; READ_DAC_REGISTERS. Expanded CLR Macro\r
; to handle multiple registers\r
;\r
- \r
+\r
PAGE 255, 132\r
- \r
- .MODEL Medium\r
- .286\r
- \r
+\r
+ .MODEL Huge\r
+ ;.286\r
+\r
; ===== MACROS =====\r
- \r
+\r
; Macro to OUT a 16 bit value to an I/O port\r
- \r
+\r
OUT_16 MACRO Register, Value\r
IFDIFI <Register>, <DX> ; If DX not setup\r
MOV DX, Register ; then Select Register\r
ENDIF\r
OUT DX, AX ; Set I/O Register(s)\r
ENDM\r
- \r
+\r
; Macro to OUT a 8 bit value to an I/O Port\r
- \r
+\r
OUT_8 MACRO Register, Value\r
IFDIFI <Register>, <DX> ; If DX not setup\r
MOV DX, Register ; then Select Register\r
ENDIF\r
OUT DX, AL ; Set I/O Register\r
ENDM\r
- \r
+\r
; macros to PUSH and POP multiple registers\r
- \r
-PUSHx MACRO R1, R2, R3, R4, R5, R6, R7, R8\r
- IFNB <R1>\r
- PUSH R1 ; Save R1\r
- PUSHx R2, R3, R4, R5, R6, R7, R8\r
- ENDIF\r
-ENDM\r
- \r
-POPx MACRO R1, R2, R3, R4, R5, R6, R7, R8\r
- IFNB <R1>\r
- POP R1 ; Restore R1\r
- POPx R2, R3, R4, R5, R6, R7, R8\r
- ENDIF\r
-ENDM\r
- \r
+\r
+; PUSHx MACRO R1, R2, R3, R4, R5, R6, R7, R8\r
+; IFNB <R1>\r
+; PUSH R1 ; Save R1\r
+; PUSHx R2, R3, R4, R5, R6, R7, R8\r
+; ENDIF\r
+; ENDM\r
+;\r
+; POPx MACRO R1, R2, R3, R4, R5, R6, R7, R8\r
+; IFNB <R1>\r
+; POP R1 ; Restore R1\r
+; POPx R2, R3, R4, R5, R6, R7, R8\r
+; ENDIF\r
+; ENDM\r
+\r
; Macro to Clear Registers to 0\r
- \r
-CLR MACRO Register, R2, R3, R4, R5, R6\r
- IFNB <Register>\r
- XOR Register, Register ; Set Register = 0\r
- CLR R2, R3, R4, R5, R6\r
- ENDIF\r
-ENDM\r
- \r
+\r
+; CLR MACRO Register, R2, R3, R4;, R5, R6\r
+; IFNB <Register>\r
+; XOR Register, Register ; Set Register = 0\r
+; CLR R2, R3, R4;, R5, R6\r
+; ENDIF\r
+; ENDM\r
+\r
; Macros to Decrement Counter & Jump on Condition\r
- \r
+\r
LOOPx MACRO Register, Destination\r
DEC Register ; Counter--\r
JNZ Destination ; Jump if not 0\r
ENDM\r
- \r
+\r
LOOPjz MACRO Register, Destination\r
DEC Register ; Counter--\r
JZ Destination ; Jump if 0\r
ENDM\r
- \r
- \r
+\r
+\r
; ===== General Constants =====\r
- \r
+\r
False EQU 0\r
True EQU -1\r
nil EQU 0\r
- \r
+\r
b EQU BYTE PTR\r
w EQU WORD PTR\r
d EQU DWORD PTR\r
o EQU OFFSET\r
f EQU FAR PTR\r
s EQU SHORT\r
- ?x4 EQU <?,?,?,?>\r
- ?x3 EQU <?,?,?>\r
- \r
+ ?x1 EQU <?>\r
+\r
; ===== VGA Register Values =====\r
- \r
+\r
VGA_Segment EQU 0A000h ; Vga Memory Segment\r
- \r
+\r
ATTRIB_Ctrl EQU 03C0h ; VGA Attribute Controller\r
GC_Index EQU 03CEh ; VGA Graphics Controller\r
SC_Index EQU 03C4h ; VGA Sequencer Controller\r
CRTC_Data EQU 03D5h ; VGA CRT Controller Data\r
MISC_OUTPUT EQU 03C2h ; VGA Misc Register\r
INPUT_1 EQU 03DAh ; Input Status #1 Register\r
- \r
+\r
DAC_WRITE_ADDR EQU 03C8h ; VGA DAC Write Addr Register\r
DAC_READ_ADDR EQU 03C7h ; VGA DAC Read Addr Register\r
PEL_DATA_REG EQU 03C9h ; VGA DAC/PEL data Register R/W\r
- \r
+\r
PIXEL_PAN_REG EQU 033h ; Attrib Index: Pixel Pan Reg\r
MAP_MASK EQU 002h ; Sequ Index: Write Map Mask reg\r
READ_MAP EQU 004h ; GC Index: Read Map Register\r
START_DISP_HI EQU 00Ch ; CRTC Index: Display Start Hi\r
START_DISP_LO EQU 00Dh ; CRTC Index: Display Start Lo\r
- \r
+\r
MAP_MASK_PLANE1 EQU 00102h ; Map Register + Plane 1\r
MAP_MASK_PLANE2 EQU 01102h ; Map Register + Plane 1\r
ALL_PLANES_ON EQU 00F02h ; Map Register + All Bit Planes\r
- \r
+\r
CHAIN4_OFF EQU 00604h ; Chain 4 mode Off\r
ASYNC_RESET EQU 00100h ; (A)synchronous Reset\r
SEQU_RESTART EQU 00300h ; Sequencer Restart\r
- \r
+\r
LATCHES_ON EQU 00008h ; Bit Mask + Data from Latches\r
LATCHES_OFF EQU 0FF08h ; Bit Mask + Data from CPU\r
- \r
+\r
VERT_RETRACE EQU 08h ; INPUT_1: Vertical Retrace Bit\r
PLANE_BITS EQU 03h ; Bits 0-1 of Xpos = Plane #\r
ALL_PLANES EQU 0Fh ; All Bit Planes Selected\r
CHAR_BITS EQU 0Fh ; Bits 0-3 of Character Data\r
- \r
+\r
GET_CHAR_PTR EQU 01130h ; VGA BIOS Func: Get Char Set\r
ROM_8x8_Lo EQU 03h ; ROM 8x8 Char Set Lo Pointer\r
ROM_8x8_Hi EQU 04h ; ROM 8x8 Char Set Hi Pointer\r
- \r
+\r
; Constants Specific for these routines\r
- \r
+\r
NUM_MODES EQU 8 ; # of Mode X Variations\r
- \r
+\r
; Specific Mode Data Table format...\r
- \r
+\r
Mode_Data_Table STRUC\r
M_MiscR DB ? ; Value of MISC_OUTPUT register\r
M_Pages DB ? ; Maximum Possible # of pages\r
M_YMax DW ? ; Maximum Possible Y Size\r
M_CRTC DW ? ; Table of CRTC register values\r
Mode_Data_Table ENDS\r
- \r
+\r
; ===== DGROUP STORAGE NEEDED (42 BYTES) =====\r
- \r
+\r
.DATA?\r
- \r
+\r
SCREEN_WIDTH DW 0 ; Width of a line in Bytes\r
