT color=#ff00ff size=+1><B><A 
name=2.2.1.3>2.2.1.3 converting binary numbers to 
decimals</B></FONT><BR><BR>When working with assembly language we come on the 
necessity of converting<BR>numbers from the binary system, which is used by 
computers, to the decimal<BR>system used by people.<BR><BR>The binary system is 
based on only two conditions or states, be it on(1) or<BR>off(0), thus its base 
is two.<BR><BR>For the conversion we can use the positional value 
formula:<BR><BR>For example, if we have the binary number of 10011, we take each 
digit from<BR>right to left and multiply it by the base, elevated to the new 
position<BR>they are:<BR><BR>Binary: 1 1 0 0 1<BR><BR>Decimal: 1*2^0 + 1*2^1 + 
0*2^2 + 0*2^3 + 1*2^4<BR><BR>= 1 + 2 + 0 + 0 + 16 = 19 decimal.<BR><BR>The ^ 
character is used in computation as an exponent symbol and the *<BR>character is 
used to represent multiplication.<BR><BR><BR><FONT color=#ff00ff size=+1><B><A 
name=2.2.1.4>2.2.1.4 Converting decimal numbers to 
binary</B></FONT><BR><BR>There are several methods to convert decimal numbers to 
binary; only one<BR>will be analyzed here. Naturally a conversion with a 
scientific calculator<BR>is much easier, but one cannot always count with one, 
so it is convenient<BR>to at least know one formula to do it.<BR><BR>The method 
that will be explained uses the successive division of two,<BR>keeping the 
residue as a binary digit and the result as the next number 
to<BR>divide.<BR><BR>Let us take for example the decimal number of 
43.<BR><BR>43/2=21 and its residue is 1<BR><BR>21/2=10 and its residue is 
1<BR><BR>10/2=5 and its residue is 0<BR><BR>5/2=2 and its residue is 
1<BR><BR>2/2=1 and its residue is 0<BR><BR>1/2=0 and its residue is 
1<BR><BR>Building the number from the bottom , we get that the binary result 
is<BR>101011<BR><BR><FONT color=#ff00ff size=+1><B><A name=2.2.1.5>2.2.1.5 
Hexadecimal system</B></FONT><BR><BR>On the hexadecimal base we have 16 digits 
which go from 0 to 9 and from the<BR>letter A to the F, these letters represent 
the numbers from 10 to 15. Thus<BR>we count 0,1,2,3,4,5,6,7,8,9,A,B,C,D,E, and 
F.<BR><BR>The conversion between binary and hexadecimal numbers is easy. The 
first<BR>thing done to do a conversion of a binary number to a hexadecimal is 
to<BR>divide it in groups of 4 bits, beginning from the right to the left. In 
case<BR>the last group, the one most to the left, is under 4 bits, the 
missing<BR>places are filled with zeros.<BR><BR>Taking as an example the binary 
number of 101011, we divide it in 4 bits<BR>groups and we are left 
with:<BR><BR>10;1011<BR><BR>Filling the last group with zeros (the one from the 
left):<BR><BR>0010;1011<BR><BR>Afterwards we take each group as an independent 
number and we consider its<BR>decimal value:<BR><BR>0010=2;1011=11<BR><BR>But 
since we cannot represent this hexadecimal number as 211 because it<BR>would be 
an error, we have to substitute all the values greater than 9 by<BR>their 
respective representation in hexadecimal, with which we obtain:<BR><BR>2BH, 
where the H represents the hexadecimal base.<BR><BR>In order to convert a 
hexadecimal number to binary it is only necessary to<BR>invert the steps: the 
first hexadecimal digit is taken and converted to<BR>binary, and then the 
second, and so on.<BR><BR><FONT color=#ff00ff size=+1><B><A name=2.2.2>2.2.2 
Data representation methods in a computer.</B></FONT><BR><BR>2.2.2.1.ASCII 
code<BR>2.2.2.2 BCD method<BR>2.2.2.3 Floating point representation<BR><BR><FONT 
color=#ff00ff size=+1><B><A name=2.2.2.1>2.2.2.1 ASCII 
code</B></FONT><BR><BR>ASCII is an acronym of American Standard Code for 
Information Interchange.<BR>This code assigns the letters of the alphabet, 
decimal digits from 0 to 9<BR>and some additional symbols a binary number of 7 
bits, putting the 8th bit<BR>in its off state or 0. This way each letter, digit 
or special character<BR>occupies one byte in the computer memory.<BR><BR>We can 
observe that this method of data representation is very inefficient<BR>on the 
numeric aspect, since in binary format one byte is not enough to<BR>represent 
numbers from 0 to 255, but on the other hand with the ASCII code<BR>one byte may 
represent only one digit. Due to this inefficiency, the ASCII<BR>code is mainly 
used in the memory to represent text.<BR><BR><BR><FONT color=#ff00ff 
size=+1><B><A name=2.2.2.2>2.2.2.2 BCD Method</B></FONT><BR><BR>BCD is an 
acronym of Binary Coded Decimal. In this notation groups of 4<BR>bits are used 
to represent each decimal digit from 0 to 9. With this method<BR>we can 
represent two digits per byte of information.<BR><BR>Even when this method is 
much more practical for number representation in<BR>the memory compared to the 
ASCII code, it still less practical than the<BR>binary since with the BCD method 
we can only represent digits from 0 to 99.<BR>On the other hand in binary format 
we can represent all digits from 0 to<BR>255.<BR><BR>This format is mainly used 
to represent very large numbers in mercantile<BR>applications since it 
facilitates operations avoiding mistakes.<BR><BR><FONT color=#ff00ff 
size=+1><B><A name=2.2.2.3>2.2.2.3 Floating point 
representation</B></FONT><BR><BR>This representation is based on scientific 
notation, this is, to represent a<BR>number in two parts: its base and its 
exponent.<BR><BR>As an example, the number 1234000, can be represented as 
1.123*10^6, in<BR>this last notation the exponent indicates to us the number of 
spaces that<BR>the decimal point must be moved to the right to obtain the 
original result.<BR><BR>In case the exponent was negative, it would be 
indicating to us the number<BR>of spaces that the decimal point must be moved to 
the left to obtain the<BR>original result.<BR><BR><BR><FONT color=#ff00ff 
size=+1><B><A name=2.3>2.3 Using Debug program </B></FONT><BR><BR>Table of 
Contents<BR><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#2.3.1">2.3.1 Program creation 
process</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#2.3.2">2.3.2 CPU 
registers</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#2.3.3">2.3.3 Debug 
program</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#2.3.4">2.3.4 Assembler 
structure</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#2.3.5">2.3.5 Creating basic 
assembler program</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#2.3.6">2.3.6 Storing and 
loading the programs</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#2.3.7">2.3.7 More debug 
program examples</A><BR><BR><FONT color=#ff00ff size=+1><B><A name=2.31>2.31 
Program creation process</B></FONT><BR><BR>For the creation of a program it is 
necessary to follow five steps:<BR><BR>Design of the algorithm, stage the 
problem to be solved is<BR>established and the best solution is proposed, 
creating squematic<BR>diagrams used for the better solution proposal.<BR>Coding 
the algorithm, consists in writing the program in some<BR>programming language; 
assembly language in this specific case, taking<BR>as a base the proposed 
solution on the prior step.<BR>Translation to machine language, is the creation 
of the object<BR>program, in other words, the written program as a sequence of 
zeros and<BR>ones that can be interpreted by the processor.<BR>Test the program, 
after the translation the program into<BR>machine language, execute the program 
in the computer machine.<BR>The last stage is the elimination of detected faults 
on the<BR>program on the test stage. The correction of a fault normally 
requires<BR>the repetition of all the steps from the first or 
second.<BR><BR><BR><FONT color=#ff00ff size=+1><B><A name=2.3.2>2.3.2 CPU 
Registers</B></FONT><BR><BR>The CPU has 4 internal registers, each one of 16 
bits. The first four, AX,<BR>BX, CX, and DX are general use registers and can 
also be used as 8 bit<BR>registers, if used in such a way it is necessary to 
refer to them for<BR>example as: AH and AL, which are the high and low bytes of 
the AX register.<BR>This nomenclature is also applicable to the BX, CX, and DX 
registers.<BR><BR>The registers known by their specific names:<BR><BR>AX 
Accumulator<BR>BX Base register<BR>CX Counting register<BR>DX Data 
register<BR>DS Data segment register<BR>ES Extra segment register<BR>SS Battery 
segment register<BR>CS Code segment register<BR>BP Base pointers register<BR>SI 
Source index register<BR>DI Destiny index register<BR>SP Battery pointer 
register<BR>IP Next instruction pointer register<BR>F Flag register<BR><BR><FONT 
color=#ff00ff size=+1><B><A name=2.3.3>2.3.3 Debug program</B></FONT><BR><BR>To 
create a program in assembler two options exist, the first one is to use<BR>the 
TASM or Turbo Assembler, of Borland, and the second one is to use 
the<BR>debugger - on this first section we will use this last one since it 
is<BR>found in any PC with the MS-DOS, which makes it available to any user 
who<BR>has access to a machine with these characteristics.<BR><BR>Debug can only 
create files with a .COM extension, and because of the<BR>characteristics of 
these kinds of programs they cannot be larger that 64<BR>kb, and they also must 
start with displacement, offset, or 0100H memory<BR>direction inside the 
specific segment.<BR><BR>Debug provides a set of commands that lets you perform 
a number of useful<BR>operations:<BR><BR>A Assemble symbolic instructions into 
machine code<BR>D Display the contents of an area of memory<BR>E Enter data into 
memory, beginning at a specific location<BR>G Run the executable program in 
memory<BR>N Name a program<BR>P Proceed, or execute a set of related 
instructions<BR>Q Quit the debug program<BR>R Display the contents of one or 
more registers<BR>T Trace the contents of one instruction<BR>U Unassembled 
machine code into symbolic code<BR>W Write a program onto disk<BR><BR>It is 
possible to visualize the values of the internal registers of the CPU<BR>using 
the Debug program. To begin working with Debug, type the following<BR>prompt in 
your computer:<BR><BR>C:/&gt;Debug [Enter]<BR><BR>On the next line a dash will 
appear, this is the indicator of Debug, at<BR>this moment the instructions of 
Debug can be introduced using the 
following<BR>command:<BR><BR>-r[Enter]<BR><BR>AX=0000 BX=0000 CX=0000 DX=0000 
SP=FFEE BP=0000 SI=0000 DI=0000<BR>DS=0D62 ES=0D62 SS=0D62 CS=0D62 IP=0100 NV EI 
PL NZ NA PO NC<BR>0D62:0100 2E CS:<BR>0D62:0101 803ED3DF00 CMP BYTE PTR 
[DFD3],00 CS:DFD3=03<BR><BR>All the contents of the internal registers of the 
CPU are displayed; an<BR>alternative of viewing them is to use the "r" command 
using as a parameter<BR>the name of the register whose value wants to be seen. 
