0001 ; Author: Dr. Hutchings 0002 ; Class: EE225 0003 ; Program 1 0004 ; Date 2/1/00 0005 ; 0006 ; Summary 0007 ; This program converts decimal numbers into hexadecimal. 0008 ; 0009 ; Input 0010 ; A string of decimal digits. 0011 ; 0012 ; Output 0013 ; A string of hex digits. 0014 0015 0x0000 0x3000 .ORIG 0x3000 ; program starts here. 0016 0x3000 0xecf2 LEA R6,STACKBASE ; Init the stack pointer (used for saves and restores). 0017 0x3001 0xe092 LEA R0,PROMPT ; Get the address of the prompt string. 0018 0x3002 0xf022 PUTS 0x22 ; Put the prompt to the screen. 0019 0x3003 0x54a0 AND R2,R2,#0 ; Clear out R1 (the sum). 0020 0x3004 0x14a1 ADD R2,R2,#1 ; First pass multiplies by 1 (mult by 10 afterwards). 0021 0022 INLOOP 0023 0x3005 0xf020 GETC 0x20 ; Get a character into R0. 0024 0x3006 0xf021 OUT 0x21 ; Echo the input. 0025 0x3007 0x1a36 ADD R5,R0,#-10 ; Subtract the newline value from the char. 0026 0x3008 0x0411 BRZ DONEINPUT ; If you get zero, you are done with input. 0027 0x3009 0x4815 JSR MULTR1XR2 ; Routine will multiply R1 by R2 (10). 0028 0x300a 0x1b71 ADD R5,R5,#-15 ; Not a newline, subtract rest of offset to get value. 0029 0x300b 0x1b71 ADD R5,R5,#-15 ; Not a newline, subtract rest of offset to get value. 0030 0x300c 0x1b78 ADD R5,R5,#-8 ; Not a newline, subtract rest of offset to get value. 0031 0x300d 0x1245 ADD R1,R1,R5 ; Add the value to the current partial sum. 0032 0x300e 0x54a0 AND R2,R2,#0 ; Clear out R2. 0033 0x300f 0x14aa ADD R2,R2,#10 ; Put a 10 in R2. 0034 0x3010 0x4005 JMP INLOOP ; Infinite loop until you branch out. 0035 DONEINPUT 0036 ; LEA R0, Base10Label ; What you print when you print base 10. 0037 ; PUTS 0038 ; JSR PrintDecNumber ; Print the number in decimal. 0039 0x3011 0xe0ca LEA R0,BASE16LABEL ; What you print when you print base 16. 0040 0x3012 0xf022 PUTS 0x22 0041 0x3013 0x486b JSR PRINTHEXNUMBER ; Print the number in hex. 0042 0x3014 0xf025 HALT 0x25 0043 0044 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 0045 ; Multiplies R1 by R2 times. 0046 ; Uses registers: 0047 ; R3: Temp. Restored. 0048 ; Result retuned in R1. 0049 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 0050 MULTR1XR2 0051 0x3015 0x36d8 ST R3,SAVER3 ; Save R3 0052 0x3016 0x56e0 AND R3,R3,#0 ; Clear R3 0053 0x3017 0x14bf LOOPM ADD R2,R2,#-1 ; Decrement the loop count. 0054 0x3018 0x081b BRN MULTDONE ; Branch out if you are done. 0055 0x3019 0x16c1 ADD R3,R3,R1 ; Just do multiple adds. 0056 0x301a 0x4017 JMP LOOPM ; Infinite loop, branch out when done. 0057 MULTDONE 0058 0x301b 0x12e0 ADD R1,R3,#0 ; Move R3 into R1. 