Sunday, September 4, 2016

The Physical Meaning of the Riemann Curvature Tensor

We saw before that the Riemann tensor is the degree to which second derivatives of a vector field fail to commute. We will now consider the physical implications of that. It has a few different meanings that are (not obviously) equivalent.

Parallel transport

To parallel transport a vector along a path means to carry the vector with you along the path without any change in the vector--that is, with the vector's (covariant) derivative along the path being zero.

It turns out that if you parallel transport a vector along a closed path back to where you started, then it will surprisingly end up different (rotated) from the vector you started with, if there is curvature in the region of the closed path. Likewise if you parallel transport a vector from one point to a second point, the result at the second point may vary with the choice of path. This is most easily seen if you imagine transporting a vector along the surface of the sphere of the earth, say from the equator straight north to the north pole vs first transporting it along the equator for some distance, and then straight north to the north pole.

The change \( \delta v^a \) in vector \( \vec{v} \) after parallel transporting it around a closed parallelogram going first along a small vector \( \vec{T} \), then a small vector \( \vec{S} \), and then completing the parallelogram, is given by the Riemann tensor: \[ \delta v^a = - v^b T^c S^d R^a{}_{b c d} \]

If the curvature is positive (see Gaussian curvature) like on a sphere, \( \vec{v} \) will rotate in the same direction as you go around the closed loop. Negative curvature will rotate \( \vec{v} \) in the opposite direction.

Geodesic deviation

The second meaning of the Riemann tensor is that it also describes geodesic deviation. A geodesic is a curve that is as straight as possible. E.g. a "great circle" on a sphere, or a straight line on a plane. In flat space, two initially parallel geodesics will remain a constant distance between them as they are extended. In curved space, the distance between will grow or shrink.

Given a geodesic with initial tangent \( \vec{V} \), and
given a second geodesic starting at a small displacement \( \vec{\xi} \) from the first and initial tangent being the result of \( \vec{V} \) parallel transported along \( \vec{\xi} \),
then as we extend the two geodesics forward, the first derivative of the displacement between them will be zero, because we chose them to be initially parallel. But the second derivative (acceleration) of the displacement is given by the Riemann tensor: \[ (\nabla v \nabla v\xi)^a = V^b V^c \xi^d R^a{}_{b c d} \]

(Note this happens to be the same as the change in \( \vec{V} \) when parallel transported around the parallelogram of \( \vec{V} \) and \( \vec{\xi} \).)
With positive curvature, the geodesics will converge. With negative curvature, the geodesics will diverge.

Sectional curvature

If \( \vec{V} \) and \( \vec{\xi} \) are orthogonal and unit length, then the above acceleration, dotted with \( \vec{\xi} \) is also negative of the value of the sectional curvature (Gaussian curvature) of the 2-surface made of geodesics through the initial point and tangent to \( \vec{V} \) and \( \vec{\xi} \). That is the flattest 2d surface containing the initial point and tangent to \( \vec{V} \) and \( \vec{\xi} \). Any orthonormal pair of vectors in that same plane will give the same value, because a 2d surface has only one scalar value of curvature at a point.

In addition to telling us how geodesics converge/diverge in this 2-surface, the Gaussian curvature can tell us other things like how much the circumference of a circle divided by its diameter will differ from \( \pi \). And how much its area will differ from \( \pi r^2 \). It will tell us how much the sum of the angles of a triangle formed by geodesics will differ from 180 degrees.

Inability to construct a Cartesian coordinate system.

The above meanings of the Riemann tensor are also equivalent to describing the impossibility of constructing a Cartesian coordinate system in the curved space.

  • In Cartesian coordinates we need the basis vectors to be the same everywhere (a basis vector forms a uniform vector field). But the fact that the second covariant derivatives do not commute implies that we cannot construct a vector field whose second derivatives all vanish.
  • The failure of a vector to parallel transport around a loop likewise means we cannot construct a uniform vector field for a basis vector. If you transport a basis vector one unit up the x axis and then up the y axis, you will not get the same result if you transport it to the same point by first going up thy y axis and then the x axis. There's no way to consistently define the basis vector at that point.
  • In Cartesian coordinates, we need to construct straight and parallel coordinate lines, but geodesic deviation means that initially parallel coordinate lines will inevitably converge or diverge.

We can construct a Cartesian coordinate system if and only if all the values of the Riemann tensor are zero at all points in space.

On the other hand, no matter how curved space is, we can always locally construct an approximately Cartesian coordinate system to first order, within a small enough region of space that appears locally flat. For example, a grid of city streets can approximate a Cartesian coordinate system to first order. But if you try to extend it further across the surface of the globe, you will run into problems. The Riemann tensor shows failure in the second derivatives. We can get the first derivatives to behave. E.g. we can make our coordinate lines initially parallel, with the first derivatave of their separation being zero. The amount of rotation of a parallel-transported vector varies linearly with the area of the closed path, thus it is a second-order property.

Monday, August 15, 2016

From Coordinate System to Curvature (Riemann Tensor in General Relativity)

Coordinate system

A set of coordinates specifies a point, so position can be thought of as a function of the coordinates. \[ \mathscr{P} = \mathscr{P}(x^1, x^2, x^3, \dotsc) \] At each point, a set of basis vectors \( \vec{e_i} \) can be defined. Each basis vector is obtained by differentiating position by one coordinate (i.e., holding all other coordinate values constant), which means it is a vector pointing along that coordinate line, where a coordinate line describes a path along which only that one coordinate varies. \[ \vec{e_i} = \frac{ \partial \mathscr{P} }{ \partial x^i } \] Any given vector \( \vec{A} \) can now be expressed as a linear combination of the basis vectors. \[ \vec{A} = A^i \vec{e_i} \] Where the \( A^i \) are the components of the vector in this basis. Here (and throughout) we are using the Einstein summation convention, \( A^i \vec{e_i} = \displaystyle\sum_{i=0}^{N} A^i \vec{e_i} \)

Partial derivative of a vector field:

A vector field is a set of vectors, with one vector at each point (e.g. wind speed or electric field at each point). It can be thought of as a vector-valued function of the coordinates: \( \vec{A}(x^1, x^2, x^3, \dotsc) \). The (partial) derivative of this function with respect to one of the coordinates, gives a vector that is the rate of change of \( \vec{A} \) per unit of that coordinate.

We expand it by the product rule:

\[ \frac{ \partial \vec{A} }{ \partial x^i } = \frac{\partial}{ \partial x^i }( A^j \vec{e_j} ) = \frac{\partial A^j}{ \partial x^i } \vec{e_j} + A^j \frac{\partial \vec{e_j} }{ \partial x^i } \]

Define "Christoffel Symbols", which are the rate of change of the basis vectors:
\[ \Gamma^{k}{}_{i j} \vec{e_k} = \frac{\partial \vec{e_j} }{ \partial x^i } \]

Substitute that into our formula for the partial derivative: \[ \frac{ \partial \vec{A} }{ \partial x^i } = \frac{\partial A^j}{ \partial x^i } \vec{e_j} + A^j \Gamma^{k}{}_{i j} \vec{e_k} \]

In that last term, the summation indices \( j \) and \( k \) are arbitrarily chosen, so we can replace them with whatever we like. So replace \( j \) with \( \alpha \) and replace \( k \) with \( j \). Then the partial derivative of a vector field is:
\[ \frac{ \partial \vec{A} }{ \partial x^i } = ( \frac{\partial A^j}{ \partial x^i } + A^{\alpha} \Gamma^{j}{}_{i \alpha} ) \vec{e_j} \]
This is called "covariant derivative" (to distinguish from partial derivatives of components), and has the following notation:
\[ \nabla_i \vec{A} = \frac{ \partial \vec{A} }{ \partial x^i } \]

Because \( \nabla_i \vec{A} \) is a vector field we can take its partial derivative to get the second partial derivative: \[ \nabla_j \nabla_i \vec{A} \] the partial (covariant) derivative of \( \vec{A} \) with respect to coordinate \( x^i \) and then with respect to coordinate \( x^j \).

