The host node starts in its ROM (entry 12), and the boot feeds it the system's source through the console: capsules/v4/sys/map-64.f18, the fourteen .f18 blobs and end.f18, each found, hash-checked and signature-checked as any capsule, then EOT. The ROM assembles the system and starts it at (IDLE); the host reads the image record (v4_image_from_node) for what only the assembled system knows. A ROM error is reported with its blob, line and meaning, then PARITY:FAIL. Deleted: v4/tools/mkimage.c, capsules/v4/nucleus-64.f18, v4/capsule/*.v4, v4/tools/v4tof18.py. The .f18 files are the source now. - text.c speaks the rest of the ROM's language (set, here, store, start; v4_text_value, v4_text_start), so the oracle reads the same source: test_host_rom_nucleus compares the ROM against text.c on the .f18 files, word for word, image record included. Host tests load the .f18 files. - mkmap image writes v4_map_image (the map's description of the system); hosted and the kernel link the ROM and the map instead of v4_image_64.c. - Hera (Captain Bob's ruling, option 1): births stream the system the ROM assembled, as assembled code; hera.4th is unchanged. test_host_unit's host builds the system with the ROM. - New parity lines: PARITY:V4_F18 per blob, PARITY:V4_ROM words=2049 rom_hash=0xa6c792b5821010b7 instructions=60725216. Acceptance: amd64, aarch64, riscv64 boot to ok> with PARITY:V4_POST tests=538 pass=538 fail=0, POST: PASSED, and PARITY:V4_SYSTEM word_count=317 dict_hash=0xe5a57f3eb72ff94a on all three -- the same hash as the prebuilt nucleus gave. make -C v4 test test-32 hosted-check: all pass. Logs: logs/20261015-141648, -141938, -142350. Startup cost under QEMU TCG, the ROM's assembly (last V4_F18 line to V4_ROM): amd64 26.7 s of 132 s to ok>; aarch64 41.0 s of 195 s; riscv64 20.5 s of 101 s. Hosted native: +0.85 s. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
202 lines
9.0 KiB
Plaintext
202 lines
9.0 KiB
Plaintext
\ words.f18 -- more of the FORTH vocabulary: the stack, comparison, double,
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\ mixed, shift and string words that are short runs of opcodes or small loops.
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\
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\ Each is the definition DECOMPOSITION.md gives (sections 4, 5.1 - 5.7, 5.9)
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\ and the mesh-node tests execute (test_cells.c, test_foundation.c,
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\ test_strings.c), here as words of the host node's vocabulary. Rests on
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\ core.f18, forth.f18 and numout.f18.
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\
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\ Constants the loader supplies:
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\ MAX-INT the largest positive number: every bit but the top one
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\ (X) word address of four cells of scratch for COMPARE and SEARCH
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\ ---- stack ----
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set HDR-NFA here ", 2SWAP #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: 2SWAP ( a b c d -- c d a b ) ROT push ROT pop ;
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set HDR-NFA here ", 2OVER #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: 2OVER ( a b c d -- a b c d a b ) push push over over pop pop jump 2SWAP
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set HDR-NFA here ", 2ROT #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: 2ROT ( a b c d e f -- c d e f a b ) push push 2SWAP pop pop jump 2SWAP
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set HDR-NFA here ", 2>R #, 24 #, HDR-NFA #, HDR-LINK set HDR-LINK here : 2>R SWAP push push ;
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set HDR-NFA here ", 2R> #, 24 #, HDR-NFA #, HDR-LINK set HDR-LINK here : 2R> pop pop SWAP ;
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set HDR-NFA here ", 2R@ #, 24 #, HDR-NFA #, HDR-LINK set HDR-LINK here : 2R@ pop pop over over push push SWAP ;
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set HDR-NFA here ", NOP #, 8 #, HDR-NFA #, HDR-LINK set HDR-LINK here : NOP' nop ;
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set HDR-NFA here ", TRUE #, 8 #, HDR-NFA #, HDR-LINK set HDR-LINK here : TRUE -1 ;
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set HDR-NFA here ", FALSE #, 8 #, HDR-NFA #, HDR-LINK set HDR-LINK here : FALSE 0 ;
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set HDR-NFA here ", INVERT #, 8 #, HDR-NFA #, HDR-LINK set HDR-LINK here : INVERT inv ;
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\ ---- memory ----
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set HDR-NFA here ", 2@ #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: 2@ ( addr -- lo hi ) a! @+ @ ;
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set HDR-NFA here ", 2! #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: 2! ( lo hi addr -- ) a! SWAP !+ ! ;
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set HDR-NFA here ", -! #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: -! ( n addr -- ) a! NEGATE @ + ! ;
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\ ---- comparison ----
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set HDR-NFA here ", 0<> #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: 0<> if Z drop -1 ; Z: ;
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set HDR-NFA here ", 0> #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: 0> -if NN drop 0 ; NN: if Z drop -1 ; Z: ;
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set HDR-NFA here ", <> #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: <> xor jump 0<>
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set HDR-NFA here ", <= #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: <= GREATER jump 0=
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set HDR-NFA here ", >= #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: >= LESS jump 0=
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set HDR-NFA here ", U< #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: U< over over xor -if SAME drop NIP jump 0<
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SAME: drop - jump 0<