For example:<BR><BR>-rbx<BR>BX 0000<BR>:<BR><BR>This instruction will only 
display the content of the BX register and the<BR>Debug indicator changes from 
"-" to ":"<BR><BR>When the prompt is like this, it is possible to change the 
value of the<BR>register which was seen by typing the new value and [Enter], or 
the old<BR>value can be left by pressing [Enter] without typing any other 
value.<BR><BR><BR><FONT color=#ff00ff size=+1><B><A name=2.3.4>2.3.4 Assembler 
structure</B></FONT><BR><BR>In assembly language code lines have two parts, the 
first one is the name<BR>of the instruction which is to be executed, and the 
second one are the<BR>parameters of the command. For example:<BR>add ah 
bh<BR><BR>Here "add" is the command to be executed, in this case an addition, 
and<BR>"ah" as well as "bh" are the parameters.<BR><BR>For example:<BR><BR>mov 
al, 25<BR><BR>In the above example, we are using the instruction mov, it means 
move the<BR>value 25 to al register.<BR><BR>The name of the instructions in this 
language is made of two, three or<BR>four letters. These instructions are also 
called mnemonic names or<BR>operation codes, since they represent a function the 
processor will<BR>perform.<BR><BR>Sometimes instructions are used as 
follows:<BR><BR>add al,[170]<BR><BR>The brackets in the second parameter 
indicate to us that we are going to<BR>work with the content of the memory cell 
number 170 and not with the 170<BR>value, this is known as direct 
addressing.<BR><BR><FONT color=#ff00ff size=+1><B><A name=2.3.5>2.3.5 Creating 
basic assembler program</B></FONT><BR><BR>The first step is to initiate the 
Debug, this step only consists of typing<BR>debug[Enter] on the operative system 
prompt.<BR><BR>To assemble a program on the Debug, the "a" (assemble) command is 
used;<BR>when this command is used, the address where you want the assembling 
to<BR>begin can be given as a parameter, if the parameter is omitted 
the<BR>assembling will be initiated at the locality specified by CS:IP, 
usually<BR>0100h, which is the locality where programs with .COM extension must 
be<BR>initiated. And it will be the place we will use since only Debug can 
create<BR>this specific type of programs.<BR><BR>Even though at this moment it 
is not necessary to give the "a" command a<BR>parameter, it is recommendable to 
do so to avoid problems once the CS:IP<BR>registers are used, therefore we 
type:<BR><BR>a 100[enter]<BR>mov ax,0002[enter]<BR>mov bx,0004[enter]<BR>add 
ax,bx[enter]<BR>nop[enter][enter]<BR><BR>What does the program do?, move the 
value 0002 to the ax register, move the<BR>value 0004 to the bx register, add 
the contents of the ax and bx registers,<BR>the instruction, no operation, to 
finish the program.<BR><BR>In the debug program. After to do this, appear on the 
screen some like the<BR>follow lines:<BR><BR>C:\&gt;debug<BR>-a 100<BR>0D62:0100 
mov ax,0002<BR>0D62:0103 mov bx,0004<BR>0D62:0106 add ax,bx<BR>0D62:0108 
nop<BR>0D62:0109<BR><BR>Type the command "t" (trace), to execute each 
instruction of this program,<BR>example:<BR><BR>-t<BR><BR>AX=0002 BX=0000 
CX=0000 DX=0000 SP=FFEE BP=0000 SI=0000 DI=0000<BR>DS=0D62 ES=0D62 SS=0D62 
CS=0D62 IP=0103 NV EI PL NZ NA PO NC<BR>0D62:0103 BB0400 MOV BX,0004<BR><BR>You 
see that the value 2 move to AX register. Type the command "t" 
(trace),<BR>again, and you see the second instruction is 
executed.<BR><BR>-t<BR><BR>AX=0002 BX=0004 CX=0000 DX=0000 SP=FFEE BP=0000 
SI=0000 DI=0000<BR>DS=0D62 ES=0D62 SS=0D62 CS=0D62 IP=0106 NV EI PL NZ NA PO 
NC<BR>0D62:0106 01D8 ADD AX,BX<BR><BR>Type the command "t" (trace) to see the 
instruction add is executed, you<BR>will see the follow 
lines:<BR><BR>-t<BR><BR>AX=0006 BX=0004 CX=0000 DX=0000 SP=FFEE BP=0000 SI=0000 
DI=0000<BR>DS=0D62 ES=0D62 SS=0D62 CS=0D62 IP=0108 NV EI PL NZ NA PE 
NC<BR>0D62:0108 90 NOP<BR><BR>The possibility that the registers contain 
different values exists, but AX<BR>and BX must be the same, since they are the 
ones we just modified.<BR><BR>To exit Debug use the "q" (quit) 
command.<BR><BR><BR><FONT color=#ff00ff size=+1><B><A name=2.3.6>2.3.6 Storing 
and loading the programs</B></FONT><BR><BR>It would not seem practical to type 
an entire program each time it is<BR>needed, and to avoid this it is possible to 
store a program on the disk,<BR>with the enormous advantage that by being 
already assembled it will not be<BR>necessary to run Debug again to execute 
it.<BR><BR>The steps to save a program that it is already stored on memory 
are:<BR><BR>Obtain the length of the program subtracting the final 
address<BR>from the initial address, naturally in hexadecimal system.<BR>Give 
the program a name and extension.<BR>Put the length of the program on the CX 
register.<BR>Order Debug to write the program on the disk.<BR><BR>By using as an 
example the following program, we will have a clearer idea<BR>of how to take 
these steps:<BR><BR>When the program is finally assembled it would look like 
this:<BR><BR>0C1B:0100 mov ax,0002<BR>0C1B:0103 mov bx,0004<BR>0C1B:0106 add 
ax,bx<BR>0C1B:0108 int 20<BR>0C1B:010A<BR><BR>To obtain the length of a program 
the "h" command is used, since it will<BR>show us the addition and subtraction 
of two numbers in hexadecimal. To<BR>obtain the length of ours, we give it as 
parameters the value of our<BR>program's final address (10A), and the program's 
initial address (100). The<BR>first result the command shows us is the addition 
of the parameters and the<BR>second is the subtraction.<BR><BR>-h 10a 
100<BR>020a 000a<BR><BR>The "n" command allows us to name the program.<BR><BR>-n 
test.com<BR><BR>The "rcx" command allows us to change the content of the CX 
register to the<BR>value we obtained from the size of the file with "h", in this 
case 000a,<BR>since the result of the subtraction of the final address from the 
initial<BR>address.<BR><BR>-rcx<BR>CX 0000<BR>:000a<BR><BR>Lastly, the "w" 
command writes our program on the disk, indicating how many<BR>bytes it 
wrote.<BR><BR>-w<BR>Writing 000A bytes<BR><BR>To save an already loaded file two 
steps are necessary:<BR><BR>Give the name of the file to be loaded.<BR>Load it 
using the "l" (load) command.<BR><BR>To obtain the correct result of the 
following steps, it is necessary that<BR>the above program be already 
created.<BR><BR>Inside Debug we write the following:<BR><BR>-n 
test.com<BR>-l<BR>-u 100 109<BR>0C3D:0100 B80200 MOV AX,0002<BR>0C3D:0103 BB0400 
MOV BX,0004<BR>0C3D:0106 01D8 ADD AX,BX<BR>0C3D:0108 CD20 INT 20<BR><BR>The last 
"u" command is used to verify that the program was loaded on<BR>memory. What it 
does is that it disassembles the code and shows it<BR>disassembled. The 
parameters indicate to Debug from where and to where 
to<BR>disassemble.<BR><BR>Debug always loads the programs on memory on the 
address 100H, otherwise<BR>indicated.<BR><BR><BR><FONT color=#ff00ff 
size=+1><B><A name=3>3 Assembler programming </B></FONT><BR><BR>Table of 
Contents<BR><BR><A href="http://thsun1.jinr.ru/~alvladim/man/asm.html#3.1">3.1 
Building Assembler programs</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#3.2">3.2 Assembly 
process</A><BR><A href="http://thsun1.jinr.ru/~alvladim/man/asm.html#3.3">3.3 
More assembler programs</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#3.4">3.4 Types of 
instructions</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#3.5">3.5 Click here to get 
more assembler programs</A><BR><BR><FONT color=#ff00ff size=+1><B><A 
name=3.1>3.1 Building Assembler programs</B></FONT><BR><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#3.1.1">3.1.1 Needed 
software</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#3.1.2">3.1.2 Assembler 
Programming</A><BR><BR><BR><FONT color=#ff00ff size=+1><B><A name=3.1.1>3.1.1 
Needed software</B></FONT><BR><BR>In order to be able to create a program, 
several tools are needed:<BR><BR>First an editor to create the source program. 
Second a compiler, which is<BR>nothing more than a program that "translates" the 
source program into an<BR>object program. And third, a linker that generates the 
executable program<BR>from the object program.<BR><BR>The editor can be any text 
editor at hand, and as a compiler we will use<BR>the TASM macro assembler from 
Borland, and as a linker we will use the<BR>Tlink program.<BR><BR>The extension 
used so that TASM recognizes the source programs in assembler<BR>is .ASM; once 
translated the source program, the TASM creates a file with<BR>the .OBJ 
extension, this file contains an "intermediate format" of the<BR>program, called 
like this because it is not executable yet but it is not a<BR>program in source 
language either anymore. The linker generates, from a<BR>.OBJ or a combination 
of several of these files, an executable program,<BR>whose extension usually is 
.EXE though it can also be .COM, depending of<BR>the form it was 
assembled.<BR><BR><FONT color=#ff00ff size=+1><B><A name=3.1.2>3.1.2 Assembler 
Programming</B></FONT><BR><BR>To build assembler programs using TASM programs is 
a different program<BR>structure than from using debug program.<BR><BR>It's 
important to include the following assembler directives:<BR><BR>.MODEL 
SMALL<BR>Assembler directive that defines the memory model to use in the 
program<BR><BR>.CODE<BR>Assembler directive that defines the program 
instructions<BR><BR>.STACK<BR>Assembler directive that reserves a memory space 
for program instructions<BR>in the stack<BR><BR>END<BR>Assembler directive that 
finishes the assembler program<BR><BR>Let's program<BR><BR>First step<BR><BR>use 
any editor program to create the source file. Type the following 
lines:<BR><BR>first example<BR><BR>; use ; to put comments in the assembler 
program<BR>.MODEL SMALL; memory model<BR>.STACK; memory space for program 
instructions in the stack<BR>.CODE; the following lines are program 
instructions<BR>mov ah,1h; moves the value 1h to register ah<BR>mov cx,07h;moves 
the value 07h to register cx<BR>int 10h;10h interruption<BR>mov ah,4ch;moves the 
value 4 ch to register ah<BR>int 21h;21h interruption<BR>END; finishes the 
program code<BR><BR>This assembler program changes the size of the computer 
cursor.<BR><BR>Second step<BR><BR>Save the file with the following name: 
examp1.asm<BR>Don't forget to save this in ASCII format.<BR><BR>Third 
step<BR><BR>Use the TASM program to build the object 
program.<BR><BR>Example:<BR><BR>C:\&gt;tasm exam1.asm<BR>Turbo Assembler Version 
2.0 Copyright (c) 1988, 1990 Borland International<BR><BR>Assembling file: 
exam1.asm<BR>Error messages: None<BR>Warning messages: None<BR>Passes: 
1<BR>Remaining memory: 471k<BR><BR>The TASM can only create programs in .OBJ 
format, which are not executable<BR>by themselves, but rather it is necessary to 
have a linker which generates<BR>the executable code.<BR><BR>Fourth 
step<BR><BR>Use the TLINK program to build the executable program 
example:<BR><BR>C:\&gt;tlink exam1.obj<BR>Turbo Link Version 3.0 Copyright (c) 
1987, 1990 Borland International<BR><BR>C:\&gt;<BR><BR>Where exam1.obj is the 
name of the intermediate program, .OBJ. This<BR>generates a file directly with 
the name of the intermediate program and the<BR>.EXE extension.<BR><BR>Fifth 
step<BR><BR>Execute the executable 
program<BR><BR>C:\&gt;exam1[enter]<BR><BR>Remember, this assembler program 
changes the size of the cursor.<BR><BR>Assembly 
process.<BR><BR>Segments<BR>Table of symbols<BR><BR>SEGMENTS<BR><BR>The 
architecture of the x86 processors forces to the use of memory segments<BR>to 
manage the information, the size of these segments is of 64kb.<BR><BR>The reason 
of being of these segments is that, considering that the maximum<BR>size of a 
number that the processor can manage is given by a word of 16<BR>bits or 
register, it would not be possible to access more than 65536<BR>localities of 
memory using only one of these registers, but now, if the<BR>PC's memory is 
divided into groups or segments, each one of 65536<BR>localities, and we use an 
address on an exclusive register to find each<BR>segment, and then we make each 
address of a specific slot with two<BR>registers, it is possible for us to 
access a quantity of 4294967296 bytes<BR>of memory, which is, in the present 
day, more memory than what we will see<BR>installed in a PC.<BR><BR>In order for 
the assembler to be able to manage the data, it is necessary<BR>that each piece 
of information or instruction be found in the area that<BR>corresponds to its 
respective segments. The assembler accesses this<BR>information taking into 
account the localization of the segment, given by<BR>the DS, ES, SS and CS 
registers and inside the register the address of the<BR>specified piece of 
information. It is because of this that when we create a<BR>program using the 
Debug on each line that we assemble, something like 
this<BR>appears:<BR><BR>1CB0:0102 MOV AX,BX<BR><BR>Where the first number, 1CB0, 
corresponds to the memory segment being used,<BR>the second one refers to the 
address inside this segment, and the<BR>instructions which will be stored from 
that address follow.<BR>The way to indicate to the assembler with which of the 
segments we will<BR>work with is with the .CODE, .DATA and .STACK 
directives.<BR><BR>The assembler adjusts the size of the segments taking as a 
base the number<BR>of bytes each assembled instruction needs, since it would be 
a waste of<BR>memory to use the whole segments. For example, if a program only 
needs 10kb<BR>to store data, the data segment will only be of 10kb and not the 
64kb it<BR>can handle.<BR><BR>SYMBOLS CHART<BR><BR>Each one of the parts on code 
line in assembler is known as token, for<BR>example on the code line:<BR><BR>MOV 
AX,Var<BR><BR>we have three tokens, the MOV instruction, the AX operator, and 
the VAR<BR>operator. What the assembler does to generate the OBJ code is to read 
each<BR>one of the tokens and look for it on an internal "equivalence" chart 
known<BR>as the reserved words chart, which is where all the mnemonic meanings 
we<BR>use as instructions are found.<BR><BR>Following this process, the 
assembler reads MOV, looks for it on its chart<BR>and identifies it as a 
processor instruction. Likewise it reads AX and<BR>recognizes it as a register 
of the processor, but when it looks for the Var<BR>token on the reserved words 
chart, it does not find it, so then it looks<BR>for it on the symbols chart 
which is a table where the names of the<BR>variables, constants and labels used 
in the program where their addresses<BR>on memory are included and the sort of 
data it contains, are found.<BR><BR>Sometimes the assembler comes on a token 
which is not defined on the<BR>program, therefore what it does in these cased is 
to pass a second time by<BR>the source program to verify all references to that 
symbol and place it on<BR>the symbols chart.There are symbols which the 
assembler will not find since <BR>they do not belong to that segment and the 
program does not know in what part <BR>of the memory it will find that segment, 
and at this time the linker comes <BR>into action, which will create the 
structure necessary for the loader so <BR>that the segment and the token be 
defined when the program is loaded and<BR>before it is executed.<BR><BR><FONT 
color=#ff00ff size=+1><B><A name=3.3>3.3 More assembler 
programs</B></FONT><BR><BR>Another example<BR><BR>first step<BR><BR>use any 
editor program to create the source file. Type the following 
lines:<BR><BR>;example11<BR>.model small<BR>.stack<BR>.code<BR>mov ah,2h ;moves 
the value 2h to register ah<BR>mov dl,2ah ;moves de value 2ah to register 
dl<BR>;(Its the asterisk value in ASCII format)<BR>int 21h ;21h 
interruption<BR>mov ah,4ch ;4ch function, goes to operating system<BR>int 21h 
;21h interruption<BR>end ;finishes the program code<BR><BR>second 
step<BR><BR>Save the file with the following name: exam2.asm<BR>Don't forget to 
save this in ASCII format.<BR><BR>third step<BR><BR>Use the TASM program to 
build the object program.<BR><BR>C:\&gt;tasm exam2.asm<BR>Turbo Assembler 
Version 2.0 Copyright (c) 1988, 1990 Borland International<BR>Assembling file: 
exam2.asm<BR>Error messages: None<BR>Warning messages: None<BR>Passes: 
1<BR>Remaining memory: 471k<BR><BR>fourth step<BR><BR>Use the TLINK program to 
build the executable program<BR><BR>C:\&gt;tlink exam2.obj<BR>Turbo Link Version 
3.0 Copyright (c) 1987, 1990 Borland International<BR><BR>C:\&gt;<BR><BR>fifth 
step<BR><BR>Execute the executable 
program<BR><BR>C:\&gt;ejem11[enter]<BR>*<BR>C:\&gt;<BR><BR>This assembler 
program shows the asterisk character on the computer screen<BR><BR><BR><FONT 
color=#ff00ff size=+1><B><A name=3.4>3.4 Types of 
instructions.</B></FONT><BR><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#3.4.1">3.4.1 Data 
movement</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#3.4.2">3.4.2 Logic and 
arithmetic operations</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#3.4.3">3.4.3 Jumps, loops and 
procedures</A><BR><BR><BR><BR><FONT color=#ff00ff size=+1><B><A name=3.4.1>3.4.1 
Data movement</B></FONT><BR><BR>In any program it is necessary to move the data 
in the memory and in the CPU<BR>registers; there are several ways to do this: it 
can copy data in the<BR>memory to some register, from register to register, from 
a register to a<BR>stack, from a stack to a register, to transmit data to 
external devices as<BR>well as vice versa.<BR><BR>This movement of data is 
subject to rules and restrictions. The following<BR>are some of them:<BR><BR>*It 
is not possible to move data from a memory locality to another<BR>directly; it 
is necessary to first move the data of the origin locality to a<BR>register and 
then from the register to the destiny locality.<BR><BR>*It is not possible to 
move a constant directly to a segment register; it<BR>first must be moved to a 
register in the CPU.<BR><BR>It is possible to move data blocks by means of the 
movs instructions, which<BR>copies a chain of bytes or words; movsb which copies 
n bytes from a<BR>locality to another; and movsw copies n words from a locality 
to another.<BR>The last two instructions take the values from the defined 
addresses by<BR>DS:SI as a group of data to move and ES:DI as the new 
localization of the<BR>data.<BR><BR>To move data there are also structures 
called batteries, where the data is<BR>introduced with the push instruction and 
are extracted with the pop<BR>instruction.<BR>In a stack the first data to be 
introduced is the last one we can take,<BR>this is, if in our program we use 
these instructions:<BR><BR>PUSH AX<BR>PUSH BX<BR>PUSH CX<BR><BR>To return the 
correct values to each register at the moment of taking them<BR>from the stack 
it is necessary to do it in the following order:<BR><BR>POP CX<BR>POP BX<BR>POP 
AX<BR><BR>For the communication with external devices the out command is used to 
send<BR>information to a port and the in command to read the information 
received<BR>from a port.<BR><BR>The syntax of the out command is:<BR><BR>OUT 
DX,AX<BR><BR>Where DX contains the value of the port which will be used for 
the<BR>communication and AX contains the information which will be 
sent.<BR><BR>The syntax of the in command is:<BR><BR>IN AX,DX<BR><BR>Where AX is 
the register where the incoming information will be kept and DX<BR>contains the 
address of the port by which the information will arrive.<BR><BR><FONT 
color=#ff00ff size=+1><B><A name=3.4.2>3.4.2 Logic and arithmetic 
operations</B></FONT><BR><BR>The instructions of the logic operations are: and, 
not, or and xor. These<BR>work on the bits of their operators.<BR>To verify the 
result of the operations we turn to the cmp and test<BR>instructions.<BR>The 
instructions used for the algebraic operations are: to add, to<BR>subtract sub, 
to multiply mul and to divide div.<BR><BR>Almost all the comparison instructions 
are based on the information<BR>contained in the flag register. Normally the 
flags of this register which<BR>can be directly handled by the programmer are 
the data direction flag DF,<BR>used to define the operations about chains. 
