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sd-8516_programmer_s_reference_guide

SD-8516 Programmer's Reference Guide

Introduction

The Stellar Dynamics SD-8516 represents a categorical reimagining of microprocessor architecture. This 16-bit CPU, implemented in AssemblyScript for the VC-3 computer system, delivers performance exceeding conventional silicon constraints through advanced cross-boundary resonance microcascades.

Key Specifications:

  • 16-bit architecture with 16 general-purpose registers
  • Clock speed: 10-20 MHz (targeting 3-5 MIPS)
  • Memory: 256KB addressable via 4-bank system
  • ~20× performance improvement over legacy 8510 design

The SD-8516 PROGRAMMER'S REFERENCE GUIDE has been developed as a working tool and reference source for those of you who want to maximize your use of the built-in capabilitiesof your VC-3 Computer System. This manual contains the information you need for your programs, from the simplest example allthe way to the most complex. The PROGRAMMER'S REFERENCE GUIDE is designed so that everyone from the beginning BASIC programmer to the professional experienced in SD-8516 machine language can get information to develop his or her own creative programs. At the same time this book shows you how clever your SD-8516 really is.

This REFERENCE GUIDE is not designed to teach the BASIC programming language or the SD-8516 machine language. There is, however, an extensive glossary of terms and a “semi-tutorial” approach to many of the sections in the book. If you don't already have a working knowledge of BASIC and how to use it to program, we suggest that you study the SD-8516 USER'S GUIDE that came with your computer. The USER'S GUIDE gives you an easy to read introduction to the BASIC programming language. If you still have difficulty understanding how to use BASIC then turn to the back of this book (or Appendix N in the USER'S GUIDE) and check out the Bibliography.

The SD-8516 PROGRAMMER'S REFERENCE GUIDE is just that; a reference. Like most reference books, your ability to apply the information creatively really depends on how much knowledge you have about the subject. In other words if you are a novice programmer you will not be able to use all the facts and figures in this book until you expand your current programming knowledge.

What you can do with this book is to find a considerable amount of valuable programming reference information written in easy to read, plain English with the programmer's jargon explained. On the other hand the programming professional will find all the information needed to use the capabilities of the SD-8516 effectively.

WHAT'S INCLUDED?

  • Our complete “BASIC dictionary” includes Commodore BASIC language commands, statements and functions listed in alphabetical order. We've created a “quick list” which contains all the words and their abbreviations. This is followed by a section containing a more detailed definition of each word along with sample BASIC programs to illustrate how they work.
  • If you need an introduction to using machine language with BASIC programs our layman's overview will get you started.
  • A powerful feature of all VC systems is called the KERNAL. It helps insure that the programs you write today can also be used on the VC-3 system of tomorrow.
  • The Input/Output Programming section gives you the opportunity to use your computer to the limit. It describes how to hook-up and use everything from disk drives, to telecommunication devices called modems.
  • You can explore the world of SPRITES, programmable characters, and high resolution graphics for the most detailed and advanced animated pictures in the microcomputer industry.
  • You can also enter the world of music synthesis and create your own songs and sound effects with the best built-in synthesizer available in any personal computer.
  • If you're an experienced programmer, the soft load language section gives you information about the 64's ability to run C and other high level languages. This is in addition to BASIC.

Think of your SD-8516 PROGRAMMER'S REFERENCE GUIDE as a useful tool to help you and you will enjoy the hours of programming ahead of you.

System Lore

Since the days of the first minicomputers, Stellar Dynamics has been at the forefront of microarchitecture design. The SD-8516 is not simply an iteration upon its predecessors; it is a categorical reimagining of what a “processor” can be when unshackled from quantum locality.

While our earliest designs struggled with resonance cascade instability, the SD-8516 delivers stable, predictable cross-boundary resonance microcascades at clock rates exceeding the theoretical limits of conventional silicon.

These advancements position the Stellar Dynamics SD-8516 as the definitive architecture for next-generation computation: a bridge between classical logic engines and the emergent technologies of multidimensional processing.

CPU Architecture

Register Set

The SD-8516 features sixteen 16-bit registers:

Register Name Primary Use
R0 A Accumulator
R1 B Accumulator
R2 X Index/General
R3 Y Index/General
R4 I Loop/General
R5 J Loop/General
R6 K Loop/General
R7 T Temporary/General
R8 M Memory Pointer
R9 D Memory Pointer
R10 E Extra/General
R11 C Counter/General
R12 F Function Register
R13 G General Purpose
R14 L General Purpose
R15 Z General Purpose

Note: The SD-8516 does not use register pairing except for multiplication operations, which store results in the AB register pair.

