PowerPC Architecture
Volume Number: 10
Issue Number: 8
Column Tag: PowerPC Essentials
Understanding
the PowerPC Architecture
Speak like a native in only two easy lessons!
By Bill Karsh, BillKarsh@aol.com
In this article (part one of a two-part article) we’ll look briefly at the hardware
architecture of the MPC601 processor, and then discuss the user programming model.
Next month, we’ll summarize its assembly language syntax in a condensed and easily
digestible form for quick reference. In a sense, the article is a compressed and
intelligently-filtered user manual.
I spent considerable time deciding what depth and scope to cover. Numerous
articles have already appeared on the 601, not to mention Motorola’s own,
indispensable, “PowerPC 601 User’s Manual,” which is excellently written,
thorough, systematic, but is needlessly overwhelming due to massive redundancy. Far
more material is covered than is needed by non- system-level programmers. That
great work clued me in on what not to do. Of course it must be accurate, but also
simple. Here, we will not cover very much about floating-point operations, nor the
Mac’s specific run-time model (except where needed for clarification). Instead, so you
can come away with a feeling of mastery of some useful area, we will focus on the
integer and branch processing common to most Mac programs. I want the amount to be
just right for a sitting or two, and not a week of intensive study. The section on ‘The
Machine’ has been included for completeness, and to provide background. It is not
strictly necessary for learning assembly, which starts with the ‘User Programming
Model’ section in next month’s article.
Sounding Off
It has been said many times before, but cannot be repeated often enough. I want
you to be reading this material for the right reasons. First, I too am a die-hard 68K
assembly programmer. Perhaps 60% of my personal toolbox is still in assembly. Not
long ago, I saw red when I learned that neither CodeWarrior nor Think C would support
inline PPC assembly, and that industry pundits routinely babbled nonsense about how
we humans could never hope to do as good a job of optimization as a compiler. How can
that be, I asked, when just yesterday the quality of their 68K code generation was
lousy: not recognizing predecrement addressing, reloading registers far too often, not
making use of implicit CCR updates,... Suddenly these guys know it all? Hah!
Well, it’s not easy to adjust, but I’m working very hard to put my skepticism on
hold and understand that something is fundamentally different about (reduced
instruction set computer) RISC systems. We’ll look in more detail at how it works in a
minute, but briefly, RISC represents a partnership between hardware and compiler
designers to share the job of optimization. In fact the burden has shifted dramatically
toward the compiler. The machine is designed to simplify timing and dependency
analysis so that instructions can be reordered, interleaved and scheduled to maximum
advantage by the compiler. Now, I’m not going to forget about optimization hereafter.
Rather, I’m going to yell and complain and poke sharp sticks at the responsible parties
if they don’t eventually get it together and make good on this promise. Nevertheless, I
will give it time. The kinds of things that have to be managed to get superior
performance are numerous and complex, but more amenable to analysis then they were
with (complex instruction set computer) CISC systems. It looks exactly like a job to be
automated - it looks exactly like what a compiler should do.
I no longer endorse assembly language programming. It is not and should not be
your personal responsibility - it doesn’t make sense anymore. That is the wrong way
to use the material here. There are many things you can do, as always, to dramatically
improve performance. Learn to profile your code to find out where you need bother in
the first place. Then consider: better algorithms, more efficient data structures,
better organization of information, better data base keys, moving indices instead of
data, better default settings, presorting things at startup, using idle time, using
locally buffered I/O, using asynchronous I/O, doing work offscreen, updating smaller
areas... Retest, to make sure you’ve changed the right things. Also, remember that
speed is in the eye of the beholder. Make use of progress bars, watch cursors and other
busy box gizmos to amuse and delight. These are all better ways. They are stable,
portable, maintainable and reusable.
The other reasons one formerly needed assembly were things like setting up
access to global variables, and gluing things together. The people at Apple are not blind.
They have done a lot to design the run-time model for PPC so that these problems are
eased if not eliminated. There ought not to be a genuine reason to muck around from
now on. Today we have to support multiple platforms and an explosion of new
technologies just to reach acceptability, let alone competitiveness. I want you to be
happy and successful. I urge you to apply your time, money and effort where it will
make the biggest difference. Now more than ever, do the right thing.
