8085 Project Report
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Transcript of 8085 Project Report
NETAJI SUBHAS INSTITUTE OF TECHNOLOGY
SUBJECT CODE: EC- 316, Microprocessors Lab
PROJECT TITLE-DIGITAL DICE
PROJECT REPORT
SUBMITTED BY-: Sandeep Kumar 142/EC/12
Sachin Kumar 138/EC/12
ACKNOWLEDGEMENT
We are highly thankful to Mr. D.V. GADRE sir for the invaluable support and guidance in respect to the accomplishment of our project work. We would also like to thank all friends who helped us in the building of our project and getting it work. They encouraged and motivated us right from the beginning of our project. Their persistent encouragement helped us in moulding our project well.
CONTENTSS.No. TOPIC
1 INTRODUCTION2 SYNOPSIS3 PROCESS CHART4 WORKING5 LIST OF COMPONENTS6 PROJECT CODE 7 SCHEMATIC DIAGRAM8 BOARD FILE9 FINAL PROJECT BOARD
INTRODUCTIONThe 8085 microprocessor has B, C, H, L, D, E, A, FLAG register pairs which are available to the programmer for programming the 8085. 8085 needs an external latch for demultiplexing the D0-D7 lines of the 8085.An external RAM and ROM are also needed to be connected to it. It also a 16-bit program counter and a 16-bit stack pointer to memory. Using input and output mapped ports 256 different ports can be connected to 8085. The input and output ports can also be memory mapped and by which the number of ports can be increased.
PIN DIAGRAM OF 8085
Intel 8085A used here is a 8 bit parallel Central processing unit. It consists of 1 non-vectored maskable interrupt, 3vectored maskable interrupts and 1 non-mask able interrupt (TRAP).
It uses multiplexed data bus. The address is split between 8 bit address bus and 8 bit data bus. So we’ve used an address demultiplexing latch 74HCT573. The ALE signal of 8085 latches the Low order 8bits.
Memory
As 8085 consists of 16 address lines so it can interface memory of 216bits ie 64KB so we’ve used 32KB of EPROM & 32KB of RAM.
Control UnitGenerates signals within uP to carry out the instruction, which has been decoded. In reality causes certain connections between blocks of the uP to be opened or closed, so that data goes where it is required, and so that ALU operations occur.
Arithmetic Logic Unit The ALU performs the actual numerical and logic operation such as ‘add’, ‘subtract’, ‘AND’, ‘OR’, etc. Uses data from memory and from Accumulator to perform arithmetic. Always stores result of operation in Accumulator. Registers
The 8085/8080A-programming model includes six registers, one accumulator, and one flag register, as shown in Figure. In addition, it has two 16-bit registers: the stack pointer and the program counter. They are described briefly as follows. The 8085/8080A has six general-purpose registers to store 8-bit data; these are identified as B,C,D,E,H, and L as shown in the figure. They can be combined as register pairs - BC, DE, and HL - to perform some 16-bit operations. The programmer can use these registers to store or copy data into the registers by using data copy instructions.
Accumulator The accumulator is an 8-bit register that is a part of arithmetic/logic unit (ALU). This register is used to store 8-bit data and to perform arithmetic and logical operations. The result of an operation is stored in the accumulator. The accumulator is also identified as register A.
Flags
The ALU includes five flip-flops, which are set or reset after an operation according to data conditions of the result in the accumulator and other registers. They are called Zero(Z), Carry (CY), Sign (S), Parity (P), and Auxiliary Carry (AC) flags; they are listed in the Table and their bit positions in the flag register are shown in the Figure below. The most commonly used flags are Zero, Carry, and Sign. The microprocessor uses these flags to test data conditions. For example, after an addition of two numbers, if the sum in the accumulator id larger than eight bits, the flip-flop uses to indicate a carry-- called the Carry flag (CY) -- is set to one. When an arithmetic operation results in zero, the flip-flop called the Zero(Z) flag is set to one. The first Figure shows an 8-bit register, called the flag register, adjacent to the accumulator. However,it is not used as a register; five bit positions out of eight are used to store the outputs of the five flip-flops. The flags are stored in the 8-bit register so that the programmer can examine these flags (data conditions) by accessing the register through an instruction. These flags have critical importance in the decision-making process of the micro- processor. The conditions (set or reset) of the flags are tested through the software instructions. For example, the instruction JC (Jump on Carry) is implemented to change the sequence of a program when CYflag is set. The thorough understanding of flag is essential in writing assembly languageprograms.