Register Encoding

Registers are encoded as 4-bit values (0-15), allowing two registers per byte:

  • Low nibble: First operand
  • High nibble: Second operand

Example: ADD A, B encodes as 0x01 (A=0, B=1)

Flags Register

The 16-bit FLAGS register contains:

Arithmetic Flags (Byte 1):

  • Bit 0: Z (Zero) - Result was zero
  • Bit 1: N (Negative) - Result was negative (bit 15 set)
  • Bit 2: C (Carry) - Unsigned overflow/borrow
  • Bit 3: V (Overflow) - Signed overflow
  • Bits 4-7: Reserved

Control Flags (Byte 2):

  • Bit 8: H (Halt) - CPU stopped, waiting for interrupt
  • Bit 9: T (Trace) - Single-step debugging mode
  • Bit 10: B (Breakpoint) - Breakpoint mode active
  • Bit 11: E (Exception) - Sticky error flag
  • Bit 12: P (Protected) - Protected mode enabled
  • Bit 13: I (Interrupt) - Interrupt enable/disable
  • Bit 14: S (Sound) - Sound System Interrupt enable
  • Bit 15: Reserved

Layout: Z N C V - - - - H T B E P I S -

Memory Architecture

Memory Map

Address Range Description
$0000-$00FF Zero page / System variables
$0100-$DFFF User program space
$E000-$EFFF KERNAL ROM (4KB)
$F000-$F3E7 Video text buffer (1000 bytes)
$F800-$FBFF Video color buffer (1000 bytes)
$E800-$E8FF Character ROM (2048 bytes)

Bank Addressing

The SD-8516 supports 4 banks of 64KB each (256KB total) through special addressing modes:

LDA [I:J]        ; Load from bank I, offset J
STA [2:$1000]    ; Store to bank 2, offset $1000

Bank allocation:

  • Bank 0: User Programming Space
  • Bank 1: KERNAL and Operating System
  • Bank 2: Primary video framebuffer + palette
  • Bank 3: Secondary video buffer (high-resolution modes)

Banks 2 and 3 are free for use in text mode and bank 3 is usually free in the lower-resolution video modes.

System Variables

Address Description
$EF00 Video mode register
$EF01 Column count (40 or 80)
$EF02 Row count (25)
$EF03 Character width (8)
$EF04 Character height (8)
$EF05-$EF08 Hardware clock (32-bit milliseconds)
$EF09 Default character color
$EF0A Cursor color
$EF0B Color palette mode (0=COLORDORE, 1=CGA 5153)
$EF10 Cursor X position
$EF11 Cursor Y position
$EF12 Cursor blink state
$EF20 Keyboard status flags
$EF21 Keyboard buffer count
$EF22-$EF31 Keyboard buffer (16 bytes)

Instruction Set Architecture

Load/Store Instructions

Opcode Mnemonic Description Bytes
00 LD_IMM Load immediate word 3
01 LD_IMMB Load immediate byte 2
02 LD_IMMW Load immediate word 3
03 LD_MEM Load from memory (indirect) 3
04 LD_MEMB Load byte from memory 3
05 LD_MEMW Load word from memory 3
06 LD_RI Load from register indirect 2
07 LD_RIB Load byte from register indirect 2
08 LD_RIW Load word from register indirect 2
09 ST_MEM Store to memory 5
0A ST_MEMB Store byte to memory 5
0B ST_MEMW Store word to memory 5

Examples:

LDA #$1234       ; Load immediate $1234 into A
LDAL #$42        ; Load immediate byte $42 into AL
LDA [$F000]      ; Load word from address $F000
STA [2:$1000]    ; Store A to bank 2, offset $1000

Arithmetic Operations

Instruction Description Flags Affected
ADD Add Z, N, C, V
SUB Subtract Z, N, C, V
MUL Multiply (result in AB) Z, N
DIV Divide (quotient in A, remainder in B) Z, N
MOD Modulo Z, N
INC Increment Z, N
DEC Decrement Z, N

Logic Operations

Instruction Description Flags Affected
AND Bitwise AND Z, N
OR Bitwise OR Z, N
XOR Bitwise XOR Z, N
NOT Bitwise NOT Z, N
TEST Bitwise AND (no write) Z, N

Shift/Rotate Operations

Instruction Description Flags Affected
SHL Shift left Z, N, C
SHR Shift right Z, N, C
ROL Rotate left Z, N, C
ROR Rotate right Z, N, C

Comparison & Branching

Instruction Description Flags Affected
CMP Compare (subtract, discard result) Z, N, C, V
JMP Unconditional jump None
JZ Jump if zero None
JNZ Jump if not zero None
JC Jump if carry set None
JNC Jump if carry clear None

