mu/baremetal/boot.hex

834 lines
26 KiB
Plaintext

# Code for the first disk sector that all programs in this directory need:
# - load sectors past the first (using BIOS primitives) since only the first is available by default
# - if this fails, print 'D' at top-left of screen and halt
# - initialize a minimal graphics mode
# - switch to 32-bit mode (giving up access to BIOS primitives)
# - set up a handler for keyboard events
# - jump to start of program
#
# To convert to a disk image, first prepare a realistically sized disk image:
# dd if=/dev/zero of=disk.img count=20160 # 512-byte sectors, so 10MB
# Create initial sectors from this file:
# ./bootstrap run apps/hex < baremetal/boot.hex > boot.bin
# Translate other sectors into a file called a.img
# Load all sectors into the disk image:
# cat boot.bin a.img > disk.bin
# dd if=disk.bin of=disk.img conv=notrunc
# To run:
# qemu-system-i386 disk.img
# Or:
# bochs -f baremetal/boot.bochsrc # boot.bochsrc loads disk.img
#
# Since we start out in 16-bit mode, we need instructions SubX doesn't
# support.
# This file contains just lowercase hex bytes and comments. Zero
# error-checking. Make liberal use of:
# - comments documenting expected offsets
# - size checks on the emitted file (currently: 512 bytes)
# - xxd to eyeball that offsets contain expected bytes
#
# Programs using this initialization:
# - can't use any syscalls
# - can't print text to video memory (past these boot sectors)
# - must only print raw pixels (256 colors) to video memory (resolution 1024x768)
# - must store their entry-point at address 0x9000
## 16-bit entry point
# Upon reset, the IBM PC:
# - loads the first sector (512 bytes)
# from some bootable image (see the boot sector marker at the end of this file)
# to the address range [0x7c00, 0x7e00)
# - starts executing code at address 0x7c00
# offset 00 (address 0x7c00):
# disable interrupts for this initialization
fa # cli
# initialize segment registers
# this isn't always needed, but the recommendation is to not make assumptions
b8 00 00 # ax <- 0
8e d8 # ds <- ax
8e d0 # ss <- ax
8e c0 # es <- ax
8e e0 # fs <- ax
8e e8 # gs <- ax
# We don't read or write the stack before we get to 32-bit mode. No function
# calls, so we don't need to initialize the stack.
# 0e:
# load second sector from disk
b4 02 # ah <- 2 # read sectors from disk
# dl comes conveniently initialized at boot time with the index of the device being booted
b5 00 # ch <- 0 # cylinder 0
b6 00 # dh <- 0 # track 0
b1 02 # cl <- 2 # second sector, 1-based
b0 20 # al <- 32 # number of sectors to read; all sectors must be in a single track
# address to write sectors to = es:bx = 0x7e00, contiguous with boot segment
bb 00 00 # bx <- 0
8e c3 # es <- bx
bb 00 7e # bx <- 0x7e00 [label]
cd 13 # int 13h, BIOS disk service
0f 82 8a 00 # jump-if-carry disk-error [label]
# 26:
# undo the A20 hack: https://en.wikipedia.org/wiki/A20_line
# this is from https://github.com/mit-pdos/xv6-public/blob/master/bootasm.S
# seta20.1:
e4 64 # al <- port 0x64
a8 02 # set zf if bit 1 (second-least significant) is not set
75 fa # if zf not set, goto seta20.1 (-6)
b0 d1 # al <- 0xd1
e6 64 # port 0x64 <- al
