Modify an .asm file with vb.net application on run time - vb.net

I'm working on a personal project and i decided to make some kind of theremin but instead of radio frequencies, i want to make it with code.
I found how to make sound with asm on thissite (very helpful).
And i do have a sensor that sends me a certain voltage depending on distance of my hand and i can read it with an application in vb.net(HID).
Now my question is that is it possible to manipulate an .asm file on the run time with vb.net so i can make a sound with asm depending of the value that my sensor is giving me?
i have been looking for some information with Google, but it seems that i'm not typing the right tags.

Related

How to find the size of a reg in verilog?

I was wondering if there were a way to compute the size of a reg in Verilog. I researched it quite a bit, and found $size(a), but it's only in SystemVerilog, and it won't work in my verilog program.
Does anyone know an alternative for this??
I also wanted to ask as a side note; I'm having some trouble with my test bench in the sense that when I update a value in the file, that change is not taken in consideration when I simulate. I've been told I might have been using an old test bench but the one I am continuously simulating is the only one available in this project.
EDIT:
To give you an idea of what's the problem: in my code there is a "start" signal and when it is set to 1, the operation starts. Otherwise, it stays idle. I began writing the test bench with start=0, tested it and simulated it, then edited the test bench by setting start to 1. But when I simulate it, the start signal remains 0 in the waveform. I tried to check whether I was using another test bench, but it is the only test bench I am using in this project.
Given that I was on a deadline, I worked on the code so that it would adapt to the "frozen" test bench. I am getting now all the results I want, but I wanted to test some other features of my code, so I created a new project and copy pasted the code in new files (including the same test bench). But when I ran a simulation, the waveform displayed wrong results (even though I was using the exact same code in all modules and test bench). Any idea why?
Any help would be appreciated :)
There is a standardised way to do this, but it requires you to use the VPI, which I don't think you get on Modelsim's student edition. In short, you have to write C code, and dynamically link it to the simulator. In the C code, you can get object properties using routines such as vpi_get. Useful properites might be vpiSize, which is what you want, vpiLeftRange, vpiRightRange, and so on.
Having said all that, Verilog is essentially a static language, and objects have to be declared with a static width using constant expressions. Having a run-time method to determine an object's size is therefore of pretty limited value (since you should already know it), and may not solve whatever problem you actually have. Your question would make more sense for VHDL (and SystemVerilog?), which are much more dynamic.
Note on Icarus: the developers have pushed lots of SystemVerilog stuff back into the main language. If you take advantge of this you may find that your code is not portable.
Second part of your question: you need to be specific on what your problem actually is.

Labview diagram creation API

I need to drive a testbench with labview.
The test scenarios are written in a languages that can be automaticaly translated into labview diagrams.
Is this an API that allow to create "labview diagrams" from another software ? or with labview itself ?
I agree that LabVIEW scripting is one approach, but let me throw out another option.
If you are planning to do a one time migration from your test code to LabVIEW than scripting is great, but if you plan to regularly update your test code (because it's easier to use the "test" language than LabVIEW) than it could become quite painful to constantly perform the migration every time your test code has changed.
I've had great success with simply putting my state machine inside of a for loop and then reading in "commands" from a text file that was generated using my "test" language (see pic).
For example, to do an IV sweep my text file might say something like:
SourceV, 5
ReadI
Wait, 1
SourceV, 6
ReadI
This image is greatly simplified - I'm not using a state machine and I don't show how to use "parameters," but I can provide a more comprehensive example if needed. Again, I've had great success doing this with around 30 "commands" controlling multiple instruments and then I generated the text input using VBA or Python.
It's called LabVIEW scripting. You will need to enable an option in the VI Server page in the options dialog to see the relevant features.
A few things to note:
Scripting isn't complicated, but you do need to be aware of how LV code is built.
While scripting is public, it was initially created as an internal tool. There are still corners of it which are incomplete.
Scripting code can be tedious. If you can get away with it, try creating templates of code.
NI has something called CodeGen, which I believe are a series of functions which make some scripting easier, although I never really looked into it.

How can my vhdl code and microblaze co-exist?

Well my problem stated when i had my vhdl code up and running on my Spartan-3a but needed to send and receive data from it to the pc,
I need my vhdl code , so i went for a microplaze structure , problem is I cant understand how will my vhdl code and microblaze co-exist at the same time because every time i program fpga with SDK it deletes my vhdl off the fpga and vise versa with ISE, I dont want to use custom peripherals except if this is the only solution.
Some people just tell me to just use microblaze hdl files produced by EDK, OK but theny aren't I using an unprogrrammed MicroBlaze???
And do i need to go through all of this just to be able to communicate with my vhdl code through pc(NO I CANT USE R232 since i need a speed of 56Mbit/sec)
So here is what i don't understand:
1-IF you implemented microblaze through hardware(HDL from edk to ISE) , isnt it then an un-proggrammed processor?
2-PEOPLE TELL ME i can let microblaze and my vhdl code see each other through GPIO , again how will i implement GPIO and how to connect it to both microblaze and my vhdl code , and how to program microblaze while it in hardware in this situation.
Please any help , its kinda a mess.
It is not that difficult, but unfortunately Xilinx documentation is not that clear.
What you need to do after you are done with your Microblaze code and you feel comfortable with it, is to create a new project in ISE or the one you already had, then add a new file to the project, but instead of adding a VHDL or Verilog file, you must add the system file from EDK.
After you added your XPS project into ISE, you need to do some manual work in order to make things work for you.
Here are a list of things that needs to be done:
You have to create a UCF file that includes all the constraints from EDK
You have to make sure that you have enough space inside your FPGA for both the EDK and
your own code
Synthesize and implement your design using the project in ISE.
Program your FPGA from the bit file generated by ISE
In order to communicate between the MB and your own code, you can do it in many different ways, the easiest way is to use the GPIO block from your MB, then connect those signals to your own code on your top level wrapper.
You maybe able to find some useful information on the lab document and lab material from the following Xilinx page:
enter linkXilinx EDK interface class description here
Accessing the GPIO is pretty simple, you can use the information on this page to get you started:
Reading DIP Switch with MicroBlaze
You may also find this document and related files very useful, it is not for your board, but it covers the exact same thing you are asking for:
Avnet MB tutorial document
I hope this is clear enough.

