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Forums > C64 Coding > 32bit Decimal convertion
2018-10-05 07:02
JackAsser

Registered: Jun 2002
Posts: 2014
32bit Decimal convertion

Anybody got this shitz for 32-bit numbers? http://codebase64.org/doku.php?id=base:hexadecimal_to_decimal_c..
2018-10-05 09:12
Krill

Registered: Apr 2002
Posts: 2980
You're too lazy to pick any of the 3 approaches and modify the routine for 32-bit numbers? :)
2018-10-05 09:55
Frantic

Registered: Mar 2003
Posts: 1648
If he is, I could sort of sympathise with that, if it was part of a large project like Eye of the Beholder with zillions of lines of code and someone else had already implemented a 32-bit version of that routine.

I can't sympathise with the spelling of "Convertion" (Conversion) though. ;)
2018-10-05 10:08
chatGPZ

Registered: Dec 2001
Posts: 11386
did you check 6502.org? i think they had sth.... i am too lazy to look though =D
2018-10-05 10:26
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: You're too lazy to pick any of the 3 approaches and modify the routine for 32-bit numbers? :)

exactly
2018-10-05 10:26
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: If he is, I could sort of sympathise with that, if it was part of a large project like Eye of the Beholder with zillions of lines of code and someone else had already implemented a 32-bit version of that routine.

I can't sympathise with the spelling of "Convertion" (Conversion) though. ;)


Dang!! :)
2018-10-05 10:29
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: did you check 6502.org? i think they had sth.... i am too lazy to look though =D

Ahh no, I didn't. Checking now... nope, same there as on Codebase.

I guess I'll roll my own then. Just so annoyingly boring and my general purpose division in EotB is only 16-bit.. Thinking of some simple shift+add with the 1/10 since that is a very simple bitpattern 110011001100110011...
2018-10-05 10:32
JackAsser

Registered: Jun 2002
Posts: 2014
Or I just show the experience points in hex... ;)
2018-10-05 10:33
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: If he is, I could sort of sympathise with that, if it was part of a large project like Eye of the Beholder with zillions of lines of code and someone else had already implemented a 32-bit version of that routine.

I can't sympathise with the spelling of "Convertion" (Conversion) though. ;)


Also not zillions, but just 40688 at the moment (675kb).
2018-10-05 10:35
Krill

Registered: Apr 2002
Posts: 2980
Quoting JackAsser
nope, same there as on Codebase.
Indeed, Codebase has a straight 1:1 rip of the original 6502.org page, without giving proper credit. Not cool, Codebase, not cool.

Quoting JackAsser
Thinking of some simple shift+add with the 1/10 since that is a very simple bitpattern 110011001100110011...
Please elaborate. :)
2018-10-05 10:36
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: You're too lazy to pick any of the 3 approaches and modify the routine for 32-bit numbers? :)

Actually I didn't even bother to look closer on that code posted there but I didn't now and it's meant to be extended.

"The principle should be pretty clear. You can take it out to as many digits as you want."

However it relies on decimal mode being set, something my interrupt handlers can't handle and I'm not willing to fuck timing all over the place.
2018-10-05 10:41
Krill

Registered: Apr 2002
Posts: 2980
You have shitloads of spare memory for lookup tables, right? :) That allows for a very simple and fast approach with 4 8-bit lookups and 3 adds, both times decimal places, or something, i think.
2018-10-05 10:42
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: Quoting JackAsser
nope, same there as on Codebase.
Indeed, Codebase has a straight 1:1 rip of the original 6502.org page, without giving proper credit. Not cool, Codebase, not cool.

Quoting JackAsser
Thinking of some simple shift+add with the 1/10 since that is a very simple bitpattern 110011001100110011...
Please elaborate. :)


Basically you want to do:

int value = 0xdeadbeef;

int digit0 = value%10; value/=10;
int digit1 = value%10; value/=10;
int digit2 = value%10; value/=10;
int digit3 = value%10; value/=10;
int digit4 = value%10; value/=10;
int digit5 = value%10; value/=10;
.
.
.

When rolling your own division the remainder will pop out automatically. Doing a /10 is the same as doing a multiply by 1/10. Multiply by 1/10 is simply a shift+add multiplication with a %110011001100... bitpattern.
2018-10-05 10:43
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: You have shitloads of spare memory for lookup tables, right? :) That allows for a very simple and fast approach with 4 8-bit lookups and 3 adds, both times decimal places, or something, i think.

I actually don't have shitloads of memory left and this code can be dead slow so I'd rather have it tight.
2018-10-05 10:45
Krill

Registered: Apr 2002
Posts: 2980
Then i'd go with the first algorithm, bitwise conversion without any tables or div/mul.
2018-10-05 10:47
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: Then i'd go with the first algorithm, bitwise conversion without any tables or div/mul.