Subroutine Operations

Instruction Description
CALL Call subroutine (push IP, jump)
RET Return from subroutine (pop IP)
PUSH Push register to stack
POP Pop from stack to register
PUSHA Push all registers
POPA Pop all registers
INT Software interrupt

Flag Operations

Instruction Description
SSI Enable Sound System Interrupts
CSI Clear Sound System Interrupts
SEC Set carry flag
CLC Clear carry flag
SEZ Set zero flag
CLZ Clear zero flag
SEN Set negative flag
CLN Clear negative flag
SEV Set overflow flag
CLV Clear overflow flag

System Operations

Instruction Description
CART Cartridge trigger, used for Cartridge BASIC and others.
YIELD Poll UI, System Clock, Sound Chip, Video Chip, and others
NOP No operation
HALT Halt CPU (set H flag)

Sound System (SD-450)

The SD-8516 is paired with the SD-450 sound subsystem, featuring 4 independent voices with ADSR envelopes.

Voice Architecture

Each voice occupies 16 bytes of memory in Bank 1:

Offset Register Description
+$00 FREQ_LO Frequency low byte
+$01 FREQ_HI Frequency high byte
+$02 GATE Waveform/gate control
+$03 VOLUME Volume (0-255)
+$04 ATTACK Attack time
+$05 DECAY Decay time
+$06 SUSTAIN Sustain level
+$07 RELEASE Release time
+$08 DATA1 Pulse width / noise type
+$09-$0F Reserved Future expansion

Voice base addresses:

  • Voice 0: $1ED00
  • Voice 1: $1ED10
  • Voice 2: $1ED20
  • Voice 3: $1ED30

Waveforms

Gate register values:

  • 0: Silent (gate off)
  • 1: Square wave
  • 2: Triangle wave
  • 3: Sawtooth wave
  • 4: Sine wave
  • 5: Pulse wave (variable width via DATA1)
  • 6: White/pink/brown noise (type via DATA1)

ADSR Envelope

The Attack-Decay-Sustain-Release envelope shapes each note:

  • Attack: Time to reach peak volume (0-255 × 10ms)
  • Decay: Time to decay to sustain level (0-255 × 10ms)
  • Sustain: Held volume level (0.0-1.0 of peak)
  • Release: Time to fade to silence after gate off (0-255 × 10ms)

Example:

; Play middle C on voice 0
LDA $112B           ; C4 frequency (262 Hz / 0.0596)
STA [$1ED00]         ; FREQ_LO/HI
LDAL $01            ; Square wave
STAL [$1ED02]        ; GATE
LDAL $4D            ; ~30% volume
STAL [$1ED03]        ; VOLUME

Video System

Video Modes

The VC-3 supports both text and graphics modes:

Mode Resolution Colors Description
1 40×25 text 16 Character mode, COLORDORE palette
2 80×25 text 16 High-res text, CGA 5153 palette
3 320×200 16 Packed pixels (4-bit)
4 256×224 256 SNES-style mode
8 128×128 16 Low-res mode

Text Mode Architecture

Mode 1 (40×25):

  • Character buffer: $F000-$F3E7 (1000 bytes)
  • Color buffer: $F800-$FBE7 (1000 bytes)
  • Character ROM: $E800-$E8FF (256 characters × 8 bytes)

Color byte format: (bg_color << 4) | fg_color

Mode 2 (80×25):

  • Same layout, 2000 bytes each
  • Scanline doubling for 640×400 output

Graphics Mode Architecture

Mode 3 (320×200×16):

  • Framebuffer: Bank 2, $00000-$07CFF (32,000 bytes)
  • Palette: Bank 2, $F000-$F02F (16 colors × 3 bytes RGB)
  • Pixel packing: 2 pixels per byte (high/low nibbles)

Pixel addressing:

offset = (y × 160) + (x ÷ 2)
address = Bank 2 + offset

Mode 4 (256×224×256):

  • Framebuffer: Bank 2, $00000-$DFFFF (57,344 bytes)
  • Palette: Bank 2, $F000-$F2FF (256 colors × 3 bytes RGB)
  • 1 byte per pixel (256 colors)

Palette Format

Each palette entry is 3 bytes (RGB): Offset +0: Red (0-255) Offset +1: Green (0-255) Offset +2: Blue (0-255)

KERNAL Functions

The KERNAL ROM provides system services at $E000:

Input/Output

GETKEY - Read keyboard buffer IN: None OUT: A = ASCII character (if available) B = previous buffer count