The Right Reason
Debugging remains as the real reason you must have familiarity with the
machine and assembly language. Traditional places where low level debugging has
proved very useful are non-application code such as INITs and code resources, spotting
the consequences of nil pointers and overwriting array bounds, hunting memory leaks
and many others things. These will always be with us. Even working in a high level
language, bad things can happen due to inexperience with a new tool, poor
documentation, or just being interrupted at some critical moment and losing one’s
thread. Sometimes high level language errors can themselves be quite insidious. Here
is my favorite example of how it can all go wrong, admittedly stinging me more than
once. Everyone knows that, theoretically, multiplying two 16-bit quantities gives a
32-bit result. Which of these actually does that?
long c;
short a, b;
1) c = a * b;
2) c = a, c *= b;
3) c = (long)a * b;
4) c = (long)a * (long)b;
5) c = (long)(a * b);
Congratulations on recognizing that either (3) or (4) does the right thing by
using muls.w (68K) to create a long that’s stored in c. (1) and (5) give a “wrong”
result. They use muls.w to create the product, but move a sign extension of only the
low word into c. (2) works, but uses software emulation (%%mul in Think C) to do
the requested long * long multiplication - not something you want in a loop. This is the
kind of slip that can lead to days of reevaluating your whole algorithm, or career as a
programmer. It’s most likely to be caught at a low level where you’re watching
instructions as well as results. I think you know how it goes. You will have to debug
something stupid you did, your coworker did, the compiler did, a third party product
did, Apple did... Everyone needs debugging skills. That’s life in the Big City. Now that
we understand each other, let’s get on with it.
The Machine
The main theme characterizing RISC computing is keeping the CPU as busy as
possible so that cycles are not wasted. This is achieved in two principal ways,
superscalar design and pipelining. The term superscalar refers to the CPU being a
collection of semi-independent execution units operating in parallel, so that
instructions can be issued to these units in parallel (and possibly out of order, as long
as they are not interdependent). The figure illustrates a simplified view of the
communication paths among the execution units (IU, BPU, FPU) and the supporting
memory managers and cache. We’ll take a quick look at the operation of each,
concentrating particularly on features contributing to machine performance.
Instruction and Branch Units
Instructions march through the instruction queue (IQ) from Q7 toward Q0 as
vacancies are created. New instructions are requested as soon as possible. If the cache
is hit, as many as eight instructions (the whole IQ, or, a cache sector) can be
prefetched in one cycle. Otherwise, further bus cycles will be needed, but this is
normally simultaneous with currently executing instructions. Instructions can be
issued from any of the lower four elements of the IQ to either the branch processor
(BPU) or floating-point unit (FPU), as long as the decode stage of the target unit is
vacant. The integer unit (IU) is fed only through Q0, which doubles as the IU decode
stage. Instruction fetch is normally sequential, unless the BPU decides on a change of
execution path.
The BPU “owns” two registers holding branch target addresses, the link (LR)
and count (CTR) registers, allowing relative independence of the BPU. The LR also gets
the return address following a branch, if any. The condition register (CR) provides the
information necessary to resolve conditional branches. One thing a good compiler
should do is schedule the instruction that updates the CR well ahead of its dependent
branch instruction to allow resolution as early as possible. The BPU can examine up to
one branch instruction at a time. Unconditional branches are simply removed from the
instruction stream, with fetching directed along the new path. Conditional branches
have a predictor bit, indicating the more likely of branch taken/not taken. If a
conditional branch is encountered, instructions continue to execute along the predicted
path, but not as far as the writeback stage, where registers are updated. When the
condition is resolved, if the prediction was correct, writeback is enabled and execution
continues as if no branch occurred. If incorrect, the instruction unit backs up by
flushing everything since the branch, and fetching a new cache sector of instructions.
This process of effectively removing branches from code is termed branch folding.
This buys a great deal of speed. Recall that on the 68K, branches are among the
most costly instructions. One used to employ loop unrolling to cut down on branches,
making source code ugly, larger and potentially confusing. Another popular trick is to
recode if-blocks as follows:
/* 1 */
if( condition ) x = B;
x = A; recoded becomes if( condition )
else x = A;
x = B;
Hopefully the need for such awkward constructions will be eliminated soon. I look
forward to source code being an expression of ideas, abstracted away from machine
dependent trickery.