Curvature

Curvature is measured by the Riemann curvature tensor, describing the degree to which the second covariant derivative does not commute:
\[ ( v^b R^a{}_{b c d} ) \vec{e_a} = \nabla_c \nabla_d \vec{v} - \nabla_d \nabla_c \vec{v} \] So its components are \[ R^a{}_{b c d} = (\nabla_c \nabla_d \vec{e_b} - \nabla_d \nabla_c \vec{e_b})^a \] thus describing how the second partial derivatives of the basis vectors fail to commute. The components are all zero in flat space, because the second derivatives always commute in flat space, no matter what coordinate system is chosen. So the amount of non-commutativity tells us how space is curved.

Next we consider the physical/geometric meaning of the Riemann tensor.

Saturday, April 23, 2016

Write Your Own Operating System Tutorial: Table of Contents

[This was originally published years ago at cse.unl.edu/~jgompert and then joelgompert.com.]

Write Your Own Operating System Tutorial: Lesson 7: Start Saying Goodbye To BIOS

[This is part of a larger tutorial.
Previous lesson     Table of Contents]

Now that we have a boot loader that will load our operating system, and thus can make our operating system larger than one sector, we can now begin to add some complexity to our system. One of the first things to do is to loosen our tie to BIOS. So far we have been using BIOS functions for all of our input and output. BIOS hides all of the input and output from us with its interface, so we don’t know exactly how it goes about performing its functions. BIOS can often be slower than handling I/O by ourselves, and in doing it ourselves, we can know exactly what is going on, thus giving us more power, control, and flexibility with the design of our operating system. The benefit to using BIOS is that the interface is very standard and should not vary from machine to machine. On the other hand, BIOS can only be used in real mode. Later on, if the operating system switches the processor over to protected mode, then the BIOS functions are unusable. Of course, my main reason for learning to perform the I/O myself it simply to see how it is done. If anyone has any arguments for or against the use of BIOS for I/O, let me know. Perhaps we could discuss it further.

The area we will begin with is that of text output to the screen. So far we have been using BIOS interrupt 0x10, function 0x0E. We will begin performing text output ourselves. Before we can even start to do this, we need to know a few things. First of all, video memory is mapped to main memory addresses starting at address 0xB0000 (flat address from base of the physical address space). The region of memory holding the text content of the screen starts at 0xB0000 for monochrome displays and 0xB8000 for color displays. Try the latter address first, and if you can’t get it working, perhaps try the former. I will proceed assuming the use of a color display.

The first byte (0xB8000) holds the ASCII code for the upper-leftmost character on the screen. The next byte (0xB8001) holds the color/style code for that character. These bytes are followed by two more bytes that hold the ASCII code and color/style code for the next character to the right. The video memory continues alternating ASCII code and style/color code to the end of the first row of text. The next bytes after this represent the first character on the second row, and so on for the rest of the screen.

So, all that is necessary to output text to the screen is to write ASCII codes into this region of memory. (This is referred to as memory-mapped I/O.) However, you will now need to keep track of the location of the cursor.

Speaking of the cursor, you can write characters to anywhere on the screen (anywhere in video memory). But it will look odd to the user if they are typing on the keyboard and characters are appearing one place on the screen and the little blinking cursor is elsewhere on the screen. The video controller chip (6845 on the IBM PC) takes care of drawing the blinking cursor on the screen; we just need to tell it where to move the cursor.

The 6845 video controller is connected to I/O port 0x3B4-0x3B5 for a mono display and 0x3D4-0x3D5 for a color display. As far as I can tell, the 6845 has various registers, and (assuming a color display) port 0x3D4 is used to indicate which port we would like to write to, and then we write the data to port 0x3D5. Registers 14-15 tell the 6845 where to draw the blinky cursor. The following is psuedo-code for moving the cursor.

outbyte(0x3D4, 14);                    // write to register 14 first
outbyte(0x3D5, (cursorpos>>8) & 0xFF); // output high byte
outbyte(0x3D4, 15);                    // again to register 15
outbyte(0x3D5, cursorpos & 0xFF);      // low byte in this register

The cursor position (in cursorpos) is the character number, starting with 0 and number all the characters in the order that they are arranged in video memory. (The offset in video memory for a given cursor position is cursorpos*2 for the ASCII code and (cursorpos*2)+1 for the color/style code.)

Using this region of video memory to output characters and the I/O ports to tell the video controller where to draw the cursor, it is now your job to write a text driver for your operating system. Create a set of functions that you can call to output characters, strings, numbers, pointers, etc to the screen without using BIOS (this means no software interrupts). Make sure that your text driver handles scrolling the text on the screen upward before going off the bottom. Write a function to clear the screen.

Try allowing the user to type characters with the keyboard (you can still use BIOS for keyboard input for now), and echo each character to the screen as it is typed. If you have any troubles writing your text driver, let me know and perhaps I can give you some hints.

As far as the color/style byte is concerned, you can simply use 07 (white on black) for most purposes, but for those of you who are curious, I will explain the different color/style settings. The color/style of a character is one byte. Those 8 bits are used as follows.

Bits 3-0 : Foreground color
Bit 3 2 1 0
Color Intensity Red Green Blue

These four bits can be used in any and all 16 combinations. If bit 3 is 1, it indicates full intensity, 0 indicates half intensity. For example, 3 would be cyan (blue + green) while 11 would be bright cyan (intensity+blue+green).

Bit 5: Reverse Video
Bit 6: Black on colored background, color given by bits 3-0
Bit 7: Blinking text

For example a code of 0x2C (00101100bin) would be reverse video bright red.

Previous lesson     Table of Contents

Write Your Own Operating System Tutorial: Lesson 6: Boot Loader

[This is part of a larger tutorial.
Previous lesson     Table of Contents     Next lesson]

Everything we’ve done so far has been placed entirely inside the boot sector. We can’t make our operating system very big at all if it is to fit in one sector. We need a way of expanding. We will do this by making a boot program that simply loads an executable file off the disk and begins executing it. This is called a boot loader. This file loaded off the disk can be as big as we want, since it will not be constrained to one sector.

This is more difficult than anything else we’ve done so far. It might be a good idea, now, to locate a reference on the FAT file system (or the file system of your choice, but I will be assuming the use of the FAT system). I will give a brief overview of the boot loading process.

A floppy disk contains, in this order, the DOS Boot Record (the first sector we have been working with), the File Allocation Table (FAT), the Root Directory, and then the data contained in the files on the disk. (A hard disk is more complicated. It has a Master Boot Record and multiple partitions.) Suppose we write an operating system, compile/assemble it to a file named LOADER.BIN, and place it on the disk. The boot loader will load it as follows.

  1. The DOS Boot Record (DBR) is read to determine the size of the DBR, FAT, and Root Directory. The location of each on the disk is then determined.
  2. The Root Directory is read in to memory.
  3. The Root Directory is searched for the file name LOADER.BIN. If found, we can look in the directory entry to find out which is the file’s first cluster (file allocation unit). If not found, we give an error message.
  4. The File Allocation Table is read off the disk in to memory.
  5. Starting with the file’s first cluster, we use the FAT to locate all the clusters belonging to the file. We read them all off the disk into memory at a specific location.
  6. We jump to that location to begin execution of the operating system.