# 30:
# seta20.2:
e4 64 # al <- port 0x64
a8 02 # set zf if bit 1 (second-least significant) is not set
75 fa # if zf not set, goto seta20.2 (-6)
b0 df # al <- 0xdf
e6 64 # port 0x64 <- al
# 3a:
# adjust video mode
b4 4f # ah <- 4f (VBE)
b0 02 # al <- 02 (set video mode)
bb 05 41 # bx <- 0x0105 (graphics 1024x768x256
# 0x4000 bit = configure linear frame buffer in Bochs emulator; hopefully this doesn't hurt anything when running natively)
# fallback mode: 0x0101 (640x480x256)
cd 10 # int 10h, Vesa BIOS extensions
# 43:
# load information for the (hopefully) current video mode
# mostly just for the address to the linear frame buffer
b4 4f # ah <- 4f (VBE)
b0 01 # al <- 01 (get video mode)
b9 07 01 # cx <- 0x0107 (mode we requested)
bf 00 7f # di <- 0x7f00 (video mode info) [label]
cd 10
# 4f:
# switch to 32-bit mode
0f 01 16 # lgdt 00/mod/indirect 010/subop 110/rm/use-disp16
a0 7c # *gdt_descriptor [label]
0f 20 c0 # eax <- cr0
66 83 c8 01 # eax <- or 0x1
0f 22 c0 # cr0 <- eax
ea e0 7c 08 00 # far jump to initialize_32bit_mode after setting cs to the record at offset 8 in the gdt (gdt_code) [label]
# padding
# 63:
00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
## GDT: 3 records of 8 bytes each
# 80:
# gdt_start:
# gdt_null: mandatory null descriptor
00 00 00 00 00 00 00 00
# gdt_code: (offset 8 from gdt_start)
ff ff # limit[0:16]
00 00 00 # base[0:24]
9a # 1/present 00/privilege 1/descriptor type = 1001b
# 1/code 0/conforming 1/readable 0/accessed = 1010b
cf # 1/granularity 1/32-bit 0/64-bit-segment 0/AVL = 1100b
# limit[16:20] = 1111b
00 # base[24:32]
# gdt_data: (offset 16 from gdt_start)
ff ff # limit[0:16]
00 00 00 # base[0:24]
92 # 1/present 00/privilege 1/descriptor type = 1001b
# 0/data 0/conforming 1/readable 0/accessed = 0010b
cf # same as gdt_code
00 # base[24:32]
# gdt_end:
# padding
# 98:
00 00 00 00 00 00 00 00
# a0:
# gdt_descriptor:
17 00 # final index of gdt = gdt_end - gdt_start - 1
80 7c 00 00 # start = gdt_start [label]
# padding
# a5:
00 00 00 00 00 00 00 00 00 00
# b0:
# disk_error:
# print 'D' to top-left of screen to indicate disk error
# *0xb8000 <- 0x0f44
# bx <- 0xb800
bb 00 b8
# ds <- bx
8e db # 11b/mod 011b/reg/ds 011b/rm/bx
# al <- 'D'
b0 44
# ah <- 0x0f # white on black
b4 0f
# bx <- 0
bb 00 00
# *ds:bx <- ax
89 07 # 00b/mod/indirect 000b/reg/ax 111b/rm/bx
e9 fb ff # loop forever
# padding
# c1:
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
## 32-bit code from this point (still some instructions not in SubX)
# e0:
# initialize_32bit_mode:
66 b8 10 00 # ax <- offset 16 from gdt_start
8e d8 # ds <- ax
8e d0 # ss <- ax
8e c0 # es <- ax
8e e0 # fs <- ax
8e e8 # gs <- ax
# load interrupt handlers
0f 01 1d # lidt 00/mod/indirect 011/subop 101/rm32/use-disp32
f8 7d 00 00 # *idt_descriptor [label]
# enable keyboard IRQ
b0 fd # al <- 0xfd # enable just IRQ1
e6 21 # port 0x21 <- al
# initialization is done; enable interrupts
fb
e9 01 13 00 00 # jump to 0x9000 [label]
# padding
# ff:
00
# 100:
# null interrupt handler:
cf # iret
# padding
# 101:
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
# 110:
# keyboard interrupt handler:
# prologue
fa # disable interrupts