0059 0x301c 0x26d8 LD R3,SAVER3 ; All done, restore R3. 0060 0x301d 0xd000 RET 0061 0062 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 0063 ; Divides R1 by R2 (Restoring division). 0064 ; Uses registers: 0065 ; R3, R4, R5. All restored. 0066 ; Quotient returned in R1. Remainder returned in R2. 0067 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 0068 DIVR1ByR2 0069 0x301e 0x7783 STR R3,R6,#3 0070 0x301f 0x7984 STR R4,R6,#4 0071 0x3020 0x7b85 STR R5,R6,#5 0072 0x3021 0x7f86 STR R7,R6,#6 0073 0x3022 0x1da7 ADD R6,R6,#7 ; Push a new stack frame. 0074 0075 0x3023 0x1660 ADD R3,R1,#0 ; Get the number you are dividing. 0076 0x3024 0x18a0 ADD R4,R2,#0 ; Put R2 into R4 (need to negate it). 0077 0x3025 0x9900 NOT R4,R4 ; Flip those bits 0078 0x3026 0x1921 ADD R4,R4,#1 ; and add 1. R4 now contains negated R2. 0079 0x3027 0x5b60 AND R5,R5,#0 ; Clear R5 (the quotient). 0080 DIVLOOP 0081 0x3028 0x1703 ADD R3,R4,R3 ; Subtract the divisor. 0082 0x3029 0x082c BRN DIVDONE ; If negative, you are done. 0083 0x302a 0x1b61 ADD R5,R5,#1 ; Counting number of subtracts (quotient). 0084 0x302b 0x4028 JMP DIVLOOP ; Keep looping until it goes negative. 0085 DIVDONE 0086 0x302c 0x1360 ADD R1,R5,#0 ; Put the quotient into R1. 0087 0x302d 0x16c2 ADD R3,R3,R2 ; Restore the remainder as it is negative if you here. 0088 0x302e 0x14e0 ADD R2,R3,#0 ; Put the remainder into R2. 0089 0090 0x302f 0x1db9 ADD R6,R6,#-7 ; Pop the stack frame. 0091 0x3030 0x6783 LDR R3,R6,#3 0092 0x3031 0x6984 LDR R4,R6,#4 0093 0x3032 0x6b85 LDR R5,R6,#5 0094 0x3033 0x6f86 LDR R7,R6,#6 0095 0096 0x3034 0xd000 RET ; All done, just return. 0097 0098 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 0099 ; Prints the contents of R1 as an unsigned decimal integer. 0100 ; Restores all registers. 0101 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 0102 PrintDecNumber 0103 0x3035 0x7381 STR R1,R6,#1 0104 0x3036 0x7582 STR R2,R6,#2 0105 0x3037 0x7783 STR R3,R6,#3 0106 0x3038 0x7984 STR R4,R6,#4 0107 0x3039 0x7b85 STR R5,R6,#5 0108 0x303a 0x7f86 STR R7,R6,#6 0109 0x303b 0x1da7 ADD R6,R6,#7 ; Push a new stack frame. 0110 0111 0x303c 0x5b60 AND R5,R5,#0 ; Clear R5 0112 0x303d 0x3ae0 ST R5,LEADZEROFLAG ; ; Initially clear the flag; you need to look for leading zeros. 0113 0x303e 0xe65a LEA R3,CONSTANT10000 ; Get a pointer to the first constant (10,000). 0114 0x303f 0x16ff ADD R3,R3,#-1 ; Seems odd to do it this way but it makes the loop work out. 0115 DecNumLoop 0116 0x3040 0x16e1 ADD R3,R3,#1 ; Start at the next constant. 0117 0x3041 0x64c0 LDR R2,R3,#0 ; Load the constant into R2. 