Introduction.
Both the BS2 and BS2SX provide 26 bytes of user RAM which may be directly referenced.
The BS2SX provides an additional 63 bytes of scratchpad RAM and this may be a big plus, depending on your application. It isn't quite as easy to manipulate, but certainly workable. A few of the 26 bytes of RAM which may be directly referenced are required in manipulating the scratchpad RAM variables.
Details.
The scratch pad addresses are 0 through 62. Address 63 is read only and is used by the BS2SX to determine which ROM memory block it is currently executing.
This scratch pad memory may be used to transfer variables from one process to another (more on this elsewhere). But, it may also be used locally much as one would use the 26 bytes which may be directly referenced.
Access the the scratch pad RAM is facilitated using the GET and PUT commands. Note that these commands are new to the BS2SX.
GET scratch_address, variable PUT scratch_address, variableAssume one wishes to perform the calculation;
Z = 52 * X/10 + 49 * Y/100 'RAM_0.BSX ' ' A VAR WORD ' general purpose variables B VAR BYTE C VAR BYTE Z_H_SCRATCH CON 0 ' sratchpad pad addresses defined Z_L_SCRATCH CON 1 X_SCRATCH CON 2 Y_SCRATCH CON 3 GET X_SCRATCH, B ' fetch the values GET Y_SCRATCH, C A = 52 * B/10 + 49 * C/100 ' perform the calculations PUT Z_H_SCRATCH, A.BYTE1 ' save the result PUT Z_L_SCRATCH, A.BYTE0 DONE: GOTO DONEOf course, in this example, four the 26 RAM locations which may be directly manipulated are used and it might appear there is no advantage in having these 63 new scratch pad locations. However, note that variables A, B and C may be thought of as temporary variables which are briefly used in the code segment and may then are free to perform other calculations.
These 63 new variables open up possibilities for arrays which simply are not practical with the 26 byte limitations. For example, assume you have previously stored 50 temperature values (bytes) in scratchpad locations 0 - 49 and desire to know the average, the maximum and the minimum. (In the following, I have not taken into account negative values).
'ARRAY_0.BSX SUM VAR WORD AVG_10 VAR WORD ' ten times the average _MAX VAR BYTE _MIN VAR BYTE N VAR BYTE A VAR BYTE ' temporary variable SCRATCH CON 0 ' temperature values in locations 0 - 49 SUM = 0 FOR N=0 TO 49 GET SCRATCH+N, A SUM = SUM + A NEXT AVG_10 = SUM * 10 / 50 DEBUG "AVG = ", DEC AVG_10/10, ".", DEC AVG_10//10, CR ' Now for the MIN _MIN = 255 FOR N=0 TO 49 GET SCRATCH+N, A IF (A>=_MIN) THEN SKIP_1 _MIN = A ' A is less than _MIN SKIP_1: NEXT DEBUG "MIN = ", DEC _MIN, CR ' Now for the MAX _MAX = 0 FOR N=0 TO 49 GET SCRATCH+N, A IF (A<=_MAX) THEN SKIP_2 _MAX = A ' A is greater than MAX SKIP_2: NEXT DEBUG "MAX = ", DEC _MAX, CR DONE: GOTO DONE
It occurs to me that this additional RAM may provide the capability for performing matrix manipulation, perhaps for solving simultaneous equations, but this is something I will probably never find the time to do.
The following is a rather foolish routine which fetches 50 variables from scratch pad, increments them and writes them to consecutive locations in EEPROM. As, I say, foolish, but it does illustrate how 63 RAM locations may be utilized with a very minor sacrifice of the 26 RAM bytes which may be directly referenced.
'RAM_1.BSX A VAR BYTE ' a general purpose variable B VAR WORD N VAR BYTE X_SCRATCH CON 0 ' values in 0-49 P_SCRATCH_HI CON 50 ' EEPROM pointer P_SCRATCH_LO CON 51 FOR N = 0 TO 49 ' dummy up the scratch pad PUT X_SCRATCH+N, 255-N NEXT FOR N= 0 TO 49 ' dump the scratch pad GET X_SCRATCH+N, A DEBUG HEX N, " ", HEX A, CR PAUSE 100 NEXT B=$100 ' write scatch pad to EEPROM PUT P_SCRATCH_HI, B.BYTE1 ' save to scratch pad PUT P_SCRATCH_LO, B.BYTE0 FOR N = 0 TO 49 GET X_SCRATCH+N, A ' increment X_SCRATCH A = A+1 PUT X_SCRATCH+N, A GET P_SCRATCH_HI, B.BYTE1 GET P_SCRATCH_LO, B.BYTE0 WRITE B, A ' save to EEPROM B=B+1 ' increment the pointer PUT P_SCRATCH_HI, B.BYTE1 PUT P_SCRATCH_LO, B.BYTE0 NEXT B=$100 ' dump EEPROM FOR N=0 TO 49 READ B, A DEBUG HEX B," ", HEX A, CR B=B+1 PAUSE 100 NEXT DONE: GOTO DONE