Detect USB - Insert/Remove - VB.NET on Windows CE 6.0

I'm becoming mad trying to figure out how to resolve this task. My goal is pretty easy, copy a file on the USB stick every time that it is inserted and then release the USB stick turning off the LED. What is the best way to solve it?
1) I found this article
http://geekswithblogs.net/BruceEitman/archive/2008/06/13/windows-ce-monitoring-for-disk-insertion-to-add-support-for.aspx
or
http://geekswithblogs.net/BruceEitman/archive/2008/06/13/windows-ce-monitoring-for-disk-insertion-to-add-support-for.aspx
but I can't translate it on VB.NET project.
2) Then I read that is enough to use RequestDeviceNotifications for block devices. But How can I do that in VB.NET?
I would like to avoid OpenNetCF if possible.
Thank you
Since you don't want to "use OpenNETCF" I assume that you don't want to use any libraries or capabilities not built in to the CF. We'll skip the argument of that silliness and the "value of your time" discussion and take that as a requirement.
What you need to do is:
Use P/Invoke to call CreateMsgQueue. That's going to give you back a Handle. You'll probably want to do CloseMsgQueue as well for completeness
P/Invoke RequestDeviceNotifications and pass it the handle returned from #1 above along with the DEVCLASS GUID value for the device notifications you want - probably STORE_MOUNT_GUID. Again, adding StopDeviceNotifications for completeness is a good idea.
At that point you'll get a message on the queue whenever a insert or remove happens. You then call ReadMsgQueue to get the DEVDETAIL data in the message.
Parse the DEVDETAIL and look at the fAttached member.
It'd take me a while to write that for you, so you'll need to do this on your own.
Start writing the project, find P/Invoke routines for the calls you need (like FindFirstFile and CreateProcess). On SO, have a look at Storage Card Problem In windows mobile and How to register form for WM_DEVICECHANGE message in windows mobile.
You are only going to be dead in the water if you can not find a particular call that you can't make.
As you work through your project, post (or search for) the actual problems you run into.
Otherwise, it sounds like you are asking someone to write the project and hand it to you.

Using open source SNES emulator code to turn a rom file into a self-contained executable game

Would it be possible to take the source code from a SNES emulator (or any other game system emulator for that matter) and a game ROM for the system, and somehow create a single self-contained executable that lets you play that particular ROM without needing either the individual rom or the emulator itself to play? Would it be difficult, assuming you've already got the rom and the emulator source code to work with?
It shouldn't be too difficult if you have the emulator source code. You can use a method that is often used to store images in c source files.
Basically, what you need to do is create a char * variable in a header file, and store the contents of the rom file in that variable. You may want to write a script to automate this for you.
Then, you will need to alter the source code so that instead of reading the rom in from a file, it uses the in memory version of the rom, stored in your variable and included from your header file.
It may require a little bit of work if you need to emulate file pointers and such, or you may be lucky and find that the rom loading function just loads the whole file in at once. In this case it would probably be as simple as replacing the file load function with a function to return your pointer.
However, be careful for licensing issues. If the emulator is licensed under the GPL, you may not be legally allowed to store a proprietary file in the executable, so it would be worth checking that, especially before you release / distribute it (if you plan to do so).
Yes, more than possible, been done many times. Google: static binary translation. Graham Toal has a good howto paper on the subject, should show up early in the hits. There may be some code out there I may have left some code out there.
Completely removing the rom may be a bit more work than you think, but not using an emulator, definitely possible. Actually, both requirements are possible and you may be surprised how many of the handheld console games or set top box games are translated and not emulated. Esp platforms like those from Nintendo where there isnt enough processing power to emulate in real time.
You need a good emulator as a reference and/or write your own emulator as a reference. Then you need to write a disassembler, then you have that disassembler generate C code (please dont try to translate directly to another target, I made that mistake once, C is portable and the compilers will take care of a lot of dead code elimination for you). So an instruction of a make believe instruction set might be:
add r0,r0,#2
And that may translate into:
//add r0,r0,#2
r0=r0+2;
do_zflag(r0);
do_nflag(r0);
It looks like the SNES is related to the 6502 which is what Asteroids used, which is the translation I have been working on off and on for a while now as a hobby. The emulator you are using is probably written and tuned for runtime performance and may be difficult at best to use as a reference and to check in lock step with the translated code. The 6502 is nice because compared to say the z80 there really are not that many instructions. As with any variable word length instruction set the disassembler is your first big hurdle. Do not think linearly, think execution order, think like an emulator, you cannot linearly translate instructions from zero to N or N down to zero. You have to follow all the possible execution paths, marking bytes in the rom as being the first byte of an instruction, and not the first byte of an instruction. Some bytes you can decode as data and if you choose mark those, otherwise assume all other bytes are data or fill. Figuring out what to do with this data to get rid of the rom is the problem with getting rid of the rom. Some code addresses data directly others use register indirect meaning at translation time you have no idea where that data is or how much of it there is. Once you have marked all the starting bytes for instructions then it is a trivial task to walk the rom from zero to N disassembling and or translating.
Good luck, enjoy, it is well worth the experience.