SCREEN_HEIGHT DW 0 ; Vertical Height in Pixels\r
- \r
+\r
LAST_PAGE DW 0 ; # of Display Pages\r
PAGE_ADDR DW 4 DUP (0) ; Offsets to start of each page\r
- \r
+\r
PAGE_SIZE DW 0 ; Size of Page in Addr Bytes\r
- \r
+\r
DISPLAY_PAGE DW 0 ; Page # currently displayed\r
ACTIVE_PAGE DW 0 ; Page # currently active\r
- \r
+\r
CURRENT_PAGE DW 0 ; Offset of current Page\r
CURRENT_SEGMENT DW 0 ; Segment of VGA memory\r
- \r
+\r
CURRENT_XOFFSET DW 0 ; Current Display X Offset\r
CURRENT_YOFFSET DW 0 ; Current Display Y Offset\r
- \r
+\r
CURRENT_MOFFSET DW 0 ; Current Start Offset\r
- \r
+\r
MAX_XOFFSET DW 0 ; Current Display X Offset\r
MAX_YOFFSET DW 0 ; Current Display Y Offset\r
- \r
+\r
CHARSET_LOW DW 0, 0 ; Far Ptr to Char Set: 0-127\r
CHARSET_HI DW 0, 0 ; Far Ptr to Char Set: 128-255\r
- \r
+\r
.CODE\r
- \r
+\r
; ===== DATA TABLES =====\r
- \r
+\r
; Data Tables, Put in Code Segment for Easy Access\r
; (Like when all the other Segment Registers are in\r
; use!!) and reduced DGROUP requirements...\r
- \r
+\r
; Bit Mask Tables for Left/Right/Character Masks\r
- \r
+\r
Left_Clip_Mask DB 0FH, 0EH, 0CH, 08H\r
- \r
+\r
Right_Clip_Mask DB 01H, 03H, 07H, 0FH\r
- \r
+\r
; Bit Patterns for converting character fonts\r
- \r
+\r
Char_Plane_Data DB 00H,08H,04H,0CH,02H,0AH,06H,0EH\r
DB 01H,09H,05H,0DH,03H,0BH,07H,0FH\r
- \r
+\r
; CRTC Register Values for Various Configurations\r
- \r
+\r
MODE_Single_Line: ; CRTC Setup Data for 400/480 Line modes\r
DW 04009H ; Cell Height (1 Scan Line)\r
DW 00014H ; Dword Mode off\r
DW 0E317H ; turn on Byte Mode\r
DW nil ; End of CRTC Data for 400/480 Line Mode\r
- \r
+\r
MODE_Double_Line: ; CRTC Setup Data for 200/240 Line modes\r
DW 04109H ; Cell Height (2 Scan Lines)\r
DW 00014H ; Dword Mode off\r
DW 0E317H ; turn on Byte Mode\r
DW nil ; End of CRTC Data for 200/240 Line Mode\r
- \r
+\r
MODE_320_Wide: ; CRTC Setup Data for 320 Horz Pixels\r
DW 05F00H ; Horz total\r
DW 04F01H ; Horz Displayed\r
DW 05404H ; Start H Sync\r
DW 08005H ; End H Sync\r
DW nil ; End of CRTC Data for 320 Horz pixels\r
- \r
+\r
MODE_360_Wide: ; CRTC Setup Data for 360 Horz Pixels\r
DW 06B00H ; Horz total\r
DW 05901H ; Horz Displayed\r
DW 05E04H ; Start H Sync\r
DW 08A05H ; End H Sync\r
DW nil ; End of CRTC Data for 360 Horz pixels\r
- \r
+\r
MODE_200_Tall:\r
MODE_400_Tall: ; CRTC Setup Data for 200/400 Line modes\r
DW 0BF06H ; Vertical Total\r
DW 09615H ; V Blank Start\r
DW 0B916H ; V Blank End\r
DW nil ; End of CRTC Data for 200/400 Lines\r
- \r
+\r
MODE_240_Tall:\r
MODE_480_Tall: ; CRTC Setup Data for 240/480 Line modes\r
DW 00D06H ; Vertical Total\r
DW 0E715H ; V Blank Start\r
DW 00616H ; V Blank End\r
DW nil ; End of CRTC Data for 240/480 Lines\r
- \r
+\r
; Table of Display Mode Tables\r
- \r
+\r
MODE_TABLE:\r
DW o MODE_320x200, o MODE_320x400\r
DW o MODE_360x200, o MODE_360x400\r
DW o MODE_320x240, o MODE_320x480\r
DW o MODE_360x240, o MODE_360x480\r
- \r
+\r
; Table of Display Mode Components\r
- \r
+\r
MODE_320x200: ; Data for 320 by 200 Pixels\r
- \r
+\r
DB 063h ; 400 scan Lines & 25 Mhz Clock\r
DB 4 ; Maximum of 4 Pages\r
DW 320, 200 ; Displayed Pixels (X,Y)\r
DW 1302, 816 ; Max Possible X and Y Sizes\r
- \r
+\r
DW o MODE_320_Wide, o MODE_200_Tall\r
DW o MODE_Double_Line, nil\r
- \r
+\r
MODE_320x400: ; Data for 320 by 400 Pixels\r
- \r
+\r
DB 063h ; 400 scan Lines & 25 Mhz Clock\r
DB 2 ; Maximum of 2 Pages\r
DW 320, 400 ; Displayed Pixels X,Y\r
DW 648, 816 ; Max Possible X and Y Sizes\r
- \r
+\r
DW o MODE_320_Wide, o MODE_400_Tall\r
DW o MODE_Single_Line, nil\r
- \r
+\r
MODE_360x240: ; Data for 360 by 240 Pixels\r
- \r
+\r
DB 0E7h ; 480 scan Lines & 28 Mhz Clock\r
DB 3 ; Maximum of 3 Pages\r
DW 360, 240 ; Displayed Pixels X,Y\r
DW 1092, 728 ; Max Possible X and Y Sizes\r
- \r
+\r
DW o MODE_360_Wide, o MODE_240_Tall\r
DW o MODE_Double_Line , nil\r
- \r
+\r
MODE_360x480: ; Data for 360 by 480 Pixels\r
- \r
+\r
DB 0E7h ; 480 scan Lines & 28 Mhz Clock\r
DB 1 ; Only 1 Page Possible\r
DW 360, 480 ; Displayed Pixels X,Y\r
DW 544, 728 ; Max Possible X and Y Sizes\r
- \r
+\r
DW o MODE_360_Wide, o MODE_480_Tall\r
DW o MODE_Single_Line , nil\r
- \r
+\r
MODE_320x240: ; Data for 320 by 240 Pixels\r
- \r
+\r
DB 0E3h ; 480 scan Lines & 25 Mhz Clock\r
DB 3 ; Maximum of 3 Pages\r
DW 320, 240 ; Displayed Pixels X,Y\r
DW 1088, 818 ; Max Possible X and Y Sizes\r
- \r
+\r
DW o MODE_320_Wide, o MODE_240_Tall\r
DW o MODE_Double_Line, nil\r
- \r