Another one which can also be <BR>handled is the IF flag by means of the sti and 
cli instructions, to activate<BR>and deactivate the interruptions.<BR><BR><FONT 
color=#ff00ff size=+1><B><A name=3.4.3>3.4.3 Jumps, loops and 
procedures</B></FONT><BR><BR>The unconditional jumps in a written program in 
assembler language are given<BR>by the jmp instruction; a jump is to moves the 
flow of the execution of<BR>a program by sending the control to the indicated 
address.<BR><BR>A loop, known also as iteration, is the repetition of a process 
a certain<BR>number of times until a condition is fulfilled. These loops are 
used<BR><BR><FONT color=#ff00ff size=+1><B><A name=4>4 Assembler language 
Instructions</B></FONT><BR><BR><BR>Table of Contents<BR><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#4.1">4.1 Transfer 
instructions</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#4.2">4.2 Loading 
instructions</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#4.3">4.3 Stack 
instructions</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#4.4">4.4 Logic 
instructions</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#4.5">4.5 Arithmetic 
instructions</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#4.6">4.6 Jump 
instructions</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#4.7">4.7 Instructions for 
cycles: loop</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#4.8">4.8 Counting 
Instructions</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#4.9">4.9 Comparison 
Instructions</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#4.10">4.10 Flag 
Instructions</A><BR><BR><BR><FONT color=#ff00ff size=+1><B><A name=4.1>4.1 
Transfer instructions</B></FONT><BR><BR>They are used to move the contents of 
the operators. Each instruction can<BR>be used with different modes of 
addressing.<BR><BR>MOV<BR>MOVS (MOVSB) (MOVSW)<BR><BR>MOV 
INSTRUCTION<BR><BR>Purpose: Data transfer between memory cells, registers and 
the accumulator.<BR><BR>Syntax:<BR><BR>MOV Destiny, Source<BR><BR>Where Destiny 
is the place where the data will be moved and Source is the<BR>place where the 
data is.<BR><BR>The different movements of data allowed for this instruction 
are:<BR><BR>*Destiny: memory. Source: accumulator<BR>*Destiny: accumulator. 
Source: memory<BR>*Destiny: segment register. Source: 
memory/register<BR>*Destiny: memory/register. Source: segment 
register<BR>*Destiny: register. Source: register<BR>*Destiny: register. Source: 
memory<BR>*Destiny: memory. Source: register<BR>*Destiny: register. Source: 
immediate data<BR>*Destiny: memory. Source: immediate 
data<BR><BR>Example:<BR><BR>MOV AX,0006h<BR>MOV BX,AX<BR>MOV AX,4C00h<BR>INT 
21H<BR><BR>This small program moves the value of 0006H to the AX register, then 
it<BR>moves the content of AX (0006h) to the BX register, and lastly it moves 
the<BR>4C00h value to the AX register to end the execution with the 4C option 
of<BR>the 21h interruption.<BR><BR><BR>MOVS (MOVSB) (MOVSW) 
Instruction<BR><BR>Purpose: To move byte or word chains from the source, 
addressed by SI, to<BR>the destiny addressed by 
DI.<BR><BR>Syntax:<BR><BR>MOVS<BR><BR>This command does not need parameters 
since it takes as source address the<BR>content of the SI register and as 
destination the content of DI. The<BR>following sequence of instructions 
illustrates this:<BR><BR>MOV SI, OFFSET VAR1<BR>MOV DI, OFFSET 
VAR2<BR>MOVS<BR><BR>First we initialize the values of SI and DI with the 
addresses of the VAR1<BR>and VAR2 variables respectively, then after executing 
MOVS the content of<BR>VAR1 is copied onto VAR2.<BR><BR>The MOVSB and MOVSW are 
used in the same way as MOVS, the first one moves one byte and the second one 
moves a word.<BR><BR><FONT color=#ff00ff size=+1><B><A name=4.2>4.2 Loading 
instructions</B></FONT><BR><BR>They are specific register instructions. They are 
used to load bytes or<BR>chains of bytes onto a register.<BR><BR>LODS (LODSB) 
(LODSW)<BR>LAHF<BR>LDS<BR>LEA<BR>LES<BR>LODS (LODSB) (LODSW) 
INSTRUCTION<BR><BR>Purpose: To load chains of a byte or a word into the 
accumulator.<BR><BR>Syntax:<BR><BR>LODS<BR><BR>This instruction takes the chain 
found on the address specified by SI,<BR>loads it to the AL (or AX) register and 
adds or subtracts , depending on<BR>the state of DF, to SI if it is a bytes 
transfer or if it is a words<BR>transfer.<BR><BR>MOV SI, OFFSET 
VAR1<BR>LODS<BR><BR>The first line loads the VAR1 address on SI and the second 
line takes the<BR>content of that locality to the AL register.<BR><BR>The LODSB 
and LODSW commands are used in the same way, the first one loads a byte and the 
second one a word (it uses the complete AX register).<BR><BR>LAHF 
INSTRUCTION<BR><BR>Purpose: It transfers the content of the flags to the AH 
register.<BR><BR>Syntax:<BR><BR>LAHF<BR><BR>This instruction is useful to verify 
the state of the flags during the<BR>execution of our program.<BR><BR>The flags 
are left in the following order inside the register:<BR><BR>SF ZF ?? AF ?? PF ?? 
CF<BR><BR>LDS INSTRUCTION<BR><BR>Purpose: To load the register of the data 
segment<BR><BR>Syntax:<BR><BR>LDS destiny, source<BR><BR>The source operator 
must be a double word in memory. The word associated<BR>with the largest address 
is transferred to DS, in other words it is taken as<BR>the segment address. The 
word associated with the smaller address is the<BR>displacement address and it 
is deposited in the register indicated as<BR>destiny.<BR><BR>LEA 
INSTRUCTION<BR><BR>Purpose: To load the address of the source 
operator<BR><BR>Syntax:<BR><BR>LEA destiny, source<BR><BR>The source operator 
must be located in memory, and its displacement is<BR>placed on the index 
register or specified pointer in destiny.<BR><BR>To illustrate one of the 
facilities we have with this command let us write<BR>an equivalence:<BR><BR>MOV 
SI,OFFSET VAR1<BR><BR>Is equivalent to:<BR><BR>LEA SI,VAR1<BR><BR>It is very 
probable that for the programmer it is much easier to create<BR>extensive 
programs by using this last format.<BR><BR>LES INSTRUCTION<BR><BR>Purpose: To 
load the register of the extra segment<BR><BR>Syntax:<BR><BR>LES destiny, 
source<BR><BR>The source operator must be a double word operator in memory. The 
content<BR>of the word with the larger address is interpreted as the segment 
address<BR>and it is placed in ES. The word with the smaller address is 
the<BR>displacement address and it is placed in the specified register on 
the<BR>destiny parameter.<BR><BR>4.3 Stack instructions<BR><BR>These 
instructions allow the use of the stack to store or retrieve 
data.<BR><BR>POP<BR>POPF<BR>PUSH<BR>PUSHF<BR><BR><BR>POP 
INSTRUCTION<BR><BR>Purpose: It recovers a piece of information from the 
stack<BR><BR>Syntax:<BR><BR>POP destiny<BR><BR>This instruction transfers the 
last value stored on the stack to the<BR>destiny operator, it then increases by 
2 the SP register. This increase is<BR>due to the fact that the stack grows from 
the highest<BR>memory segment address to the lowest, and the stack only works 
with words,<BR>2 bytes, so then by increasing by two the SP register, in reality 
two are<BR>being subtracted from the real size of the stack.<BR><BR>POPF 
INSTRUCTION<BR><BR>Purpose: It extracts the flags stored on the 
stack<BR><BR>Syntax:<BR><BR>POPF<BR><BR>This command transfers bits of the word 
stored on the higher part of the<BR>stack to the flag register.<BR><BR>The way 
of transference is as follows:<BR><BR>BIT FLAG<BR><BR>0 CF<BR>2 PF<BR>4 AF<BR>6 
ZF<BR>7 SF<BR>8 TF<BR>9 IF<BR>10 DF<BR>11 OF<BR><BR>These localities are the 
same for the PUSHF command.<BR><BR>Once the transference is done the SP register 
is increased by 2,<BR>diminishing the size of the stack.<BR><BR>PUSH 
INSTRUCTION<BR><BR>Purpose: It places a word on the 
stack.<BR><BR>Syntax:<BR><BR>PUSH source<BR><BR>The PUSH instruction decreases 
by two the value of SP and then transfers<BR>the content of the source operator 
to the new resulting address on the<BR>recently modified register.<BR><BR>The 
decrease on the address is due to the fact that when adding values to<BR>the 
stack, this one grows from the greater to the smaller segment 
address,<BR>therefore by subtracting 2 from the SP register what we do is to 
increase<BR>the size of the stack by two bytes, which is the only quantity 
of<BR>information the stack can handle on each input and output of 
information.<BR><BR>PUSHF INSTRUCTION<BR><BR>Purpose: It places the value of the 
flags on the stack.<BR><BR>Syntax:<BR><BR>PUSHF<BR><BR>This command decreases by 
2 the value of the SP register and then the<BR>content of the flag register is 
transferred to the stack, on the address<BR>indicated by SP.<BR><BR>The flags 
are left stored in memory on the same bits indicated on the 
POPF<BR>command.<BR><BR><BR><FONT color=#ff00ff size=+1><B><A name=4.4>4.4 Logic 
instructions</B></FONT><BR><BR>They are used to perform logic operations on the 
operators.<BR><BR>AND<BR>NEG<BR>NOT<BR>OR<BR>TEST<BR>XOR<BR><BR><BR>AND 
INSTRUCTION<BR><BR>Purpose: It performs the conjunction of the operators bit by 
bit.<BR><BR>Syntax:<BR><BR>AND destiny, source<BR><BR>With this instruction the 
"y" logic operation for both operators is carried<BR>out:<BR><BR>Source Destiny 
| Destiny<BR>-----------------------------<BR>1 1 | 1<BR>1 0 | 0<BR>0 1 | 0<BR>0 
0 | 0<BR><BR>The result of this operation is stored on the destiny 
operator.<BR><BR>NEG INSTRUCTION<BR><BR>Purpose: It generates the complement to 
2.<BR><BR>Syntax:<BR><BR>NEG destiny<BR><BR>This instruction generates the 
complement to 2 of the destiny operator and<BR>stores it on the same operator. 