60 # push all registers to stack
# acknowledge interrupt
b0 20 # al <- 0x20
e6 20 # port 0x20 <- al
# read status into eax
31 c0 # eax <- xor eax; 11/direct 000/r32/eax 000/rm32/eax
e4 64 # al <- port 0x64
# if (status & 0x1) == 0, return
24 01 # al <- and 0x1
3c 00 # compare al, 0
74 35 # jump to epilogue if = [label]
# 120:
# if keyboard buffer is full, return
31 c9 # ecx <- xor ecx; 11/direct 001/r32/ecx 001/rm32/ecx
# . var index/ecx: byte
8a # copy m8 at r32 to r8
0d # 00/mod/indirect 001/r8/cl 101/rm32/use-disp32
c8 7d 00 00 # disp32 [label]
# . al = *(keyboard buffer + index)
8a # copy m8 at r32 to r8
81 # 10/mod/*+disp32 000/r8/al 001/rm32/ecx
d0 7d 00 00 # disp32 [label]
# . if (al != 0) return
3c 00 # compare al, 0
# 130:
75 23 # jump to epilogue if != [label]
# read keycode into al
e4 60 # al <- port 0x60
# if (al & 0x80) a key is being lifted; return
50 # push eax
24 80 # al <- and 0x80
3c 00 # compare al, 0
58 # pop to eax (without touching flags)
75 19 # jump to epilogue if != [label]
# 13c:
# al <- *(keyboard normal map + eax)
8a # copy m8 at rm32 to r8
80 # 10/mod/*+disp32 000/r8/al 000/rm32/eax
00 80 00 00 # disp32 [label]
# store al in keyboard buffer
88 # copy r8 to m8 at r32
81 # 10/mod/*+disp32 000/r8/al 001/rm32/ecx
d0 7d 00 00 # disp32 [label]
# 148:
# increment index
fe # increment byte
05 # 00/mod/indirect 000/subop/increment 101/rm32/use-disp32
c8 7d 00 00 # disp32 [label]
# clear top nibble of index (keyboard buffer is circular)
80 # and byte
25 # 00/mod/indirect 100/subop/and 101/rm32/use-disp32
c8 7d 00 00 # disp32 [label]
0f # imm8
# 155:
# epilogue
61 # pop all registers
fb # enable interrupts
cf # iret
# padding
# 158:
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
# 1c8:
# var keyboard circular buffer
# write index: nibble
# still take up 4 bytes so SubX can handle it
00 00 00 00
# 1cc:
# read index: nibble
# still take up 4 bytes so SubX can handle it
00 00 00 00
# 1d0:
# circular buffer: byte[16]
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
# padding
# 1e0:
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
# 1f8:
# idt_descriptor:
ff 00 # idt_end - idt_start - 1
00 7e 00 00 # start = idt_start [label]
# 1fe:
# final 2 bytes of boot sector
55 aa
## sector 2
# loaded by load_disk, not automatically on boot
# offset 200 (address 0x7e00): interrupt descriptor table
# 32 entries * 8 bytes each = 256 bytes (0x100)
# idt_start:
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
# entry 8: clock
00 7d # target[0:16] = null interrupt handler [label]
08 00 # segment selector (gdt_code)
00 # unused
8e # 1/p 00/dpl 0 1110/type/32-bit-interrupt-gate
00 00 # target[16:32]
# entry 9: keyboard
10 7d # target[0:16] = keyboard interrupt handler [label]
08 00 # segment selector (gdt_code)
00 # unused
8e # 1/p 00/dpl 0 1110/type/32-bit-interrupt-gate
00 00 # target[16:32]
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00
# idt_end:
# offset 300 (address 0x7f00):
# video mode info:
00 00 # attributes
00 # winA
00 # winB
# 304
00 00 # granularity
00 00 # winsize
# 308
00 00 # segmentA
00 00 # segmentB
# 30c
00 00 00 00 # realFctPtr (who knows)
