Won't need that anymore, I hope
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#align(center)[= JSM-3 (Fun Machine) ]
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*This is not an official documentation. To get an official
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technical documentation of JSM-3 you need to contact Dakah
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representatives. * This is an unofficial review,
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that includes both detailed detailed guide on writing in JSM-3 machine
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code and a historical background on Fun Machine.
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This is the 15th issue of Scratchtip journal.
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*JSM-3* (or simply *Fun Machine*) is a computer manufactured by Dakah#sym.trademark
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corporation. It was first manufactured in a run of 100 items
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on $#[50]#sym.star.op#[233]$. It was designed for digital entertainment.
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Failed immediately, because nobody really needed a gaming
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computer with 32x32 resolution. Up to that point it is only remembered because
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it was the first publically available model from JSM series.
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== Review of external qualities
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Fun Machine a nefarious 32x32 led display on a 30x30 cm panel, wielded to the
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main body of the computer. It has 1 set of 16 levers on it and a
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power button with a led power indicator. Keyboard is not wielded to the main
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corpus. It is connected to it by a 1 meter cable. Keyboard contains
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50 same size keys. Keyboard is 40x25 cm in size. JSM-3 features 2^17 bytes (2^16
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words) of RAM and a JSM-3-Core CPU. JSM-3-Core is capable of running at
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80'000 tps. It should be noted, that operations that access high memory
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addresses can take seveal ticks to execute. The "bootstick reader" is located on the
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back of Fun Machine's frame. It is a long slide, that can read bootsticks t boot.
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Bootstick is a rom storage of a program that gets copied into the beginning of
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JSM-3 memory during boot. Different models of bootsticks were available for JSM-3,
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with different models providing different rom capacity. The largest could store
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2^15 word long programs. There were also 2^11, 2^12 and 2^14 bootstick models,
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all compatible with Fun Machine.
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== JSM-3-Core
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CPU is directly connected to memory. CPU sends signals to
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monitor module, that in turn can switch on/off lamps on the monitor.
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CPU is capable of waiting for events on the input module, such as keyboard events or
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lever update event. Input module is capable of storing 20 events in a queue-like electrical
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scheme. Also, at any time CPU can read input signal from lever board. State of 16 levers
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is described by 1 word. 2^16 words (16 bits) of ram are available to CPU. JSM-3-Core in
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JSM-3 is itself controlled by "boot-chip".
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After powering JSM-3-core, boot-chip temporarily takes control over memory card and starts
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copying boot program word by word into the ram, until bootstick reports the end.
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Physical interface of bootstick or bootstick reader won't be specified here.
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After boot-chip is done, it gives start signal to JSM-3-Corem which starts it's timer.
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Timer counts ticks, 80000 ticks per second. At the beginning of each tick CPU tries to
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execute one instruction and move to the next.
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JSM-3 lacks traditional caching. Instead, memory is divided into 3 level, based
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on it's proximity to CPU.
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- *M1*: Very fast. Addresses $[0, 2^8-1]$. Occupies first $2^8$ words.
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- *M2*: Fast. Addresses $[2^8, 2^11-1]$. Fast and very fast levels occupy first $2^11$ words.
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- *M3*: Slow. Addresses $[2^11, 2^14-1]$. Slow, fast and very fast levels occupy
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first $2^14$ words.
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- *M4*: Very slow. Addresses $[2^14, 2^161-]$.
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#import "./head.typ": *
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Some text in line
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#rect(stroke: none)[
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#draw-content((0, 0), line(start: (0pt, 20pt), end: (40pt, 0pt), stroke: black + 0.1pt))
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]
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