+\r
MODE_320x480: ; Data for 320 by 480 Pixels\r
- \r
+\r
DB 0E3h ; 480 scan Lines & 25 Mhz Clock\r
DB 1 ; Only 1 Page Possible\r
DW 320, 480 ; Displayed Pixels X,Y\r
DW 540, 818 ; Max Possible X and Y Sizes\r
- \r
+\r
DW o MODE_320_WIDE, o MODE_480_Tall\r
DW o MODE_Single_Line, nil\r
- \r
+\r
MODE_360x200: ; Data for 360 by 200 Pixels\r
- \r
+\r
DB 067h ; 400 scan Lines & 28 Mhz Clock\r
DB 3 ; Maximum of 3 Pages\r
DW 360, 200 ; Displayed Pixels (X,Y)\r
DW 1302, 728 ; Max Possible X and Y Sizes\r
- \r
+\r
DW o MODE_360_Wide, MODE_200_Tall\r
DW o MODE_Double_Line, nil\r
- \r
+\r
MODE_360x400: ; Data for 360 by 400 Pixels\r
- \r
+\r
DB 067h ; 400 scan Lines & 28 Mhz Clock\r
DB 1 ; Maximum of 1 Pages\r
DW 360, 400 ; Displayed Pixels X,Y\r
DW 648, 816 ; Max Possible X and Y Sizes\r
- \r
+\r
DW o MODE_360_Wide, MODE_400_Tall\r
DW o MODE_Single_Line, nil\r
- \r
- \r
+\r
+\r
; ===== MODE X SETUP ROUTINES =====\r
- \r
+\r
;======================================================\r
;SET_VGA_MODEX% (ModeType%, MaxXPos%, MaxYpos%, Pages%)\r
;======================================================\r
;\r
; EXIT: AX = Success Flag: 0 = Failure / -1= Success\r
;\r
- \r
+\r
SVM_STACK STRUC\r
SVM_Table DW ? ; Offset of Mode Info Table\r
- DW ?x4 ; DI, SI, DS, BP\r
+ DW ?x1 ; DI, SI, DS, BP\r
+ DW ?x1 ; DI, SI, DS, BP\r
+ DW ?x1 ; DI, SI, DS, BP\r
+ DW ?x1 ; DI, SI, DS, BP\r
DD ? ; Caller\r
SVM_Pages DW ? ; # of Screen Pages desired\r
SVM_Ysize DW ? ; Vertical Screen Size Desired\r
SVM_Xsize DW ? ; Horizontal Screen Size Desired\r
SVM_Mode DW ? ; Display Resolution Desired\r
SVM_STACK ENDS\r
- \r
+\r
PUBLIC SET_VGA_MODEX\r
- \r
+\r
SET_VGA_MODEX PROC FAR\r
- \r
- PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+\r
+ ;PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ push bp\r
+ push ds\r
+ push si\r
+ push di\r
SUB SP, 2 ; Allocate workspace\r
MOV BP, SP ; Set up Stack Frame\r
- \r
+\r
; Check Legality of Mode Request....\r
- \r
+\r
MOV BX, [BP].SVM_Mode ; Get Requested Mode #\r
CMP BX, NUM_MODES ; Is it 0..7?\r
JAE @SVM_BadModeSetup ; If Not, Error out\r
- \r
+\r
SHL BX, 1 ; Scale BX\r
MOV SI, w MODE_TABLE[BX] ; CS:SI -> Mode Info\r
MOV [BP].SVM_Table, SI ; Save ptr for later use\r
- \r
+\r
; Check # of Requested Display Pages\r
- \r
+\r
MOV CX, [BP].SVM_Pages ; Get # of Requested Pages\r
- CLR CH ; Set Hi Word = 0!\r
+ ;CLR CH ; Set Hi Word = 0!\r
+ mov ch,0 ; Set Hi Word = 0!\r
CMP CL, CS:[SI].M_Pages ; Check # Pages for mode\r
JA @SVM_BadModeSetup ; Report Error if too Many Pages\r
JCXZ @SVM_BadModeSetup ; Report Error if 0 Pages\r
- \r
+\r
; Check Validity of X Size\r
- \r
+\r
AND [BP].SVM_XSize, 0FFF8h ; X size Mod 8 Must = 0\r
- \r
+\r
MOV AX, [BP].SVM_XSize ; Get Logical Screen Width\r
CMP AX, CS:[SI].M_XSize ; Check against Displayed X\r
JB @SVM_BadModeSetup ; Report Error if too small\r
CMP AX, CS:[SI].M_XMax ; Check against Max X\r
JA @SVM_BadModeSetup ; Report Error if too big\r
- \r
+\r
; Check Validity of Y Size\r
- \r
+\r
MOV BX, [BP].SVM_YSize ; Get Logical Screen Height\r
CMP BX, CS:[SI].M_YSize ; Check against Displayed Y\r
JB @SVM_BadModeSetup ; Report Error if too small\r
CMP BX, CS:[SI].M_YMax ; Check against Max Y\r
JA @SVM_BadModeSetup ; Report Error if too big\r
- \r
+\r
; Enough memory to Fit it all?\r
- \r
- SHR AX, 2 ; # of Bytes:Line = XSize/4\r
+\r
+ SHR AX, 1 ; # of Bytes:Line = XSize/4\r
+ SHR AX, 1 ; # of Bytes:Line = XSize/4\r
MUL CX ; AX = Bytes/Line * Pages\r
MUL BX ; DX:AX = Total VGA mem needed\r
JNO @SVM_Continue ; Exit if Total Size > 256K\r
- \r
+\r
DEC DX ; Was it Exactly 256K???\r
OR DX, AX ; (DX = 1, AX = 0000)\r
JZ @SVM_Continue ; if so, it's valid...\r
- \r
+\r
@SVM_BadModeSetup:\r
- \r
- CLR AX ; Return Value = False\r
+\r
+ mov ax,0 ; Return Value = False\r
JMP @SVM_Exit ; Normal Exit\r
- \r
+\r
@SVM_Continue:\r
- \r
+\r
MOV AX, 13H ; Start with Mode 13H\r
INT 10H ; Let BIOS Set Mode\r
- \r
+\r
OUT_16 SC_INDEX, CHAIN4_OFF ; Disable Chain 4 Mode\r
OUT_16 SC_INDEX, ASYNC_RESET ; (A)synchronous Reset\r
OUT_8 MISC_OUTPUT, CS:[SI].M_MiscR ; Set New Timing/Size\r
OUT_16 SC_INDEX, SEQU_RESTART ; Restart Sequencer ...\r
- \r
+\r
OUT_8 CRTC_INDEX, 11H ; Select Vert Retrace End Register\r
INC DX ; Point to Data\r
IN AL, DX ; Get Value, Bit 7 = Protect\r
AND AL, 7FH ; Mask out Write Protect\r
OUT DX, AL ; And send it back\r
- \r
+\r
MOV DX, CRTC_INDEX ; Vga Crtc Registers\r
