Init nand2tetris
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projects/04/.DS_Store
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projects/04/.DS_Store
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projects/04/docs/Project 4.pdf
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projects/04/docs/Project 4.pdf
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projects/04/docs/chapter 04.pdf
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projects/04/docs/chapter 04.pdf
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projects/04/docs/chapter 4 lecture.pdf
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projects/04/docs/chapter 4 lecture.pdf
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projects/04/fill/Fill.asm
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projects/04/fill/Fill.asm
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// This file is part of www.nand2tetris.org
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// and the book "The Elements of Computing Systems"
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// by Nisan and Schocken, MIT Press.
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// File name: projects/04/Fill.asm
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// Runs an infinite loop that listens to the keyboard input.
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// When a key is pressed (any key), the program blackens the screen,
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// i.e. writes "black" in every pixel;
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// the screen should remain fully black as long as the key is pressed.
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// When no key is pressed, the program clears the screen, i.e. writes
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// "white" in every pixel;
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// the screen should remain fully clear as long as no key is pressed.
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// Put your code here.
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projects/04/fill/Fill.tst
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projects/04/fill/Fill.tst
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// This file is part of www.nand2tetris.org
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// and the book "The Elements of Computing Systems"
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// by Nisan and Schocken, MIT Press.
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// File name: projects/04/fill/Fill.tst
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load Fill.asm;
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echo "Make sure that 'No Animation' is selected. Then, select the keyboard, press any key for some time, and inspect the screen.";
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repeat {
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ticktock;
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}
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4
projects/04/fill/FillAutomatic.cmp
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projects/04/fill/FillAutomatic.cmp
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|RAM[16384]|RAM[17648]|RAM[18349]|RAM[19444]|RAM[20771]|RAM[21031]|RAM[22596]|RAM[23754]|RAM[24575]|
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| 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
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| -1 | -1 | -1 | -1 | -1 | -1 | -1 | -1 | -1 |
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| 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
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projects/04/fill/FillAutomatic.tst
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projects/04/fill/FillAutomatic.tst
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// This file is part of www.nand2tetris.org
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// and the book "The Elements of Computing Systems"
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// by Nisan and Schocken, MIT Press.
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// File name: projects/04/fill/FillAutomatic
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// This script can be used to test the Fill program automatically,
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// rather than interactively. Specifically, the script sets the keyboard
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// memory map (RAM[24576]) to 0, 1, and then again to 0. This simulates the
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// acts of leaving the keyboard untouched, pressing some key, and then releasing
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// the key. After each on of these simulated events, the script outputs the values
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// of some selected registers from the screen memory map (RAM[16384]-RAM[24576]).
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// This is done in order to test that these registers are set to 000...0 or 111....1,
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// as mandated by how the Fill program should react to the keyboard events.
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load Fill.asm,
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output-file FillAutomatic.out,
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compare-to FillAutomatic.cmp,
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output-list RAM[16384]%D2.6.2 RAM[17648]%D2.6.2 RAM[18349]%D2.6.2 RAM[19444]%D2.6.2 RAM[20771]%D2.6.2 RAM[21031]%D2.6.2 RAM[22596]%D2.6.2 RAM[23754]%D2.6.2 RAM[24575]%D2.6.2;
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set RAM[24576] 0, // the keyboard is untouched
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repeat 1000000 {
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ticktock;
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}
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output; // test that the screen is white
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set RAM[24576] 1, // a keyboard key is pressed
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repeat 1000000 {
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ticktock;
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}
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output; // test that the screen is black
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set RAM[24576] 0, // they keyboard in untouched
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repeat 1000000 {
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ticktock;
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}
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output; // test that the screen is white
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projects/04/mult/Mult.asm
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projects/04/mult/Mult.asm
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// This file is part of www.nand2tetris.org
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// and the book "The Elements of Computing Systems"
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// by Nisan and Schocken, MIT Press.
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// File name: projects/04/Mult.asm
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// Multiplies R0 and R1 and stores the result in R2.
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// (R0, R1, R2 refer to RAM[0], RAM[1], and RAM[2], respectively.)
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//
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// This program only needs to handle arguments that satisfy
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// R0 >= 0, R1 >= 0, and R0*R1 < 32768.
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// Put your code here.