0118 0x3042 0x481e JSR DIVR1BYR2 ; Do the division (R1/R2. R1: quotient, R2: remainder). 0119 0x3043 0x2ae0 LD R5,LEADZEROFLAG ; See if we have starting printing the number yet. 0120 0x3044 0x0247 BRP NOTLEADZERO ; If not starting to print, then check for leading zeros. 0121 0x3045 0x5241 AND R1,R1,R1 ; Checking to see if R1 is zero. 0122 0x3046 0x044b BRZ SKIPIT1 ; Skip the print if it is zero. 0123 NotLeadZero 0124 0x3047 0x5b60 AND R5,R5,#0 ; Clear R5. 0125 0x3048 0x1b61 ADD R5,R5,#1 ; Put a 1 in there so you can set the flag. 0126 0x3049 0x3ae0 ST R5,LEADZEROFLAG ; If set to 1, not leading zero. 0127 0x304a 0x485f JSR PRINTDECDIGIT ; Go and print the digit in R1. 0128 SkipIt1 0129 0x304b 0x12a0 ADD R1,R2,#0 ; Put the remainder back into R1. 0130 0x304c 0xe85d LEA R4,CONSTANT10 ; Did you do the last constant? 0131 0x304d 0x9900 NOT R4,R4 ; Need to negate R3 in order to check. 0132 0x304e 0x1921 ADD R4,R4,#1 ; Finish the negation. 0133 0x304f 0x1ac4 ADD R5,R3,R4 ; Checking to see if we are at the last constant. 0134 0x3050 0x0840 BRN DECNUMLOOP ; Branch back if you are not. 0135 0x3051 0x485f JSR PRINTDECDIGIT ; Print the last digit and you are done. 0136 0137 0x3052 0x1db9 ADD R6,R6,#-7 ; Pop the stack frame. 0138 0x3053 0x6381 LDR R1,R6,#1 0139 0x3054 0x6582 LDR R2,R6,#2 0140 0x3055 0x6783 LDR R3,R6,#3 0141 0x3056 0x6984 LDR R4,R6,#4 0142 0x3057 0x6b85 LDR R5,R6,#5 0143 0x3058 0x6f86 LDR R7,R6,#6 0144 0145 0x3059 0xd000 RET 0146 0147 ;;; Constants used in the decimal conversion program. 0148 0x305a 0x2710 CONSTANT10000 .FILL #10000 0149 0x305b 0x03e8 CONSTANT1000 .FILL #1000 0150 0x305c 0x0064 CONSTANT100 .FILL #100 0151 0x305d 0x000a CONSTANT10 .FILL #10 0152 0x305e 0x0001 CONSTANT1 .FILL #1 0153 0154 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 0155 ; Prints the contents of R1 as an unsigned decimal digit only if nonzero. 0156 ; Uses registers: 0157 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 0158 PrintDecDigit 0159 0x305f 0x7180 STR R0,R6,#0 0160 0x3060 0x7f86 STR R7,R6,#6 0161 0x3061 0x1da7 ADD R6,R6,#7 ; Push a new stack frame. 0162 0163 0x3062 0x30d5 ST R0,SAVER0 ; Save R0 0164 0x3063 0x20df LD R0,ASCIIOFFSET ; Get the ASCII offset. 0165 0x3064 0x1040 ADD R0,R1,R0 ; Get the ASCII code for this character. 0166 0x3065 0xf021 OUT 0x21 ; Output the contents of R0. 0167 0x3066 0x20d5 LD R0,SAVER0 ; Restore R0 0168 0x3067 0x1db9 ADD R6,R6,#-7 ; Pop the stack frame. 0169 0x3068 0x6180 LDR R0,R6,#0 0170 0x3069 0x6f86 LDR R7,R6,#6 0171 0172 0x306a 0xd000 RET ; All done. 0173 0174 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 0175 ; Prints the contents of R1 as an unsigned decimal integer. 