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set HDR-NFA here ", U> #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: U> SWAP jump U<
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set HDR-NFA here ", ABS #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: ABS -if P inv 1 + P: ;
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set HDR-NFA here ", MAX #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: MAX over over LESS if A drop push drop pop ; A: drop drop ;
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set HDR-NFA here ", MIN #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: MIN over over LESS if B drop drop ; B: drop push drop pop ;
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set HDR-NFA here ", WITHIN #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: WITHIN ( n low high -- flag ) push over pop LESS push LESS inv pop and ;
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\ ---- shifts ----
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\ As v3, a count that is negative or as large as the cell is wide is an
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\ error (code 9, "Shift count out of range").
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set HDR-NFA here ", LSHIFT #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: LSHIFT ( x n -- x' )
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-if NN jump BAD
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NN: dup N-1 inv + -if BAD2 drop
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L: if DONE -1 + push 2* pop jump L
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DONE: drop ;
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BAD2: drop
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BAD: drop drop NODE-ERROR b! 9 !b ;
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set HDR-NFA here ", RSHIFT #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: RSHIFT ( x n -- x' ) \ zeros come in at the top
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-if NN jump BAD
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NN: dup N-1 inv + -if BAD2 drop
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L: if DONE -1 + push 2/ MAX-INT and pop jump L
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DONE: drop ;
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BAD2: drop
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BAD: drop drop NODE-ERROR b! 9 !b ;
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\ ---- doubles and mixed ----
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set HDR-NFA here ", D- #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: D- DNEGATE jump D+
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set HDR-NFA here ", DABS #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: DABS -if P jump DNEGATE P: ;
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set HDR-NFA here ", D0= #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: D0= OR jump 0=
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set HDR-NFA here ", D0< #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: D0< push drop pop jump 0<
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set HDR-NFA here ", D= #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: D= D- jump D0=
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set HDR-NFA here ", D2* #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: D2* 2* over -if P drop 1 + jump J P: drop J: push 2* pop ;
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set HDR-NFA here ", D2/ #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: D2/ push a! 0 pop +* push drop a pop ;
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set HDR-NFA here ", M+ #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: M+ S>D jump D+
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set HDR-NFA here ", M- #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: M- S>D DNEGATE jump D+
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\ ( d1 d2 -- d1 d2 flag ) the flag's top bit is set exactly when d1 < d2
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: (D<)
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dup push push over pop over over xor if TIE
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drop over over xor -if HS drop drop jump S1
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HS: drop push inv pop + inv
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S1: -if N1 drop -1 jump D1 N1: drop 0
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D1: pop SWAP ;
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TIE: drop drop drop dup push push over pop
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over over xor -if LS drop NIP jump S2
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LS: drop push inv pop + inv
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S2: -if N2 drop -1 jump D2 N2: drop 0
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D2: pop pop ROT ;
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set HDR-NFA here ", D< #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: D< (D<) push drop drop drop drop pop ;
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set HDR-NFA here ", DMAX #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: DMAX (D<) if L drop push push drop drop pop pop ; L: drop drop drop ;
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set HDR-NFA here ", DMIN #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: DMIN (D<) if L drop drop drop ; L: drop push push drop drop pop pop ;
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\ ---- strings and memory ----
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set HDR-NFA here ", ?TERMINAL #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: ?TERMINAL ( -- flag ) CONSOLE-STATUS b! @b ;
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set HDR-NFA here ", CMOVE> #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: CMOVE> ( src dst u -- )
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-if OK drop drop drop NODE-ERROR b! 1 !b ;
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OK: if DONE -1 + push
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over pop dup push + C@
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over pop dup push + C!
