please dont rip this site

SX Microcontroller Math Method

24 Bit Floating Point Square Root

by Nikolai Golovchenko

Nikolai Golovchenko says:

Final release! :)
;**********************************************************************
;By Nikolai Golovchenko
;24 BIT FLOATING POINT SQARE ROOT (MICROCHIP format, see AN575)
;
;Input:
; AARGB0 - high byte with sign bit
; AARGB1 - low byte
; AEXP - exponent 2^(AEXP - 127)
;Output:
; AARGB0-1, AEXP - 24 bit floating point
;Temporary:
; BARGB0-1, BEXP - temporary for result
; TEMPB0-1
; LOOPCOUNT - counter
;
;ROM: 85 instructions
;RAM: 9 bytes
;
;Timing (includes call and return)
;8 cycles best case
;3+3+18+8*28-2+8*23-2+7+3= 438 cycles worst case
;**********************************************************************
;NOTES: 1)Square root is taken on absolute value of the number
;       (sign bit is ignored)
;       2)Rounding not implemented yet
;**********************************************************************
FPSQRT24
;Normalize input
;1)Check for zero input - if zero then exit
;2)Change sign to 1 and use sign bit as explicit MSB
;3)Divide BEXP = BEXP / 2
;4)If AEXP can be divided by 2 (AEXP<0>=1) then
;BARGB1 = 1, AARGB<0-1> << 1 and find 15 more bits
;5)Else find 16 more bits

        mov     W, AEXP ;if zero input then return
        snb     $03.2
        retw    $00

        clr     BARGB0  ;set up all used
        clr     BARGB1  ;temporary registers
        clr     TEMPB0  ;
        clr     TEMPB1  ;

        setb    AARGB0.7        ;make MSB explicit and ignore mantissa sign

;sqrt(2^E*M)=2^(E/2)*sqrt(M)
;we will align mantissa point above MSb. This is
;equivalent to division by 2. Or,
;sqrt(2^E*M)=sqrt(M/2)*2^((E+1)/2)
;new exponent is (E+1)/2
;new mantissa is M/2 (not changed, just new point position)

;divide (bexp+1) by 2. bexp is (eb + 127), where eb=-126.128!
;eb/2 is rounded to minus infinity!
        mov     BEXP, W ;copy aexp to bexp
        dec     BEXP    ;ensure required round mode
        clrb    $03.0   ;divide by 2
        rr      BEXP    ;
        mov     W, #$40 ;correct bias after division (J: was 64)
        add     BEXP, W ;

;if (E+1)/2 result has a remainder, then multiply mantissa by 2
;(left shift)
        sb      AEXP.0
        jmp     FPSQRT24a
        rl      AARGB1  ;(carry was zero)
        rl      AARGB0
        setb    BARGB1.0        ;set first bit of current result
                        ;and discard MSb of mantissa (we
                        ;used it already by setting first bit)
FPSQRT24a

;First find 8 bits of result. This will shift AARGB0 - AARGB1 to TEMPB1
;Then only zeros will be fed instead of AARGB0
        mov     W, #$08 ;loop counter  (J: was 8)
        mov     BARGB2, W       ;
FPSQRT24b
        mov     W, #$40 ;substract test bit from
        sub     AARGB0, W       ;current lowest byte.
                        ;it works also exactly
                        ;like $C0 addition for the
                        ;addition branch.
        mov     W, BARGB1       ;load accumulator with
                        ;current result LSB

        snb     TEMPB0.7
        jmp     FPSQRT24b_add

        sb      $03.0
        movsz   W, ++BARGB1
        sub     TEMPB1, W
        mov     W, #$01 ;(J: was 1)
        sb      $03.0
        sub     TEMPB0, W
        jmp     FPSQRT24b_next

FPSQRT24b_add
        snb     $03.0
        movsz   W, ++BARGB1
        add     TEMPB1, W
        mov     W, #$01 ;(J: was 1)
        snb     $03.0
        add     TEMPB0, W