All of the reading from the disk will be done using calls to BIOS. If you feel adventurous, use a reference of BIOS functions to learn how to read sectors from the disk and try writing your own boot loader. Otherwise, I have provided a slightly modified version of John S. Fine’s FAT12 bootstrap loader. Last I checked you can get a copy of his utility "partcopy" here. I recommend using this utility and his compiling and installing instructions. Otherwise, you can still copy the boot loader to the floppy disk using the same method we have used in the previous lessons.

; boot12.asm  FAT12 bootstrap for real mode image or loader
; Version 1.0, Jul 5, 1999
; Sample code
; by John S. Fine  johnfine@erols.com
; I do not place any restrictions on your use of this source code
; I do not provide any warranty of the correctness of this source code
;_____________________________________________________________________________
;
; Documentation:
;
; I)    BASIC features
; II)   Compiling and installing
; III)  Detailed features and limits
; IV)   Customization
;_____________________________________________________________________________
;
; I)    BASIC features
;
;    This boot sector will load and start a real mode image from a file in the
; root directory of a FAT12 formatted floppy or partition.
;
;    Inputs:
; DL = drive number
;
;    Outputs:
; The boot record is left in memory at 7C00 and the drive number is patched
; into the boot record at 7C24.
; SS = DS = 0
; BP = 7C00
;_____________________________________________________________________________
;
; II)   Compiling and installing
;
;  To compile, use NASM
;
;  nasm boot12.asm -o boot12.bin
;
;  Then you must copy the first three bytes of BOOT12.BIN to the first three
;  bytes of the volume and copy bytes 0x3E through 0x1FF of BOOT12.BIN to
;  bytes 0x3E through 0x1FF of the volume.  Bytes 0x3 through 0x3D of the
;  volume should be set by a FAT12 format program and should not be modified
;  when copying boot12.bin to the volume.
;
;  If you use my PARTCOPY program to install BOOT12.BIN on A:, the
;  commands are:
;
;  partcopy boot12.bin 0 3 -f0
;  partcopy boot12.bin 3e 1c2 -f0 3e
;
;  PARTCOPY can also install to a partition on a hard drive.  Please read
;  partcopy documentation and use it carefully.  Careless use could overwrite
;  important parts of your hard drive.
;
;  You can find PARTCOPY and links to NASM on my web page at
;  http://www.erols.com/johnfine/
;_____________________________________________________________________________
;
; III)  Detailed features and limits
;
;   Most of the limits are stable characteristics of the volume.  If you are
; using boot12 in a personal project, you should check the limits before
; installing boot12.  If you are using boot12 in a project for general
; distribution, you should include an installation program which checks the
; limits automatically.
;
; CPU:  Supports any 8088+ CPU.
;
; Volume format:  Supports only FAT12.
;
; Sector size:  Supports only 512 bytes per sector.
;
; Drive/Partition:  Supports whole drive or any partition of any drive number
; supported by INT 13h.
;
; Diskette parameter table:  This code does not patch the diskette parameter
; table.  If you boot this code from a diskette that has more sectors per
; track than the default initialized by the BIOS then the failure to patch
; that table may be a problem.  Because this code splits at track boundaries
; a diskette with fewer sectors per track should not be a problem.
;
; File position:  The file name may be anywhere in the root directory and the
; file may be any collection of clusters on the volume.  There are no
; contiguity requirements.  (But see track limit).
;
; Track boundaries:  Transfers are split on track boundaries.  Many BIOS's
; require that the caller split floppy transfers on track boundaries.
;
; 64Kb boundaries:  Transfers are split on 64Kb boundaries.  Many BIOS's
; require that the caller split floppy transfers on track boundaries.
;
; Cluster boundaries:  Transfers are merged across cluster boundaries whenever
; possible.  On some systems, this significantly reduces load time.
;
; Cluster 2 limit:  Cluster 2 must start before sector 65536 of the volume.
; This is very likely because only the reserved sectors (usually 1) and
; the FAT's (two of up to 12 sectors each) and the root directory (usually
; either 15 or 32 sectors) precede cluster 2.
;
; Track limit:  The entire image file must reside before track 32768 of the
; entire volume.  This is true on most media up to 1GB in size.  If it is a
; problem it is easy to fix (see boot16.asm).  I didn't expect many people
; to put FAT12 partitions beyond the first GB of a large hard drive.
;
; Memory boundaries:  The FAT, Root directory, and Image must all be loaded
; starting at addresses that are multiples of 512 bytes (32 paragraphs).
;
; Memory use:  The FAT and Root directory must each fit entirely in the
; first 64Kb of RAM.  They may overlap.
;
; Root directory size:  As released, it supports up to 928 entries in the
; root directory.  If ROOT_SEG were changed to 0x7E0 it would support up
; to 1040.  Most FAT12 volumes have either 240 or 512 root directory
; entries.
;_____________________________________________________________________________
;
; IV)   Customization
;
;   The memory usage can be customized by changing the _SEG variables (see
; directly below).
;
;   The file name to be loaded and the message displayed in case of error
; may be customized (see end of this file).
;
;   The ouput values may be customized.  For example, many loaders expect the
; bootsector to leave the drive number in DL.  You could add "mov dl,[drive]"
; at the label "eof:".
;
;   Some limits (like maximum track) may be removed.  See boot16.asm for
; comparison.
;
;   Change whatever else you like.  The above are just likely possibilities.
;_____________________________________________________________________________


; Change the _SEG values to customize memory use during the boot.
; When planning memory use, remember:
;
; *)  Each of ROOT_SEG, FAT_SEG, and IMAGE_SEG must be divisible by 0x20
;
; *)  None of ROOT, FAT or IMAGE should overlap the boot code itself, or
;     its stack.  That means: avoid paragraphs 0x7B0 to 0x7DF.
;
; *)  The FAT area must not overlap the IMAGE area.  Either may overlap
;     the ROOT area;  But, if they do then the root will not remain in
;     memory for possible reuse by the next stage.
;
; *)  The FAT area and the root area must each fit within the first 64Kb
;     excluding BIOS area (paragraphs 0x60 to 0xFFF).
;
; *)  A FAT12 FAT can be up to 6Kb (0x180 paragraphs).
;
; *)  A FAT12 root directory is typically either 0x1E0 or 0x400 paragraphs
;     long, but larger sizes are possible.
;
; *)  The code will be two bytes shorter when FAT_SEG is 0x800 than when it
;     is another value.  (If you reach the point of caring about two bytes).
;
%define ROOT_SEG 0x60
%define FAT_SEG  0x800
%define IMAGE_SEG 0x1000

%if ROOT_SEG & 31
  %error "ROOT_SEG must be divisible by 0x20"
%endif
%if ROOT_SEG > 0xC00
  %error "Root directory must fit within first 64Kb"
%endif
%if FAT_SEG & 31
  %error "FAT_SEG must be divisible by 0x20"
%endif
%if FAT_SEG > 0xE80
  %error "FAT must fit within first 64Kb"
%endif
%if IMAGE_SEG & 31
  %error "IMAGE_SEG must be divisible by 0x20"
%endif