WRITE_CHAR - Write character to screen IN: A = character code X = column (0-39/79) Y = row (0-24)

WRITE_STRING - Write null-terminated string IN: A = string address (low byte) B = string address (high byte) X = column Y = row

Cursor Management

CTOXY - Move cursor IN: X = column Y = row

GETCURSOR - Read cursor position OUT: X = column Y = row

String Utilities

STRLEN - Get string length IN: A = string address (low byte) B = string address (high byte) OUT: A = length (low byte) B = length (high byte) C = carry flag if > 256 bytes

BYTETOSTR - Convert byte to decimal string IN: A = byte value (0-255) X = destination address (low) Y = destination address (high) OUT: Zero-terminated string at XY

Arrow Key Handlers

  • ARR_LEFT - Move cursor left (bounded)
  • ARR_RIGHT - Move cursor right (bounded)
  • ARR_UP - Move cursor up (bounded)
  • ARR_DOWN - Move cursor down (bounded)

Assembly Language

Syntax

Labels:

loop:               ; Define label
    JMP @loop       ; Reference label with @

Immediates:

LDA #$1234          ; Hexadecimal
LDA #100            ; Decimal
LDAL #'A'           ; Character literal

Comments:

; Single-line comment

Data Directives:

.equ CONSTANT $1234         ; Define constant
.bytes "Hello", 0           ; Byte array
.word $1234, $5678          ; Word array

Example Programs

Hello World:

    LDA @MSG
    LDX #0
    LDY #0
    CALL @WRITE_STRING
    RET

MSG:
    .bytes "HELLO WORLD!", 0

Fill Screen with Stars:

    LDAL #'*'           ; Character to draw
    LDX #0              ; Start column
    LDY #0              ; Start row
    
loop:
    CALL @WRITE_CHAR
    INC X
    CMP X, #40
    JNZ @loop
    
    LDX #0              ; Reset column
    INC Y
    CMP Y, #25
    JNZ @loop
    
    RET

Random Number Generator (Galois LFSR):

.equ RND_SEED $EFF0

rnd_init:
    LDA [$EF05]         ; Hardware clock
    LDB [$EF06]
    XOR A, B
    STA [@RND_SEED]
    RET

rnd_byte:
    LDA [@RND_SEED]
    MOV B, A
    ANDB BL, $01        ; Check LSB
    SHR A               ; Shift right
    CMPB BL, $00
    JZ @no_xor
    LDB $B400           ; Polynomial
    XOR A, B
no_xor:
    STA [@RND_SEED]
    RET
Performance Characteristics

Measured Performance:

  • Clock speed: 10 MHz base, up to 100 MHz
  • Sustained MIPS: 70 MIPS (i7-12700k)
  • Memory bandwidth: ~540 MB/s
  • Sound system overhead: < 5% CPU time
  • Video refresh: 60 Hz (16.67ms frame time)

Optimization Notes:

  • Batch instruction execution (787,401 instructions per batch at 100 MIPS target)
  • MessageChannel-based scheduling for low-latency loops
  • Time-debt throttling maintains consistent clock rate
  • Sound updates triggered by register writes (not polling)

Technical Implementation

Architecture: WebAssembly-based virtual CPU Languages: AssemblyScript (CPU core), JavaScript (I/O systems) Memory Model: 4 banks of 64k RAM Audio Backend: SD-450 4 voice polyphonic 5 waveform Audio System Video Backend: 9 mode Text and Graphics pixel-perfect render engine

Appendix: Planned Features

KERNAL Functions (In Development)

  1. print_byte - Display 16-bit number at cursor
  2. print_char_at - Single character without moving cursor
  3. clear_screen - Fill screen with spaces
  4. print_at - Positioned string output
  5. string_compare - String equality test
  6. string_to_upper - Case conversion
  7. wait_key - Blocking key wait
  8. random_range - Bounded random numbers
  9. draw_box - Border rendering
  10. scroll_region - Partial screen scrolling
  11. save_screen/restore_screen - Screen buffer management

Graphics Enhancements

  • Bresenham line drawing (implemented)
  • Sprite system with hardware acceleration
  • Tilemap support for scrolling backgrounds
  • Bitmap font rendering

Sound Enhancements

  • PCM streaming for voice/SFX
  • Additional waveforms (filtered noise, PWM variants)
  • Other sample playback (Opus/Ogg compressed)
  • LFO and vibrato effects

SD-8516 Technical Manual - Revision 1.0 Copyright © 2025 Appledog Hu All specifications subject to change as quantum resonance research continues.

sd-8516_programmer_s_reference_guide.txt · Last modified: by appledog

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