0176 ; Restores all registers. 0177 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 0178 PrintHexNumber 0179 0x306b 0x7381 STR R1,R6,#1 0180 0x306c 0x7582 STR R2,R6,#2 0181 0x306d 0x7783 STR R3,R6,#3 0182 0x306e 0x7984 STR R4,R6,#4 0183 0x306f 0x7b85 STR R5,R6,#5 0184 0x3070 0x7f86 STR R7,R6,#6 0185 0x3071 0x1da7 ADD R6,R6,#7 ; Push a new stack frame. 0186 0187 0x3072 0xe6dc LEA R3,CONSTANT4096 ; Get a pointer to the first constant (10,000). 0188 0x3073 0x16ff ADD R3,R3,#-1 ; Seems odd to do it this way but it makes the loop work out. 0189 HexNumLoop 0190 0x3074 0x16e1 ADD R3,R3,#1 ; Start at the next constant. 0191 0x3075 0x64c0 LDR R2,R3,#0 ; Load the constant into R2. 0192 0x3076 0x481e JSR DIVR1BYR2 ; Do the division (R1/R2. R1: quotient, R2: remainder). 0193 0x3077 0x4887 JSR PRINTHEXDIGIT ; Go and print the digit in R1. 0194 0x3078 0x12a0 ADD R1,R2,#0 ; Put the remainder back into R1. 0195 0x3079 0xe8de LEA R4,CONSTANT16 ; Did you do the last constant? 0196 0x307a 0x9900 NOT R4,R4 ; Need to negate R3 in order to check. 0197 0x307b 0x1921 ADD R4,R4,#1 ; Finish the negation. 0198 0x307c 0x1ac4 ADD R5,R3,R4 ; Checking to see if we are at the last constant. 0199 0x307d 0x0874 BRN HEXNUMLOOP ; Branch back if you are not. 0200 0x307e 0x4887 JSR PRINTHEXDIGIT ; Print the last digit and you are done. 0201 0202 0x307f 0x1db9 ADD R6,R6,#-7 ; Pop the stack frame. 0203 0x3080 0x6381 LDR R1,R6,#1 0204 0x3081 0x6582 LDR R2,R6,#2 0205 0x3082 0x6783 LDR R3,R6,#3 0206 0x3083 0x6984 LDR R4,R6,#4 0207 0x3084 0x6b85 LDR R5,R6,#5 0208 0x3085 0x6f86 LDR R7,R6,#6 0209 0210 0x3086 0xd000 RET 0211 0212 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 0213 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 0214 PrintHexDigit 0215 0x3087 0x7180 STR R0,R6,#0 ; Save registers 0216 0x3088 0x7f86 STR R7,R6,#6 0217 0x3089 0x1da7 ADD R6,R6,#7 ; Push a new stack frame. 0218 0x308a 0xe0e1 LEA R0,HEXTABLE ; Get the base of the table. 0219 0x308b 0x1001 ADD R0,R0,R1 ; Compute the character address 0220 0x308c 0x6000 LDR R0,R0,#0 ; Get the character. 0221 0x308d 0xf021 OUT 0x21 ; Send the character to the screen. 0222 0x308e 0x1db9 ADD R6,R6,#-7 ; Pop the stack frame. 0223 0x308f 0x6180 LDR R0,R6,#0 ; Restore registers. 