<BR><BR>For example, if AX stores the value of 1234H, then:<BR><BR>NEG 
AX<BR><BR>This would leave the EDCCH value stored on the AX register.<BR><BR>NOT 
INSTRUCTION<BR><BR>Purpose: It carries out the negation of the destiny operator 
bit by bit.<BR><BR>Syntax:<BR><BR>NOT destiny<BR><BR>The result is stored on the 
same destiny operator.<BR><BR>OR INSTRUCTION<BR><BR>Purpose: Logic inclusive 
OR<BR><BR>Syntax:<BR><BR>OR destiny, source<BR><BR>The OR instruction carries 
out, bit by bit, the logic inclusive disjunction<BR>of the two 
operators:<BR><BR>Source Destiny | 
Destiny<BR>-----------------------------------<BR>1 1 | 1<BR>1 0 | 1<BR>0 1 | 
1<BR>0 0 | 0<BR><BR><BR>TEST INSTRUCTION<BR><BR>Purpose: It logically compares 
the operators <BR><BR>Syntax:<BR><BR>TEST destiny, source<BR><BR>It performs a 
conjunction, bit by bit, of the operators, but differing from<BR>AND, this 
instruction does not place the result on the destiny operator, it<BR>only has 
effect on the state of the flags.<BR><BR>XOR INSTRUCTION<BR><BR>Purpose: OR 
exclusive<BR><BR>Syntax:<BR><BR>XOR destiny, source Its function is to perform 
the logic exclusive<BR>disjunction of the two operators bit by 
bit.<BR><BR>Source Destiny | Destiny<BR>-----------------------------------<BR>1 
1 | 0<BR>0 0 | 1<BR>0 1 | 1<BR>0 0 | 0<BR><BR><FONT color=#ff00ff size=+1><B><A 
name=4.5>4.5 Arithmetic instructions</B></FONT><BR><BR>They are used to perform 
arithmetic operations on the 
operators.<BR><BR>ADC<BR>ADD<BR>DIV<BR>IDIV<BR>MUL<BR>IMUL<BR>SBB<BR>SUB<BR><BR><BR>ADC 
INSTRUCTION<BR><BR>Purpose: Cartage addition<BR><BR>Syntax:<BR><BR>ADC destiny, 
source<BR><BR>It carries out the addition of two operators and adds one to the 
result in<BR>case the CF flag is activated, this is in case there is 
carried.<BR><BR>The result is stored on the destiny operator.<BR><BR>ADD 
INSTRUCTION<BR><BR>Purpose: Addition of the operators.<BR><BR>Syntax:<BR><BR>ADD 
destiny, source<BR><BR>It adds the two operators and stores the result on the 
destiny operator.<BR><BR>DIV INSTRUCTION<BR><BR>Purpose: Division without 
sign.<BR><BR>Syntax:<BR><BR>DIV source<BR><BR>The divider can be a byte or a 
word and it is the operator which is given<BR>the instruction.<BR><BR>If the 
divider is 8 bits, the 16 bits AX register is taken as dividend and<BR>if the 
divider is 16 bits the even DX:AX register will be taken as<BR>dividend, taking 
the DX high word and AX as the low.<BR><BR>If the divider was a byte then the 
quotient will be stored on the AL<BR>register and the residue on AH, if it was a 
word then the quotient is<BR>stored on AX and the residue on DX.<BR><BR>IDIV 
INSTRUCTION<BR><BR>Purpose: Division with sign.<BR><BR>Syntax:<BR><BR>IDIV 
source<BR><BR>It basically consists on the same as the DIV instruction, and the 
only<BR>difference is that this one performs the operation with sign.<BR><BR>For 
its results it used the same registers as the DIV instruction.<BR><BR>MUL 
INSTRUCTION<BR><BR>Purpose: Multiplication with sign.<BR><BR>Syntax:<BR><BR>MUL 
source<BR><BR>The assembler assumes that the multiplicand will be of the same 
size as the<BR>multiplier, therefore it multiplies the value stored on the 
register given<BR>as operator by the one found to be contained in AH if the 
multiplier is 8<BR>bits or by AX if the multiplier is 16 bits.<BR>When a 
multiplication is done with 8 bit values, the result is stored on<BR>the AX 
register and when the multiplication is with 16 bit values the<BR>result is 
stored on the even DX:AX register.<BR><BR>IMUL INSTRUCTION<BR><BR>Purpose: 
Multiplication of two whole numbers with sign.<BR><BR>Syntax:<BR><BR>IMUL 
source<BR><BR>This command does the same as the one before, only that this one 
does take<BR>into account the signs of the numbers being multiplied.<BR><BR>The 
results are kept in the same registers that the MOV instruction uses.<BR><BR>SBB 
INSTRUCTION<BR><BR>Purpose: Subtraction with cartage.<BR><BR>Syntax:<BR><BR>SBB 
destiny, source<BR><BR>This instruction subtracts the operators and subtracts 
one to the result if<BR>CF is activated. The source operator is always 
subtracted from the destiny.<BR><BR>This kind of subtraction is used when one is 
working with 32 bits<BR>quantities.<BR><BR>SUB INSTRUCTION<BR><BR>Purpose: 
Subtraction.<BR><BR>Syntax:<BR><BR>SUB destiny, source<BR><BR>It subtracts the 
source operator from the destiny.<BR><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#4.6">4.6 Jump 
instructions</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#4.7">4.7 Instructions for 
cycles: loop</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#4.8">4.8 Counting 
Instructions</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#4.9">4.9 Comparison 
Instructions</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#4.10">4.10 Flag 
Instructions</A><BR><BR><BR><FONT color=#ff00ff size=+1><B><A name=4.6>4.6 Jump 
instructions</B></FONT><BR><BR>They are used to transfer the flow of the process 
to the indicated<BR>operator.<BR><BR>JMP<BR>JA (JNBE)<BR>JAE (JNBE)<BR>JB 
(JNAE)<BR>JBE (JNA)<BR>JE (JZ)<BR>JNE (JNZ)<BR>JG (JNLE)<BR>JGE (JNL)<BR>JL 
(JNGE)<BR>JLE (JNG)<BR>JC<BR>JNC<BR>JNO<BR>JNP (JPO)<BR>JNS<BR>JO<BR>JP 
(JPE)<BR>JS<BR><BR>JMP INSTRUCTION<BR><BR>Purpose: Unconditional 
jump.<BR><BR>Syntax:<BR><BR>JMP destiny<BR><BR>This instruction is used to 
deviate the flow of a program without taking<BR>into account the actual 
conditions of the flags or of the data.<BR><BR>JA (JNBE) 
INSTRUCTION<BR><BR>Purpose: Conditional jump.<BR><BR>Syntax:<BR><BR>JA 
Label<BR><BR>After a comparison this command jumps if it is or jumps if it is 
not<BR>down or if not it is the equal.<BR><BR>This means that the jump is only 
done if the CF flag is deactivated or if<BR>the ZF flag is deactivated, that is 
that one of the two be equal to zero.<BR><BR>JAE (JNB) 
INSTRUCTION<BR><BR>Purpose: Conditional jump.<BR><BR>Syntax:<BR><BR>JAE 
label<BR><BR>It jumps if it is or it is the equal or if it is not 
down.<BR><BR>The jump is done if CF is deactivated.<BR><BR>JB (JNAE) 
INSTRUCTION<BR><BR>Purpose: Conditional jump.<BR><BR>Syntax:<BR><BR>JB 
label<BR><BR>It jumps if it is down, if it is not , or if it is the 
equal.<BR><BR>The jump is done if CF is activated.<BR><BR>JBE (JNA) 
INSTRUCTION<BR><BR>Purpose: Conditional jump.<BR><BR>Syntax:<BR><BR>JBE 
label<BR><BR>It jumps if it is down, the equal, or if it is not .<BR><BR>The 
jump is done if CF is activated or if ZF is activated, that any of them<BR>be 
equal to 1.<BR><BR>JE (JZ) INSTRUCTION<BR><BR>Purpose: Conditional 
jump.<BR><BR>Syntax:<BR><BR>JE label<BR><BR>It jumps if it is the equal or if it 
is zero.<BR><BR>The jump is done if ZF is activated.<BR><BR>JNE (JNZ) 
INSTRUCTION<BR><BR>Purpose: Conditional jump.<BR><BR>Syntax:<BR><BR>JNE 
label<BR><BR>It jumps if it is not equal or zero.<BR><BR>The jump will be done 
if ZF is deactivated.<BR><BR>JG (JNLE) INSTRUCTION<BR><BR>Purpose: Conditional 
jump, and the sign is taken into account.<BR><BR>Syntax:<BR><BR>JG 
label<BR><BR>It jumps if it is larger, if it is not larger or equal.<BR><BR>The 
jump occurs if ZF = 0 or if OF = SF.<BR><BR>JGE (JNL) 
INSTRUCTION<BR><BR>Purpose: Conditional jump, and the sign is taken into 
account.<BR><BR>Syntax:<BR><BR>JGE label<BR><BR>It jumps if it is larger or less 
than, or equal to.<BR><BR>The jump is done if SF = OF<BR><BR><BR>JL (JNGE) 
INSTRUCTION<BR><BR>Purpose: Conditional jump, and the sign is taken into 
account.<BR><BR>Syntax:<BR><BR>JL label<BR><BR>It jumps if it is less than or if 
it is not larger than or equal to.<BR><BR>The jump is done if SF is different 
than OF.<BR><BR>JLE (JNG) INSTRUCTION<BR><BR>Purpose: Conditional jump, and the 
sign is taken into account.<BR><BR>Syntax:<BR><BR>JLE label<BR><BR>It jumps if 
it is less than or equal to, or if it is not larger.<BR><BR>The jump is done if 
ZF = 1 or if SF is defferent than OF.<BR><BR>JC INSTRUCTION<BR><BR>Purpose: 
Conditional jump, and the flags are taken into account.<BR><BR>Syntax:<BR><BR>JC 
label<BR><BR>It jumps if there is cartage.<BR><BR>The jump is done if CF = 
1<BR><BR>JNC INSTRUCTION<BR><BR>Purpose: Conditional jump, and the state of the 
flags is taken into<BR>account.<BR><BR>Syntax:<BR><BR>JNC label<BR><BR>It jumps 
if there is no cartage.<BR><BR>The jump is done if CF = 0.<BR><BR>JNO 
INSTRUCTION<BR><BR>Purpose: Conditional jump, and the state of the flags is 
taken into<BR>account.<BR><BR>Syntax:<BR><BR>JNO label<BR><BR>It jumps if there 
is no overflow.<BR><BR>The jump is done if OF = 0.<BR><BR>JNP (JPO) 
INSTRUCTION<BR><BR>Purpose: Conditional jump, and the state of the flags is 
taken into<BR>account.<BR><BR>Syntax:<BR><BR>JNP label<BR><BR>It jumps if there 
is no parity or if the parity is uneven.<BR><BR>The jump is done if PF = 
0.<BR><BR>JNS INSTRUCTION<BR><BR>Purpose: Conditional jump, and the state of the 
flags is taken into<BR>account.<BR><BR>Syntax:<BR><BR>JNP label<BR><BR>It jumps 
if the sign is deactivated.<BR><BR>The jump is done if SF = 0.<BR><BR><BR><BR>JO 
INSTRUCTION<BR><BR>Purpose: Conditional jump, and the state of the flags is 
taken into<BR>account.<BR><BR>Syntax:<BR><BR>JO label<BR><BR>It jumps if there 
is overflow.<BR><BR>The jump is done if OF = 1.<BR><BR>JP (JPE) 
INSTRUCTION<BR><BR>Purpose: Conditional jump, the state of the flags is taken 
into account.<BR><BR>Syntax:<BR><BR>JP label<BR><BR>It jumps if there is parity 
or if the parity is even.<BR><BR>The jump is done if PF = 1.<BR><BR>JS 
INSTRUCTION<BR><BR>Purpose: Conditional jump, and the state of the flags is 
taken into<BR>account.<BR><BR>Syntax:<BR><BR>JS label<BR><BR>It jumps if the 
sign is on.<BR><BR>The jump is done if SF = 1.<BR><BR><FONT color=#ff00ff 
size=+1><B><A name=4.7>4.7 Instructions for cycles:loop</B></FONT><BR><BR>They 
transfer the process flow, conditionally or unconditionally, to a<BR>destiny, 
repeating this action until the counter is 
zero.<BR><BR>LOOP<BR>LOOPE<BR>LOOPNE<BR><BR><BR><BR>LOOP 
INSTRUCTION<BR><BR>Purpose: To generate a cycle in the 
program.<BR><BR>Syntax:<BR><BR>LOOP label<BR><BR>The loop instruction decreases 
CX on 1, and transfers the flow of the<BR>program to the label given as operator 
if CX is different than 1.<BR><BR>LOOPE INSTRUCTION<BR><BR>Purpose: To generate 
a cycle in the program considering the state of ZF.<BR><BR>Syntax:<BR><BR>LOOPE 
label<BR><BR>This instruction decreases CX by 1. If CX is different to zero and 
ZF is<BR>equal to 1, then the flow of the program is transferred to the 
label<BR>indicated as operator.<BR><BR>LOOPNE INSTRUCTION<BR><BR>Purpose: To 
generate a cycle in the program, considering the state of 
ZF.<BR><BR>Syntax:<BR><BR>LOOPNE label<BR><BR>This instruction decreases one 
from CX and transfers the flow of the<BR>program only if ZF is different to 
0.<BR><BR><FONT color=#ff00ff size=+1><B><A name=4.8>4.8 Counting 
instructions</B></FONT><BR><BR>They are used to decrease or increase the content 
of the counters.<BR><BR>DEC<BR>INC<BR><BR>DEC INSTRUCTION<BR><BR>Purpose: To 
decrease the operator.<BR><BR>Syntax:<BR><BR>DEC destiny<BR><BR>This operation 
subtracts 1 from the destiny operator and stores the new<BR>value in the same 
operator. <BR><BR><BR>INC INSTRUCTION<BR><BR>Purpose: To increase the 
operator.<BR><BR>Syntax:<BR><BR>INC destiny The instruction adds 1 to the 
destiny operator and keeps the<BR>result in the same destiny 
operator.<BR><BR><FONT color=#ff00ff size=+1><B><A name=4.9>4.9 Comparison 
instructions</B></FONT><BR><BR>They are used to compare operators, and they 
affect the content of the<BR>flags.<BR><BR>CMP<BR>CMPS (CMPSB) 
(CMPSW)<BR><BR><BR>CMP INSTRUCTION<BR><BR>Purpose: To compare the 
operators.<BR><BR>Syntax:<BR><BR>CMP destiny, source<BR><BR>This instruction 
subtracts the source operator from the destiny operator<BR>but without this one 
storing the result of the operation, and it only<BR>affects the state of the 
flags.<BR><BR><BR>CMPS (CMPSB) (CMPSW) INSTRUCTION<BR><BR>Purpose: To compare 
chains of a byte or a word.<BR><BR>Syntax:<BR><BR>CMP destiny, 
source<BR><BR>With this instruction the chain of source characters is subtracted 
from the<BR>destiny chain.<BR><BR>DI is used as an index for the extra segment 
of the source chain, and SI as<BR>an index of the destiny chain.<BR><BR>It only 
affects the content of the flags and DI as well as SI 
are<BR>incremented.<BR><BR><FONT color=#ff00ff size=+1><B><A name=4.10>4.10 Flag 
instructions</B></FONT><BR><BR>They directly affect the content of the 
flags.<BR><BR>CLC<BR>CLD<BR>CLI<BR>CMC<BR>STC<BR>STD<BR>STI<BR><BR><BR><BR>CLC 
INSTRUCTION<BR><BR>Purpose: To clean the cartage 
flag.<BR><BR>Syntax:<BR><BR>CLC<BR><BR>This instruction turns off the bit 
corresponding to the cartage flag, or in<BR>other words it puts it on 
zero.<BR><BR>CLD INSTRUCTION<BR><BR>Purpose: To clean the address 
flag.<BR><BR>Syntax:<BR><BR>CLD<BR><BR>This instruction turns off the 
corresponding bit to the address flag.<BR><BR>CLI INSTRUCTION<BR><BR>Purpose: To 
clean the interruption flag.<BR><BR>Syntax:<BR><BR>CLI<BR><BR>This instruction 
turns off the interruptions flag, disabling this way<BR>those maskarable 
interruptions.<BR><BR>A maskarable interruptions is that one whose functions are 
deactivated when<BR>IF=0.<BR><BR>CMC INSTRUCTION<BR><BR>Purpose: To complement 
the cartage flag.<BR><BR>Syntax:<BR><BR>CMC<BR><BR>This instruction complements 
the state of the CF flag, if CF = 0 the<BR>instructions equals it to 1, and if 
the instruction is 1 it equals it to 0.<BR><BR>We could say that it only 
"inverts" the value of the flag.<BR><BR>STC INSTRUCTION<BR><BR>Purpose: To 
activate the cartage flag.<BR><BR>Syntax:<BR><BR>STC<BR><BR>This instruction 
puts the CF flag in 1.<BR><BR>STD INSTRUCTION<BR><BR>Purpose: To activate the 
address flag.<BR><BR>Syntax:<BR><BR>STD<BR><BR>The STD instruction puts the DF 
flag in 1.<BR><BR>STI INSTRUCTION<BR><BR>Purpose: To activate the interruption 
flag.<BR><BR>Syntax:<BR><BR>STI<BR><BR>The instruction activates the IF flag, 
and this enables the maskarable<BR>external interruptions ( the ones which only 
function when IF = 1).<BR><BR><BR><FONT color=#ff00ff size=+1><B><A name=5>5 
Interruptions and file managing </B></FONT><BR><BR>Table of Contents<BR><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#5.1">5.1 Internal hardware 
interruptions</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#5.2">5.2 External hardware 
interruptions</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#5.3">5.3 Software 
interruptions</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#5.4">5.4 Most Common 
interruptions</A><BR><BR><BR><FONT color=#ff00ff size=+1><B><A name=5.1>5.1 
Internal hardware interruptions</B></FONT><BR><BR>Internal interruptions are 
generated by certain events which come during<BR>the execution of a 
program.<BR><BR>This type of interruptions are managed on their totality by the 
hardware<BR>and it is not possible to modify them.<BR><BR>A clear example of 
this type of interruptions is the one which actualizes<BR>the counter of the 
computer internal clock, the hardware makes the call to<BR>this interruption 
several times during a second in order to maintain the<BR>time to 
date.<BR><BR>Even though we cannot directly manage this interruption, since we 
cannot<BR>control the time dating by means of software, it is possible to use 
its<BR>effects on the computer to our benefit, for example to create a 
"virtual<BR>clock" dated continuously thanks to the clock's internal counter. We 
only<BR>have to write a program which reads the actual value of the counter and 
to<BR>translates it into an understandable format for the user.<BR><BR><FONT 
color=#ff00ff size=+1><B><A name=5.2>5.2 External hardware 
interruptions</B></FONT><BR><BR>External interruptions are generated by 
peripheral devices, such as<BR>keyboards, printers, communication cards, etc. 