Program Counter (PC)
This 16-bit register deals with sequencing the execution of instructions. This register is a memory pointer. Memory locations have 16-bit addresses, and that is why this is a 16-bit register. The microprocessor uses this register to sequence the execution of the instructions. The function of the program counter is to point to the memory address from which the next byte is to be fetched. When a byte (machine code) is being fetched, the program counter is incremented by one to point to the next memory location
Stack Pointer(SP)
The stack pointer is also a 16-bit register used as a memory pointer. It points to a memorylocation in R/W memory, called the stack. The beginning of the stack is defined by loading 16-bit address in the stack pointer. The stack concept is explained in the chapter "Stack andSubroutines."
Instruction Register/Decoder
Temporary store for the current instruction of a program. Latest instruction sent here from memory prior to execution. Decoder then takes instruction and ‘decodes’ or interprets the instruction. Decoded instruction then passed to next stage.
Memory Address Register
Holds address, received from PC, of next program instruction. Feeds the address bus withaddresses of location of the program under execution.
Control Generator
Generates signals within uP to carry out the instruction which has been decoded. In reality causes certain connections between blocks of the uP to be opened or closed, so that data goes where it is required, and so that ALU operations occur.
Register Selector
This block controls the use of the register stack in the example. Just a logic circuit which switches between different registers in the set will receive instructions from Control Unit.
SYNOPSIS
BASIC PRINCIPLE
The project is based on the principle of random number generation. This is implemented using the fact that a switch when pressed bounces for some time when it switches its state from ’ON’ to ‘OFF’ or from ‘OFF’ to ‘ON’ and it stays ‘ON’ for some time but the ‘ON’ time(the time for which it stays in a stable state) varies everytime a switch is pressed.
PROJECT DESCRIPTION
In the project the idea of using a dice was implemented as a game of three rounds. It is a two player game. When a player presses the switch a random no. is generated and showed out on seven segment. Then, the second player plays his turn and again a random no. is generated.
KEYWORDS : Random number, seven Led(display), button, 8085, microprocessor, dice, game.
BLOCK DIAGRAM :
Random number on
seven segment 1
8085 micro-
processor
Push button
Score on seven segment displays of each player
RAM
ROM
PROCESS CHART
Start
PLAYER 1 presses the push button and a random number is generated and shown
on dice
PLAYER 2 presses the push button and a random number is generated and shown
on dice
The random generated is stored in the memory.
The random generated is stored in the memory .
Both the random number are compared and score of each player is incremented accordingly
The player with greater cumulative score will be winner
and is shown on the seven segment
WORKING IT IS BASED ON THE PRINCIPLE OF RANDOM NUMBER GENERATION.
1. FIRST OF ALL, POWER SUPPLY IS GIVEN TO THE CIRCUIT TO POWER UP ALL THE IC’S.
2. FIRST PLAYER PRESSES THE BUTTON CONNECTED TO THE SID PIN OF MICROPROCESSOR.
3.E EPROM BEING BURNED WITH A PROGRAM RESPOND TO THE ACTION AND GENERATES A RANDOM NUMBER DISPLAYED ON THE SEVEN SEGMENT.
4. SECOND PLAYER PRESSES THE BUTTON AGAIN TO GENERATE ANOTHER RANDOM NUMBER.
5. THIS PROCESS IS REPEATED FOR SEVERAL ROUNDS.
6. AFTER EACH ROUND SCORE IS DISPLAYED ON SEVEN SEGMENT DISPLAYS OF THE TWO PLAYERS. A SCORE OF TWO IS ADDED TO THE THE TALLY OF WINNER OF EACH ROUND. IN CASE OF A TIE EACH PLAYR GETS ONE SCORE ADDED TO HIS ACCOUNT.