IU
The integer unit does what you expect: arithmetic, logical, and bit-field
operations on integers. It contains the general-purpose register file (GPR), and the
integer exception register (XER). There are thirty-two GPRs, each 32 bits wide on the
601. Each handles either data manipulation or address calculation. They are
dual-ported (as are the FPRs) to allow two independent accesses at once. The XER holds
result flags such as carry and overflow from arithmetic operations. The IU handles
address calculation for all execution units. All load and store requests (even for
floating-point operands) are processed by the IU and passed from there to the memory
management unit (MMU). The IU implements feed-forwarding, simultaneously making
available the result of an integer execute stage to both the register writeback bus, and
the execute stage of any follow-on integer instruction waiting for that result.
FPU
The floating-point unit contains the floating-point register file (FPR), and the
status and control register (FPSCR). The thirty-two 64-bit registers handle either
single or double precision operations. Only a subset of operations are handled in
hardware, as with the 68040, the others must be emulated. Of interest, though, is the
combined multiply-add instruction, which directly supports the vector and matrix
algebra needed in common graphics transformations. It is also well suited to series
expansions, speeding software emulation of transcendental functions. The FPSCR holds
calculation result flags such as overflow, NaN, INF, etc., and environment controls,
such as rounding direction. At this time, the FPU does not support feed-forwarding.
MMU
The memory management unit handles the translation of logical to physical
addresses, access privileges, memory protection and virtual memory paging.
Performance is enhanced in this unit by the incorporation of several on-chip tables of
recently used addresses, so that translation can be bypassed whenever possible. Of
course load and store requests look to the cache first. Misses are queued in the memory
unit for servicing. The MMU can address up to 4E9 (4 Gigabytes) of physical memory,
and 4E15 (4 Petabytes) of virtual memory. Where to store all that is a separate issue
(4 Petabytes = 6.2 million CD ROMs).
Memory Unit
This unit buffers data transfers between the cache and memory. It contains a two
entry read and three entry write queue. Each entry is actually capable of holding eight
consecutive words (a cache sector). Writing to memory is primarily performed to
make room in the cache for new entries. The least recently used (LRU) entry in the
cache is moved to the write queue, where it waits its turn for use of the system bus.
Reads are performed mainly to load the cache. If not interdependent, waiting reads and
writes may be performed out of order, according to priority. However, special
instructions are available to strictly enforce program order of reads and writes when
needed.
Cache
A 32-kByte (write-back) cache is provided to minimize time waiting for
off-chip accesses. In the 601 it is a unified cache, holding both instructions and data.
In the future, it will likely have a Harvard architecture, keeping instructions and data
separate. That would simplify and speed up cache searching, and allow concurrent data
and instruction accesses. An advantage of the unified design is that those nasty
programs that modify their own code are given a chance of running successfully -
making the PPC look even safer sometimes than a 68040. Of course, nobody you or I
know writes self-modifying code, right? The cache is subdivided into 8 pages. Each
page contains 64 cache lines. Each line is subdivided into 2 sectors (or blocks) of 8
32-bit words each. The block is the smallest cacheable unit. Cache sectors are read and
written in a special burst mode. To further reduce processing delays when a load or
fetch misses in the cache, the specifically requested words are feed-forwarded to the
waiting execution unit before the remainder of the sector read completes.
Pipelining
The second major factor in keeping the CPU busy is pipelining, which refers to
the scheme of dividing the processing of an instruction into several independent serial
stages - similar to a factory assembly line. Each execution unit is pipelined, but has a
different number of stages. More stages allow breaking a process into simpler steps.
The BPU, who’s task is already simple has a combined decode/execute stage. The FPU,
having the most complicated operations to perform has two execute stages. The term
superpipelined is often used to characterize pipelines having more than four or five
stages. For simplicity, we focus our discussion on the IU, whose four stages typify
basic pipeline design. These stages are:
• fetch/dispatch - get the instruction from the stream into the execution unit’s
decoder,
• decode - figure out what the instruction does and initiate requests for any needed
operands,
• execute - apply indicated operation,
• writeback - update target register(s) with result.
Any stage can work on only one instruction at a time. However, the IU as a whole
can process four instructions at the same time - as long as its pipeline is kept full.
Looked at another way, instructions complete at the rate of one per cycle with a full
pipeline - that’s fast. Sometimes it doesn’t work out because of poorly separated
dependencies. An example might be an executing instruction needing an operand, as yet
unavailable from some previous instruction. The resulting inactivity is called a stall.