# 310
00 00 # pitch
00 00 # Xres
# 314
00 00 # Yres
00 00 # Wchar Ychar
# 318
00 # planes
00 # bpp
00 # banks
00 # memory_model
# 31c
00 # bank_size
00 # image_pages
00 # reserved
# 31f
00 00 # red_mask red_position
00 00 # green_mask green_position
00 00 # blue_mask blue_position
00 00 # rsv_mask rsv_position
00 # directcolor_attributes
# 328
00 00 00 00 # physbase <== linear frame buffer
# 32c
# reserved for video mode info
00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
## the rest of this file has data
# offset 400 (address 0x8000):
# translating keys to ASCII {{{
# keyboard normal map:
00
# es
1b
# |<--- digits -------------->| - = bs
31 32 33 34 35 36 37 38 39 30 2d 3d 08
# offset 40f
# tb q w e r t y u i o p [ ]
09 71 77 65 72 74 79 75 69 6f 70 5b 5d
# offset 41c
# enter
0a 00
# offset 41e
# a s d f g h j k l ; ' ` \
61 73 64 66 67 68 6a 6b 6c 3b 27 60 00 5c
# offset 42c
# z x c v b n m , . /
7a 78 63 76 62 6e 6d 2c 2e 2f
# offset 436
00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
# 500:
# keyboard shift map:
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
# 600:
# keyboard ctrl map:
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
# padding (there might be more keyboard tables)
# 700:
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
# 800:
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
# a00:
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
# }}}
# offset c00 (address 0x8800)
# Bitmaps for some ASCII characters (soon Unicode) {{{
# Part of GNU Unifont
# 8px wide, 16px tall
# Based on http://unifoundry.com/pub/unifont/unifont-13.0.05/font-builds/unifont-13.0.05.hex.gz
# See https://en.wikipedia.org/wiki/GNU_Unifont#The_.hex_font_format
# Website: http://unifoundry.com/unifont/index.html
# License: http://unifoundry.com/LICENSE.txt (GPL v2)
# Each line below is a bitmap for a single character.
# Each byte is a bitmap for a single row of 8 pixels.
# some unprintable ASCII chars
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
# 0x20 = space
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
# !
00 00 00 00 08 08 08 08 08 08 08 00 08 08 00 00
# "
00 00 22 22 22 22 00 00 00 00 00 00 00 00 00 00
# 0x23 = '#'
00 00 00 00 12 12 12 7e 24 24 7e 48 48 48 00 00
# $
00 00 00 00 08 3e 49 48 38 0e 09 49 3e 08 00 00
# %
00 00 00 00 31 4a 4a 34 08 08 16 29 29 46 00 00
# &
00 00 00 00 1c 22 22 14 18 29 45 42 46 39 00 00
# '
00 00 08 08 08 08 00 00 00 00 00 00 00 00 00 00
# (
00 00 00 04 08 08 10 10 10 10 10 10 08 08 04 00
# )
00 00 00 20 10 10 08 08 08 08 08 08 10 10 20 00
# *
00 00 00 00 00 00 08 49 2a 1c 2a 49 08 00 00 00
# +
00 00 00 00 00 00 08 08 08 7f 08 08 08 00 00 00
# ,
00 00 00 00 00 00 00 00 00 00 00 00 18 08 08 10
# -
00 00 00 00 00 00 00 00 00 3c 00 00 00 00 00 00
# .
00 00 00 00 00 00 00 00 00 00 00 00 18 18 00 00
# /
00 00 00 00 02 02 04 08 08 10 10 20 40 40 00 00
# 0x30 = '0'
00 00 00 00 18 24 42 46 4a 52 62 42 24 18 00 00
# 1
00 00 00 00 08 18 28 08 08 08 08 08 08 3e 00 00
# 2
00 00 00 00 3c 42 42 02 0c 10 20 40 40 7e 00 00
# 3
00 00 00 00 3c 42 42 02 1c 02 02 42 42 3c 00 00
# 4
00 00 00 00 04 0c 14 24 44 44 7e 04 04 04 00 00
# 5
00 00 00 00 7e 40 40 40 7c 02 02 02 42 3c 00 00
# 6
00 00 00 00 1c 20 40 40 7c 42 42 42 42 3c 00 00
# 7
00 00 00 00 7e 02 02 04 04 04 08 08 08 08 00 00
# 8
00 00 00 00 3c 42 42 42 3c 42 42 42 42 3c 00 00
# 9
00 00 00 00 3c 42 42 42 3e 02 02 02 04 38 00 00
# :
00 00 00 00 00 00 18 18 00 00 00 18 18 00 00 00
# ;
00 00 00 00 00 00 18 18 00 00 00 18 08 08 10 00
# <
00 00 00 00 00 02 04 08 10 20 10 08 04 02 00 00