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projects/04/mult/Mult.cmp
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projects/04/mult/Mult.cmp
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| RAM[0] | RAM[1] | RAM[2] |
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| 0 | 0 | 0 |
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| 1 | 0 | 0 |
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| 0 | 2 | 0 |
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| 3 | 1 | 3 |
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| 2 | 4 | 8 |
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| 6 | 7 | 42 |
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projects/04/mult/Mult.tst
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projects/04/mult/Mult.tst
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// This file is part of www.nand2tetris.org
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// and the book "The Elements of Computing Systems"
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// by Nisan and Schocken, MIT Press.
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// File name: projects/04/mult/Mult.tst
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load Mult.asm,
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output-file Mult.out,
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compare-to Mult.cmp,
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output-list RAM[0]%D2.6.2 RAM[1]%D2.6.2 RAM[2]%D2.6.2;
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set RAM[0] 0, // Set test arguments
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set RAM[1] 0,
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set RAM[2] -1; // Test that program initialized product to 0
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repeat 20 {
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ticktock;
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}
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set RAM[0] 0, // Restore arguments in case program used them as loop counter
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set RAM[1] 0,
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output;
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set PC 0,
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set RAM[0] 1, // Set test arguments
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set RAM[1] 0,
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set RAM[2] -1; // Ensure that program initialized product to 0
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repeat 50 {
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ticktock;
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}
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set RAM[0] 1, // Restore arguments in case program used them as loop counter
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set RAM[1] 0,
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output;
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set PC 0,
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set RAM[0] 0, // Set test arguments
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set RAM[1] 2,
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set RAM[2] -1; // Ensure that program initialized product to 0
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repeat 80 {
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ticktock;
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}
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set RAM[0] 0, // Restore arguments in case program used them as loop counter
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set RAM[1] 2,
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output;
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set PC 0,
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set RAM[0] 3, // Set test arguments
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set RAM[1] 1,
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set RAM[2] -1; // Ensure that program initialized product to 0
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repeat 120 {
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ticktock;
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}
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set RAM[0] 3, // Restore arguments in case program used them as loop counter
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set RAM[1] 1,
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output;
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set PC 0,
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set RAM[0] 2, // Set test arguments
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set RAM[1] 4,
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set RAM[2] -1; // Ensure that program initialized product to 0
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repeat 150 {
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ticktock;
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}
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set RAM[0] 2, // Restore arguments in case program used them as loop counter
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set RAM[1] 4,
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output;
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set PC 0,
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set RAM[0] 6, // Set test arguments
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set RAM[1] 7,
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set RAM[2] -1; // Ensure that program initialized product to 0
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repeat 210 {
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ticktock;
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}
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set RAM[0] 6, // Restore arguments in case program used them as loop counter
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set RAM[1] 7,
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output;
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20
projects/04/tests/4.7.1.asm
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projects/04/tests/4.7.1.asm
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@R0
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D=M
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//WHAT_DOES_THIS_DO --> NOT_EQUAL_TO_1
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@WHAT_DOES_THIS_DO
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D-1;JNE
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@R1
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M=0
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@END
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0;JMP
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(WHAT_DOES_THIS_DO)
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@R1
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M=1
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(END)
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@END
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0;JMP
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projects/04/tests/signum.asm
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projects/04/tests/signum.asm
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// wenn R0>0 springe zu 8 und setze R1=1
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// sonst R1=0
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@R0 // an 0 steht 42
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D=M // D=42 also RAM[0] (M)
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@8 // Adresse 8
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D;JGT // wenn D > 0 dann gehe zu 8 (D = R0)
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@R1
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M=0 // RAM[1] = 0
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@10
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0;JMP // Endeschleife
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@R1
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M=1 // R1 wird 1
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@10
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0;JMP // Endeschleife
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projects/04/tests/signum_with_label.asm
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projects/04/tests/signum_with_label.asm
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// wenn R0>0 springe zu 8 und setze R1=1
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// sonst R1=0
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// @LABEL übersetzt zu @n, n ist die Anweisungnummer
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// gefolgt von der (LABEL) Deklaration
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@R0 // an 0 steht 42
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D=M // D=42 also RAM[0] (M)
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@POSITIVE
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D;JGT // wenn D > 0 dann gehe zu 8 (D = R0)
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@R1
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M=0 // RAM[1] = 0
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@END
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0;JMP // Endeschleife
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(POSITIVE)
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@R1
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M=1 // R1 wird 1
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(END)
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@10
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0;JMP // Endeschleife
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