0224 0x3090 0x6f86 LDR R7,R6,#6 0225 0x3091 0xd000 RET 0226 0227 0228 0x3092 0x000a PROMPT .STRINGZ "\nEnter a decimal number, then press :" 0229 0x3093 0x0045 0230 0x3094 0x006e 0231 0x3095 0x0074 0232 0x3096 0x0065 0233 0x3097 0x0072 0234 0x3098 0x0020 0235 0x3099 0x0061 0236 0x309a 0x0020 0237 0x309b 0x0064 0238 0x309c 0x0065 0239 0x309d 0x0063 0240 0x309e 0x0069 0241 0x309f 0x006d 0242 0x30a0 0x0061 0243 0x30a1 0x006c 0244 0x30a2 0x0020 0245 0x30a3 0x006e 0246 0x30a4 0x0075 0247 0x30a5 0x006d 0248 0x30a6 0x0062 0249 0x30a7 0x0065 0250 0x30a8 0x0072 0251 0x30a9 0x002c 0252 0x30aa 0x0020 0253 0x30ab 0x0074 0254 0x30ac 0x0068 0255 0x30ad 0x0065 0256 0x30ae 0x006e 0257 0x30af 0x0020 0258 0x30b0 0x0070 0259 0x30b1 0x0072 0260 0x30b2 0x0065 0261 0x30b3 0x0073 0262 0x30b4 0x0073 0263 0x30b5 0x0020 0264 0x30b6 0x003c 0265 0x30b7 0x0045 0266 0x30b8 0x004e 0267 0x30b9 0x0054 0268 0x30ba 0x0045 0269 0x30bb 0x0052 0270 0x30bc 0x003e 0271 0x30bd 0x003a 0272 0x30be 0x0000 0273 0x30bf 0x000a Base10Label .STRINGZ "\nBase 10: " 0274 0x30c0 0x0042 0275 0x30c1 0x0061 0276 0x30c2 0x0073 0277 0x30c3 0x0065 0278 0x30c4 0x0020 0279 0x30c5 0x0031 0280 0x30c6 0x0030 0281 0x30c7 0x003a 0282 0x30c8 0x0020 0283 0x30c9 0x0000 0284 0x30ca 0x000a Base16Label .STRINGZ "\nBase 16: " 0285 0x30cb 0x0042 0286 0x30cc 0x0061 0287 0x30cd 0x0073 0288 0x30ce 0x0065 0289 0x30cf 0x0020 0290 0x30d0 0x0031 0291 0x30d1 0x0036 0292 0x30d2 0x003a 0293 0x30d3 0x0020 0294 0x30d4 0x0000 0295 0296 0x30d5 0x0000 SAVER0 .BLKW 1 0297 0x30d6 0x0000 SAVER1 .BLKW 1 0298 0x30d7 0x0000 SAVER2 .BLKW 1 0299 0x30d8 0x0000 SAVER3 .BLKW 1 0300 0x30d9 0x0000 SAVER4 .BLKW 1 0301 0x30da 0x0000 SAVER5 .BLKW 1 0302 0x30db 0x0000 SAVER6 .BLKW 1 0303 0304 ;;; Constants used for the hexadecimal program. 0305 0x30dc 0x1000 CONSTANT4096 .FILL #4096 0306 0x30dd 0x0100 CONSTANT256 .FILL #256 0307 0x30de 0x0010 CONSTANT16 .FILL #16 0308 0x30df 0x0030 ASCIIOffset .FILL #48 ; The offset to turn an integer into ASCII 0309 0x30e0 0x0000 LeadZeroFlag .BLKW 1 ; If true, you are past all leading zeros. 0310 0311 ;;; This table is used to convert numbers to Hex digits. 0312 ;;; Zero offset indexes to 0, one offset, indexes to 1, etc. 0313 HexTable 0314 0x30e1 0x0030 .STRINGZ "0123456789ABCDEF" 0315 0x30e2 0x0031 0316 0x30e3 0x0032 0317 0x30e4 0x0033 0318 0x30e5 0x0034 0319 0x30e6 0x0035 0320 0x30e7 0x0036 0321 0x30e8 0x0037 0322 0x30e9 0x0038 0323 0x30ea 0x0039 0324 0x30eb 0x0041 0325 0x30ec 0x0042 0326 0x30ed 0x0043 0327 0x30ee 0x0044 0328 0x30ef 0x0045 0329 0x30f0 0x0046 0330 0x30f1 0x0000 0331 0332 ;;; Point the stack pointer here. 0333 0x30f2 0x0000 STACKBASE .BLKW 1000 ; Hopefully this is enough stack space. 