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pop jump OK
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DONE: drop drop drop ;
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\ FORTH-79: n cells from addr1 to addr2, the cell at addr1 first.
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set HDR-NFA here ", MOVE #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: MOVE ( addr1 addr2 n -- )
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-if OK drop drop drop ;
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OK: if DONE push over a! @ over a! ! 1 + push 1 + pop pop -1 + jump OK
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DONE: drop drop drop ;
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set HDR-NFA here ", FILL #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: FILL ( baddr u c -- )
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SWAP push SWAP pop \ c baddr u
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-if OK drop drop drop NODE-ERROR b! 1 !b ;
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OK: if DONE push over over C! 1 + pop -1 + jump OK
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DONE: drop drop drop ;
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set HDR-NFA here ", ERASE #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: ERASE ( baddr u -- ) 0 jump FILL
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set HDR-NFA here ", BLANK #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: BLANK ( baddr u -- ) 32 jump FILL
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set HDR-NFA here ", -TRAILING #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: -TRAILING ( baddr u -- baddr u' )
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-if L drop 0 ;
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L: if DONE over over + -1 + C@ -32 + if SP drop ;
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SP: drop -1 + jump L
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DONE: ;
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set HDR-NFA here ", COMPARE #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: COMPARE ( a1 u1 a2 u2 -- n )
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-if A drop 0 A: (X)+1 b! !b
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SWAP -if B drop 0 B: dup (X) b! !b
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(X)+1 b! @b
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over over - -if GE drop drop jump M
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GE: drop push drop pop
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M:
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L: if EQ push
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over C@ over C@ - if SAME
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-if GT drop drop drop pop drop -1 ;
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GT: drop drop drop pop drop 1 ;
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SAME: drop 1 + push 1 + pop pop -1 + jump L
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EQ: drop drop drop (X) b! @b (X)+1 b! @b -
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-if NN drop -1 ;
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NN: if ZZ drop 1 ;
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ZZ: ;
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set HDR-NFA here ", SEARCH #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: SEARCH ( a1 u1 a2 u2 -- a3 u3 flag )
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-if A drop 0 A: (X)+1 b! !b (X) b! !b
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-if B drop 0 B: dup (X)+3 b! !b over (X)+2 b! !b
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L: dup (X)+1 b! @b - -if TRY
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drop drop drop (X)+2 b! @b (X)+3 b! @b 0 ;
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TRY: drop over (X) b! @b (X)+1 b! @b
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I: if MATCH push
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over C@ over C@ xor if SAME
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drop drop drop pop drop push 1 + pop -1 + jump L
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SAME: drop 1 + push 1 + pop pop -1 + jump I
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MATCH: drop drop drop -1 ;
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set HDR-NFA here ", SCAN #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: SCAN ( baddr u c -- baddr' u' )
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255 and push -if L drop 0
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L: if DONE over C@ pop dup push xor if FOUND
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drop push 1 + pop -1 + jump L
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FOUND: drop
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DONE: pop drop ;
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set HDR-NFA here ", SKIP #, 0 #, HDR-NFA #, HDR-LINK set HDR-LINK here
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: SKIP ( baddr u c -- baddr' u' )
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255 and push -if L drop 0
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L: if DONE over C@ pop dup push xor if SAME drop jump DONE
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SAME: drop push 1 + pop -1 + jump L
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DONE: pop drop ;
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