7. AFTER THREE ROUNDS, THE PLAYER WITH THE HIGHER CUMULATIVE SCORE IS THE WINNER.
8. TO START THE PROCESS ALL OVER AGAIN PRESS THE RESET BUTTON .
BILL OF MATERIALS
S. NO. COMPONENTS USED QUANTITY
1. 8085 1
2. EEPROM(28C256) 1
3. RAM(62256) 1
4. LATCH(74573N) 3
5. DEMULTIPLEXER (74139N) 2
6. NAND GATES IC(7400) 2
7. SEVEN SEGMENT DISPLAY(COMMON ANODE) 3
8. LEDS(5MM) 2
9. RESISTORS 36 = 10(10k) + 26(330 ohm)
10. ELECTROLYTIC CAPACITORS 2
11. CERAMIC CAPACITORS 14 = 13(0.1uf) + 1(22uf)12. CRYSTAL HC49US[CRYSTAL OSCILLATOR] 1
13. 10-XX[OMRON SWITCH] 2
14. DEBUGGING PINS[MALE CONNECTORS] 40
15. PAIR OF CONNECTOR PINS[INPUT] 1
16. USB 1
PROJECT CODE
.ORG 0000H
LXI SP, 0FFFFH
JMP START
START: MVI C,00H
LXI H,9100H
MVI M,00H
LXI H,9200H
MVI M,00H
MVI D,00H
LXI H,9101H
MVI M,00H
LXI H,9201H
MVI M,00H
MVI E,00H
MVI B,00H
LXI H,9300H
MVI M,03H
MVI A,0FFH
OUT 00H
OUT 01H
OUT 02H
READ: RIM
ANI 80H
JZ READ
CALL DELAY_2MS
MVI C,00H
DOWHILESWITCH:
INR C
MVI A,06H
CMP C
JNC NOADJUST
MVI C,01H
NOADJUST: RIM
ANI 80H
JNZ DOWHILESWITCH
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;C CONTAINS RA
INR D
LXI H,TABLE
MOV A,L
ADD C
JNC NOCARRY0
INR H
NOCARRY0:MOV L,A
MOV A,M
OUT 00H
MOV A,D
RAR
JC UPDATE_PLAYER1
UPDATE_PLAYER2: LXI H,9200H
MOV M,C
JMP NDPRESS2
UPDATE_PLAYER1: LXI H,9100H
MOV M,C ;TO KEEP COPY OF THE DICE SCORE
JMP READ
NDPRESS2: LXI H,9100H
MOV A,M
LXI H,9200H
MOV L,M
CMP L
JZ DRAW
JC PLAYER1SSD
JNC PLAYER2SSD
DRAW:
MOV A,E
ADI 01H
MOV E,A
MOV A,B
ADI 01H
MOV B,A
JMP DISPLAY
PLAYER2SSD:
MOV A,B
ADI 02H
MOV B,A
JMP DISPLAY
PLAYER1SSD:
MOV A,E
ADI 02H
MOV E,A
DISPLAY:
LXI H,TABLE
MOV A,L
ADD B
JNC NOCARRY1
INR H
NOCARRY1:MOV L,A
MOV A,M
OUT 01H
LXI H,TABLE
MOV A,L
ADD E
JNC NOCARRY2
INR H
NOCARRY2:MOV L,A
MOV A,M
OUT 02H
LXI H,9300H
DCR M
JNZ READ
MOV A,E
CMP B
JC PLAYER2WON
PLAYER1WON: CALL DELAY_1S
MVI A,49H
OUT 00H
SIM
HLT
PLAYER2WON: CALL DELAY_1S
MVI A,0F3H
OUT 00H
SIM
HLT
DELAY_2MS: PUSH PSW
MVI A,0FFH
THERE2: DCR A
JNZ THERE2
POP PSW
RET
DELAY_1S: LXI B, 0FFFFH
LOOP: DCX B
MOV A,C
ORA B
JNZ LOOP
RET
TABLE: .DB 81H
.DB 0F3H
.DB 49H
.DB 61H
.DB 33H
.DB 25H
.DB 05H
.DB 0F1H
.DB 01H
.DB 21H
SCHEMATIC
BOARD FILE
FINAL BOARD