ADD SI, M_CRTC ; SI -> CRTC Parameter Data\r
- \r
+\r
; Load Tables of CRTC Parameters from List of Tables\r
- \r
+\r
@SVM_Setup_Table:\r
- \r
+\r
MOV DI, CS:[SI] ; Get Pointer to CRTC Data Tbl\r
ADD SI, 2 ; Point to next Ptr Entry\r
OR DI, DI ; A nil Ptr means that we have\r
JZ @SVM_Set_Data ; finished CRTC programming\r
- \r
+\r
@SVM_Setup_CRTC:\r
MOV AX, CS:[DI] ; Get CRTC Data from Table\r
ADD DI, 2 ; Advance Pointer\r
OR AX, AX ; At End of Data Table?\r
JZ @SVM_Setup_Table ; If so, Exit & get next Table\r
- \r
+\r
OUT DX, AX ; Reprogram VGA CRTC reg\r
JMP s @SVM_Setup_CRTC ; Process Next Table Entry\r
- \r
+\r
; Initialize Page & Scroll info, DI = 0\r
- \r
+\r
@SVM_Set_Data:\r
MOV DISPLAY_PAGE, DI ; Display Page = 0\r
MOV ACTIVE_PAGE, DI ; Active Page = 0\r
MOV CURRENT_XOFFSET, DI ; Horz Scroll Index = 0\r
MOV CURRENT_YOFFSET, DI ; Vert Scroll Index = 0\r
MOV CURRENT_MOFFSET, DI ; Memory Scroll Index = 0\r
- \r
+\r
MOV AX, VGA_SEGMENT ; Segment for VGA memory\r
MOV CURRENT_SEGMENT, AX ; Save for Future LES's\r
- \r
+\r
; Set Logical Screen Width, X Scroll and Our Data\r
- \r
+\r
MOV SI, [BP].SVM_Table ; Get Saved Ptr to Mode Info\r
MOV AX, [BP].SVM_Xsize ; Get Display Width\r
- \r
+\r
MOV CX, AX ; CX = Logical Width\r
SUB CX, CS:[SI].M_XSize ; CX = Max X Scroll Value\r
MOV MAX_XOFFSET, CX ; Set Maximum X Scroll\r
- \r
- SHR AX, 2 ; Bytes = Pixels / 4\r
+\r
+ SHR AX, 1 ; Bytes = Pixels / 4\r
+ SHR AX, 1 ; Bytes = Pixels / 4\r
MOV SCREEN_WIDTH, AX ; Save Width in Pixels\r
- \r
+\r
SHR AX, 1 ; Offset Value = Bytes / 2\r
MOV AH, 13h ; CRTC Offset Register Index\r
XCHG AL, AH ; Switch format for OUT\r
OUT DX, AX ; Set VGA CRTC Offset Reg\r
- \r
+\r
; Setup Data table, Y Scroll, Misc for Other Routines\r
- \r
+\r
MOV AX, [BP].SVM_Ysize ; Get Logical Screen Height\r
- \r
+\r
MOV CX, AX ; CX = Logical Height\r
SUB BX, CS:[SI].M_YSize ; CX = Max Y Scroll Value\r
MOV MAX_YOFFSET, CX ; Set Maximum Y Scroll\r
- \r
+\r
MOV SCREEN_HEIGHT, AX ; Save Height in Pixels\r
MUL SCREEN_WIDTH ; AX = Page Size in Bytes,\r
MOV PAGE_SIZE, AX ; Save Page Size\r
- \r
+\r
MOV CX, [BP].SVM_Pages ; Get # of Pages\r
MOV LAST_PAGE, CX ; Save # of Pages\r
- \r
- CLR BX ; Page # = 0\r
+\r
+ mov bx,0 ; Page # = 0\r
MOV DX, BX ; Page 0 Offset = 0\r
- \r
+\r
@SVM_Set_Pages:\r
- \r
+\r
MOV PAGE_ADDR[BX], DX ; Set Page #(BX) Offset\r
ADD BX, 2 ; Page#++\r
ADD DX, AX ; Compute Addr of Next Page\r
LOOPx CX, @SVM_Set_Pages ; Loop until all Pages Set\r
- \r
+\r
; Clear VGA Memory\r
- \r
+\r
OUT_16 SC_INDEX, ALL_PLANES_ON ; Select All Planes\r
LES DI, d CURRENT_PAGE ; -> Start of VGA memory\r
- \r
- CLR AX ; AX = 0\r
+\r
+ mov ax,0 ; AX = 0\r
CLD ; Block Xfer Forwards\r
MOV CX, 8000H ; 32K * 4 * 2 = 256K\r
REP STOSW ; Clear dat memory!\r
- \r
+\r
; Setup Font Pointers\r
- \r
+\r
MOV BH, ROM_8x8_Lo ; Ask for 8x8 Font, 0-127\r
MOV AX, GET_CHAR_PTR ; Service to Get Pointer\r
INT 10h ; Call VGA BIOS\r
- \r
+\r
MOV CHARSET_LOW, BP ; Save Char Set Offset\r
MOV CHARSET_LOW+2, ES ; Save Char Set Segment\r
- \r
+\r
MOV BH, ROM_8x8_Hi ; Ask for 8x8 Font, 128-255\r
MOV AX, GET_CHAR_PTR ; Service to Get Pointer\r
INT 10h ; Call VGA BIOS\r
- \r
+\r
MOV CHARSET_HI, BP ; Save Char Set Offset\r
MOV CHARSET_HI+2, ES ; Save Char Set Segment\r
- \r
+\r
MOV AX, True ; Return Success Code\r
- \r
+\r
@SVM_EXIT:\r
ADD SP, 2 ; Deallocate workspace\r
- POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ ;POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ pop di\r
+ pop si\r
+ pop ds\r
+ pop bp\r
RET 8 ; Exit & Clean Up Stack\r
- \r
+\r
SET_VGA_MODEX ENDP\r
- \r
- \r
+\r
+\r
;==================\r
;SET_MODEX% (Mode%)\r
;==================\r
;\r
; EXIT: AX = Success Flag: 0 = Failure / -1= Success\r
;\r
- \r
+\r
SM_STACK STRUC\r
DW ?,? ; BP, SI\r
DD ? ; Caller\r
SM_Mode DW ? ; Desired Screen Resolution\r
SM_STACK ENDS\r
- \r
+\r
PUBLIC SET_MODEX\r
- \r
+\r
SET_MODEX PROC FAR\r
- \r
- PUSHx BP, SI ; Preserve Important registers\r
+\r
+ ;PUSHx BP, SI ; Preserve Important registers\r
+ push bp\r
+ push si\r
MOV BP, SP ; Set up Stack Frame\r
- \r
- CLR AX ; Assume Failure\r
+\r
+ mov ax,0 ; Assume Failure\r
MOV BX, [BP].SM_Mode ; Get Desired Mode #\r
CMP BX, NUM_MODES ; Is it a Valid Mode #?\r
JAE @SMX_Exit ; If Not, don't Bother\r
- \r
+\r
PUSH BX ; Push Mode Parameter\r
- \r
+\r
SHL BX, 1 ; Scale BX to word Index\r
MOV SI, w MODE_TABLE[BX] ; CS:SI -> Mode Info\r
- \r
+\r