# =
00 00 00 00 00 00 00 7e 00 00 00 7e 00 00 00 00
# >
00 00 00 00 00 40 20 10 08 04 08 10 20 40 00 00
# ?
00 00 00 00 3c 42 42 02 04 08 08 00 08 08 00 00
# 0x40 = @
00 00 00 00 1c 22 4a 56 52 52 52 4e 20 1e 00 00
# A
00 00 00 00 18 24 24 42 42 7e 42 42 42 42 00 00
# B
00 00 00 00 7c 42 42 42 7c 42 42 42 42 7c 00 00
# C
00 00 00 00 3c 42 42 40 40 40 40 42 42 3c 00 00
# D
00 00 00 00 78 44 42 42 42 42 42 42 44 78 00 00
# E
00 00 00 00 7e 40 40 40 7c 40 40 40 40 7e 00 00
# F
00 00 00 00 7e 40 40 40 7c 40 40 40 40 40 00 00
# G
00 00 00 00 3c 42 42 40 40 4e 42 42 46 3a 00 00
# H
00 00 00 00 42 42 42 42 7e 42 42 42 42 42 00 00
# I
00 00 00 00 3e 08 08 08 08 08 08 08 08 3e 00 00
# J
00 00 00 00 1f 04 04 04 04 04 04 44 44 38 00 00
# K
00 00 00 00 42 44 48 50 60 60 50 48 44 42 00 00
# L
00 00 00 00 40 40 40 40 40 40 40 40 40 7e 00 00
# M
00 00 00 00 42 42 66 66 5a 5a 42 42 42 42 00 00
# N
00 00 00 00 42 62 62 52 52 4a 4a 46 46 42 00 00
# O
00 00 00 00 3c 42 42 42 42 42 42 42 42 3c 00 00
# 0x50 = P
00 00 00 00 7c 42 42 42 7c 40 40 40 40 40 00 00
# Q
00 00 00 00 3c 42 42 42 42 42 42 5a 66 3c 03 00
# R
00 00 00 00 7c 42 42 42 7c 48 44 44 42 42 00 00
# S
00 00 00 00 3c 42 42 40 30 0c 02 42 42 3c 00 00
# T
00 00 00 00 7f 08 08 08 08 08 08 08 08 08 00 00
# U
00 00 00 00 42 42 42 42 42 42 42 42 42 3c 00 00
# V
00 00 00 00 41 41 41 22 22 22 14 14 08 08 00 00
# W
00 00 00 00 42 42 42 42 5a 5a 66 66 42 42 00 00
# X
00 00 00 00 42 42 24 24 18 18 24 24 42 42 00 00
# Y
00 00 00 00 41 41 22 22 14 08 08 08 08 08 00 00
# Z
00 00 00 00 7e 02 02 04 08 10 20 40 40 7e 00 00
# [
00 00 00 0e 08 08 08 08 08 08 08 08 08 08 0e 00
# \
00 00 00 00 40 40 20 10 10 08 08 04 02 02 00 00
# ]
00 00 00 70 10 10 10 10 10 10 10 10 10 10 70 00
# ^
00 00 18 24 42 00 00 00 00 00 00 00 00 00 00 00
# _
00 00 00 00 00 00 00 00 00 00 00 00 00 00 7f 00
# 0x60 = backtick
00 20 10 08 00 00 00 00 00 00 00 00 00 00 00 00
# a
00 00 00 00 00 00 3c 42 02 3e 42 42 46 3a 00 00
# b
00 00 00 40 40 40 5c 62 42 42 42 42 62 5c 00 00
# c
00 00 00 00 00 00 3c 42 40 40 40 40 42 3c 00 00
# d
00 00 00 02 02 02 3a 46 42 42 42 42 46 3a 00 00
# e
00 00 00 00 00 00 3c 42 42 7e 40 40 42 3c 00 00
# f
00 00 00 0c 10 10 10 7c 10 10 10 10 10 10 00 00
# g
00 00 00 00 00 02 3a 44 44 44 38 20 3c 42 42 3c
# h
00 00 00 40 40 40 5c 62 42 42 42 42 42 42 00 00
# i
00 00 00 08 08 00 18 08 08 08 08 08 08 3e 00 00
# j
00 00 00 04 04 00 0c 04 04 04 04 04 04 04 48 30
# k
00 00 00 40 40 40 44 48 50 60 50 48 44 42 00 00
# l
00 00 00 18 08 08 08 08 08 08 08 08 08 3e 00 00
# m
00 00 00 00 00 00 76 49 49 49 49 49 49 49 00 00
# n
00 00 00 00 00 00 5c 62 42 42 42 42 42 42 00 00
# o
00 00 00 00 00 00 3c 42 42 42 42 42 42 3c 00 00
# 0x70 = p
00 00 00 00 00 00 5c 62 42 42 42 42 62 5c 40 40
# q
00 00 00 00 00 00 3a 46 42 42 42 42 46 3a 02 02
# r
00 00 00 00 00 00 5c 62 42 40 40 40 40 40 00 00
# s
00 00 00 00 00 00 3c 42 40 30 0c 02 42 3c 00 00
# t
00 00 00 00 10 10 10 7c 10 10 10 10 10 0c 00 00
# u
00 00 00 00 00 00 42 42 42 42 42 42 46 3a 00 00
# v
00 00 00 00 00 00 42 42 42 24 24 24 18 18 00 00
# w
00 00 00 00 00 00 41 49 49 49 49 49 49 36 00 00
# x
00 00 00 00 00 00 42 42 24 18 18 24 42 42 00 00
# y
00 00 00 00 00 00 42 42 42 42 42 26 1a 02 02 3c
# z
00 00 00 00 00 00 7e 02 04 08 10 20 40 7e 00 00
# {
00 00 00 0c 10 10 08 08 10 20 10 08 08 10 10 0c
# |
00 00 08 08 08 08 08 08 08 08 08 08 08 08 08 08
# }
00 00 00 30 08 08 10 10 08 04 08 10 10 08 08 30
# ~
00 00 00 31 49 46 00 00 00 00 00 00 00 00 00 00
# 0x7f = del (unused)
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
# }}}
# offset 1400 (address 0x9000)
# vim:ft=subx