THE FILES BELONGING TO THE PROGRAM
The program consists of the following files:
KOKSI.EXE The executable.
KOKSI.CFG Configuration
file, containing the name and path of the editor
that's being used.
KOKSI.TX1 Program
manual.
KOKSI.TX2 The description
of the commands of the assembler.
All these files must be installed in the same directory.
That directory can
be located in a directory path defined with
the PATH-variable in order to
make the use easier.
If the user's working directory holds the file KOKSI.CFG,
the program will
use the editor mentioned in it. The name of the
editor must be in that file
with full pathnames and specifications.
STARTING THE PROGRAM
Launch the program from your working directory or
your own default drive.
This way the program will find your old codefiles
and the codes you
create/modify in your own working directory.
SELECTIONS FROM THE MENUS
You can move the selection bar with the cursor keys
or by moving your mouse
pointer over your selection. Select the option with
RETURN-key or by clicking
left mouse button. You can close the menu without
making a selection by
pressing ESC-key or clicking right mouse button.
Generally in the program, left mouse button equals
pressing RETURN-key and
right mouse button equals ESC.
In some parts of the program and especially when
run in fast computers, the
mouse behavior might be strange. I recommend using
the keyboard.
CREATING A NEW PROGRAM
You can start an editor for creating a new TTK-91-code
by selecting
EDITOINTI/"luo uusi ohjelma", which loads the editor
mentioned in KOKSI.CFG,
the configuration file that should be located in
the working directory of the
user or in the same directory with the actual program.
EDITING AN OLD PROGRAM
Selecting EDITOINTI/"muokkaa vanhaa ohjelmaa" starts
the editor,
and the program that has been in simulation is taken
to editing. The user is
returned to the same program after quitting the
editor.
LOADING AN OLD PROGRAM
You can load a TTK-91-program to the code-window
by selecting
SIMULOINTI/"lataa ohjelma".
PREFERENCES
Defaults: EI Riveittain
(NOT by lines)
EI Kommentointia (NO commenting)
Suoritusnopeus 8 (Execution speed 8)
Valikoiden vari (Menu colour)
Pohjan vari
(Base colour)
Compiling and execution is thus done by default from
beginning to end
without any special notifications.
With the setting "ON Riveittain" program execution
is halted after each line.
At that time you can scroll through the code in
code-window with the browsing
keys. The execution continues from the next instruction
after the user
presses any other key.
You can interrupt the compiling/execution entirely with the ESC-key.
With the setting "ON Kommentointia" you get some
description of the different
phases of compiling and execution.
You can affect the execution speed of compiled code
by setting the speed from
the menu or selecting a new speed with the keypad
keys 1..9. The number keys
can also be used to change speed during run-time.
1 is the slowest and 9 is
the fastest execution speed.
The memory-window can be divided in two parts (code-window
and data-window)
by grabbing the "two-tipped arrow" (under the memory
window) and dragging it
up or down in the memory-window. When you divide
the memory-window into two
parts, you can monitor both the instructions that
are being executed and
their effects on the data- and stack-areas at the
same time. You can browse
through the code-window's contents with the arrow-
and PageUp/PageDown keys,
but the contents of the data-window can't be browsed.
COMPILING
You can start compiling by selecting SIMULOINTI/"Kaanna
ohjelma".
If there is no code loaded in the simulator's memory
when starting to
compile, the program will ask for the code file's
name. In the first
phase of the compilation the compiler will check
the syntax of the
instructions, form a symbol table and reserve space
for static variables.
In the second phase of the compilation the compiler
produces machinecode,
in which all address parts have been patched to
working order.
You can interrupt compilation with the ESC-key.
If the compilation flows without errors, the compiled
code can still be
seen in symbolic form in the code-window, but now
the instructions are
preceeded by their address in relation to the beginning
of the code.
The code differs from the 'original' code only so
that now empty lines and
fake instructions designated to the compiler have
been removed.
The static space allocation for variables has been
made from immediately
after the code and stack space will start immeadiately
after this allocation.
After compilation the entire memoryspace of the program
is available for
browsing.
EXCUTION
The code can be executed by selecting SIMULOINTI/"suorita
koodi".
The line currently under execution stands out from
the rest in different
color and the changes in the registers' values are
seen immediately on the
screen, and so are those memory changes that are
directed to the memory cells
seen on screen.
Execution can be interrupted with the ESC-key.
SAVING IN NUMERIC FORM
By selecting SIMULOINTI/"talleta numeerisena" you
can save compiled
instructions into a text file. The file (extension
.DMP) is always saved to
the user's working directory.
The instrucions are saved in the file one instruction
per line
- As decimal digits
- As fields of the assembler:
OPER:Rj:M:Ri:ADDR
- In symbolic form according
to the source code
SYMBOLS
- only the first 8 characters are significant
- legal characters are A-Z, 0-9, _
- the symbols aren't case sensitive
- a symbol must not begin with a number
- there can be a maximum of 50 symbols, but only
25 of them can be
seen on screen simultaneously
- the same symbol can be introduced more than once,
but only the latest
introduction stays valid (this does
not apply to instruction references)
OTHER RESTRICTIONS / MISSING THINGS
- There are 512 memory cells reserved for the program
and the data
that it uses.
- The program can't handle functions (for example
MAX+1) written in the
compiler's control instructions (DC,
DS and EQU) or in the 2. operand's
place. However, any labels defined in
the program are allowed in there.
- The directory listing shows only the first 60
filenames in alphabetic
order.
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³ I kindly ask you to report any errors, missing
things, illogical
³
³ actions or requests via e-mail to:
³
³
³
³ Auvo.Hakkinen@cs.Helsinki.Fi
³
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