; The following %define directives declare the parts of the FAT12 "DOS BOOT
; RECORD" that are used by this code, based on BP being set to 7C00.
;
%define sc_p_clu bp+0Dh  ;byte  Sectors per cluster
%define sc_b4_fat bp+0Eh  ;word  Sectors (in partition) before FAT
%define fats  bp+10h  ;byte  Number of FATs
%define dir_ent  bp+11h  ;word  Number of root directory entries
%define sc_p_fat bp+16h  ;word  Sectors per FAT
%define sc_p_trk bp+18h  ;word  Sectors per track
%define heads  bp+1Ah  ;word  Number of heads
%define sc_b4_prt bp+1Ch  ;dword Sectors before partition
%define drive  bp+24h  ;byte  Drive number

 org 0x7C00

entry:
 jmp short begin

; --------------------------------------------------
; data portion of the "DOS BOOT RECORD"
; ----------------------------------------------------------------------
brINT13Flag     DB      90H             ; 0002h - 0EH for INT13 AH=42 READ
brOEM           DB      'MSDOS5.0'      ; 0003h - OEM ID - Windows 95B
brBPS           DW      512             ; 000Bh - Bytes per sector
brSPC           DB      1               ; 000Dh - Sector per cluster
brSc_b4_fat DW      1               ; 000Eh - Reserved sectors
brFATs          DB      2               ; 0010h - FAT copies
brRootEntries   DW      0E0H  ; 0011h - Root directory entries
brSectorCount   DW      2880  ; 0013h - Sectors in volume, < 32MB
brMedia         DB      240  ; 0015h - Media descriptor
brSPF           DW      9               ; 0016h - Sectors per FAT
brSc_p_trk DW      18              ; 0018h - Sectors per head/track
brHPC           DW      2  ; 001Ah - Heads per cylinder
brSc_b4_prt DD      0               ; 001Ch - Hidden sectors
brSectors       DD      0         ; 0020h - Total number of sectors
brDrive  DB      0               ; 0024h - Physical drive no.
  DB      0               ; 0025h - Reserved (FAT32)
  DB      29H             ; 0026h - Extended boot record sig (FAT32)
brSerialNum     DD      404418EAH       ; 0027h - Volume serial number
brLabel         DB      'Joels disk '   ; 002Bh - Volume label
brFSID          DB      'FAT12   '      ; 0036h - File System ID
;------------------------------------------------------------------------


begin:
 xor ax, ax
 mov ds, ax
 mov ss, ax
 mov sp, 0x7C00
 mov bp, sp
 mov [drive], dl ;Drive number

 mov al, [fats] ;Number of FATs
 mul word [sc_p_fat] ; * Sectors per FAT
 add ax, [sc_b4_fat] ; + Sectors before FAT
    ;AX = Sector of Root directory

 mov si, [dir_ent] ;Max root directory entries
 mov cl, 4
 dec si
 shr si, cl
 inc si  ;SI = Length of root in sectors

 mov di, ROOT_SEG/32 ;Buffer (paragraph / 32)
 call read_16  ;Read root directory
 push ax  ;Sector of cluster two
%define sc_clu2 bp-2  ;Later access to the word just pushed is via bp

 mov dx, [dir_ent] ;Number of directory entries
 push ds
 pop es
 mov di, ROOT_SEG*16

search:
 dec dx  ;Any more directory entries?
 js error  ;No
 mov si, filename ;Name we are searching for
 mov cx, 11  ;11 characters long
 lea ax, [di+0x20] ;Precompute next entry address
 push ax
 repe cmpsb  ;Compare
 pop di
 jnz search  ;Repeat until match

 push word [di-6] ;Starting cluster number

 mov ax, [sc_b4_fat] ;Sector number of FAT
 mov si, [sc_p_fat] ;Length of FAT
 mov di, FAT_SEG/32 ;Buffer (paragraph / 32)
 call read_16  ;Read FAT

next:
 pop bx  ;Cluster number
 mov si, bx  ;First cluster in this sequence
 mov ax, bx  ;Last cluster in this sequence

.0:
 cmp bx, 0xFF8 ;End of file?
 jae .2  ; Yes
 inc ax  ;Last cluster plus one in sequence

 ;Look in FAT for next cluster
 mov di, bx  ;Cluster number
 rcr bx, 1  ;1.5 byte entry per cluster
    ;bx = 0x8000 + cluster/2
    ;c-bit set for odd clusters

 mov bx, [bx+di+FAT_SEG*16-0x8000]
 jnc .1
 shr bx, 1
 shr bx, 1
 shr bx, 1
 shr bx, 1
.1: and bh, 0xF

 cmp ax, bx  ;Is the next one contiguous?
 je .0  ;Yes: look further ahead
.2: sub ax, si  ;How many contiguous in this sequence?
 jz eof  ;None, must be done.

 push bx  ;Save next (eof or discontiguous) cluster
 
 mov bl, [sc_p_clu] ;Sectors per cluster
 mov bh, 0  ;  as a word
 mul bx  ;Length of sequence in sectors
.3: mov di, IMAGE_SEG/32 ;Destination (paragraph / 32)
 add [.3+1], ax  ;Precompute next destination
 xchg ax, si  ;AX = starting cluster ;SI = length in sectors
 dec ax
 dec ax  ;Starting cluster minus two
 mul bx  ; * sectors per cluster
 add ax, [sc_clu2] ; + sector number of cluster two
 adc dl, dh  ;Allow 24-bit result

 call read_32  ;Read it
 jmp short next ;Look for more

eof:
 jmp IMAGE_SEG:0

error: mov si, errmsg ;Same message for all detected errors
 mov ax, 0xE0D ;Start message with CR
 mov bx, 7
.1: int 10h
 lodsb
 test al, al
 jnz .1
 xor ah, ah
 int 16h  ;Wait for a key
 int 19h  ;Try to reboot

read_16:
 xor dx, dx

read_32:
;
; Input:
;    dx:ax = sector within partition
;    si    = sector count
;    di    = destination segment / 32
;
; The sector number is converted from a partition-relative to a whole-disk
; (LBN) value, and then converted to CHS form, and then the sectors are read
; into (di*32):0.
;
; Output:
;    dx:ax  updated (sector count added)
;    di     updated (sector count added)
;    si = 0
;    bp, ds preserved
;    bx, cx, es modified

.1: push dx   ;(high) relative sector
 push ax   ;(low) relative sector

 add ax, [sc_b4_prt]  ;Convert to LBN
 adc dx, [sc_b4_prt+2]

 mov bx, [sc_p_trk]  ;Sectors per track
 div bx   ;AX = track ;DX = sector-1
 sub bx, dx   ;Sectors remaining, this track
 cmp bx, si   ;More than we want?
 jbe .2   ;No
 mov bx, si   ;Yes: Transfer just what we want
.2: inc dx   ;Sector number
 mov cx, dx   ;CL = sector ;CH = 0
 cwd    ;(This supports up to 32767 tracks
 div word [heads]  ;Track number / Number of heads
 mov dh, dl   ;DH = head

 xchg ch, al   ;CH = (low) cylinder  ;AL=0
 ror ah, 1   ;rotate (high) cylinder
 ror ah, 1
 add cl, ah   ;CL = combine: sector, (high) cylinder

 sub ax, di
 and ax, byte 0x7F  ;AX = sectors to next 64Kb boundary
 jz .3   ;On a 64Kb boundary already
 cmp ax, bx   ;More than we want?
 jbe .4   ;No
.3: xchg ax, bx   ;Yes: Transfer just what we want
.4: push ax   ;Save length
 mov bx, di   ;Compute destination seg
 push cx
 mov cl, 5
 shl bx, cl
 pop cx
 mov es, bx
 xor bx, bx   ;ES:BX = address
 mov dl, [drive]  ;DL = Drive number
 mov ah, 2   ;AH = Read command
 int 13h   ;Do it
 jc error
 pop bx   ;Length
 pop ax   ;(low) relative sector
 pop dx   ;(high) relative sector
 add ax, bx   ;Update relative sector
 adc dl, dh
 add di, bx   ;Update destination
 sub si, bx   ;Update count
 jnz .1   ;Read some more
 ret

errmsg db 10,"Error Executing FAT12 bootsector",13
 db 10,"Press any key to reboot",13,10,0

size equ $ - entry
%if size+11+2 > 512
  %error "code is too large for boot sector"
%endif
 times (512 - size - 11 - 2) db 0

filename db "LOADER  BIN"  ;11 byte name
 db 0x55, 0xAA  ;2  byte boot signature

There are many user-adjustable settings in John Fine’s bootstrap loader. His loader assumes the use of a FAT12 file system (the system that is used on floppy disks). For another system, you will need to use a different loader. Things you can adjust are the locations where the operating system and various FAT data structures will be loaded into memory. You can also adjust the filename (of the operating system) that the loader loads.

