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6502 Illegal Opcodes in the Siemens PC 100 Assembly Manual (1980)

58 点作者 matt_d29 天前

8 条评论

weinzierl29 天前
Many German publications of that time had the peculiarity of using German terms for everything and Siemens was most radical in it.<p>For example the stack was often referred to as <i>&quot;Kellerstapelspeicher</i>&quot;[1]. The stack pointer was <i>&quot;Kellerstapelspeicherzeiger&quot;</i>.<p>The whole stack terminology revolved around the basement (Keller = cellar) metaphor. For example push was <i>&quot;einkellern&quot;</i> and pop <i>&quot;auskellern</i>&quot;. I think this was influenced by Friedrich L. Bauer&#x27;s work.<p>[1] The linked manual is quite lax and uses just <i>&quot;Stapelspeicher&quot;</i> and <i>&quot;Stapelzeiger&quot;</i>. But at least it has <i>&quot;Stapelzeigeradresse&quot;</i> which is a nice and long compound.
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toolslive29 天前
They were also discussed at length in the German magazine &quot;64er&quot;. fe here: <a href="https:&#x2F;&#x2F;www.64er-magazin.de&#x2F;8503&#x2F;opcodes.html" rel="nofollow">https:&#x2F;&#x2F;www.64er-magazin.de&#x2F;8503&#x2F;opcodes.html</a>
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eqvinox29 天前
Ah, when German engineering actually meant something (like putting some work in)… :&#x27;(
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dzdt28 天前
Worth linking the comprehensive modern reverse-engineered documentation of the illegal instructions: &quot;No More secrets: NMOS 6510 unintended opcodes&quot;. This runs to 119 pages including detailed analysis of each opcode, any instabilities, and potential use cases.<p>[1] <a href="https:&#x2F;&#x2F;csdb.dk&#x2F;release&#x2F;download.php?id=305221" rel="nofollow">https:&#x2F;&#x2F;csdb.dk&#x2F;release&#x2F;download.php?id=305221</a>
zombot29 天前
&gt; The instructions LAX Immediate, AAX X reg $02 and AAX X reg accu $02 are not always processed correctly.<p>Maybe that was the reason they were undocumented?
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RetroSpark29 天前
Throughout the entire NES game library, almost no games use these illegal opcodes. Apparently as part of the licensing process, Nintendo would verify that games only used the official instructions.<p>I wonder how they tested that, though? I don&#x27;t think developers had to submit their source code to Nintendo, so they would have had to analyse the binaries in some way?
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moring29 天前
Some rambling...<p>I always wonder if something like these undocumented opcodes could be used as a concept in more modern processors. Backend, transistors were a precious resource, and the result was those opcodes. Nowadays, instruction encoding space is more precious because of pressure on the instruction cache. Decoding performance might also be relevant.<p>The result of these thoughts is something I called &quot;PISC&quot;, programmable instruction set computer, which basically means an unchanged back-end (something like RISC + vector) but a programmable decoder in front of it. So then different pieces of code could use different encodings, optimized for each case.<p>...which you get in RISC with subroutines + instruction cache, if you regard the CALL instructions as &quot;encoded custom instructions&quot;, but not quite because CALLs waste a lot of bits, and you need additional instructions to pass arguments.<p>For pure RISC, all of this would at best take some pressure of the instruction cache, so probably not worth it. Might be more interestring for VLIW backends.
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TacticalCoder29 天前
I love the illegal opcodes in the 6800 that render the computer unusable (until reset) and that have been renamed <i>Halt and Catch Fire</i>:<p><a href="https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Halt_and_Catch_Fire_(computing)" rel="nofollow">https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Halt_and_Catch_Fire_(computing...</a><p>The series with that name is great too:<p><a href="https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Halt_and_Catch_Fire_(TV_series)" rel="nofollow">https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Halt_and_Catch_Fire_(TV_series...</a>