They are also generated by<BR>coprocessors. It is not possible to deactivate 
external interruptions.<BR><BR>These interruptions are not sent directly to the 
CPU, but rather they are<BR>sent to an integrated circuit whose function is to 
exclusively handle this<BR>type of interruptions. The circuit, called PIC8259A, 
is controlled by the<BR>CPU using for this control a series of communication 
ways called paths.<BR><BR><BR><FONT color=#ff00ff size=+1><B><A name=5.3>5.3 
Software interruptions</B></FONT><BR><BR>Software interruptions can be directly 
activated by the assembler invoking<BR>the number of the desired interruption 
with the INT instruction.<BR><BR>The use of interruptions helps us in the 
creation of programs, and by using<BR>them our programs are shorter, it is 
easier to understand them and they<BR>usually have a better performance mostly 
due to their smaller size.<BR><BR>This type of interruptions can be separated in 
two categories: the<BR>operative system DOS interruptions and the BIOS 
interruptions.<BR><BR>The difference between the two is that the operative 
system interruptions<BR>are easier to use but they are also slower since these 
interruptions make<BR>use of the BIOS to achieve their goal, on the other hand 
the BIOS<BR>interruptions are much faster but they have the disadvantage that 
since<BR>they are part of the hardware, they are very specific and can 
vary<BR>depending even on the brand of the maker of the circuit.<BR><BR>The 
election of the type of interruption to use will depend solely on 
the<BR>characteristics you want to give your program: speed, using the BIOS 
ones,<BR>or portability, using the ones from the DOS.<BR><BR><BR><FONT 
color=#ff00ff size=+1><B><A name=5.4>5.4 Most common 
interruptions</B></FONT><BR><BR>Table of Contents<BR><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#5.4.1">5.4.1 Int 21H (DOS 
interruption) Multiple calls to DOS functions.</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#5.4.2">5.4.2 Int 10H (BIOS 
interruption) Video input/output.</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#5.4.3">5.4.3 Int 16H (BIOS 
interruption) Keyboard input/output.</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#5.4.4">5.4.4 Int 17H (BIOS 
interruption) Printer input/output.</A><BR><BR><BR><FONT color=#ff00ff 
size=+1><B><A name=5.41>5.41 21H Interruption</B></FONT><BR>Purpose: To call on 
diverse DOS functions.<BR><BR>Syntax:<BR><BR>Int 21H<BR><BR>Note: When we work 
in TASM program is necessary to specify that the value we<BR>are using is 
hexadecimal.<BR><BR>This interruption has several functions, to access each one 
of them it is<BR>necessary that the function number which is required at the 
moment of<BR>calling the interruption is in the AH register.<BR><BR>Functions to 
display information to the video.<BR><BR>02H Exhibits output<BR>09H Chain 
Impression (video)<BR>40H Writing in device/file<BR><BR>Functions to read 
information from the keyboard.<BR><BR>01H Input from the keyboard<BR>0AH Input 
from the keyboard using buffer<BR>3FH Reading from device/file<BR><BR>Functions 
to work with files.<BR><BR>In this section only the specific task of each 
function is exposed, for a<BR>reference about the concepts used, refer to unit 
7, titled : "Introduction<BR>to file handling".<BR><BR>FCB Method<BR><BR>0FH 
Open file<BR>14H Sequential reading<BR>15H Sequential writing<BR>16H Create 
file<BR>21H Random reading<BR>22H Random writing<BR><BR>Handles<BR><BR>3CH 
Create file<BR>3DH Open file<BR>3EH Close file driver<BR>3FH Reading from 
file/device<BR>40H Writing in file/device<BR>42H Move pointer of reading/writing 
in file<BR><BR>02H FUNCTION<BR><BR>Use:<BR><BR>It displays one character to the 
screen.<BR><BR>Calling registers:<BR><BR>AH = 02H<BR>DL = Value of the character 
to display.<BR><BR>Return registers:<BR><BR>None.<BR><BR>This function displays 
the character whose hexadecimal code corresponds to<BR>the value stored in the 
DL register, and no register is modified by using<BR>this command.<BR><BR>The 
use of the 40H function is recommended instead of this function.<BR><BR>09H 
FUNCTION<BR><BR>Use:<BR><BR>It displays a chain of characters on the 
screen.<BR><BR>Call registers:<BR><BR>AH = 09H<BR>DS:DX = Address of the 
beginning of a chain of characters.<BR><BR>Return 
registers:<BR><BR>None.<BR><BR>This function displays the characters, one by 
one, from the indicated<BR>address in the DS:DX register until finding a $ 
character, which is<BR>interpreted as the end of the chain.<BR><BR>It is 
recommended to use the 40H function instead of this one.<BR><BR>40H 
FUNCTION<BR><BR>Use:<BR><BR>To write to a device or a file.<BR><BR>Call 
registers:<BR><BR>AH = 40H<BR>BX = Path of communication<BR>CX = Quantity of 
bytes to write<BR>DS:DX = Address of the beginning of the data to 
write<BR><BR>Return registers:<BR><BR>CF = 0 if there was no mistake<BR><BR>AX = 
Number of bytes written<BR><BR>CF = 1 if there was a mistake<BR><BR>AX = Error 
code<BR><BR>The use of this function to display information on the screen is 
done by<BR>giving the BX register the value of 1 which is the preassigned value 
to the<BR>video by the operative system MS-DOS.<BR><BR>01H 
FUNCTION<BR><BR>Use:<BR><BR>To read a keyboard character and to display 
it.<BR><BR>Call registers<BR><BR>AH = 01H<BR><BR>Return registers:<BR><BR>AL = 
Read character<BR><BR>It is very easy to read a character from the keyboard with 
this function,<BR>the hexadecimal code of the read character is stored in the AL 
register. In<BR>case it is an extended register the AL register will contain the 
value of 0<BR>and it will be necessary to call on the function again to obtain 
the code<BR>of that character.<BR><BR>0AH FUNCTION<BR><BR>Use:<BR><BR>To read 
keyboard characters and store them on the buffer.<BR><BR>Call 
registers:<BR><BR>AH = 0AH<BR>DS:DX = Area of storage address<BR>BYTE 0 = 
Quantity of bytes in the area<BR>BYTE 1 = Quantity of bytes read<BR>from BYTE 2 
till BYTE 0 + 2 = read characters<BR><BR>Return 
characters:<BR><BR>None.<BR><BR>The characters are read and stored in a 
predefined space on memory. The<BR>structure of this space indicate that in the 
first byte are indicated how<BR>many characters will be read. On the second byte 
the number of characters<BR>already read are stored, and from the third byte on 
the read characters are<BR>written.<BR><BR>When all the indicated characters 
have been stored the speaker sounds and<BR>any additional character is ignored. 
To end the capture of the chain it is<BR>necessary to hit [ENTER].<BR><BR>3FH 
FUNCTION<BR><BR>Use:<BR><BR>To read information from a device or 
file.<BR><BR>Call registers:<BR><BR>AH = 3FH<BR>BX = Number assigned to the 
device<BR>CX = Number of bytes to process<BR>DS:DX = Address of the storage 
area<BR><BR>Return registers:<BR><BR>CF = 0 if there is no error and AX = number 
of read bytes.<BR>CF = 1 if there is an error and AX will contain the error 
code.<BR><BR>0FH FUNCTION<BR><BR>Use:<BR><BR>To open an FCB file<BR><BR>Call 
registers:<BR><BR>AH = 0FH<BR>DS:DX = Pointer to an FCB<BR><BR>Return 
registers:<BR><BR>AL = 00H if there was no problem, otherwise it returns to 
0FFH<BR><BR>14H FUNCTION<BR><BR>Use:<BR><BR>To sequentially read an FCB 
file.<BR><BR>Call registers:<BR><BR>AH = 14H<BR>DS:DX = Pointer to an FCB 
already opened.<BR><BR>Return registers:<BR><BR>AL = 0 if there were no errors, 
otherwise the corresponding error code will be returned: 1 error at the end of 
the file, 2 error on the FCB structure and 3 pa<BR><BR>What this function does 
is that it reads the next block of information from<BR>the address given by 
DS:DX, and dates this register.<BR><BR>15H FUNCTION<BR><BR>Use:<BR><BR>To 
sequentially write and FCB file.<BR><BR>Call registers:<BR><BR>AH = 15H<BR>DS:DX 
= Pointer to an FCB already opened.<BR><BR>Return registers:<BR><BR>AL = 00H if 
there were no errors, otherwise it will contain the error code: 1 full disk or 
read-only file, 2 error on the formation or on the specification of<BR><BR>The 
15H function dates the FCB after writing the register to the 
present<BR>block.<BR><BR>16H FUNCTION<BR><BR>Use:<BR><BR>To create an FCB file. 