By default, the loader loads a file named LOADER.BIN in the root directory (if one exists) into memory starting at address 0x1000:0000. (This is adjustable by the %define IMAGE_SEG). Thus you can compile/assemble an operating system and copy it to the floppy disk as a file named LOADER.BIN.

As an example, we will take the Hello, World operating system from Lesson 4 and run it with our boot loader. We cannot use the exact same source file from Lesson 4, however. We need to make a few changes. First, we need to take into account that this file will now be loaded into a different location in memory (0x1000:0000 instead of 0000:7C00), and, secondly, we can get rid of the DOS Boot Record data.

We can start the code by setting up the data and stack segments and the stack pointer. We will do this as shown below. The current code segment is in the CS register, and the static data assembled into the executable is here, so we will use this as the data segment as well. For now, we will use this as the stack segment, but we will likely want to change this in the future.

mov    ax, cs      ; Get the current segment
mov    ds, ax      ; The data is in this segment
cli                ; disable interrupts while changing stack
mov    ss, ax      ; We'll use this segment for the stack too
mov    sp, 0xfffe  ; Start the stack at the top of the segment
sti                ; Reenable interrupts

Finally, we can get rid of some lines at the bottom of the source code that adds the boot sector signature and the check to make sure the file is exactly 1 sector long. All of the other code should look familiar. The resulting file is as follows.

;----------------------------------------------------------------------
; Hello World Operating System
;
; Joel Gompert 2001
;
; Disclaimer: I am not responsible for any results of the use of the contents
;   of this file
;----------------------------------------------------------------------

; --------------------------------------------
;  Here is the operating system entry point
; --------------------------------------------
begin:
 mov ax, cs  ; Get the current segment
 mov ds, ax  ; The data is in this segment
 cli   ; disable interrupts while changing stack
 mov ss, ax  ; We'll use this segment for the stack too
 mov sp, 0xfffe ; Start the stack at the top of the segment
 sti   ; Reenable interrupts

 mov si, msg  ; load address of our message
 call putstr  ; print the message

hang:
 jmp hang  ; just loop forever.

; --------------------------------------------
; data for our program

msg db 'Hello, World!', 0

; ---------------------------------------------
; Print a null-terminated string on the screen
; ---------------------------------------------
putstr:
 lodsb  ; AL = [DS:SI]
 or al, al ; Set zero flag if al=0
 jz putstrd ; jump to putstrd if zero flag is set
 mov ah, 0x0e ; video function 0Eh (print char)
 mov bx, 0x0007 ; color
 int 0x10
 jmp putstr
putstrd:
 retn

Assemble this file and copy it to your disk using the following commands.

nasmw lesson6.asm –o lesson6.bin
copy lesson6.bin a:\LOADER.BIN

Then, assuming you have already installed the boot loader, you can go ahead and boot with the disk. Once you have this working, feel free to modify any other programs you have written in previous lessons, so that you can try loading them with this boot loader. Most of the following lessons will assume that you will be using this boot loader (or other boot loader of your choice) to load your operating system file(s).

Now we can make our operating system larger than a single sector.

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Friday, April 22, 2016

Write Your Own Operating System Tutorial: Lesson 5: Let’s Make It Interactive

[This is part of a larger tutorial.
Previous lesson     Table of Contents     Next lesson]

All of this printing stuff to the screen is fun, but no operating system would be any good at all if it did not provide any interactivity. Let’s make it read input from the keyboard. Again we will be using calls to a function in BIOS to read the keyboard.

We are going to be using function 0, interrupt 0x16. This is done easily with the following two instructions.

     xor  ah, ah    ; we want function zero
     int  0x16 ; wait for a keypress

This function causes the computer to pause and does not return until a key is pressed. This can be used in a “Press any key to continue” situation, or also if you want to get input from the user. The scan code of the key pressed will be returned in register AH, and the ASCII code is returned in AL.

Your assignment for this lesson is to write a simple boot program that demonstrates a bit of interactivity. Perhaps it could print a message each time a key is pressed. Or maybe allow the user to type at the keyboard and echo each character to the screen as it is typed.

If you get stuck, below is an example of my own. But it's no fair peeking until you’ve tried by yourself!

In the next lesson we will learn how to make our operating system larger than the single sector of the Boot Record.

;----------------------------------------------------------------------
; Interactivity Example Boot Program
;
; Joel Gompert 2001
;
; Disclaimer: I am not responsible for any results of the use of the contents
;   of this file
;----------------------------------------------------------------------
   org 0x7c00 ; This is where BIOS loads the bootloader


; Execution begins here
entry:
   jmp short begin ; jump over the DOS boot record data


; ----------------------------------------------------------------------
; data portion of the "DOS BOOT RECORD"
; ----------------------------------------------------------------------
brINT13Flag     DB      90H             ; 0002h - 0EH for INT13 AH=42 READ
brOEM           DB      'MSDOS5.0'      ; 0003h - OEM name & DOS version (8 chars)
brBPS           DW      512             ; 000Bh - Bytes/sector
brSPC           DB      1               ; 000Dh - Sectors/cluster
brResCount      DW      1               ; 000Eh - Reserved (boot) sectors
brFATs          DB      2               ; 0010h - FAT copies
brRootEntries   DW      0E0H            ; 0011h - Root directory entries
brSectorCount   DW      2880            ; 0013h - Sectors in volume, < 32MB
brMedia         DB      240             ; 0015h - Media descriptor
brSPF           DW      9               ; 0016h - Sectors per FAT
brSPH           DW      18              ; 0018h - Sectors per track
brHPC           DW      2               ; 001Ah - Number of Heads
brHidden        DD      0               ; 001Ch - Hidden sectors
brSectors       DD      0               ; 0020h - Total number of sectors
                DB      0               ; 0024h - Physical drive no.
                DB      0               ; 0025h - Reserved (FAT32)
                DB      29H             ; 0026h - Extended boot record sig 
brSerialNum     DD      404418EAH       ; 0027h - Volume serial number (random)
brLabel         DB      'Joels disk '   ; 002Bh - Volume label  (11 chars)
brFSID          DB      'FAT12   '      ; 0036h - File System ID (8 chars)
;------------------------------------------------------------------------


; --------------------------------------------
;  Boot program code begins here
; --------------------------------------------
; boot code begins at 0x003E
begin:
 xor ax, ax  ; zero out ax
 mov ds, ax  ; set data segment to base of RAM
 mov si, msg  ; load address of our message
 call putstr  ; print the message

loop1:
 xor ah, ah  ; function 0
 int 0x16  ; get a key from the keyboard

 mov si, charmsg ; load address of message
 call putstr  ; print the message

 mov ah, 0x0e ; function print character
 mov bl, 0x07 ; white on black
 int 0x10

 mov si, newline ; print a newline
 call putstr

 jmp loop1  ; just loop forever.

; --------------------------------------------
; data for our program

msg db 'Press a key.'
newline db 13,10,0
charmsg db 'Character: ',0

; ---------------------------------------------
; Print a null-terminated string on the screen
; ---------------------------------------------
putstr:
 push ax
putstrl:
 lodsb   ; AL = [DS:SI]
 or al, al  ; Set zero flag if al=0
 jz putstrd  ; jump to putstrd if zero flag is set
 mov ah, 0x0e ; video function 0Eh (print char)
 mov bx, 0x0007 ; color
 int 0x10
 jmp putstrl
putstrd:
 pop ax
 retn
;---------------------------------------------

size equ $ - entry
%if size+2 > 512
  %error "code is too large for boot sector"
%endif
 times (512 - size - 2) db 0

 db 0x55, 0xAA  ;2  byte boot signature
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Write Your Own Operating System Tutorial: Lesson 4: Hello, World

[This is part of a larger tutorial.
Previous lesson     Table of Contents     Next lesson]

Now is the time you’ve all been waiting for. Finally we get to the classic “first” program. Every decent programming book has a “Hello, World” program, and now we know enough to make a “Hello, World” operating system. We will create a function to print a string and use it to display our message.