PUSH CS:[SI].M_XSize ; Push Default X Size\r
PUSH CS:[SI].M_Ysize ; Push Default Y size\r
MOV AL, CS:[SI].M_Pages ; Get Default # of Pages\r
- CLR AH ; Hi Byte = 0\r
+ mov ah,0 ; Hi Byte = 0\r
PUSH AX ; Push # Pages\r
- \r
+\r
CALL f SET_VGA_MODEX ; Set up Mode X!\r
- \r
+\r
@SMX_Exit:\r
- POPx SI, BP ; Restore Registers\r
+ ;POPx SI, BP ; Restore Registers\r
+ pop si\r
+ pop bp\r
RET 2 ; Exit & Clean Up Stack\r
- \r
+\r
SET_MODEX ENDP\r
- \r
- \r
+\r
+\r
; ===== BASIC GRAPHICS PRIMITIVES =====\r
- \r
+\r
;============================\r
;CLEAR_VGA_SCREEN (ColorNum%)\r
;============================\r
;\r
; EXIT: No meaningful values returned\r
;\r
- \r
+\r
CVS_STACK STRUC\r
DW ?,? ; DI, BP\r
DD ? ; Caller\r
CVS_COLOR DB ?,? ; Color to Set Screen to\r
CVS_STACK ENDS\r
- \r
+\r
PUBLIC CLEAR_VGA_SCREEN\r
- \r
+\r
CLEAR_VGA_SCREEN PROC FAR\r
- \r
- PUSHx BP, DI ; Preserve Important Registers\r
+\r
+ ;PUSHx BP, DI ; Preserve Important Registers\r
+ push bp\r
+ push di\r
MOV BP, SP ; Set up Stack Frame\r
- \r
+\r
OUT_16 SC_INDEX, ALL_PLANES_ON ; Select All Planes\r
LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
- \r
+\r
MOV AL, [BP].CVS_COLOR ; Get Color\r
MOV AH, AL ; Copy for Word Write\r
CLD ; Block fill Forwards\r
- \r
+\r
MOV CX, PAGE_SIZE ; Get Size of Page\r
SHR CX, 1 ; Divide by 2 for Words\r
REP STOSW ; Block Fill VGA memory\r
- \r
- POPx DI, BP ; Restore Saved Registers\r
+\r
+ ;POPx DI, BP ; Restore Saved Registers\r
+ pop di\r
+ pop bp\r
RET 2 ; Exit & Clean Up Stack\r
- \r
+\r
CLEAR_VGA_SCREEN ENDP\r
- \r
- \r
+\r
+\r
;===================================\r
;SET_POINT (Xpos%, Ypos%, ColorNum%)\r
;===================================\r
;\r
; EXIT: No meaningful values returned\r
;\r
- \r
+\r
SP_STACK STRUC\r
DW ?,? ; BP, DI\r
DD ? ; Caller\r
SETP_Ypos DW ? ; Y pos of Point to Plot\r
SETP_Xpos DW ? ; X pos of Point to Plot\r
SP_STACK ENDS\r
- \r
+\r
PUBLIC SET_POINT\r
- \r
+\r
SET_POINT PROC FAR\r
- \r
- PUSHx BP, DI ; Preserve Registers\r
+\r
+ ;PUSHx BP, DI ; Preserve Registers\r
+ push bp\r
+ push di\r
MOV BP, SP ; Set up Stack Frame\r
- \r
+\r
LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
- \r
+\r
MOV AX, [BP].SETP_Ypos ; Get Line # of Pixel\r
MUL SCREEN_WIDTH ; Get Offset to Start of Line\r
- \r
+\r
MOV BX, [BP].SETP_Xpos ; Get Xpos\r
MOV CX, BX ; Copy to extract Plane # from\r
- SHR BX, 2 ; X offset (Bytes) = Xpos/4\r
+ SHR BX, 1 ; X offset (Bytes) = Xpos/4\r
+ SHR BX, 1 ; X offset (Bytes) = Xpos/4\r
ADD BX, AX ; Offset = Width*Ypos + Xpos/4\r
- \r
+\r
MOV AX, MAP_MASK_PLANE1 ; Map Mask & Plane Select Register\r
AND CL, PLANE_BITS ; Get Plane Bits\r
SHL AH, CL ; Get Plane Select Value\r
OUT_16 SC_Index, AX ; Select Plane\r
- \r
+\r
MOV AL,[BP].SETP_Color ; Get Pixel Color\r
MOV ES:[DI+BX], AL ; Draw Pixel\r
- \r
- POPx DI, BP ; Restore Saved Registers\r
+\r
+ ;POPx DI, BP ; Restore Saved Registers\r
+ pop di\r
+ pop bp\r
RET 6 ; Exit and Clean up Stack\r
- \r
+\r
SET_POINT ENDP\r
- \r
- \r
+\r
+\r
;==========================\r
;READ_POINT% (Xpos%, Ypos%)\r
;==========================\r
;\r
; EXIT: AX = Color of Pixel at (Xpos, Ypos)\r
;\r
- \r
+\r
RP_STACK STRUC\r
DW ?,? ; BP, DI\r
DD ? ; Caller\r
RP_Ypos DW ? ; Y pos of Point to Read\r
RP_Xpos DW ? ; X pos of Point to Read\r
RP_STACK ENDS\r
- \r
+\r
PUBLIC READ_POINT\r
- \r
+\r
READ_POINT PROC FAR\r
- \r
- PUSHx BP, DI ; Preserve Registers\r
+\r
+ ;PUSHx BP, DI ; Preserve Registers\r
+ push bp\r
+ push di\r
MOV BP, SP ; Set up Stack Frame\r
- \r
+\r
LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
- \r
+\r
MOV AX, [BP].RP_Ypos ; Get Line # of Pixel\r
MUL SCREEN_WIDTH ; Get Offset to Start of Line\r
- \r
+\r
MOV BX, [BP].RP_Xpos ; Get Xpos\r
MOV CX, BX\r
- SHR BX, 2 ; X offset (Bytes) = Xpos/4\r
+ SHR BX, 1 ; X offset (Bytes) = Xpos/4\r
+ SHR BX, 1 ; X offset (Bytes) = Xpos/4\r
ADD BX, AX ; Offset = Width*Ypos + Xpos/4\r
- \r
+\r
MOV AL, READ_MAP ; GC Read Mask Register\r
MOV AH, CL ; Get Xpos\r
AND AH, PLANE_BITS ; & mask out Plane #\r
OUT_16 GC_INDEX, AX ; Select Plane to read in\r
- \r
- CLR AH ; Clear Return Value Hi byte\r
+\r
+ mov ah,0 ; Clear Return Value Hi byte\r
MOV AL, ES:[DI+BX] ; Get Color of Pixel\r
- \r
- POPx DI, BP ; Restore Saved Registers\r
+\r
+ ;POPx DI, BP ; Restore Saved Registers\r
+ pop di\r
+ pop bp\r
RET 4 ; Exit and Clean up Stack\r
- \r
+\r
READ_POINT ENDP\r
- \r
- \r
+\r
+\r
;======================================================\r