Call registers:<BR><BR>AH = 16H<BR>DS:DX = Pointer to an already opened 
FCB.<BR><BR>Return registers:<BR><BR>AL = 00H if there were no errors, otherwise 
it will contain the 0FFH value.<BR><BR>It is based on the information which 
comes on an FCB to create a file on a<BR>disk.<BR><BR>21H 
FUNCTION<BR><BR>Use:<BR><BR>To read in an random manner an FCB file.<BR><BR>Call 
registers:<BR><BR>AH = 21H<BR>DS:DX = Pointer to and opened FCB.<BR><BR>Return 
registers:<BR><BR>A = 00H if there was no error, otherwise AH will contain the 
code of the error: 1 if it is the end of file, 2 if there is an FCB 
specification error and 3 if<BR><BR>This function reads the specified register 
by the fields of the actual block<BR>and register of an opened FCB and places 
the information on the DTA, Disk<BR>Transfer Area.<BR><BR>22H 
FUNCTION<BR><BR>Use:<BR><BR>To write in an random manner an FCB 
file.<BR><BR>Call registers:<BR><BR>AH = 22H<BR>DS:DX = Pointer to an opened 
FCB.<BR><BR>Return registers:<BR><BR>AL = 00H if there was no error, otherwise 
it will contain the error code: 1 if the disk is full or the file is an only 
read and 2 if there is an error on the<BR><BR>It writes the register specified 
by the fields of the actual block and<BR>register of an opened FCB. It writes 
this information from the content of<BR>the DTA.<BR><BR>3CH 
FUNCTION<BR><BR>Use:<BR><BR>To create a file if it does not exist or leave it on 
0 length if it exists,<BR>Handle.<BR><BR>Call registers:<BR><BR>AH = 3CH<BR>CH = 
File attribute<BR>DS:DX = Pointer to an ASCII specification.<BR><BR>Return 
registers:<BR>CF = 0 and AX the assigned number to handle if there is no error, 
in case there is, CF <BR>ill be 1 and AX will contain the error code: 3 path not 
found, 4 there<BR>This function substitutes the 16H function. The name of the 
file is<BR>specified on an ASCII chain, which has as a characteristic being 
a<BR>conventional chain of bytes ended with a 0 character.<BR><BR>The file 
created will contain the attributes defined on the CX register in<BR>the 
following manner:<BR><BR>Value Attributes<BR>00H Normal<BR>02H Hidden<BR>04H 
System<BR>06H Hidden and of system<BR><BR>The file is created with the reading 
and writing permissions. It is not<BR>possible to create directories using this 
function.<BR><BR>3DH FUNCTION<BR><BR>Use:<BR><BR>It opens a file and returns a 
handle.<BR><BR>Call registers:<BR><BR>AH = 3DH<BR>AL = manner of access<BR>DS:DX 
= Pointer to an ASCII specification<BR><BR>Return registers:<BR><BR>CF = 0 and 
AX = handle number if there are no errors, otherwise CF = 1 and <BR>AX = error 
code: 01H if the function is not valid, 02H if the file was not found, 
03<BR><BR>The returned handled is 16 bits.<BR><BR>The access code is specified 
in the following way:<BR><BR>BITS<BR>7 6 5 4 3 2 1<BR><BR>. . . . 0 0 0 Only 
reading<BR>. . . . 0 0 1 Only writing<BR>. . . . 0 1 0 Reading/Writing<BR>. . . 
x . . . RESERVED<BR><BR>3EH FUNCTION<BR><BR>Use:<BR><BR>Close file 
(handle).<BR><BR>Call registers:<BR><BR>AH = 3EH<BR>BX = Assigned 
handle<BR><BR>Return registers:<BR><BR>CF = 0 if there were no mistakes, 
otherwise CF will be 1 and AX will contain the error code: 06H if the handle is 
invalid.<BR><BR>This function dates the file and frees the handle it was 
using.<BR><BR>3FH FUNCTION<BR><BR>Use:<BR><BR>To read a specific quantity of 
bytes from an open file and store them on a<BR>specific buffer.<BR><BR><FONT 
color=#ff00ff size=+1><B><A name=5.4.2>5.4.2 10h 
Interruption</B></FONT><BR><BR>Purpose: To call on diverse BIOS video 
function<BR><BR>Syntax:<BR><BR>Int 10H<BR><BR>This interruption has several 
functions, all of them control the video<BR>input/output, to access each one of 
them it is necessary that the function<BR>number which is required at the moment 
of calling the interruption is in<BR>the Ah register.<BR><BR>In this tutorial we 
will see some functions of the 10h interruption.<BR><BR>Common functions of the 
10h interruption<BR><BR>02H Function, select the cursor position<BR>09H 
Function, write attribute and character of the cursor<BR>0AH Function, write a 
character in the cursor position<BR>0EH Function, Alphanumeric model of the 
writing characters<BR><BR>02h Function<BR><BR>Use:<BR><BR>Moves the cursor on 
the computer screen using text model.<BR><BR>Call registers:<BR><BR>AH = 
02H<BR><BR>BH = Video page where the cursor is positioned.<BR><BR>DH = 
row<BR><BR>DL = Column<BR><BR>Return Registers:<BR><BR>None.<BR><BR>The cursor 
position is defined by its coordinates, starting from the<BR>position 0,0 to 
position 79,24. This means from the left per computer<BR>screen corner to right 
lower computer screen. Therefore the numeric values<BR>that the DH and DL 
registers get in text model are: from 0 to 24 for rows<BR>and from 0 to 79 for 
columns.<BR><BR>09h Function<BR><BR>Use:<BR><BR>Shows a defined character 
several times on the computer screen with a<BR>defined attribute, starting with 
the actual cursor position.<BR><BR>Call registers:<BR><BR>AH = 09H<BR>AL = 
Character to display<BR>BH = Video page, where the character will display 
it;<BR>BL = Attribute to use<BR>number of repetition.<BR><BR>Return 
registers:<BR><BR>None<BR><BR>This function displays a character on the computer 
screen several times,<BR>using a specified number in the CX register but without 
changing the cursor<BR>position on the computer screen.<BR><BR>0Ah 
Function<BR><BR>Use:<BR><BR>Displays a character in the actual cursor 
position.<BR><BR>Call registers:<BR><BR>AH = 0AH<BR>AL = Character to 
display<BR>BH = Video page where the character will display it<BR>BL = Color to 
use (graphic mode only).<BR>CX = number of repetitions<BR><BR>Return 
registers:<BR><BR>None.<BR><BR>The main difference between this function and the 
last one is that this one<BR>doesn't allow modifications on the attributes 
neither does it change the<BR>cursor position.<BR><BR>0EH 
Function<BR><BR>Use:<BR><BR>Displays a character on the computer screen dates 
the cursor position.<BR><BR>Call registers:<BR><BR>AH = 0EH<BR>AL = Character to 
display<BR>BH = Video page where the character will display it<BR>BL = Color to 
use (graphic mode only).<BR><BR>Return registers:<BR><BR>None<BR><BR><BR><FONT 
color=#ff00ff size=+1><B><A name=5.4.3>5.4.3 16H 
interruption</B></FONT><BR><BR>We will see two functions of the 16 h 
interruption, these functions are<BR>called by using the AH 
register.<BR><BR>Functions of the 16h interruption<BR><BR>00H Function, reads a 
character from the keyboard.<BR>01H Function, reads the keyboard 
state.<BR><BR>00H Function Use:<BR><BR>Reads a character from the 
keyboard.<BR><BR>Call registers:<BR><BR>AH = 00H<BR><BR>Return 
registers:<BR><BR>AH = Scan code of the keyboard<BR>AL = ASCII value of the 
character<BR><BR>When we use this interruption, the program executing is halted 
until a<BR>character is typed, if this is an ASCII value; it is stored in the 
Ah<BR>register, Else the scan code is stored in the AL register and the 
AH<BR>register contents the value 00h.<BR><BR>The proposal of the scan code is 
to use it with the keys without ASCII<BR>representation as [ALT][CONTROL], the 
function keys and so on.<BR><BR>01h function<BR><BR>Use:<BR><BR>Reads the 
keyboard state<BR><BR>Call registers:<BR><BR>AH = 01H<BR><BR>Return 
registers:<BR><BR>If the flag register is zero, this means, there is information 
on the<BR>buffer memory, else, there is no information in the buffer 
memory.<BR>Therefore the value of the Ah register will be the value key stored 
in the<BR>buffer memory.<BR><BR><BR>5.4.4 17H Interruption<BR><BR>Purpose: 
Handles the printer input/output.<BR><BR>Syntax:<BR><BR>Int 17H<BR><BR>This 
interruption is used to write characters on the printer, sets printer<BR>and 
reads the printer state.<BR><BR>Functions of the 16h interruptions<BR><BR>00H 
Function, prints value ASCII out<BR>01H Function, sets printer <BR>02H Function, 
the printer state<BR><BR>00H Function<BR><BR>Use:<BR><BR>Writes a character on 
the printer.<BR><BR>Call registers:<BR><BR>AH = 00H<BR>AL = Character to 
print.<BR>DX = Port to use.<BR><BR>Return registers:<BR><BR>AH = Printer device 
state.<BR><BR>The port to use is in the DX register, the different values are: 
LPT1 = 0,<BR>LPT2 = 1, LPT3 = 2 ...<BR><BR>The printer device state is coded bit 
by bit as follows:<BR><BR>BIT 1/0 
MEANING<BR>----------------------------------------<BR>0 1 The waited time is 
over<BR>1 -<BR>2 -<BR>3 1 input/output error<BR>4 1 Chosen printer<BR>5 1 
out-of-paper<BR>6 1 communication recognized<BR>7 1 The printer is ready to 
use<BR><BR>1 and 2 bits are not relevant<BR><BR>Most BIOS sport 3 parallel 
ports, although there are BIOS which sport 4<BR>parallel ports.<BR><BR>01h 
Function<BR><BR>Use:<BR><BR>Sets parallel port.<BR><BR>Call registers:<BR><BR>AH 
= 01H<BR>DX = Port to use<BR><BR>Return registers:<BR><BR>AH = Printer status 
<BR><BR>Port to use is defined in the DX register, for example: LPT=0, LPT2=1, 
and<BR>so on.<BR><BR>The state of the printer is coded bit by bit as 
follows:<BR><BR>BIT 1/0 MEANING<BR>----------------------------------------<BR>0 
1 The waited time is over<BR>1 -<BR>2 -<BR>3 1 input/output error<BR>4 1 Chosen 
printer<BR>5 1 out-of-paper<BR>6 1 communication recognized<BR>7 1 The printer 
is ready to use<BR><BR>1 and 2 bits are not relevant<BR><BR>Most BIOS sport 3 
parallel ports, although there are BIOS which sport 4<BR>parallel 
ports.<BR><BR>02h Function<BR><BR>Uses:<BR><BR>Gets the printer 
status.<BR><BR>Call registers:<BR><BR>AH = 01H<BR>DX = Port to use<BR><BR>Return 
registers<BR><BR>AH = Printer status.<BR><BR>Port to use is defined in the DX 
register, for example: LPT=0, LPT2=1, and<BR>so on<BR><BR>The state of the 
printer is coded bit by bit as follows:<BR><BR>BIT 1/0 
MEANING<BR>----------------------------------------<BR>0 1 The waited time is 
over<BR>1 -<BR>2 -<BR>3 1 input/output error<BR>4 1 Chosen printer<BR>5 1 
out-of-paper<BR>6 1 communication recognized<BR>7 1 The printer is ready to 
use<BR><BR>1 and 2 bits are not relevant<BR><BR>Most BIOS sport 3 parallel 
ports, although there are BIOS which sport 4<BR>parallel ports. 
<BR><BR><BR><FONT color=#ff00ff size=+1><B><A name=5.5>5.5 Ways of working with 
files</B></FONT><BR><BR>There are two ways to work with files, the first one is 
by means of file<BR>control blocks or "FCB" and the second one is by means of 
communication<BR>channels, also known as "handles".<BR><BR>The first way of file 
handling has been used since the CPM operative<BR>system, predecessor of DOS, 
thus it assures certain compatibility with very<BR>old files from the CPM as 
well as from the 1.0 version of the DOS, besides<BR>this method allows us to 
have an unlimited number of open files at the same<BR>time. If you want to 
create a volume for the disk the only way to achieve<BR>this is by using this 
method.<BR><BR>Even after considering the advantages of the FCB, the use of 
the<BR>communication channels it is much simpler and it allows us a 
better<BR>handling of errors, besides, since it is much newer it is very 
probable<BR>that the files created this way maintain themselves compatible 
through<BR>later versions of the operative system.<BR><BR>For a greater facility 
on later explanations I will refer to the file<BR>control blocks as FCBs and to 
the communication channels as handles.<BR><BR><BR><FONT color=#ff00ff 
size=+1><B><A name=5.6>5.6 FCB method</B></FONT><BR><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#5.6.1">5.6.1 
Introduction</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#5.6.2">5.6.2 Open 
files</A><BR><A href="http://thsun1.jinr.ru/~alvladim/man/asm.html#5.6.3">5.6.3 
Create a new file</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#5.6.4">5.6.4 Sequential 
writing</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#5.6.5">5.6.5 Sequential 
reading</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#5.6.6Random">5.6.6Random 
reading and writing</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#5.6.7">5.6.7 Close a 
file</A><BR><BR><BR><FONT color=#ff00ff size=+1><B><A name=5.6.1>5.6.1 
Introduction</B></FONT><BR><BR>There are two types of FCB, the normal, whose 
length is 37 bytes and the<BR>extended one of 44 bytes.<BR>On this tutorial we 
will only deal with the first type, so from now on when<BR>I refer to an FCB, I 
am really talking about a 37 bytes FCB.<BR><BR>The FCB is composed of 
information given by the programmer and by<BR>information which it takes 
directly from the operative system.<BR>When thesetypes of files are used it is 
only possible to work on the current<BR>directory since the FCBs do not provide 
sport for the use of the organization by directories of DOS.<BR><BR>The FCB is 
formed by the following fields:<BR><BR>POSITION LENGTH MEANING<BR>00H 1 Byte 
Drive<BR>01H 8 Bytes File name<BR>09H 3 Bytes Extension<BR>0CH 2 Bytes Block 
number<BR>0EH 2 Bytes Register size<BR>10H 4 Bytes File size<BR>14H 2 Bytes 
Creation date<BR>16H 2 Bytes Creation hour<BR>18H 8 Bytes Reserved<BR>20H 1 
Bytes Current register<BR>21H 4 Bytes Random register<BR><BR>To select the work 