It will get tedious to print one character at a time to the screen, so we’ll create a function to print a zero-terminated string to the screen. This is just a simple loop that prints all the characters in a string one at a time.

; ---------------------------------------------
; Print a null-terminated string on the screen
; ---------------------------------------------

putstr:
     lodsb         ; AL = [DS:SI]
     or al, al     ; Set zero flag if al=0
     jz putstrd    ; jump to putstrd if zero flag is set
     mov ah, 0x0e  ; video function 0Eh (print char)
     mov bx, 0x0007 ; color
     int 0x10
     jmp putstr
putstrd:
     retn

Now, a little on how to use this function. First you have to load the address of the first character of the string into the register SI. Then simply call this subroutine putstr.

You can create a string like this in your assembly file.

msg  db 'Hello, World!', 0

The zero on the end adds a null terminator to the string. Then you can print the string to the screen using the following instructions.

mov si, msg    ; Load address of message
call putstr    ; Print the message

There is just one more thing that needs to be set up before this will work. The address msg, loaded into the register SI, is actually an offset off the beginning of the segment that is pointed to by the register DS. So, before you can use the address msg, you must set up the current data segment. For now, we will use flat addressing from the bottom of physical RAM. To set the data segment to start from the bottom, set the DS register to zero. The following two instructions will do this.

xor  ax, ax    ; Zero out ax
mov  ds, ax    ; Set data segment to base of RAM

Try putting all of these parts together using the boot program from Lesson 3 as a starting point. Then, using the same method described in Lesson 3, assemble your file, copy it to your floppy disk and boot with it. Have fun. If you get stuck, you can look at my solution below, but it’s no fair peeking until you’ve tried!

Once you have finished, proceed to the next lesson where we will learn how to make our operating system interactive.

;----------------------------------------------------------------------
; Hello World Operating System Boot Program
;
; Joel Gompert 2001
;
; Disclaimer: I am not responsible for any results of the use of the contents
;   of this file
;----------------------------------------------------------------------
 org 0x7c00 ; This is where BIOS loads the bootloader


; Execution begins here
entry:
 jmp short begin ; jump over the DOS boot record data


; ----------------------------------------------------------------------
; data portion of the "DOS BOOT RECORD"
; ----------------------------------------------------------------------
brINT13Flag     DB      90H             ; 0002h - 0EH for INT13 AH=42 READ
brOEM           DB      'MSDOS5.0'      ; 0003h - OEM name & DOS version (8 chars)
brBPS           DW      512             ; 000Bh - Bytes/sector
brSPC           DB      1               ; 000Dh - Sectors/cluster
brResCount      DW      1               ; 000Eh - Reserved (boot) sectors
brFATs          DB      2               ; 0010h - FAT copies
brRootEntries   DW      0E0H  ; 0011h - Root directory entries
brSectorCount   DW      2880  ; 0013h - Sectors in volume, < 32MB
brMedia         DB      240  ; 0015h - Media descriptor
brSPF           DW      9               ; 0016h - Sectors per FAT
brSPH           DW      18              ; 0018h - Sectors per track
brHPC           DW      2  ; 001Ah - Number of Heads
brHidden        DD      0               ; 001Ch - Hidden sectors
brSectors       DD      0         ; 0020h - Total number of sectors
  DB      0               ; 0024h - Physical drive no.
  DB      0               ; 0025h - Reserved (FAT32)
  DB      29H             ; 0026h - Extended boot record sig 
brSerialNum     DD      404418EAH       ; 0027h - Volume serial number (random)
brLabel         DB      'Joels disk '   ; 002Bh - Volume label  (11 chars)
brFSID          DB      'FAT12   '      ; 0036h - File System ID (8 chars)
;------------------------------------------------------------------------


; --------------------------------------------
;  Boot program code begins here
; --------------------------------------------
; boot code begins at 0x003E
begin:
 xor ax, ax  ; zero out ax
 mov ds, ax  ; set data segment to base of RAM
 mov si, msg  ; load address of our message
 call putstr  ; print the message

hang:
 jmp hang  ; just loop forever.

; --------------------------------------------
; data for our program

msg db 'Hello, World!', 0

; ---------------------------------------------
; Print a null-terminated string on the screen
; ---------------------------------------------
putstr:
 lodsb  ; AL = [DS:SI]
 or al, al ; Set zero flag if al=0
 jz putstrd ; jump to putstrd if zero flag is set
 mov ah, 0x0e ; video function 0Eh (print char)
 mov bx, 0x0007 ; color
 int 0x10
 jmp putstr
putstrd:
 retn
;---------------------------------------------

size equ $ - entry
%if size+2 > 512
  %error "code is too large for boot sector"
%endif
 times (512 - size - 2) db 0

 db 0x55, 0xAA  ;2  byte boot signature
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Write Your Own Operating System Tutorial: Lesson 3: NASM

[This is part of a larger tutorial.
Previous lesson     Table of Contents     Next lesson]

In this lesson we will learn to use an assembler to write our programs. In previous lessons we have assembled them using DEBUG. After playing around with this for a while, you will quickly see that it would be a pain to use DEBUG to create a program of more than a handful of instructions (even harder to modify). We need a simpler way. We will start by using the Netwide Assembler” (NASM). Follow that link to the official web page and download a copy of the assembler.

Now we’ll use this assembler to create the same “operating system” that we did at the end of Lesson 2. Save the following boot program as h.asm

;----------------------------------------------------------------------
; Simple boot program that prints the letter 'H'
;  and then hangs
; Joel Gompert 2001
;
; Disclaimer: I am not responsible for any results of the use of the contents
;   of this file
;----------------------------------------------------------------------
   org 0x7c00 ; This is where BIOS loads the bootloader


; Execution begins here
entry:
   jmp short begin ; jump over the DOS boot record data


; ----------------------------------------------------------------------
; data portion of the "DOS BOOT RECORD"
; ----------------------------------------------------------------------
brINT13Flag     DB      90H             ; 0002h - 0EH for INT13 AH=42 READ
brOEM           DB      'MSDOS5.0'      ; 0003h - OEM name & DOS version (8 chars)
brBPS           DW      512             ; 000Bh - Bytes/sector
brSPC           DB      1               ; 000Dh - Sectors/cluster
brResCount      DW      1               ; 000Eh - Reserved (boot) sectors
brFATs          DB      2               ; 0010h - FAT copies
brRootEntries   DW      0E0H            ; 0011h - Root directory entries
brSectorCount   DW      2880            ; 0013h - Sectors in volume, < 32MB
brMedia         DB      240             ; 0015h - Media descriptor
brSPF           DW      9               ; 0016h - Sectors per FAT
brSPH           DW      18              ; 0018h - Sectors per track
brHPC           DW      2               ; 001Ah - Number of Heads
brHidden        DD      0               ; 001Ch - Hidden sectors
brSectors       DD      0               ; 0020h - Total number of sectors
                DB      0               ; 0024h - Physical drive no.
                DB      0               ; 0025h - Reserved (FAT32)
                DB      29H             ; 0026h - Extended boot record sig 
brSerialNum     DD      404418EAH       ; 0027h - Volume serial number (random)
brLabel         DB      'Joels disk '   ; 002Bh - Volume label  (11 chars)
brFSID          DB      'FAT12   '      ; 0036h - File System ID (8 chars)
;------------------------------------------------------------------------


; --------------------------------------------
;  Boot program code begins here
; --------------------------------------------
; boot code begins at 0x003E
begin:
   mov ah, 0x0e   ; Function to print a character to the screen
   mov al, 'H'    ; Which character to print
   mov bl, 7      ; color/style to use for the character
   int 0x10       ; print the character

hang:
   jmp hang       ; just loop forever.