;FILL_BLOCK (Xpos1%, Ypos1%, Xpos2%, Ypos2%, ColorNum%)\r
;======================================================\r
;\r
; EXIT: No meaningful values returned\r
;\r
- \r
+\r
FB_STACK STRUC\r
- DW ?x4 ; DS, DI, SI, BP\r
+ DW ?x1 ; DS, DI, SI, BP\r
+ DW ?x1 ; DS, DI, SI, BP\r
+ DW ?x1 ; DS, DI, SI, BP\r
+ DW ?x1 ; DS, DI, SI, BP\r
DD ? ; Caller\r
FB_Color DB ?,? ; Fill Color\r
FB_Ypos2 DW ? ; Y pos of Lower Right Pixel\r
FB_Ypos1 DW ? ; Y pos of Upper Left Pixel\r
FB_Xpos1 DW ? ; X pos of Upper Left Pixel\r
FB_STACK ENDS\r
- \r
+\r
PUBLIC FILL_BLOCK\r
- \r
+\r
FILL_BLOCK PROC FAR\r
- \r
- PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+\r
+ ;PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ push bp\r
+ push ds\r
+ push si\r
+ push di\r
MOV BP, SP ; Set up Stack Frame\r
- \r
+\r
LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
CLD ; Direction Flag = Forward\r
- \r
+\r
OUT_8 SC_INDEX, MAP_MASK ; Set up for Plane Select\r
- \r
+\r
; Validate Pixel Coordinates\r
; If necessary, Swap so X1 <= X2, Y1 <= Y2\r
- \r
+\r
MOV AX, [BP].FB_Ypos1 ; AX = Y1 is Y1< Y2?\r
MOV BX, [BP].FB_Ypos2 ; BX = Y2\r
CMP AX, BX\r
JLE @FB_NOSWAP1\r
- \r
+\r
MOV [BP].FB_Ypos1, BX ; Swap Y1 and Y2 and save Y1\r
XCHG AX, BX ; on stack for future use\r
- \r
+\r
@FB_NOSWAP1:\r
SUB BX, AX ; Get Y width\r
INC BX ; Add 1 to avoid 0 value\r
MOV [BP].FB_Ypos2, BX ; Save in Ypos2\r
- \r
+\r
MUL SCREEN_WIDTH ; Mul Y1 by Bytes per Line\r
ADD DI, AX ; DI = Start of Line Y1\r
- \r
+\r
MOV AX, [BP].FB_Xpos1 ; Check X1 <= X2\r
MOV BX, [BP].FB_Xpos2 ;\r
CMP AX, BX\r
JLE @FB_NOSWAP2 ; Skip Ahead if Ok\r
- \r
+\r
MOV [BP].FB_Xpos2, AX ; Swap X1 AND X2 and save X2\r
XCHG AX, BX ; on stack for future use\r
- \r
+\r
; All our Input Values are in order, Now determine\r
; How many full "bands" 4 pixels wide (aligned) there\r
; are, and if there are partial bands (<4 pixels) on\r
; the left and right edges.\r
- \r
+\r
@FB_NOSWAP2:\r
MOV DX, AX ; DX = X1 (Pixel Position)\r
- SHR DX, 2 ; DX/4 = Bytes into Line\r
+ SHR DX, 1 ; DX/4 = Bytes into Line\r
+ SHR DX, 1 ; DX/4 = Bytes into Line\r
ADD DI, DX ; DI = Addr of Upper-Left Corner\r
- \r
+\r
MOV CX, BX ; CX = X2 (Pixel Position)\r
- SHR CX, 2 ; CX/4 = Bytes into Line\r
- \r
+ SHR CX, 1 ; CX/4 = Bytes into Line\r
+ SHR CX, 1 ; CX/4 = Bytes into Line\r
+\r
CMP DX, CX ; Start and end in same band?\r
JNE @FB_NORMAL ; if not, check for l & r edges\r
JMP @FB_ONE_BAND_ONLY ; if so, then special processing\r
- \r
+\r
@FB_NORMAL:\r
SUB CX, DX ; CX = # bands -1\r
MOV SI, AX ; SI = PLANE#(X1)\r
AND SI, PLANE_BITS ; if Left edge is aligned then\r
JZ @FB_L_PLANE_FLUSH ; no special processing..\r
- \r
+\r
; Draw "Left Edge" vertical strip of 1-3 pixels...\r
- \r
+\r
OUT_8 SC_Data, Left_Clip_Mask[SI] ; Set Left Edge Plane Mask\r
- \r
+\r
MOV SI, DI ; SI = Copy of Start Addr (UL)\r
- \r
+\r
MOV DX, [BP].FB_Ypos2 ; Get # of Lines to draw\r
MOV AL, [BP].FB_Color ; Get Fill Color\r
MOV BX, SCREEN_WIDTH ; Get Vertical increment Value\r
- \r
+\r
@FB_LEFT_LOOP:\r
MOV ES:[SI], AL ; Fill in Left Edge Pixels\r
ADD SI, BX ; Point to Next Line (Below)\r
LOOPjz DX, @FB_LEFT_CONT ; Exit loop if all Lines Drawn\r
- \r
+\r
MOV ES:[SI], AL ; Fill in Left Edge Pixels\r
ADD SI, BX ; Point to Next Line (Below)\r
LOOPx DX, @FB_LEFT_LOOP ; loop until left strip is drawn\r
- \r
+\r
@FB_LEFT_CONT:\r
- \r
+\r
INC DI ; Point to Middle (or Right) Block\r
DEC CX ; Reset CX instead of JMP @FB_RIGHT\r
- \r
+\r
@FB_L_PLANE_FLUSH:\r
INC CX ; Add in Left band to middle block\r
- \r
+\r
; DI = Addr of 1st middle Pixel (band) to fill\r
; CX = # of Bands to fill -1\r
- \r
+\r
@FB_RIGHT:\r
MOV SI, [BP].FB_Xpos2 ; Get Xpos2\r
AND SI, PLANE_BITS ; Get Plane values\r
CMP SI, 0003 ; Plane = 3?\r
JE @FB_R_EDGE_FLUSH ; Hey, add to middle\r
- \r
+\r
; Draw "Right Edge" vertical strip of 1-3 pixels...\r
- \r
+\r
OUT_8 SC_Data, Right_Clip_Mask[SI] ; Right Edge Plane Mask\r
- \r
+\r
MOV SI, DI ; Get Addr of Left Edge\r
ADD SI, CX ; Add Width-1 (Bands)\r
DEC SI ; To point to top of Right Edge\r
- \r
+\r
MOV DX, [BP].FB_Ypos2 ; Get # of Lines to draw\r
MOV AL, [BP].FB_Color ; Get Fill Color\r
MOV BX, SCREEN_WIDTH ; Get Vertical increment Value\r
- \r
+\r
@FB_RIGHT_LOOP:\r
MOV ES:[SI], AL ; Fill in Right Edge Pixels\r
ADD SI, BX ; Point to Next Line (Below)\r
LOOPjz DX, @FB_RIGHT_CONT ; Exit loop if all Lines Drawn\r
- \r
+\r
MOV ES:[SI], AL ; Fill in Right Edge Pixels\r