drive the next format is followed: drive A = 1; drive B<BR>= 2; etc. If 0 is 
used the drive being used at that moment will be taken as<BR>option.<BR><BR>The 
name of the file must be justified to the left and in case it is<BR>necessary 
the remaining bytes will have to be filled with spaces, and the<BR>extension of 
the file is placed the same way.<BR><BR>The current block and the current 
register tell the computer which register<BR>will be accessed on reading or 
writing operations. A block is a gro of<BR>128 registers. The first block of the 
file is the block 0. The first<BR>register is the register 0, therefore the last 
register of the first block<BR>would be the 127, since the numbering started 
with 0 and the block can<BR>contain 128 registers in total.<BR><BR><FONT 
color=#ff00ff size=+1><B><A name=5.6.2>5.6.2 Opening files</B></FONT><BR><BR>To 
open an FCB file the 21H interruption, 0FH function is used. The unit,<BR>the 
name and extension of the file must be initialized before opening it.<BR>The DX 
register must point to the block. If the value of FFH is returned on<BR>the AH 
register when calling on the interruption then the file was not<BR>found, if 
everything came out well a value of 0 will be returned.<BR><BR>If the file is 
opened then DOS initializes the current block to 0, the size<BR>of the register 
to 128 bytes and the size of the same and its date are<BR>filled with the 
information found in the directory.<BR><BR><FONT color=#ff00ff size=+1><B><A 
name=5.6.3>5.6.3 Creating a new file</B></FONT><BR><BR>For the creation of files 
the 21H interruption 16H function is used.<BR>DX must point to a control 
structure whose requirements are that at least<BR>the logic unit, the name and 
the extension of the file be defined.<BR>In case there is a problem the FFH 
value will be returned on AL, otherwise<BR>this register will contain a value of 
0.<BR><BR><FONT color=#ff00ff size=+1><B><A name=5.6.4>5.6.4 Sequential 
writing</B></FONT><BR><BR>Before we can perform writing to the disk it is 
necessary to define the<BR>data transfer area using for this end the 1AH 
function of the 21H<BR>interruption.<BR><BR>The 1AH function does not return any 
state of the disk nor or the<BR>operation, but the 15H function, which is the 
one we will use to write to<BR>the disk, does it on the AL register, if this one 
is equal to zero there<BR>was no error and the fields of the current register 
and block are dated.<BR><BR><FONT color=#ff00ff size=+1><B><A name=5.6.5>5.6.5 
Sequential reading</B></FONT><BR><BR>Before anything we must define the file 
transfer area or DTA.<BR>In order to sequentially read we use the 14H function 
of the 21H<BR>interruption.<BR>The register to be read is the one which is 
defined by the current block<BR>and register. The AL register returns to the 
state of the operation, if AL<BR><BR>contains a value of 1 or 3 it means we have 
reached the end of the file. A<BR>value of 2 means that the FCB is wrongly 
structured.<BR>In case there is no error, AL will contain the value of 0 and the 
fields of<BR>the current block and register are dated.<BR><BR><FONT 
color=#ff00ff size=+1><B><A name=5.6.6>5.6.6 Random reading and 
writing</B></FONT><BR><BR>The 21H function and the 22H function of the 21H 
interruption are the ones<BR>in charge of realizing the random readings and 
writings respectively.<BR><BR>The random register number and the current block 
are used to calculate<BR>the relative position of the register to read or 
write.<BR><BR>The AL register returns the same information for the sequential 
reading of<BR>writing. The information to be read will be returned on the 
transfer area<BR>of the disk, likewise the information to be written resides on 
the DTA.<BR><BR><FONT color=#ff00ff size=+1><B><A name=5.6.7>5.6.7 Closing a 
file</B></FONT><BR><BR>To close a file we use the 10H function of the 21H 
interruption.<BR><BR>If after invoking this function, the AL register contains 
the FFH value,<BR>this means that the file has changed position, the disk was 
changed or<BR>there is error of disk access.<BR><BR><FONT color=#ff00ff 
size=+1><B><A name=5.7>5.7 Channels of communication</B></FONT><BR><BR>Table of 
Contents<BR><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#5.7.1">5.7.1 Working with 
handles</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#5.7.2">5.7.2 Functions to use 
handles</A><BR><BR><BR><FONT color=#ff00ff size=+1><B><A name=5.7.1>5.7.1 
Working with handles</B></FONT><BR><BR>The use of handles to manage files 
greatly facilitates the creation of<BR>files and programmer can concentrate on 
other aspects of the programming<BR>without worrying on details which can be 
handled by the operative system.<BR>The easy use of the handles consists in that 
to operate o a file, it is<BR>only necessary to define the name of the same and 
the number of the handle<BR>to use, all the rest of the information is 
internally handled by the DOS.<BR><BR>When we use this method to work with 
files, there is no distinction between<BR>sequential or random accesses, the 
file is simply taken as a chain of<BR>bytes.<BR><BR><FONT color=#ff00ff 
size=+1><B><A name=5.7.2>5.7.2 Functions to use handles</B></FONT><BR><BR>The 
functions used for the handling of files through handles are described<BR>in 
unit 6: Interruptions, in the section dedicated to the 21H 
interruption.<BR><BR><FONT color=#ff00ff size=+1><B><A name=6>6 Macros and 
procedures </B></FONT><BR><BR>table of Contents<BR><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#6.1">6.1 Procedures</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#6.2">6.2 
Macros</A><BR><BR><BR><FONT color=#ff00ff size=+1><B><A name=6.1>6.1 
Procedure</B></FONT><BR><BR>Definition of procedure<BR><BR>A procedure is a 
collection of instructions to which we can direct the flow<BR>of our program, 
and once the execution of these instructions is over<BR>control is given back to 
the next line to process of the code which called<BR>on the 
procedure.<BR><BR>Procedures help us to create legible and easy to modify 
programs.<BR><BR>At the time of invoking a procedure the address of the next 
instruction of<BR>the program is kept on the stack so that, once the flow of the 
program has<BR>been transferred and the procedure is done, one can return to the 
next line<BR>of the original program, the one which called the 
procedure.<BR><BR>Syntax of a Procedure<BR><BR>There are two types of 
procedures, the intrasegments, which are found on<BR>the same segment of 
instructions, and the inter-segments which can be<BR>stored on different memory 
segments.<BR><BR>When the intrasegment procedures are used, the value of IP is 
stored on the<BR>stack and when the intrasegments are used the value of CS:IP is 
stored.<BR><BR>To divert the flow of a procedure (calling it), the following 
directive is<BR>used:<BR><BR>CALL NameOfTheProcedure<BR><BR>The part which make 
a procedure are:<BR><BR>Declaration of the procedure<BR>Code of the 
procedure<BR>Return directive<BR>Termination of the procedure<BR><BR>For 
example, if we want a routine which adds two bytes stored in AH and AL<BR>each 
one, and keep the addition in the BX register:<BR><BR>Adding Proc Near ; 
Declaration of the procedure<BR>Mov Bx, 0 ; Content of the procedure<BR>Mov B1, 
Ah<BR>Mov Ah, 00<BR>Add Bx, Ax<BR>Ret ; Return directive<BR>Add Endp ; End of 
procedure declaration<BR><BR>On the declaration the first word, Adding, 
corresponds to the name of out<BR>procedure, Proc declares it as such and the 
word Near indicates to the MASM<BR>that the procedure is intrasegment. <BR>The 
Ret directive loads the IP address stored on the stack to return to the original 
program, lastly, the Add Endp directive indicates the end of the 
procedure.<BR><BR>To declare an inter segment procedure we substitute the word 
Near for the<BR>word FAR.<BR><BR>The calling of this procedure is done the 
following way:<BR><BR>Call Adding<BR><BR>Macros offer a greater flexibility in 
programming compared to the<BR>procedures, nonetheless, these last ones will 
still be used.<BR><BR><FONT color=#ff00ff size=+1><B><A name=6.2>6.2 
Macros</B></FONT><BR><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#6.2.1">6.2.1 Definition of a 
macro</A><BR><A href="http://thsun1.jinr.ru/~alvladim/man/asm.html#6.2.2">6.2.2 
Syntax of a macro</A><BR><A 
href="http://thsun1.jinr.ru/~alvladim/man/asm.html#6.2.3">6.2.3 Macro 
libraries</A><BR><BR><BR><FONT color=#ff00ff size=+1><B><A name=6.2.1>6.2.1 
Definition of the macro</B></FONT><BR><BR>A macro is a gro of repetitive 
instructions in a program which are<BR>codified only once and can be used as 
many times as necessary.<BR><BR>The main difference between a macro and a 
procedure is that in the macro<BR>the passage of parameters is possible and in 
the procedure it is not, this<BR>is only applicable for the TASM - there are 
other programming languages<BR>which do allow it. At the moment the macro is 
executed each parameter is<BR>substituted by the name or value specified at the 
time of the call.<BR><BR>We can say then that a procedure is an extension of a 
determined program,<BR>while the macro is a module with specific functions which 
can be used by<BR>different programs.<BR><BR>Another difference between a macro 
and a procedure is the way of calling<BR>each one, to call a procedure the use 
of a directive is required, on the<BR>other hand the call of macros is done as 
if it were an assembler<BR>instruction.<BR><BR><FONT color=#ff00ff size=+1><B><A 
name=6.2.2>6.2.2 Syntax of a Macro</B></FONT><BR><BR>The parts which make a 
macro are:<BR><BR>Declaration of the macro<BR>Code of the macro<BR>Macro 
termination directive<BR><BR>The declaration of the macro is done the following 
way:<BR><BR>NameMacro MACRO [parameter1, parameter2...]<BR><BR>Even though we 
have the functionality of the parameters it is possible to<BR>create a macro 
which does not need them.<BR><BR>The directive for the termination of the macro 
is: ENDM<BR><BR>An example of a macro, to place the cursor on a determined 
position on the<BR>screen is:<BR><BR>Position MACRO Row, Column<BR>PUSH 
AX<BR>PUSH BX<BR>PUSH DX<BR>MOV AH, 02H<BR>MOV DH, Row<BR>MOV DL, Column<BR>MOV 
BH, 0<BR>INT 10H<BR>POP DX<BR>POP BX<BR>POP AX<BR>ENDM<BR><BR>To use a macro it 
is only necessary to call it by its name, as if it were<BR>another assembler 
instruction, since directives are no longer necessary as<BR>in the case of the 
procedures. Example:<BR><BR>Position 8, 6<BR><BR><FONT color=#ff00ff 
size=+1><B><A name=6.2.3>6.2.3 Macro Libraries</B></FONT><BR><BR>One of the 
facilities that the use of macros offers is the creation of<BR>libraries, which 
are groups of macros which can be included in a program<BR>from a different 
file.<BR><BR>The creation of these libraries is very simple, we only have to 
write a<BR>file with all the macros which will be needed and save it as a text 
file.<BR><BR>To call these macros it is only necessary to use the following 
instruction<BR>Include NameOfTheFile, on the part of our program where we would 
normally<BR>write the macros, this is, at the beginning of our program, before 
the<BR>declaration of the memory model.<BR><BR>The macros file was saved with 
the name of MACROS.TXT, the<BR>instruction Include would be used the following 
way:<BR><BR>;Beginning of the program<BR>Include MACROS.TXT<BR>.MODEL 
SMALL<BR>.DATA<BR>;The data goes here<BR>.CODE<BR>Beginning:<BR>;The code of the 
program is inserted here<BR>.STACK<BR>;The stack is defined<BR>End 
beginning<BR>;Our program ends<BR><BR>More debug program examples<BR><BR>In this 
section we provide you several assembler programs to run in the<BR>debug 
program. You can execute each assembler program using the "t" (trace) command, 
to see what each instruction does.<BR><BR>First 
example<BR><BR>-a0100<BR>297D:0100 MOV AX,0006 ; Puts value 0006 at register 
AX<BR>297D:0103 MOV BX,0004 ;Puts value 0004 at register BX<BR>297D:0106 ADD 
AX,BX ;Adds BX to AX contents<BR>297D:0108 INT 20 ;Causes end of the 
Program<BR><BR>The only thing that this program does is to save two values in 
two<BR>registers and add the value of one to the other.<BR><BR>Second 
example<BR><BR>- a100<BR>0C1B:0100 jmp 125 ; Jumps to direction 
125H<BR>0C1B:0102 [Enter]<BR>- e 102 'Hello, How are you ?' 0d 0a '$'<BR>- 
a125<BR>0C1B:0125 MOV DX,0102 ; Copies string to DX register<BR>0C1B:0128 MOV 
CX,000F ; Times the string will be displayed<BR>0C1B:012B MOV AH,09 ; Copies 09 
value to AH register<BR>0C1B:012D INT 21 ; Displays string<BR>0C1B:012F DEC CX ; 
Reduces in 1 CX<BR>0C1B:0130 JCXZ 0134 ; If CX is equal to 0 jumps to 
0134<BR>0C1B:0132 JMP 012D ; Jumps to direction 012D<BR>0C1B:0134 INT 20 ; Ends 
the program<BR><BR>This program displays on the screen 15 times a character 
string.<BR><BR>Third example<BR><BR>-a100<BR>297D:0100 MOV AH,01 ;Function to 
change the cursor<BR>297D:0102 MOV CX,0007 ;Forms the cursor<BR>297D:0105 INT 10 
;Calls for BIOS<BR>297D:0107 INT 20 ;Ends the program<BR><BR>This program is 
good for changing the form of the cursor.<BR><BR>Fourth 
example<BR><BR>-a100<BR>297D:0100 MOV AH,01 ; Funtion 1 (reads 