;---------------------------------------------

size equ $ - entry
%if size+2 > 512
  %error "code is too large for boot sector"
%endif
   times (512 - size - 2) db 0

   db 0x55, 0xAA  ;2  byte boot signature

The first instruction should be somewhat familiar by now. This is the instruction to jump over the Boot Record data. In this case, it’s a jump to the label begin . After the jump instruction is 20 bytes of data. This is the data that I read off my floppy disk using the DEBUG program. These values should work fine. If you want, try replacing the data with the data from your own disk. Most of it should be the same.

(NOTE: Keep in mind that numbers made up of more than 1 byte will look “byte swapped” when viewed in DEBUG because on the Intel architecture, the least significant byte is stored at the lowest memory address and vice versa. The bytes will look backwards.)

The code starting at the label

begin
should look similar to the code we wrote for Lesson 2. It simply prints the letter ‘H’ to the screen and loops forever. At the bottom of this file you will see first a check to make sure the code all fits within 512 bytes (the size of one sector), then the line beginning with the word “times” adds zeros to the end of the file to pad the executable to 510 bytes. Finally, the two-byte signature 0x55, 0xAA is added to the end of the file. Assemble the file at the command prompt with the following command.

nasmw h.asm –o h.bin

This assembles the assembly file to a pure binary executable h.bin. Check the size of the binary file. If we have done things right, it should be exactly 512 bytes. This is exactly the size needed to fit in the boot sector of the floppy.

Now we need to copy this file onto our floppy. With the floppy in the disk, run DEBUG, and type the following commands

debug
-n h.bin
-l 0

This loads our file into memory starting at address 0. Use the dump (d) and unassemble (u) commands if you wish to confirm that our file has assembled and been loaded correctly. You will be able to see the few instructions that we have written. Notice that the file has been correctly padded with zeros up until bytes 0x1FE and 0x1FF at the end of the sector. Also note that DEBUG fills the CX register with the number of bytes loaded from the file. (Display the contents of the registers with the r command.)

With the floppy disk in the drive, write the file to the disk with the usual command.

-w 0 0 0 1

Reboot the computer with the floppy and see the program in action. Try some more things with the source code, now. For example, maybe modify the code to print more characters. When you are ready, proceed to the next lesson where we will create a “Hello, World” operating system.

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Write Your Own Operating System Tutorial: Lesson 2: Making Our First Bootable Disk

[This is part of a larger tutorial.
Previous lesson     Table of Contents     Next lesson]

In this lesson, we will learn how to create a boot program on a floppy disk. We will start by modifying the Microsoft DOS Boot Record.

For our purposes, we want to replace the boot loader code without changing the other data in the boot sector. If we change the data to something invalid, then DOS and Windows will not recognize the disk as being valid. Windows will give an error saying the disk is not formatted. This will cause you to be unable to access any of the files on the disk. However, we can change the boot program code all we want and, as long as we don’t mess with the other data, DOS and Windows will be able to read and write the files on the disk just fine.

We will leave the first instruction (jmp 0x3E) alone, because we need to jump over the Boot Record data. Thus we can begin modifying the code at 0x3E. Run the DOS DEBUG program and load the first sector of a formatted floppy disk into memory at address 0. Then type the command

-u 3E

to view the instructions there. Now, we will begin modifying the code. Type the command

-a 3E

to begin assembling instructions. The prompt changes from a hyphen to the address at the location that we gave. Type the following instruction and press enter.

jmp 3E

The instruction is assembled to machine code and placed into memory, and the following prompt is the next available memory after the instruction you just entered. Press Enter once more to exit the assembly mode. The whole procedure on my computer looked like this.

-a 3E
0AFC:003E jmp 3E
0AFC:0040
-

The segment address (0x0AFC, in my case) can (an probably will be) different on your computer, or even between different sessions of DEBUG. Now view the instruction you just entered by giving the unassembled command.

-u 3E

As you can see, the first instruction is now our jump instruction. This will create an infinite loop. If we quit DEBUG now, no changes will be saved, but we can now write our modified boot sector back to the disk (overwriting the previous one) by typing this command.

-w 0 0 0 1

This "write" command uses the same syntax as the "load" command. This writes the data found at memory address 0 to disk 0, starting with sector 0 and writing 1 sector. Be very careful when using the write command. This command can be used to overwrite sectors on any drive, and cause loss of data.

You can now boot with this floppy. When you boot, BIOS will load the first sector off the disk into memory and begin execution at the beginning of the sector. This will be the jump to 0x3E instruction. The instruction there is one to jump to 0x3E, so this will continue forever. Try it. Boot up a computer with this disk. Nothing appears to happen. The computer will just sit there and do nothing. But your new “operating system” is running.

Okay, I know what you’re saying, you want to see some sign that the code you wrote is actually is running and that you haven’t done something to mess up your computer. In order to do this, we are going to make function calls to BIOS (at least at first). As of the time of this writing, you can find a short list of BIOS function calls at http://users.win.be/W0005997/GI/biosref.html. A longer list of software interrupts can be found at http://burak1.virtualave.net/Interrup.txt, but keep in mind that some of those interrupts are BIOS calls, while others are MS-DOS calls which cannot be used since, of course, MS-DOS is not running. You would have to implement those functions yourself before using them.

We are going to use interrupt 0x10, function 0x0E to write a character to the screen. The registers must be set as follows.

AH = 0x0E
AL = ASCII code of the character to be printed
BL = color/style of character

Now, repeat the instructions in this lesson, only instead of entering the jump instruction as we did before, this time enter the following instructions.

-a 3E
0AF6:003E mov ah, 0e
0AF6:0040 mov al, 48
0AF6:0042 mov bl, 07
0AF6:0044 int 10
0AF6:0046 jmp 46
0AF6:0048
-

First we set AH to 0x0e, AL to 0x48 (ASCII for the letter ‘H’), BL to 7 (color code for white-on-black), and then we call interrupt 0x10, which handles the video controller. The last instruction creates an infinite loop like before, so things stop there. Save the modified boot sector to a disk (-w 0 0 0 1) and try booting with the disk. This time you should see the character ‘H’ printed on the screen before the system hangs.

Play around with this for a while. You can repeat the code for printing a character multiple times to print a phrase, or you can try out other software interrupts. When you are done, continue on to the next lesson where we will learn to use a full-blown assembler to write our programs rather than DEBUG.

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Write Your Own Operating System Tutorial: Lesson 1: The Boot Sector

[This is part of a larger tutorial.
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In this lesson we’ll learn about the contents of the boot sector so that we can learn to write our own boot program.

When the computer boots from a floppy, BIOS (Basic Input/Output System) reads the disk and loads the first sector into memory at address 0000:7C00. This first sector is called the DOS Boot Record (DBR). BIOS jumps to the address 0x7C00 and begins executing instructions there. It is these instructions (the “boot loader”) that will load the operating system (OS) into memory and begin the OS’s boot process.

The first thing to do is to take a look inside the Boot Record. The DOS utility DEBUG is a widely available tool that can be used to view the contents of memory and disks. We’ll use DEBUG to look at a floppy disk’s Boot Record.

At a DOS (or Windows) command prompt type debug. This will leave you with just a hyphen as a prompt. If you enter letter ‘d’ as a command and press Enter, it will show you a portion of the contents of RAM. Typing the question mark as a command will give you a list of all the available commands in DEBUG. (Be very careful when using the DEBUG utility. This utility can be used to overwrite data on any disk drive, possibly causing loss of data.)

