Action at a distance is an anti-pattern in computer science in which behavior in one part of a program modifies operations in another part of the program. This anti-pattern should be avoided whenever possible, but if wielded carefully SMC can become a practical ally when writing Uxntal.

Tal is the programming language for the Uxn virtual machine.

Uxn programs are written in a stack-based flavor of assembly designed especially for this virtual machine. TAL files are human-readable source files, ROM files are uxn-compatible binary program files; applications that transform TAL files into ROM files are called Assemblers.
To get started, equip yourself with an emulator and assembler for your system.
- Download emulator & assembler, 40kb
- Introduction to Uxntal, online book
Uxntal Opcodes
Uxn has 64kb of memory, 16 devices, 2 stacks of 255 bytes, 5-bits opcodes and 3 modes. The list below show the standard opcodes and their effect on a given stack a b c, PC: Program Counter, [M]: Memory, [D+*]: Device Memory, and R: Return/Working Stack.
LIT [PC] JCI (c8){PC+=[PC]} JMI {PC+=[PC]} JSI {R.PC PC+=[PC]} BRK ~ EQU a b==c LDZ a b [c8] ADD a b+c INC a b c+1 NEQ a b!=c STZ a {[c8]=b} SUB a b-c POP a b GTH a b>c LDR a b [PC+c8] MUL a b*c NIP a c LTH a b<c STR a {[PC+c8]=b} DIV a b/c SWP a c b JMP a b {PC+=c} LDA a b [c16] AND a b&c ROT b c a JCN a (b8){PC+=c} STA a {[c16]=b} ORA a b|c DUP a b c c JSR a b {R.PC PC+=c} DEI a b {[D+c8]} EOR a b^c OVR a b c b STH a b {R.c} DEO a {[D+c8]=b} SFT a b>>c8l<<c8h
To learn more about each opcode, see the Opcode Reference.
Uxntal stacks
In concatenative programming, there are no precedence rules, the calculations are merely performed in the sequence in which they are presented. The order with which elements come off a stack is known as last in, first out. In the stack a b c, the c item was the last to be added, and will be the first to be removed.
#01 #02 #03 ADD01 05
All programming in Unxtal is done by manipulating the working stack, and return stack. Each stack contains 256 bytes, items from one stack can be moved into the other. Here are some stack primitives and their effect:
POP | a b | Discard top item. |
---|---|---|
NIP | a c | Discard second item. |
SWP | a c b | Move second item to top. |
ROT | b c a | Move third item to top. |
DUP | a b c c | Copy top item. |
OVR | a b c b | Copy second item to top. |
A byte is a number between 0-255(256 values), a short is made of two bytes, each byte in a short can be manipulated individually:
#0a #0b POP 0a #12 #3456 NIP 12 56 #1234 DUP 12 34 34
The two stacks are circular, and so have no depths, to pop an empty stack does not trigger an error, but merely means to set the stack pointer to 255. There are no invalid programs, any sequence of bytes is a potential Uxn program. To learn more about detecting unintended stack effects, see programs validation.
Uxntal Modes
Each opcode has 3 possible modes, which can combined:
- The short mode 2 operates on shorts, instead of bytes.
- The keep mode k operates without consuming items.
- The return mode r operates on the return stack.
INC2r | |||||||
---|---|---|---|---|---|---|---|
k | r | 2 | opcode | ||||
0 | 1 | 1 | 0 | 0 | 0 | 0 | 1 |
By default, operators consume bytes from the working stack, notice how in the following example only the last two bytes #45
and #67
are added, even if there are two shorts on the stack.
#1234 #4567 ADD12 34 ac
The short mode consumes two bytes from the stack. In the case of jump opcodes, the short-mode operation jumps to an absolute address in memory. For the memory accessing opcodes, the short mode operation indicates the size of the data to read and write.
#1234 #4567 ADD2 57 9b
The keep mode does not consume items from the stack, and pushes the result on top. The following example adds the two shorts together, but does not consume them. Under the hood, the keep mode keeps a temporary stack pointer that is decremented on POP
.
#1234 #4567 ADD2k 12 34 45 67 57 9b
The return mode makes it possible for any opcode to operate on the return-stack directly. For that reason, there is no dedicated return opcode. For example, the JSR
opcode pushes the program's address onto the return stack before jumping, to return to that address, the JMP2r
opcode is used, where instead of using the address on the working-stack, it takes its address from the return-stack.
LITr 12 #34 STH ADDr STHr 46
To better understand how the opcode modes are used, here is a 22 bytes long implementation of the function to generate numbers in the Fibonacci sequence. Notice how only a single literal is created to perform the operation.
@fib ( num* -- numfib* ) #0001 GTH2k ?{ POP2 JMP2r } SUB2k fib STH2 INC2 SUB2 fib STH2r ADD2 JMP2r