keyboard)<BR>297D:0102 INT 21 ; Calls for DOS<BR>297D:0104 CMP AL,0D ; Compares 
if what is read is a carriage return<BR>297D:0106 JNZ 0100 ; If it is not, reads 
another character<BR>297D:0108 MOV AH,02 ; Funtion 2 (writes on the 
screen)<BR>297D:010A MOV DL,AL ; Character to write on AL<BR>297D:010C INT 21 ; 
Calls for DOS<BR>297D:010E INT 20 ; Ends the program<BR><BR>This program uses 
DOS 21H interruption. It uses two functions of the same:<BR>the first one reads 
the keyboard (function 1) and the second one writes on<BR>the screen. It reads 
the keyboard characters until it finds a carriage<BR>return.<BR><BR>Fifth 
example<BR><BR>-a100<BR>297D:0100 MOV AH,02 ; Function 2 (writes on the 
screen)<BR>297D:0102 MOV CX,0008 ; Puts value 0008 on register CX<BR>297D:0105 
MOV DL,00 ; Puts value 00 on register DL<BR>297D:0107 RCL BL,1 ; Rotates the 
byte in BL to the left by one bit through the ;carry flag<BR>297D:0109 ADC DL,30 
; Converts flag register to1<BR>297D:010C INT 21 ; Calls for DOS<BR>297D:010E 
LOOP 0105 ; Jumps if CX &gt; 0 to direction 0105<BR>297D:0110 INT 20 ; Ends the 
program<BR><BR>This program displays on the screen a binary number through a 
conditional<BR>cycle (LOOP) using byte rotation.<BR><BR>Sixth 
example<BR><BR>-a100<BR>297D:0100 MOV AH,02 ; Function 2 (writes on the 
screen)<BR>297D:0102 MOV DL,BL ; Puts BL's value on DL<BR>297D:0104 ADD DL,30 ; 
Adds value 30 to DL<BR>297D:0107 CMP DL,3A ; Compares 3A value with DL's 
contents without affecting ; its value only modifying the state of the 
car<BR>297D:010A JL 010F ; jumps if <DIRECTION 010f<br>297D:010C ADD DL,07 ; 
Adds 07 value on DL<BR>297D:010F INT 21 ; Calls for Dos<BR>297D:0111 INT 20 ; 
Ends the Program<BR><BR>This program prints a zero value on hex 
digits<BR><BR>Seventh example<BR><BR>-a100<BR>297D:0100 MOV AH,02 ; Function 2 
(writes on the screen)<BR>297D:0102 MOV DL,BL ; Puts BL value on DL<BR>297D:0104 
AND DL,0F ; Carries ANDing numbers bit by bit<BR>297D:0107 ADD DL,30 ; Adds 30 
to Dl<BR>297D:010A CMP DL,3A ; Compares Dl with 3A<BR>297D:010D JL 0112 ; Jumps 
if &lt;0112 direction<BR>297D:010F ADD DL, 07 ; Adds 07 to DL<BR>297D:0112 INT 
21 ; Calls for Dos<BR>297D:0114 INT 20 ;Ends the program<BR><BR>This program is 
used to print two digit hex numbers.<BR><BR>Eight 
example<BR><BR>-a100<BR>297D:0100 MOV AH,02 ; Function 2 (writes on the 
screen)<BR>297D:0102 MOV DL,BL ; Puts BL value on DL<BR>297D:0104 MOV CL,04 ; 
Puts 04 value on CL<BR>297D:0106 SHR DL,CL ; Moves per four bits of your number 
to the rightmost ;nibble<BR>297D:0108 ADD DL,30 ; Adds 30 to DL<BR>297D:010B CMP 
DL,3A ; Compares Dl with 3A<BR>297D:010E JL 0113 ; Jumps if &lt;0113 
direction<BR>297D:0110 ADD DL,07 ; Adds 07 to DL<BR>297D:0113 INT 21 ; Calls for 
Dos<BR>297D:0115 INT 20 ; Ends the program<BR><BR>This program works for 
printing the first of two digit hex numbers<BR><BR>Ninth 
example<BR><BR>-a100<BR>297D:0100 MOV AH,02 ; Function 2 (writes on the 
screen)<BR>297D:0102 MOV DL,BL ; Puts BL value on DL<BR>297D:0104 MOV CL,04 ; 
Puts 04 value on CL<BR>297D:0106 SHR DL,CL ; Moves per four bits of your number 
to the rightmost ;nibble<BR>297D:0108 ADD DL,30 ; Adds 30 to DL<BR>297D:010B CMP 
DL,3A ; Compares Dl with 3A<BR>297D:010E JL 0113 ; Jumps if &lt;0113 
direction<BR>297D:0110 ADD DL,07 ; Adds 07 to DL<BR>297D:0113 INT 21 ; Calls for 
Dos<BR>297D:0115 MOV DL,BL ; Puts Bl value on DL<BR>297D:0117 AND DL,0F ; 
Carries ANDing numbers bit by bit<BR>297D:011A ADD DL,30 ; Adds 30 to 
DL<BR>297D:011D CMP DL,3A ; Compares Dl with 3A<BR>297D:0120 JL 0125 ; Jumps if 
&lt;125 direction<BR>297D:0122 ADD DL,07 ; Adds 07 to DL<BR>297D:0125 INT 21 ; 
Calls for Dos<BR>297D:0127 INT 20 ; Ends the Program<BR><BR>This program works 
for printing the second of two digit hex numbers<BR><BR>Tenth 
example<BR><BR>-a100<BR>297D:0100 MOV AH,01 ; Function 1 (reads 
keyboard)<BR>297D:0102 INT 21 ; Calls for Dos<BR>297D:0104 MOV DL,AL ; Puts Al 
value on DL<BR>297D:0106 SUB DL,30 ; Subtracts 30 from DL<BR>297D:0109 CMP DL,09 
; Compares DL with 09<BR>297D:010C JLE 0111; Jumps if &lt;= 0111 
direction<BR>297D:010E SUB DL,07 ; Subtracts 07 from DL<BR>297D:0111 MOV CL,04 ; 
Puts 04 value on CL register<BR>297D:0113 SHL DL,CL ; It inserts zeros to the 
right<BR>297D:0115 INT 21 ; Calls for Dos<BR>297D:0117 SUB AL,30 ; Subtracts 30 
from AL<BR>297D:0119 CMP AL,09 ; Compares AL with 09<BR>297D:011B JLE 011F ; 
Jumps if &lt;= 011f direction<BR>297D:011D SUB AL,07 ; Subtracts 07 from 
AL<BR>297D:011F ADD DL,AL ; Adds Al to DL<BR>297D:0121 INT 20 ; Ends the 
Program<BR><BR>This program can read two digit hex numbers<BR><BR>Eleventh 
example<BR><BR>-a100<BR>297D:0100 CALL 0200 ; Calls for a procedure<BR>297D:0103 
INT 20 ;Ends the program<BR><BR>-a200<BR>297D:0200 PUSH DX ; Puts DX value on 
the stack<BR>297D:0201 MOV AH,08 ; Function 8<BR>297D:0203 INT 21 ; Calls for 
Dos<BR>297D:0205 CMP AL,30 ; Compares AL with 30<BR>297D:0207 JB 0203 ; Jumps if 
CF is activated towards 0203 direction<BR>297D:0209 CMP AL,46 ; Compares AL with 
46<BR>297D:020B JA 0203 ; jumps if 0203 direction<BR>297D:020D CMP AL,39 ; 
Compares AL with 39<BR>297D:020F JA 021B ; Jumps if 021B direction<BR>297D:0211 
MOV AH,02 ; Function 2 (writes on the screen)<BR>297D:0213 MOV DL,AL ; Puts Al 
value on DL<BR>297D:0215 INT 21 ; Calls for Dos<BR>297D:0217 SUB AL,30 ; 
Subtracts 30 from AL<BR>297D:0219 POP DX ; Takes DX value out of the 
stack<BR>297D:021A RET ; Returns control to the main program<BR>297D:021B CMP 
AL,41 ; Compares AL with 41<BR>297D:021D JB 0203 ; Jumps if CF is activated 
towards 0203 direction<BR>297D:021F MOV AH,02 ; Function 2 (writes on the 
screen)<BR>297D:022 MOV DL,AL ; Puts AL value on DL<BR>297D:0223 INT 21 ; Calls 
for Dos<BR>297D:0225 SUB AL,37 ; Subtracts 37 from AL<BR>297D:0227 POP DX ; 
Takes DX value out of the stack<BR>297D:0228 RET ; Returns control to the main 
program<BR><BR>This program keeps reading characters until it receives one that 
can be<BR>converted to a hex number<BR><BR><BR>More Assembler programs examples( 
using TASM program) <BR><BR>;name of the program:one.asm<BR>;<BR>.model 
small<BR>.stack<BR>.code<BR>mov AH,1h ;Selects the 1 D.O.S. function<BR>Int 21h 
;reads character and return ASCII code to register AL<BR>mov DL,AL ;moves the 
ASCII code to register DL<BR>sub DL,30h ;makes the operation minus 30h to 
convert 0-9 digit number<BR>cmp DL,9h ;compares if digit number it was between 
0-9<BR>jle digit1 ;If it true gets the first number digit (4 bits long)<BR>sub 
DL,7h ;If it false, makes operation minus 7h to convert letter 
A-F<BR>digit1:<BR>mov CL,4h ;prepares to multiply by 16<BR>shl DL,CL ; 
multiplies to convert into four bits upper<BR>int 21h ;gets the next 
character<BR>sub AL,30h ;repeats the conversion operation<BR>cmp AL,9h ;compares 
the value 9h with the content of register AL<BR>jle digit2 ;If true, gets the 
second digit number<BR>sub AL,7h ;If no, makes the minus operation 
7h<BR>digit2:<BR>add DL,AL ;adds the second number digit<BR>mov AH,4CH<BR>Int 
21h ;21h interruption<BR>End; finishs the program code<BR><BR>This program reads 
two characters from the keyboard and prints them on the screen.<BR><BR>;name the 
program:two.asm<BR>.model small<BR>.stack<BR>.code<BR>PRINT_A_J PROC<BR>MOV 
DL,'A' ;moves the A character to register DL<BR>MOV CX,10 ;moves the decimal 
value 10 to register cx<BR>;This number value its the time to print out after 
the A ;character<BR>PRINT_LOOP:<BR>CALL WRITE_CHAR ;Prints A character 
out<BR>INC DL ;Increases the value of register DL<BR>LOOP PRINT_LOOP ;Loop to 
print out ten characters<BR>MOV AH,4Ch ;4Ch function of the 21h 
interruption<BR>INT 21h ;21h interruption<BR>PRINT_A_J ENDP ;Finishes the 
procedure<BR><BR>WRITE_CHAR PROC<BR>MOV AH,2h ;2h function of the 21 
interruption<BR>INT 21h ;Prints character out from the register DL<BR>RET 
;Returns the control to procedure called<BR>WRITE_CHAR ENDP ;Finishes the 
procedure<BR>END PRINT_A_J ;Finishes the program code<BR><BR>This progrma prints 
the a character through j character on the screen<BR><BR>;name of the 
program:three.asm<BR>.model small<BR>.STACK<BR>.code<BR><BR>TEST_WRITE_HEX 
PROC<BR>MOV DL,3Fh ;moves the value 3Fh to the register DL<BR>CALL WRITE_HEX 
;Calls the procedure<BR>MOV AH,4CH ;4Ch function<BR>INT 21h ;Returns the control 
to operating system<BR>TEST_WRITE_HEX ENDP ;Finishes the procedure<BR><BR>PUBLIC 
WRITE_HEX<BR>;........................................................;<BR>; 
This procedure converts into hexadecimal number the byte is in the register DL 
and show the digit number;<BR>;Use:WRITE_HEX_DIGIT 
;<BR>;........................................................;<BR><BR>WRITE_HEX 
PROC<BR>PUSH CX ;pushes the value of the register CX to the stack memory<BR>PUSH 
DX ;pushes the value of the register DX to the stack memory<BR>MOV DH,DL ;moves 
the value of the register DL to register DH<BR>MOV CX,4 ;moves the value numeric 
4 to register CX<BR>SHR DL,CL<BR>CALL WRITE_HEX_DIGIT ;shows on the computer 
screen, the first hexadecimal number<BR>MOV DL,DH ;moves the value of the 
register DH to the register DL<BR>AND DL,0Fh ;ANDing the upper bit<BR>CALL 
WRITE_HEX_DIGIT ; shows on the computer screen, the second hexadecimal 
number<BR>POP DX ;pops the value of the register DX to register DX<BR>POP CX ; 
pops the value of the register DX to register DX<BR>RET ;Returns the control of 
the procedure called<BR>WRITE_HEX ENDP<BR><BR>PUBLIC 
WRITE_HEX_DIGIT<BR>;......................................................................;<BR>; 
;<BR>; This procedure converts the lower 4 bits of the register DL into 
hexadecimal ;number and show them in the computer screen ;<BR>;Use: WRITE_CHAR 
;<BR>;......................................................................;<BR><BR>WRITE_HEX_DIGIT 
PROC<BR>PUSH DX ;Pushes the value of the register DX in the stack memory<BR>CMP 
DL,10 ;compares if the bit number is minus than number ten<BR>JAE HEX_LETTER ;No 
, jumps HEX_LETER<BR>ADD DL,"0" ;yes, it converts into digit number<BR>JMP Short 
WRITE_DIGIT ;writes the character<BR>HEX_LETTER:<BR>ADD DL,"A"-10 ;converts a 
character into hexadecimal number<BR>WRITE_DIGIT:<BR>CALL WRITE_CHAR ;shows the 
character in the computer screen<BR>POP DX ;Returns the initial value of the 
register DX to register DL<BR>RET ;Returns the control of the procedure 
called<BR>WRITE_HEX_DIGIT ENDP<BR><BR>PUBLIC 
WRITE_CHAR<BR>;......................................................................;<BR>;This 
procedure shows the character in the computer screen using the D.O.S. 
;<BR>;......................................................................;<BR><BR>WRITE_CHAR 
PROC<BR>PUSH AX ;pushes the value of the register AX in the stack memory<BR>MOV 
AH,2 ;2h Function<BR>INT 21h ;21h Interruption<BR>POP AX ;Pops the initial value 
of the register AX to the register AX<BR>RET ;Returns the control of the 
procedure called<BR>WRITE_CHAR ENDP<BR><BR>END TEST_WRITE_HEX ;finishes the 
program code<BR><BR>This program prints a predefined value on the 
screen<BR><BR><BR>;name of the program:five.asm<BR>.model 
small<BR>.stack<BR>.code<BR><BR>PRINT_ASCII PROC<BR>MOV DL,00h ;moves the value 
00h to register DL<BR>MOV CX,255 ;moves the value decimal number 255. this 
decimal number will be 255 times to print out after the character 
A<BR>PRINT_LOOP:<BR>CALL WRITE_CHAR ;Prints the characters out<BR>INC DL 
;Increases the value of the register DL content<BR>LOOP PRINT_LOOP ;Loop to 
print out ten characters<BR>MOV AH,4Ch ;4Ch function<BR>INT 21h ;21h 
Interruption<BR>PRINT_ASCII ENDP ;Finishes the procedure<BR><BR>WRITE_CHAR 
PROC<BR>MOV AH,2h ;2h function to print character out<BR>INT 21h ;Prints out the 
character in the register DL<BR>RET ;Returns the control to the procedure 
called<BR>WRITE_CHAR ENDP ;Finishes the procedure<BR><BR>END PRINT_ASCII 
;Finishes the program code<BR><BR><BR>This program prints the 256 ASCII code on 
the screen<BR><BR>dosseg<BR>.model small<BR>.stack<BR>.code<BR>write proc 
<BR>mov ah,2h; <BR>mov dl,2ah; <BR>int 21h<BR>mov ah,4ch<BR>int 21h<BR>write 
endp<BR><BR>end write<BR><BR>This program prints a defined character using an 
ASCII code on the screen.<BR><BR><BR>.model small; the name of the program is 
seven.asm<BR>.stack; <BR>.code; <BR><BR>EEL: MOV AH,01 ; 1 function (reads one 
character from the keyboard)<BR>INT 21h ; 21h interruption<BR>CMP AL,0Dh ; 
compares the value with 0dh<BR>JNZ EEL ;jumps if no equal of the label 
eel<BR>MOV AH,2h ; 2 function (prints the character out on the screen)<BR>MOV 
DL,AL ;moves the value of the register AL to the register DL<BR>INT 21h ;21 
interruption<BR>MOV AH,4CH ;4C function (returns the control to the D.O.S. 
operating system)<BR>INT 21h ;21 interruption<BR><BR>END ;finishes the 
program<BR><BR>This program reads characters form the keyboard and prints them 
on the screen until find the return character.<BR><BR><BR></P></A></BODY></HTML>

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CrankHank

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Nasser R. Rowhani
Programming simply pumps my adrenaline..
 
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