Place a freshly formatted disk in the A: drive. To load the Boot Record off your floppy disk, type the following command.

-l 0 0 0 1

(The first character is the letter ‘l’, not the number ‘1’.) This command loads sectors off a disk into a portion of RAM. The 4 numbers after the ‘l’ represent in order, the beginning address where you want the data loaded, the drive number (0 for first floppy driver), the first sector on the disk to load, and how many sectors to load. Typing this command will load the first sector of the floppy into memory starting at address 0.

Now that we have the Boot Record loaded into memory, we want to view its contents. Type the following command.

-d 0

What you see are 8 lines that represent the first 128 (0x80 in hex) bytes in the floppy’s Boot Record. The results (for my floppy disk) are the following.

0AF6:0000  EB 3C 90 4D 53 44 4F 53-35 2E 30 00 02 01 01 00   .<.MSDOS5.0.....
0AF6:0010  02 E0 00 40 0B F0 09 00-12 00 02 00 00 00 00 00   ...@............
0AF6:0020  00 00 00 00 00 00 29 F6-63 30 88 4E 4F 20 4E 41   ......).c0.NO NA
0AF6:0030  4D 45 20 20 20 20 46 41-54 31 32 20 20 20 33 C9   ME    FAT12   3.
0AF6:0040  8E D1 BC F0 7B 8E D9 B8-00 20 8E C0 FC BD 00 7C   ....{.... .....|
0AF6:0050  38 4E 24 7D 24 8B C1 99-E8 3C 01 72 1C 83 EB 3A   8N$}$....<.r...:
0AF6:0060  66 A1 1C 7C 26 66 3B 07-26 8A 57 FC 75 06 80 CA   f..|&f;.&.W.u...
0AF6:0070  02 88 56 02 80 C3 10 73-EB 33 C9 8A 46 10 98 F7   ..V....s.3..F...

At first glance, this doesn’t tell me much. I can see that it looks like this is a MS-DOS 5.0 disk with no name and a FAT12 file system. The numbers in the far left column show the memory addresses in RAM. The hexadecimal numbers in the middle show all the bytes in this portion of memory, and the column on the right shows the ASCII characters that the hex bytes represent (a period is shown if the byte does not translate to any visible character). Some of the bytes you see in this portion of the Boot Record are parts of instructions in the boot loader, and some of them hold information about the disk such as the number of bytes per sector, the number of sectors per track, etc…

Now it’s time to take a glance at the code for the boot loader. Type the following command.

-u 0

This performs an “unassemble” operation. This shows us the same bytes as before (starting with address 0), but this time DEBUG shows us the Intel instructions that these bytes represent. The results for my floppy are the following.

0AF6:0000 EB3C          JMP     003E
0AF6:0002 90            NOP
0AF6:0003 4D            DEC     BP
0AF6:0004 53            PUSH    BX
0AF6:0005 44            INC     SP
0AF6:0006 4F            DEC     DI
0AF6:0007 53            PUSH    BX
0AF6:0008 352E30        XOR     AX,302E
0AF6:000B 0002          ADD     [BP+SI],AL
0AF6:000D 0101          ADD     [BX+DI],AX
0AF6:000F 0002          ADD     [BP+SI],AL
0AF6:0011 E000          LOOPNZ  0013
0AF6:0013 40            INC     AX
0AF6:0014 0BF0          OR      SI,AX
0AF6:0016 0900          OR      [BX+SI],AX
0AF6:0018 1200          ADC     AL,[BX+SI]
0AF6:001A 0200          ADD     AL,[BX+SI]
0AF6:001C 0000          ADD     [BX+SI],AL
0AF6:001E 0000          ADD     [BX+SI],AL

The first instruction says to jump to address 0x3E. The bytes after this are the data about the disk I mentioned before and do not really correspond to instructions, but DEBUG does its duty and tries to interpret them as such.

The first instruction jumps over this data to the boot program code that follows starting at address 0x3E. Let’s look at the instructions there. Type

-u 3E

Here you can see the beginning of the code that will load the DOS (or Windows) operating system. This code (for MS-DOS) looks on the disk for the files IO.SYS and MSDOS.SYS. These files contain the code for the operating system. The boot loader code will load these files into memory and begin executing them. If the files are not found on the disk, then the boot loader will display the famous error message.

Invalid system disk
Disk I/O error
Replace the disk, and then press any key

This message can be seen if you look towards the end of the DOS Boot Record. You can see this on my floppy below.

-d 180

0AFC:0180  18 01 27 0D 0A 49 6E 76-61 6C 69 64 20 73 79 73   ..'..Invalid sys
0AFC:0190  74 65 6D 20 64 69 73 6B-FF 0D 0A 44 69 73 6B 20   tem disk...Disk
0AFC:01A0  49 2F 4F 20 65 72 72 6F-72 FF 0D 0A 52 65 70 6C   I/O error...Repl
0AFC:01B0  61 63 65 20 74 68 65 20-64 69 73 6B 2C 20 61 6E   ace the disk, an
0AFC:01C0  64 20 74 68 65 6E 20 70-72 65 73 73 20 61 6E 79   d then press any
0AFC:01D0  20 6B 65 79 0D 0A 00 00-49 4F 20 20 20 20 20 20    key....IO     
0AFC:01E0  53 59 53 4D 53 44 4F 53-20 20 20 53 59 53 7F 01   SYSMSDOS   SYS..
0AFC:01F0  00 41 BB 00 07 60 66 6A-00 E9 3B FF 00 00 55 AA   .A...`fj..;...U.

This shows the very end of the Boot Record. The Boot Record is exactly one sector (512 bytes) on the disk. If it is loaded into memory starting with address 0, then the last byte will be in address 0x1FF. If you look at the last two bytes of the Boot Record (0x1FE and 0x1FF), you will notice that they are 0x55 and 0xAA. The last two bytes of the Boot Record must be set to these values or else BIOS will not load the sector and begin executing it.

So, to recap, the DOS Boot Record starts with an instruction to jump over the data that follows that instruction. These 60 bytes of data starts at address 0x02 and ends on 0x3D, with the boot code resuming at 0x3E and going all the way to 0x1FD, which is followed by the two bytes, 0x55 and 0xAA. In the next lesson we will use this knowledge to start making our own boot program.

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Write Your Own Operating System Tutorial: Introduction

[This is part of a larger tutorial.
First Lesson     Table of Contents]

This is a tutorial to give an idea on how to get started writing an operating system of your very own.It will show one possible way to go about doing things.This tutorial does not intend to explain all of the theoretical aspects of operating systems and does not claim to have the best or fastest techniques or methods.All source code examples were written with readability in mind and not optimization.

I will assume that the reader is running a standard “PC architecture” computer with an Intel x86 (or compatible) processor.Later lessons may require a processor with the IA-32 architecture (i386 to Pentium 4). Some lessons will assume the use of a FAT file system.Some lessons require the use of the MS-DOS/Windows utility DEBUG.I assume any similar utility would work fine.I will not go into great detail about BIOS, assembly language programming, Intel or PC architecture, etc… since detailed references on the subjects can be found elsewhere.Great manuals on assembly programming for Intel processors can be found at Intel’s web site.

I, myself, am in the learning process of playing around with this stuff, so the lessons actually reflect some of my own experiences and discoveries as I learn new things.Thus, the number lessons will continue to increase, so keep checking back here.If you have suggestions on topics for future lessons, let me know.Indeed, if you have any suggestions, questions, or comments please feel free to email them to me.

Disclaimer:Use this tutorial at your own risk.I am not responsible for anything bad that occurs as a result of the use of any information here.

First Lesson     Table of Contents