During a stall, the stage remains occupied by the waiting instruction, but is
essentially idle. When things pick up again, that stage will again be active. Now some
silly nit-picking. Looking back at the history of what happened, we see that a certain
stage was doing something, then stalled, then doing something again. A stall in this
context is officially called a bubble (I would suggest we call poor code with too many
bubbles, foamy - you heard it here first).
There is still more to the speed story. What has not yet been discussed is perhaps
the single most important design feature of RISC - that instructions are a uniform
size, and wherever possible, spend a uniform amount of time in each pipeline stage. I
think you can easily convince yourself that if one or more stages took longer than the
others, the slow ones would be bottlenecks - the pipeline could not march along in
lock-step even at its theoretical best.
The constant size of instruction words is 32 bits for all PPC implementations.
This affords uniform fetch and decode times - in fact, one cycle each. Writeback,
another data movement operation, is also one cycle. Remember that we are writing to
GPRs and FPRs at writeback, not memory. (Writing to memory, really the cache, only
occurs via explicit store instructions as we’ll soon discuss).
Execute is a little trickier since there are so many different things one might
like to do to the data. How can you insure that, whatever operation, takes the one cycle
we seem to have established? Aha! therein lies the power of the reduced instruction
set. Most integer operations do take one cycle to execute - the principal exceptions are
multiplies and divides. That’s because the instructions are simpler than on typical
CISC machines. In fairness, the bit-field operations owe their speediness to a
TurboShift unit (I’m guessing about the name). Complex operations have to be
constructed from a sequence of the available simple ones, but that’s O.K., because
performance benefits overall. About those multiply and divide operations - avoid them
if you can. They are inherently expensive (36 cycle executes for divides), but that’s
nature’s way as far as we know. Then again, stalling is not the end of the world either -
it merely means you’re not operating at absolute maximum throughput. If your task
requires divisions that can not be accommodated by right-shifting (properly a
compiler responsibility), then you have license to divide away.
We’ve now seen some of the mechanisms that contribute to the goal of ever filled
pipelines: fixed-time pipeline stages, parallel instruction issue to multiple pipelines,
branch folding, feed-forwarding and generous use of caches, queues, buffers and large
register files. I remind you, the compiler is supposed to be aware of all this, bearing
the awesome responsibility of reducing dependencies by reordering instructions and
making a clever mix of floating-point, integer, branch and load/store operations -
while not disrupting program logic. In light of this, if your compiler is doing its job to
the utmost, you should be getting headaches figuring out low level code generated with
optimizers on. Conversely, you will probably want to turn off optimizations for
debugging.
Note that it’s important to know which execution units are involved with each
instruction to do optimization effectively. This is made much more difficult
considering that the 603, for example, already breaks the IU up into three new units: a
smaller IU, a dedicated load/store unit and a special-purpose register access unit. As
the PowerPC family matures, the design will continue to evolve. Keeping up with it
will be very difficult. On the down side, it will no doubt require a certain amount of
lowest-common-denominator compromising to stay compatible with as many PowerPC
family members as possible.
Finally, we have seen that an individual execution unit, working at maximum
throughput can process instructions at a rate of one per cycle. In conjunction with the
parallelism and other performance enhancements throughout the system, the
achievable rate for application code as a whole is potentially faster than that.
It’s incredibly cool to Geeks (informed folks) like you and me. So why isn’t
everybody rushing to buy a Power Mac? I often play dummy first-time buyer at
superstores to see what salespeople will try to sell me. They’re not pushing Power
Macs - not even to first-time buyers. At the time of this writing, there are only fifty
or so native applications. Even though the emulator can run existing Mac software at
speeds fully adequate for most users, magazine reviewers and computer salespeople
are insisting that the user won’t be happy without the native versions. Nobody knows,
when asked, when these applications can be expected. In spite of the work Apple did on
compatibility, on emulator performance and on keeping it Macintosh all the way, the
message is entirely garbled and misunderstood when it gets to the marketplace. To the
user, it is not a machine for today with an even greater future - it is just a machine
without software. We’ve all got to get on the stick and produce some of that anxiously
awaited software, so that 1994 won’t be like 1984.