Uxntal syntax
Uppercased opcodes are reserved words, hexadecimal bytes and shorts are always lowercase. Parentheses are comments, curlies are lambdas, and square brackets are used for organization.
The first line begins with a padding of |10 to the Console device, followed by the enumeration of the device's ports. This enum will allow us to refer to the console by name, as opposed to using the port numbers directly.
The second line pads to |0100, which is where the first page of memory ends, and where all Uxn programs begin. Next is a comment, the arrow symbol indicates that the following operation is a vector, and will terminate with BRK.

We push the absolute address, made of two bytes, of the label @hello-world to the stack, which points to a series of characters in memory. A hexadecimal number or label pushed to the stack in this fashion is called a literal, as opposed to a value stored in memory. Next, we jump to the @print-text subroutine, and leave a return address onto the return stack.
Both &while and @while are ways to define labels, but using &while
will automatically prefix our new label with the name of the last @label
, in this example print-text/while
.
Padding Runes | Literal Hex Rune | ||||||
---|---|---|---|---|---|---|---|
| | absolute | $ | relative | # | literal hex | ||
Label Runes | Ascii Runes | ||||||
@ | parent | & | child | " | raw ascii | ||
Addressing Runes | Pre-processor Runes | ||||||
, | literal relative | _ | raw relative | % | macro-define | ~ | include |
. | literal zero-page | - | raw zero-page | ||||
; | literal absolute | = | raw absolute | ||||
Immediate Runes | |||||||
! | jmi | ? | jci |
Next, the LDAk opcode takes the absolute address on the stack, and loads the byte in memory found at that address to the top of the stack, in this case, the ASCII value of the letter H. That value is sent to the device port #18, defined by our Console enum, which prints that character to the terminal.
We increment the absolute address found on top of the stack with INC2, because the address is made of two bytes. We load the incremented value, next we do a conditional jump with ?&while for as long as the item on the stack is not zero. We use POP2 to remove the address on the stack and keep the stack clean at the end of the subroutine.
Lastly, we encounter JMP2r which jumps to the absolute address that we left on the return stack when we entered the @print-text subroutine.
Immediate opcodes
Immediate opcodes are operations which do not take items from the stack, but read values stored immediately after the opcode in the program's memory. Uxntal has 4 immediate opcodes:
- The literal LIT.
- The jump !routine, immediate of JMP.
- The conditional ?routine, immediate of JCN.
- The subroutine routine, immediate of JSR.
The immediate jump opcodes are slightly faster than their standard opcode counterparts, but do not have modes and cannot be used to do pointer arithmetic. The address value of the immediate opcodes are stored in memory as relative shorts, enabling routines making use of these opcodes to be moved around in the program's memory.
Quoting is the act of deferring an operation, for example, by keeping the address to a routine on the stack and using it later, by unquoting it, with the JMP2 or JSR2 opcodes. To learn more about pointer arithmetic, see lambdas.
Uxntal Memory
There are 64kb of addressable memory. Roms are loaded at 0x0100. Once in memory, a Uxn program can write over itself, store values among its running code, it is not uncommon for a uxntal program to directly modify the value of a literal in memory, or to change an opcode for another instead of branching. When writing or reading a short in memory, the position is that of the high byte.
#12 #0200 STA 0x0200=12 #3456 #0400 STA2 0x0400=34, 0x0401=56 #0400 LDA2 34 56