FPSQRT24b_next
        rl      BARGB1  ;shift result into result bytes
        rl      BARGB0

        rl      AARGB1  ;Shift out next two bits of input
        rl      AARGB0  ;
        rl      TEMPB1  ;
        rl      TEMPB0  ;
        rl      AARGB1  ;
        rl      AARGB0  ;
        rl      TEMPB1  ;
        rl      TEMPB0  ;

        decsz   BARGB2  ;repeat untill 8 bits will be found
        jmp     FPSQRT24b

;Find other 7 or 8 bits. Only zeros are fed instead of AARGB0
;Repeat untill MSb of result gets set
FPSQRT24d
        snb     BARGB1.0        ;if Temp sign is positive, than jump to subtraction
        jmp     FPSQRT24d_sub   ;(previous result bit is inverted sign bit,
                                ;Tempb07 can not be used instead, because
                                ;it may overflow)

        ;after LSBs addition ($00 + $C0 = $C0) C=0,
        ;so we just continue adding higher bytes,
        ;keeping in mind that LSB=$C0 and C=0
        mov     W, BARGB1
        add     TEMPB1, W
        mov     W, BARGB0
        snb     $03.0
        movsz   W, ++BARGB0
        add     TEMPB0, W
        jmp     FPSQRT24d_next

FPSQRT24d_sub

        clrb    $03.0   ;simulate borrow ($00 - $40 = $C0, C=0)
        movsz   W, ++BARGB1
        sub     TEMPB1, W
        mov     W, BARGB0
        sb      $03.0
        movsz   W, ++BARGB0
        sub     TEMPB0, W

FPSQRT24d_next
        rl      BARGB1  ;shift result into result bytes
        rl      BARGB0

        setb    $03.0   ;Shift out next two bits of input
        rl      TEMPB1  ;(set carry before each shift to
        rl      TEMPB0  ;simulate $C0 value)
        setb    $03.0   ;
        rl      TEMPB1  ;
        rl      TEMPB0  ;

        sb      BARGB0.7        ;repeat untill all 16 bits will be found
        jmp     FPSQRT24d

;flag C, TEMPB1 - TEMPB0 contain current input that may be used to find 17th bit for rounding

;Copy BARG to AARG
        mov     W, BEXP
        mov     AEXP, W
        mov     W, BARGB0
        mov     AARGB0, W
        mov     W, BARGB1
        mov     AARGB1, W
        clrb    AARGB0.7        ;clear sign bit (overwrites explicit MSB, which is always one)

        retw    $00

;**********************************************************************
;Last updated 21Nov00


file: /Techref/scenix/lib/math/sqrt/fpsqrt24_sx.htm, 6KB, , updated: 2004/6/10 13:40, local time: 2024/11/24 17:10,
TOP NEW HELP FIND: 
3.143.23.38:LOG IN

 ©2024 These pages are served without commercial sponsorship. (No popup ads, etc...).Bandwidth abuse increases hosting cost forcing sponsorship or shutdown. This server aggressively defends against automated copying for any reason including offline viewing, duplication, etc... Please respect this requirement and DO NOT RIP THIS SITE. Questions?
Please DO link to this page! Digg it! / MAKE!

<A HREF="http://techref.massmind.org/techref/scenix/lib/math/sqrt/fpsqrt24_sx.htm"> SX Microcontroller Math Method 24 Bit Floating Point Square Root</A>

After you find an appropriate page, you are invited to your to this massmind site! (posts will be visible only to you before review) Just type a nice message (short messages are blocked as spam) in the box and press the Post button. (HTML welcomed, but not the <A tag: Instead, use the link box to link to another page. A tutorial is available Members can login to post directly, become page editors, and be credited for their posts.


Link? Put it here: 
if you want a response, please enter your email address: 
Attn spammers: All posts are reviewed before being made visible to anyone other than the poster.
Did you find what you needed?

 

Welcome to massmind.org!

 

Welcome to techref.massmind.org!

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

  .