ADD SI, BX ; Point to Next Line (Below)\r
LOOPx DX, @FB_RIGHT_LOOP ; loop until left strip is drawn\r
- \r
+\r
@FB_RIGHT_CONT:\r
- \r
+\r
DEC CX ; Minus 1 for Middle bands\r
JZ @FB_EXIT ; Uh.. no Middle bands...\r
- \r
+\r
@FB_R_EDGE_FLUSH:\r
- \r
+\r
; DI = Addr of Upper Left block to fill\r
; CX = # of Bands to fill in (width)\r
- \r
+\r
OUT_8 SC_Data, ALL_PLANES ; Write to All Planes\r
- \r
+\r
MOV DX, SCREEN_WIDTH ; DX = DI Increment\r
SUB DX, CX ; = Screen_Width-# Planes Filled\r
- \r
+\r
MOV BX, CX ; BX = Quick Refill for CX\r
MOV SI, [BP].FB_Ypos2 ; SI = # of Line to Fill\r
MOV AL, [BP].FB_Color ; Get Fill Color\r
- \r
+\r
@FB_MIDDLE_LOOP:\r
REP STOSB ; Fill in entire line\r
- \r
+\r
MOV CX, BX ; Recharge CX (Line Width)\r
ADD DI, DX ; Point to start of Next Line\r
LOOPx SI, @FB_MIDDLE_LOOP ; Loop until all lines drawn\r
- \r
+\r
JMP s @FB_EXIT ; Outa here\r
- \r
+\r
@FB_ONE_BAND_ONLY:\r
MOV SI, AX ; Get Left Clip Mask, Save X1\r
AND SI, PLANE_BITS ; Mask out Row #\r
MOV SI, BX ; Get Right Clip Mask, Save X2\r
AND SI, PLANE_BITS ; Mask out Row #\r
AND AL, Right_Clip_Mask[SI] ; Get Right Edge Mask byte\r
- \r
+\r
OUT_8 SC_Data, AL ; Clip For Left & Right Masks\r
- \r
+\r
MOV CX, [BP].FB_Ypos2 ; Get # of Lines to draw\r
MOV AL, [BP].FB_Color ; Get Fill Color\r
MOV BX, SCREEN_WIDTH ; Get Vertical increment Value\r
- \r
+\r
@FB_ONE_LOOP:\r
MOV ES:[DI], AL ; Fill in Pixels\r
ADD DI, BX ; Point to Next Line (Below)\r
LOOPjz CX, @FB_EXIT ; Exit loop if all Lines Drawn\r
- \r
+\r
MOV ES:[DI], AL ; Fill in Pixels\r
ADD DI, BX ; Point to Next Line (Below)\r
LOOPx CX, @FB_ONE_LOOP ; loop until left strip is drawn\r
- \r
+\r
@FB_EXIT:\r
- POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ ;POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ pop di\r
+ pop si\r
+ pop ds\r
+ pop bp\r
RET 10 ; Exit and Clean up Stack\r
- \r
+\r
FILL_BLOCK ENDP\r
- \r
- \r
+\r
+\r
;=====================================================\r
;DRAW_LINE (Xpos1%, Ypos1%, Xpos2%, Ypos2%, ColorNum%)\r
;=====================================================\r
;\r
; EXIT: No meaningful values returned\r
;\r
- \r
+\r
DL_STACK STRUC\r
- DW ?x3 ; DI, SI, BP\r
+ DW ?x1 ; DI, SI, BP\r
+ DW ?x1 ; DI, SI, BP\r
+ DW ?x1 ; DI, SI, BP\r
DD ? ; Caller\r
DL_ColorF DB ?,? ; Line Draw Color\r
DL_Ypos2 DW ? ; Y pos of last point\r
DL_Ypos1 DW ? ; Y pos of first point\r
DL_Xpos1 DW ? ; X pos of first point\r
DL_STACK ENDS\r
- \r
+\r
PUBLIC DRAW_LINE\r
- \r
+\r
DRAW_LINE PROC FAR\r
- \r
- PUSHx BP, SI, DI ; Preserve Important Registers\r
+\r
+ ;PUSHx BP, SI, DI ; Preserve Important Registers\r
+ push bp\r
+ push si\r
+ push di\r
MOV BP, SP ; Set up Stack Frame\r
CLD ; Direction Flag = Forward\r
- \r
+\r
OUT_8 SC_INDEX, MAP_MASK ; Set up for Plane Select\r
MOV CH, [BP].DL_ColorF ; Save Line Color in CH\r
- \r
+\r
; Check Line Type\r
- \r
+\r
MOV SI, [BP].DL_Xpos1 ; AX = X1 is X1< X2?\r
MOV DI, [BP].DL_Xpos2 ; DX = X2\r
CMP SI, DI ; Is X1 < X2\r
JE @DL_VLINE ; If X1=X2, Draw Vertical Line\r
JL @DL_NOSWAP1 ; If X1 < X2, don't swap\r
- \r
+\r
XCHG SI, DI ; X2 IS > X1, SO SWAP THEM\r
- \r
+\r
@DL_NOSWAP1:\r
- \r
+\r
; SI = X1, DI = X2\r
- \r
+\r
MOV AX, [BP].DL_Ypos1 ; AX = Y1 is Y1 <> Y2?\r
CMP AX, [BP].DL_Ypos2 ; Y1 = Y2?\r
JE @DL_HORZ ; If so, Draw a Horizontal Line\r
- \r
+\r
JMP @DL_BREZHAM ; Diagonal line... go do it...\r
- \r
+\r
; This Code draws a Horizontal Line in Mode X where:\r
; SI = X1, DI = X2, and AX = Y1/Y2\r
- \r
+\r
@DL_HORZ:\r
- \r
+\r
MUL SCREEN_WIDTH ; Offset = Ypos * Screen_Width\r
MOV DX, AX ; CX = Line offset into Page\r
- \r
+\r
MOV AX, SI ; Get Left edge, Save X1\r
AND SI, PLANE_BITS ; Mask out Row #\r
MOV BL, Left_Clip_Mask[SI] ; Get Left Edge Mask\r
MOV CX, DI ; Get Right edge, Save X2\r
AND DI, PLANE_BITS ; Mask out Row #\r
MOV BH, Right_Clip_Mask[DI] ; Get Right Edge Mask byte\r
- \r
- SHR AX, 2 ; Get X1 Byte # (=X1/4)\r
- SHR CX, 2 ; Get X2 Byte # (=X2/4)\r
- \r
+\r
+ SHR AX, 1 ; Get X1 Byte # (=X1/4)\r
+ SHR CX, 1 ; Get X2 Byte # (=X2/4)\r
+ SHR AX, 1 ; Get X1 Byte # (=X1/4)\r
+ SHR CX, 1 ; Get X2 Byte # (=X2/4)\r
+\r
LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
ADD DI, DX ; Point to Start of Line\r
ADD DI, AX ; Point to Pixel X1\r
- \r
+\r
SUB CX, AX ; CX = # Of Bands (-1) to set\r
JNZ @DL_LONGLN ; jump if longer than one segment\r
- \r
+\r
AND BL, BH ; otherwise, merge clip masks\r
- \r
+\r
@DL_LONGLN:\r
- \r
