I have code example for multiplying two 16 bit numbers on 8086 and trying to update it for two 32 bit numbers multiplying.
start:
MOV AX,0002h ; 16 bit multipli
For the record, 8086 has a mul instruction that makes this much easier (and more efficient on later CPUs with fast mul
). On original 8086 it was really slow, but running an RCL multi-precision shift loop 32 times sucks a lot on all CPUs! This version has less static code size, which is nice.
You only need three mul
instructions to get the low * low, low * high, and high * low products. (And if you wanted the full 64-bit result, another one for the high * high product).
8086 is missing the efficient imul reg, reg
form that doesn't need DX:AX as an implicit output, and that doesn't put the high half anywhere. So unfortunately we need more register shuffling than a compiler would for a 64x64 => 64 multiply in 32-bit mode, but otherwise this is exactly the same problem. (See https://godbolt.org/z/ozSkt_)
x_lo
, x_hi
, y_lo
, and y_hi
can be memory relative to bp
as locals or function args, or labels. Or some of those could be in registers that this function doesn't use, if you change the syntax so they're not addressing modes.
;; untested
;; inputs: uint32_t x, y in memory
;; clobbers: CX, SI, DI
mov ax, [y_lo]
mov cx, ax
mul word ptr [x_hi]
mov si, ax ; save y_lo * x_hi
mov ax, [x_lo]
mov di, ax
mul word ptr [y_hi]
add si, ax ; sum of the cross products
mov ax, di
mul cx ; DX:AX = y_lo * x_lo
add dx, si ; add the cross products into the high half
;; Result: uint32_t DX:AX = X * Y
To use fewer tmp registers, you could just reload x_lo and y_lo from memory twice each instead of saving them in DI and CX.
Note that we don't save the high-half DX results of either lo * hi product because we only want a 32-bit result, not a full 32x32 => 64-bit result. The low 16 bits of those products add into the top half our our final 32-bit product. (And we don't need carry-out from them into the top-most 16-bit word of a 64-bit result, so we can add them before the last mul.)
A 16 * 32 => 32-bit multiply would be even easier, just two mul
and one add
(plus a bunch of mov
to get data into the right places). See for example a factorial loop that does this: multiply two consecutive times in assembly language program (that answer also shows how extended-precision multiply math works, the same way you add terms for the paper & pencil algorithm for doing multiplication on numbers of multiple decimal digits.)