User Programming Model
The foregoing material on the inner workings of the machine is, I hope,
informative and interesting, but now we will get reacquainted with the CPU from the
point of view of actual programmers. What one has to know for this purpose is far
simpler. Again, we are focusing on integer programming. The figure illustrates the
subset of the hardware with which you interact directly - your interface to the
machine.
While there are many more registers than shown, these are all that are
necessary for most purposes. In particular, we acknowledge, here only, the existence
of the MQ (Multiply/Quotient) register, which is used by many 601 instructions to
hold intermediate or extended results. The 601 is a transitional chip - the first
PowerPC implementation of IBM’s POWER architecture from which PowerPC is
generally derived. The MQ register, and all instructions which depend upon it were
retained from POWER in the 601 to give IBM developers time to make the transition to
PowerPC while maintaining a high degree of compatibility with existing POWER
software. These things are not part of the PowerPC definition, and will likely be
dropped from subsequent implementations. We will speak of MQ no more.
The GPRs are 32 bits. Subsequent models may have 64-bit registers. Bit
labeling, in general, is just the opposite of 68K conventions. The most significant bit
is number 0, the least significant is 31. Low (least) is depicted as being to the right in
both worlds. Left and right come into play in connection with shift operations. As ever,
right shifts divide.
The 32 general-purpose registers all function identically. Each can be used for
data or address calculation. Everything interesting happens here. Interaction with
memory happens only through explicit load and store operations. This is common on
RISC machines. They are said to have a load/store architecture.
We’ll cover more about branching later, but for now, the link register typically
holds the target address of a branch (and then an optional return address). The count
register is dual purpose, holding a value to be decremented for conditional branching,
similarly to the DBcc (68K) construction. It can also serve as an alternate branch
target address.
The exception register (XER) is divided into several fields. Of interest for us are
just the high 3 bits shown. The CA bit records carries out of bit 0 of a result during
arithmetic operations. It is also the bit used for extended (multi-word) arithmetic. OV
records arithmetic overflow, i.e., the result was too large to be represented with so
many bits. SO records ‘summary overflow’ - as far as is documented, it behaves
identically to OV - I see no case where only one is updated and not the other. In any
case, the SO bit of the XER is the one copied to the CR to reflect overflow there.
The CR is actually a set of eight functionally identical condition records
(cr0,...cr7), each 4 bits wide. Only cr0 is shown in the figure. Each can be
individually targeted to hold the result of explicit compare instructions (you will
rarely see any but cr0 used by your compiler). The cr0 and cr1 fields are different,
however, in that when instructions other than compares are encoded for ‘CR update,’
cr0 is the implied target for integer operations, and cr1 is implied for floating-point
(otherwise they work like the others). Bit 0 (or 4, 8, etc.) records the effect of
comparing a result against zero. It is set if the result is negative (high bit is 1),
similar logic applies for bits 1 and 2. Again, SO is copied from the XER. These bits are
enough to characterize any signed or unsigned arithmetic or logical result.
Data Types and Alignment
The table lists the intrinsic addressable data types on the 601, and how their
names differ from 68K conventions.
Size Last 4 bits 601 Type 68K Type
(bytes) of Address Name Name
1 xxxx byte byte
2 xxx0 half-word word
4 xx00 word long-word
8 x000 double-word NA
16 0000 quad-word NA
An extensive set of bit-field operations is available as well, acting on GPRs only,
not memory.
Proper data alignment is something to be conscious of and design for on all PPC
implementations (it speeds-up 68030 and 68040 code as well). Each type has a
natural address at which it should reside. This address is an integral multiple of the
type’s size. As the table shows, for example, words should reside at addresses divisible
by 4, and so have two zeros for the last two bits of their addresses. The reason is
mainly that the machine can access aligned data faster. Misaligned data may require
extra work to calculate and execute a sequence of bus cycles that will map onto data
crossing their natural boundaries.
Aligning your data should be done in three places: global data (together with static
data, which are stored as if global), local data, and structure definitions. For global
data, definition is where storage is allocated, not where data are merely declared
external. Achieving alignment is easy - just a matter of discipline. You would apply the
same rules in any of the three areas. As an example, let’s consider structures. Start
with the assumption that the top of the structure is given to reside at a 4-byte
boundary (xx00), such as x000. Lay out its fields such that each starts at a natural
address for the field’s type, as given in the table. Add padding if necessary. Consider a
structure containing 2 longs, 1 short, and 1 char.