The zero-page is the memory located between 0x0000 and 0x0100, its purpose is to store variables that will be accessed often. It is sligthly faster to read and write from the zero-page using the LDZ and STZ opcodes as they use only a single byte instead of a short. This memory space cannot be pre-filled in the rom prior to assembly.
#1234 #80 STZ2 0x0080=12, 0x0081=34 #80 LDZ2 12 34
Self-Modifying Code
The ability to treat instructions as data makes programs that write programs possible. Self-modifying code(SMC) is generally considered harmful, and is therefore not permitted in most modern computer architectures today.
Caching
In most cases, SMC is used to cache data that would otherwise be difficult or slow to retrieve, like when writing a responsive application that would make frequent requests to a device.
In the following example, we are comparing the state of the mouse device between vector events, we could store the previous state in a zero-page variable, but keeping the value locally allows to reserve a byte from within the context where it is needed, and is faster by being inlined.
@on-mouse ( -> ) [ LIT &last $1 ] .Mouse/state DEI DUP ,&last STR EORk ?&changed POP2 BRK
Callbacks
To chain operations across vectors, one might try passing the next operation pointer on the stack, but since we cannot be certain which vector will happen next, we can't expect a specific stack state between events. A safer way is to write the next operation directly in memory where it will be needed, ideally preserving the label scope.
@set-animation ( callback* -- ) ,&callback STR2 ;&run .Screen/vector DEO2 JMP2r &run ( -> ) [ LIT &time f0 ] INCk ,&time STR #00 EQU ?&done try-redraw BRK &done ( -> ) [ LIT2 &callback $2 ] JSR2 BRK
Depth Punching
Routines should try and avoid accessing stack values that are further than 2 or 3 shorts deep on either stacks, but sometimes it cannot be helped. In the following example, we want to run a function over each value of a 2d array. Instead of juggling the stacks on each iteration to bring out the function pointer, it is often more efficient to write the function pointer across the nested loop.
@each-pixel ( fn* -- ) ,&fn STR2 #1000 &h STHk #2000 &x DUP STHkr [ LIT2 &fn $2 ] JSR2 INC GTHk ?&x POP2 POPr INC GTHk ?&h POP2 JMP2r
Quoting Opcodes
Quoting is the act of deferring an operation, for example, by literalizing the ADD opcode, it will remain on the stack as a value and will not immediately compute the result:
#06 #07 LIT ADD
The opcode can then be modified and utilized when needed by using the following pattern, which effectively pulls the opcode from the stack and writes it at the next address in memory:
#06 #07 LIT ADD ( unquote ) #00 STR $1
Devices & Vectors

Uxn can communicate with a maximum of 16 devices, each device has 16 ports, each port handles a specific I/O message. Ports are mapped to the devices memory page, which is located outside of the main addressable memory.
Uxn is non-interruptible, vectors are locations in programs that are evaluated when certain events occur. A vector is evaluated until a BRK opcode is encountered, no new events will be triggered while a vector is evaluated, but events may be queued. All programs begin by executing the reset vector located at 0x100
. Only one vector is executed at a time. The content of the stacks are preserved between vectors.
|0100 ( set a vector ) ;on-mouse .Mouse/vector DEO2 BRK @on-mouse ( -> ) ( read mouse state ) .Mouse/state DEI ?&on-touch BRK &on-touch ( -> ) ( A mouse button was pressed ) BRK
For example, the address stored in the Mouse/vector
port points to a part of the program to be evaluated when the cursor is moved, or a button state has changed.

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