0334 0x30f3 0x0000 0335 0x30f4 0x0000 0336 0x30f5 0x0000 0337 0x30f6 0x0000 0338 0x30f7 0x0000 0339 0x30f8 0x0000 0340 0x30f9 0x0000 0341 0x30fa 0x0000 0342 0x30fb 0x0000 0343 0x30fc 0x0000 0344 0x30fd 0x0000 0345 0x30fe 0x0000 0346 0x30ff 0x0000 0347 0x3100 0x0000 0348 0x3101 0x0000 0349 0x3102 0x0000 0350 0x3103 0x0000 0351 0x3104 0x0000 0352 0x3105 0x0000 0353 0x3106 0x0000 0354 0x3107 0x0000 0355 0x3108 0x0000 0356 0x3109 0x0000 0357 0x310a 0x0000 0358 0x310b 0x0000 0359 0x310c 0x0000 0360 0x310d 0x0000 0361 0x310e 0x0000 0362 0x310f 0x0000 0363 0x3110 0x0000 0364 0x3111 0x0000 0365 0x3112 0x0000 0366 0x3113 0x0000 0367 0x3114 0x0000 0368 0x3115 0x0000 0369 0x3116 0x0000 0370 0x3117 0x0000 0371 0x3118 0x0000 0372 0x3119 0x0000 0373 0x311a 0x0000 0374 0x311b 0x0000 0375 0x311c 0x0000 0376 0x311d 0x0000 0377 0x311e 0x0000 0378 0x311f 0x0000 0379 0x3120 0x0000 0380 0x3121 0x0000 0381 0x3122 0x0000 0382 0x3123 0x0000 0383 0x3124 0x0000 0384 0x3125 0x0000 0385 0x3126 0x0000 0386 0x3127 0x0000 0387 0x3128 0x0000 0388 0x3129 0x0000 0389 0x312a 0x0000 0390 0x312b 0x0000 0391 0x312c 0x0000 0392 0x312d 0x0000 0393 0x312e 0x0000 0394 0x312f 0x0000 0395 0x3130 0x0000 0396 0x3131 0x0000 0397 0x3132 0x0000 0398 0x3133 0x0000 0399 0x3134 0x0000 0400 0x3135 0x0000 0401 0x3136 0x0000 0402 0x3137 0x0000 0403 0x3138 0x0000 0404 0x3139 0x0000 0405 0x313a 0x0000 0406 0x313b 0x0000 0407 0x313c 0x0000 0408 0x313d 0x0000 0409 0x313e 0x0000 0410 0x313f 0x0000 0411 0x3140 0x0000 0412 0x3141 0x0000 0413 0x3142 0x0000 0414 0x3143 0x0000 0415 0x3144 0x0000 0416 0x3145 0x0000 0417 0x3146 0x0000 0418 0x3147 0x0000 0419 0x3148 0x0000 0420 0x3149 0x0000 0421 0x314a 0x0000 0422 0x314b 0x0000 0423 0x314c 0x0000 0424 0x314d 0x0000 0425 0x314e 0x0000 0426 0x314f 0x0000 0427 0x3150 0x0000 0428 0x3151 0x0000 0429 0x3152 0x0000 0430 0x3153 0x0000 0431 0x3154 0x0000 0432 0x3155 0x0000 0433 0x3156 0x0000 0434 0x3157 0x0000 0435 0x3158 0x0000 0436 0x3159 0x0000 0437 0x315a 0x0000 0438 0x315b 0x0000 0439 0x315c 0x0000 0440 0x315d 0x0000 0441 0x315e 0x0000 0442 0x315f 0x0000 0443 0x3160 0x0000 0444 0x3161 0x0000 0445 0x3162 0x0000 0446 0x3163 0x0000 0447 0x3164 0x0000 0448 0x3165 0x0000 0449 0x3166 0x0000 0450 0x3167 0x0000 0451 0x3168 0x0000 0452 0x3169 0x0000 0453 0x316a 0x0000 0454 0x316b 0x0000 0455 0x316c 0x0000 0456 0x316d 0x0000 0457 0x316e 0x0000 0458 0x316f 0x0000 0459 0x3170 0x0000 0460 0x3171 0x0000 0461 0x3172 0x0000 0462 0x3173 0x0000 0463 0x3174 0x0000 0464 0x3175 0x0000 0465 0x3176 0x0000 0466 0x3177 0x0000 0467 0x3178 0x0000 0468 0x3179 0x0000 0469 0x317a 0x0000 0470 0x317b 0x0000 0471 0x317c 0x0000 0472 0x317d 0x0000 0473 0x317e 0x0000 0474 0x317f 0x0000 0475 0x3180 0x0000 0476 0x3181 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