Implementing Hexadecimal Display of Byte Data Using Lookup Tables in Assembly Language

1. Problem Analysis

We need to write a subroutine that displays a given byte of data in hexadecimal format at the center of the screen. One byte should be represented by two hexadecimal characters, corresponding to the high 4 bits and low 4 bits of the value.

Key Points:

  1. Separate the high 4 bits and low 4 bits of the byte
  2. Convert the 4-bit binary value (0-15) to the corresponding ASCII character
  3. Display these two characters at the specified position on the screen

2. Comparison of Solutions

1. Traditional Conditional Judgment Method

; Pseudocode example
cmp al, 0
je show_0
cmp al, 1
je show_1
...
cmp al, 15
je show_F

Disadvantage: The code is lengthy and inefficient, requiring 16 comparisons.

2. Lookup Table Method

Advantage: Concise and efficient, requiring only one lookup operation.

3. Detailed Implementation of the Lookup Table Method

1. Establishing the Conversion Table

hex_table db '0123456789ABCDEF'  ; Hexadecimal character table

2. Complete Subroutine Implementation

; Function: Display the byte in hexadecimal form at the center of the screen
; Input: AL = byte to display
; Output: None
show_hex proc near
    push ax
    push bx
    push cx
    push ds

    mov cx, cs      ; Set data segment to code segment
    mov ds, cx

    mov ah, al      ; Save original value

    ; Process high 4 bits
    mov cl, 4
    shr al, cl       ; Shift right 4 bits to get high 4 bits
    lea bx, hex_table
    xlat             ; AL = [BX + AL]
    mov ch, al       ; Save ASCII code of high bit

    ; Process low 4 bits
    mov al, ah       ; Restore original value
    and al, 0Fh      ; Get low 4 bits
    xlat             ; AL = [BX + AL]

    ; Display at the center of the screen (line 12, column 40)
    mov bx, 0B800h   ; Video memory segment address
    mov es, bx
    mov di, (12*80 + 40)*2 ; Calculate video memory position

    mov es:[di], ch  ; Display high bit
    mov es:[di+2], al ; Display low bit

    pop ds
    pop cx
    pop bx
    pop ax
    ret
hex_table db '0123456789ABCDEF'  ; Character table
show_hex endp

4. Key Instruction Analysis

  1. SHR: Logical right shift instruction used to separate high 4 bits

    shr al, 4  ; Shift AL right by 4 bits, high 4 bits move to low 4 bits
    
  2. AND: Bitwise AND used to mask high 4 bits to get low 4 bits

    and al, 0Fh  ; Keep only low 4 bits
    
  3. XLAT: Table lookup conversion instruction

    lea bx, hex_table  ; BX points to the start of the table
    xlat               ; AL = [BX + AL]
    
  4. Video Memory Operations:

    mov es:[di], al  ; Write ASCII character to video memory
    

5. Usage Example

assume cs:code
code segment
start:
    mov al, 2Bh      ; Value to display
    call show_hex    ; Call display subroutine

    mov ax, 4C00h
    int 21h

    ; Include the above show_hex subroutine
code ends
end start

6. Performance Optimization Techniques

  1. Table Alignment: Placing the character table on a 256-byte boundary can speed up XLAT operations

    org 100h
    align 256
    hex_table db '0123456789ABCDEF'
    
  2. Register Reuse: Reduce the number of times registers are saved/restored

  3. Loop Unrolling: If multiple bytes need to be displayed, loops can be unrolled

7. Extended Applications

Display Word (16-bit) Data:

show_word proc
    push ax
    mov al, ah      ; Display high byte first
    call show_hex
    pop ax          ; Then display low byte
    call show_hex
    ret
show_word endp

The lookup table method is an efficient technique for data conversion in assembly language, particularly suitable for scenarios with fixed mapping relationships, such as base conversion and encoding conversion. This method not only results in concise code but also has far superior execution efficiency compared to conditional judgment methods.

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