/* 1 */
struct Misaligned { struct Aligned {
long L1; long L1;
char C; char C;
short S; char reserved; // padding
long L2; short S;
}; Âlong L2;
};
Both structure examples start at address x000. Note that the misaligned
structure’s S is at address x101, and L2 is at x111. All that was needed to correct
this, and get all fields onto proper boundaries was a padding byte, as indicated.
You’ll make things easiest for yourself by aligning each structure as an isolated
entity. Make sure each structure has aligned fields, but is also a multiple of 4 bytes in
total length. This strategy ensures that alignment is preserved when an array of such
structures is allocated, or if the structure becomes an embedded substructure, or is
defined globally or locally. You’re better off designing so that you can ignore how the
structure will be used by you or others. Make them good citizens.
For local data, one does the same thing, assuming that the first variable defined in
any function starts at xx00.
Global data is most easily considered on a per-file basis - like the per-structure
rule. Again, assume address xx00 for the top of each file.
Something has been overlooked. What about the validity of the assumption of
4-byte starting addresses? In the case of dynamically allocated memory (pointers or
handles), the Mac will always hand you aligned blocks (this has been true since the
68030). For data local to a function, the stack frame is always set up so that your
locals start on a 4-byte boundary (PPC run-time model specification). For globals,
you have to be more careful. All of the global (and static) data for an executable module
( application, INIT, etc.) are collected together (across all files) and stored as one giant
block. In fact, it is loaded into memory as a heap block, so has an aligned starting
address. However, to maintain alignment throughout the interior of this block, you
have to be diligent about keeping the data for each file nicely aligned, and a multiple of
four - similar to what was said for structures. Designing each file to have properly
aligned globals when considered in isolation, ensures portability and reusability of
files for other applications.
To wrap up for this month, I’ll briefly mention the ordering of bytes in memory.
The 601 is capable of operating in either big-endian or little-endian memory mode
(register function is independent of these). I have debated with myself about how much
to say on this complicated topic. The real reason to say anything at all is to assure those
who are wondering, that Apple has chosen big-endian ordering for the run-time
model’s default mode. That means that, in memory, as you read a long for example, you
find its most significant byte at the lowest address, and its least significant at the
highest - just the same as on 68K machines. That’s what you need to know, that there’s
nothing to worry about here.
If you’re interested though, true little-endian storage is what’s used on Intel
machines. Let’s compare the same document on floppies, as produced by a Mac version
of some application and by its faster-selling DOS counterpart. The mapping difference
is simple to explain. Strings look the same on either disk - they start at the same
addresses, and the bytes are in the same order. However, all integers larger than 1
byte look like their bytes are reversed on the Intel disk - they have little-endian
ordering. Basically, to transfer a floppy from one machine to the other, one has to
byte-reverse all the numbers. Floating-point formats are just too dissimilar to worry
about, so forget that. Now, the 601 can operate in a pseudo little-endian format. On
disk, it looks neither like true big nor true little-endian. Why? Without going into too
much detail, the 601 can make memory appear to the processor as true little-endian
by playing with the addresses of load/stores, but without reversing any bytes. The
result is a fast, simulated little-endian world, but it’s not true little-endian in
memory - numbers do not have reversed bytes, but their starting addresses are
changed. It’s not the case that the in-memory data are instantly ready for exchange
with real PCs. However, this scheme helps make the 601 ready to speedily emulate a
PC. Getting full data compatibility still requires moving fields and explicit
byte-reversal during I/O - already slow, so less noticeable.
What’s Next?
OK, you know all about the environment and operands of the 601. Now we’ll learn
its lingo. Next month we’ll go into the details of reading and understanding the
assembly language, and get you really prepared to do some in-depth debugging.
In the meantime, no matter how deep you plan to go, you should read the PowerPC
601 User’s Manual. It’s an essential resource, and it’s available from APDA with their
Macintosh with PowerPC Starter Kit. This package is reasonably priced at $39.95. It
also includes the New Inside Macintosh volume PowerPC System Software, which
explains the run-time model, the Mixed Mode Manager and the Code Fragment Manager
- all crucial for high level language PowerPC development, as well as really
understanding what’s going on in your debugger.
[The New Inside Macintosh volume PowerPC System Software is also available
from the Mail Order Store - Ed stb]