Need to digest it. Don't understand at all how it works atm. :D
2018-10-05 10:52
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: Need to digest it. Don't understand at all how it works atm. :D

Or I just substract billions, and when underflowing, roll back one step and start substracting 100-millions, and then 10-millions etc.. down to ones. Should be resonably fast.

ldx #<-1
:
sec
lda TMP+0
sbc #<(1000000000>>0)
sta TMP+0
lda TMP+1
sbc #<(1000000000>>8)
sta TMP+1
lda TMP+2
sbc #<(1000000000>>16)
sta TMP+2
lda TMP+1
sbc #<(1000000000>>24)
sta TMP+1
inx
bvc :-

etc..
2018-10-05 11:12
JackAsser

Registered: Jun 2002
Posts: 2014
Enjoy:

.export htd32
.proc htd32
		HTD_IN = ARGS+0		; 32-bit input
		HTD_OUT = RESULT	; 10-digit output, one digit per ZP-loc

		ldy #0 ;digit position
		:
			; Count digits on position y
			ldx #<-1 ;digit value
			:
				inx
				sec
				lda HTD_IN+0
				sbc table0,y
				sta HTD_IN+0
				lda HTD_IN+1
				sbc table1,y
				sta HTD_IN+1
				lda HTD_IN+2
				sbc table2,y
				sta HTD_IN+2
				lda HTD_IN+3
				sbc table3,y
				sta HTD_IN+3
			bcs :-

			; Rollback underflowed result
			clc
			lda HTD_IN+0
			adc table0,y
			sta HTD_IN+0
			lda HTD_IN+1
			adc table1,y
			sta HTD_IN+1
			lda HTD_IN+2
			adc table2,y
			sta HTD_IN+2
			lda HTD_IN+3
			adc table3,y
			sta HTD_IN+3

			txa
			sta HTD_OUT,y
			iny
			cpy #10
		bne :--

		rts

table0:	.byte <(1000000000>> 0),<(100000000>> 0),<(10000000>> 0),<(1000000>> 0),<(100000>> 0),<(10000>> 0),<(1000>> 0),<(100>> 0),<(10>> 0),<(1>> 0)
table1:	.byte <(1000000000>> 8),<(100000000>> 8),<(10000000>> 8),<(1000000>> 8),<(100000>> 8),<(10000>> 8),<(1000>> 8),<(100>> 8),<(10>> 8),<(1>> 8)
table2:	.byte <(1000000000>>16),<(100000000>>16),<(10000000>>16),<(1000000>>16),<(100000>>16), <(10000>>16),<(1000>>16),<(100>>16),<(10>>16),<(1>>16)
table3:	.byte <(1000000000>>24),<(100000000>>24),<(10000000>>24),<(1000000>>24),<(100000>>24), <(10000>>24),<(1000>>24),<(100>>24),<(10>>24),<(1>>24)
.endproc
2018-10-05 11:12
Perplex

Registered: Feb 2009
Posts: 255
Storing and adding XP as base-10 strings is not an option?
2018-10-05 11:13
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: Storing and adding XP as base-10 strings is not an option?

Brr no! :D
2018-10-05 12:09
ChristopherJam

Registered: Aug 2004
Posts: 1409
Alternately, here's my double dabble variant. No tables, 37 bytes of code including the RTS, assuming input and output in zero page. Might be able to save bytes by keeping the intermediate results in petscii rather than 0..9, but this is more readable.
.DEFINE blt bcc

scratch=$f0 ; input in scratch+10..scratch+13, output in scratch+0..scratch+9, most significant first


    jmp test


convert:
    lda#0

    ldx#9
initlp:
    sta scratch,x
    dex
    bpl initlp

    ldy#31
bitlp:

    ldx#9
correctionlp:
    lda scratch,x
    cmp#5
    blt noover
    ;carry now set
    adc#128-5-1
    ;carry now clear
    sta scratch,x
noover:
    dex
    bpl correctionlp

    ldx#13
shiftlp:
    rol scratch,x
    dex
    bpl shiftlp

    dey
    bpl bitlp

    rts


test:
    lda#13
    sta $d021
    jsr $e536
    lda#13
    jsr $ffd2
    lda#0
    sta $d021

    ldx#3
cpl:
    lda testv,x
    sta scratch+10,x
    dex 
    bpl cpl
    jsr convert

    ldx#9
codelp:
    lda#48
    ora scratch,x
    sta $040f,x
    dex
    bpl codelp
    rts


testv:
    .byte $49, $96, $02, $d2 ; 1234567890 = 0x499602d2
2018-10-05 12:36
JackAsser

Registered: Jun 2002
Posts: 2014
Awesome! Please explain the math of it
2018-10-05 12:56
Krill

Registered: Apr 2002
Posts: 2980
Seems to be a variant of that first algorithm.

Shift one bit of the binary value into the result, then avert decimal overflow for every decimal digit (when decimal digit >= 5, which would be >=10 upon the next iteration's shift) by subtracting 5 and setting decimal digit byte's MSB, which is the carry upon the next iteration's shift and will end up as the LSB of the next more significant decimal digit.

So basically you're doubling the result with every incoming bit of the argument (reflecting the binary nature of the argument) and fixing the result in every iteration (reflecting the decimal nature of the result).
2018-10-05 13:24
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: Seems to be a variant of that first algorithm.

Shift one bit of the binary value into the result, then avert decimal overflow for every decimal digit (when decimal digit >= 5, which would be >=10 upon the next iteration's shift) by subtracting 5 and setting decimal digit byte's MSB, which is the carry upon the next iteration's shift and will end up as the LSB of the next more significant decimal digit.

So basically you're doubling the result with every incoming bit of the argument (reflecting the binary nature of the argument) and fixing the result in every iteration (reflecting the decimal nature of the result).


Smart approach!
2018-10-05 14:25
Krill

Registered: Apr 2002
Posts: 2980
Quoting JackAsser
Smart approach!
Indeed, it's pretty elegant. Kind of in the same "class" of algorithms with bit-wise multiplication, division and square root.
2018-10-05 16:48
ChristopherJam

Registered: Aug 2004
Posts: 1409
Thanks, JackAsser! I was hoping to find something a little different, so while I did do a quick google and found the initial plus three approach elsewhere, I deliberately avoided looking at the solutions posted thus far.

Got halfway through the nybble masking etc required for the hex to BCD conversion when I had the realisation that you'd just have to unpack the nybbles for display purposes at the end anyway.

Switching to one digit per byte from the get go eliminates more than half of the instructions in the inner loop, and potentially frees up a register too.

Nice explanation of how it works, Krill.
2018-10-06 09:40
ChristopherJam

Registered: Aug 2004
Posts: 1409
This one converts directly to screencodes; saves two bytes in the "copy to screen" loop, needs an extra two bytes in the converter, takes an extra 1200 or so cycles. meh. Posting for posterity anyway.

.DEFINE blt bcc
digitbase=48

scratch=$f0 ; input in scratch+10..scratch+13, output in scratch+0..scratch+9, most significant first


    jmp test


convert:
    lda#digitbase

    ldx#9
initlp:
    sta scratch,x
    dex
    bpl initlp

    ldy#31
bitlp:

    ldx#9
correctionlp:
    lda scratch,x
    cmp#5+digitbase
    blt noover
    ;carry now set
    adc#128-5-1
    ;carry now clear
noover:
    sbc #digitbase/2-1
    sta scratch,x
    dex
    bpl correctionlp

    ; note - it doesn't matter what bits you shift into the bottom
    ; of the input bytes, as they never reach the output bytes
    ldx#13
shiftlp:
    rol scratch,x
    dex
    bpl shiftlp

    dey
    bpl bitlp

    rts


test:
    lda#13
    sta $d021
    jsr $e536
    lda#13
    jsr $ffd2
    lda#0
    sta $d021

    ldx#3
cpl:
    lda testv,x
    sta scratch+10,x
    dex 
    bpl cpl
    jsr convert

    ldx#9
codelp:
    lda scratch,x
    sta $040f,x
    dex
    bpl codelp
    rts


testv:
    .byte $49, $96, $02, $d2 ; 1234567890 = 0x499602d2
2018-10-23 14:48
Zirias

Registered: Jan 2014
Posts: 48
For the score display in 8192, I decided to create something reusable, although I needed it for 32 bit -- this should work for anything up to 128 bit if you adjust the constants, output is right-aligned and padded with spaces (0-padding would simplify it further):

.export numtostring
.exportzp nc_string
.exportzp nc_num

NUMSTRSIZE	= $a
NUMSIZE		= $4

.zeropage

nc_string:	.res	NUMSTRSIZE
nc_num:		.res	NUMSIZE

.code

numtostring:
		ldy	#NUMSTRSIZE
		lda	#$0
nts_fillzero:	sta	nc_string-1,y
		dey
		bne	nts_fillzero
		ldy	#(NUMSIZE*8)
nts_bcdloop:	ldx	#(NUMSTRSIZE-2)
nts_addloop:	lda	nc_string+1,x
		cmp	#$5
		bmi	nts_noadd
		adc	#$2
		sta	nc_string+1,x
nts_noadd:	dex
		bpl	nts_addloop
		asl	nc_num
		ldx	#($ff-NUMSIZE+2)
nts_rol:	rol	nc_num+NUMSIZE,x
		inx
		bne	nts_rol
		ldx	#(NUMSTRSIZE-2)
nts_rolloop:	lda	nc_string+1,x
		rol	a
		cmp	#$10
		and	#$f
		sta	nc_string+1,x
nts_rolnext:	dex
		bpl	nts_rolloop
		dey
		bne	nts_bcdloop
nts_scan:	cpx	#(NUMSTRSIZE-1)
		beq	nts_digits
		inx
		lda	nc_string,x
		bne	nts_digits
		lda	#$20
		sta	nc_string,x
		bne	nts_scan
nts_digits:	lda	nc_string,x
		ora	#$30
		sta	nc_string,x
		inx
		cpx	#(NUMSTRSIZE)
		bne	nts_digits
		rts
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