+\r
OUT_8 SC_Data, BL ; Set the Left Clip Mask\r
- \r
+\r
MOV AL, [BP].DL_ColorF ; Get Line Color\r
MOV BL, AL ; BL = Copy of Line Color\r
STOSB ; Set Left (1-4) Pixels\r
- \r
+\r
JCXZ @DL_EXIT ; Done if only one Line Segment\r
- \r
+\r
DEC CX ; CX = # of Middle Segments\r
JZ @DL_XRSEG ; If no middle segments....\r
- \r
+\r
; Draw Middle Segments\r
- \r
+\r
OUT_8 DX, ALL_PLANES ; Write to ALL Planes\r
- \r
+\r
MOV AL, BL ; Get Color from BL\r
REP STOSB ; Draw Middle (4 Pixel) Segments\r
- \r
+\r
@DL_XRSEG:\r
OUT_8 DX, BH ; Select Planes for Right Clip Mask\r
MOV AL, BL ; Get Color Value\r
STOSB ; Draw Right (1-4) Pixels\r
- \r
+\r
JMP s @DL_EXIT ; We Are Done...\r
- \r
- \r
+\r
+\r
; This Code Draws A Vertical Line. On entry:\r
; CH = Line Color, SI & DI = X1\r
- \r
+\r
@DL_VLINE:\r
- \r
+\r
MOV AX, [BP].DL_Ypos1 ; AX = Y1\r
MOV SI, [BP].DL_Ypos2 ; SI = Y2\r
CMP AX, SI ; Is Y1 < Y2?\r
JLE @DL_NOSWAP2 ; if so, Don't Swap them\r
- \r
+\r
XCHG AX, SI ; Ok, NOW Y1 < Y2\r
- \r
+\r
@DL_NOSWAP2:\r
- \r
+\r
SUB SI, AX ; SI = Line Height (Y2-Y1+1)\r
INC SI\r
- \r
+\r
; AX = Y1, DI = X1, Get offset into Page into AX\r
- \r
+\r
MUL SCREEN_WIDTH ; Offset = Y1 (AX) * Screen Width\r
MOV DX, DI ; Copy Xpos into DX\r
- SHR DI, 2 ; DI = Xpos/4\r
+ SHR DI, 1 ; DI = Xpos/4\r
+ SHR DI, 1 ; DI = Xpos/4\r
ADD AX, DI ; DI = Xpos/4 + ScreenWidth * Y1\r
- \r
+\r
LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
ADD DI, AX ; Point to Pixel X1, Y1\r
- \r
+\r
;Select Plane\r
- \r
+\r
MOV CL, DL ; CL = Save X1\r
AND CL, PLANE_BITS ; Get X1 MOD 4 (Plane #)\r
MOV AX, MAP_MASK_PLANE1 ; Code to set Plane #1\r
SHL AH, CL ; Change to Correct Plane #\r
OUT_16 SC_Index, AX ; Select Plane\r
- \r
+\r
MOV AL, CH ; Get Saved Color\r
MOV BX, SCREEN_WIDTH ; Get Offset to Advance Line By\r
- \r
+\r
@DL_VLoop:\r
MOV ES:[DI], AL ; Draw Single Pixel\r
ADD DI, BX ; Point to Next Line\r
LOOPjz SI, @DL_EXIT ; Lines--, Exit if done\r
- \r
+\r
MOV ES:[DI], AL ; Draw Single Pixel\r
ADD DI, BX ; Point to Next Line\r
LOOPx SI, @DL_VLoop ; Lines--, Loop until Done\r
- \r
+\r
@DL_EXIT:\r
- \r
+\r
JMP @DL_EXIT2 ; Done!\r
- \r
+\r
; This code Draws a diagonal line in Mode X\r
- \r
+\r
@DL_BREZHAM:\r
LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
- \r
+\r
MOV AX, [BP].DL_Ypos1 ; get Y1 value\r
MOV BX, [BP].DL_Ypos2 ; get Y2 value\r
MOV CX, [BP].DL_Xpos1 ; Get Starting Xpos\r
- \r
+\r
CMP BX, AX ; Y2-Y1 is?\r
JNC @DL_DeltaYOK ; if Y2>=Y1 then goto...\r
- \r
+\r
XCHG BX, AX ; Swap em...\r
MOV CX, [BP].DL_Xpos2 ; Get New Starting Xpos\r
- \r
+\r
@DL_DeltaYOK:\r
MUL SCREEN_WIDTH ; Offset = SCREEN_WIDTH * Y1\r
- \r
+\r
ADD DI, AX ; DI -> Start of Line Y1 on Page\r
MOV AX, CX ; AX = Xpos (X1)\r
- SHR AX, 2 ; /4 = Byte Offset into Line\r
+ SHR AX, 1 ; /4 = Byte Offset into Line\r
+ SHR AX, 1 ; /4 = Byte Offset into Line\r
ADD DI, AX ; DI = Starting pos (X1,Y1)\r
- \r
+\r
MOV AL, 11h ; Staring Mask\r
AND CL, PLANE_BITS ; Get Plane #\r
SHL AL, CL ; and shift into place\r
MOV AH, [BP].DL_ColorF ; Color in Hi Bytes\r
- \r
+\r
PUSH AX ; Save Mask,Color...\r
- \r
+\r
MOV AH, AL ; Plane # in AH\r
MOV AL, MAP_MASK ; Select Plane Register\r
OUT_16 SC_Index, AX ; Select initial plane\r
- \r
+\r
MOV AX, [BP].DL_Xpos1 ; get X1 value\r
MOV BX, [BP].DL_Ypos1 ; get Y1 value\r
MOV CX, [BP].DL_Xpos2 ; get X2 value\r
MOV DX, [BP].DL_Ypos2 ; get Y2 value\r
- \r
+\r
MOV BP, SCREEN_WIDTH ; Use BP for Line width to\r
; to avoid extra memory access\r
- \r
+\r
SUB DX, BX ; figure Delta_Y\r
JNC @DL_DeltaYOK2 ; jump if Y2 >= Y1\r
- \r
+\r
ADD BX, DX ; put Y2 into Y1\r
NEG DX ; abs(Delta_Y)\r
XCHG AX, CX ; and exchange X1 and X2\r
- \r
+\r
@DL_DeltaYOK2:\r
MOV BX, 08000H ; seed for fraction accumulator\r
- \r
+\r
SUB CX, AX ; figure Delta_X\r
JC @DL_DrawLeft ; if negative, go left\r
- \r
+\r
JMP @DL_DrawRight ; Draw Line that slopes right\r
- \r
+\r
@DL_DrawLeft:\r
- \r
+\r
NEG CX ; abs(Delta_X)\r
- \r
+\r
CMP CX, DX ; is Delta_X < Delta_Y?\r
JB @DL_SteepLeft ; yes, so go do steep line\r
; (Delta_Y iterations)\r
- \r
+\r
; Draw a Shallow line to the left in Mode X\r
- \r
+\r
@DL_ShallowLeft:\r
- CLR AX ; zero low word of Delta_Y * 10000h\r
+ mov ax,0 ; zero low word of Delta_Y * 10000h\r
SUB AX, DX ; DX:AX <- DX * 0FFFFh\r
SBB DX, 0 ; include carry\r
DIV CX ; divide by Delta_X\r
- \r
+\r
MOV SI, BX ; SI = Accumulator\r
MOV BX, AX ; BX = Add fraction\r
POP AX ; Get Color, Bit mask\r
MOV DX, SC_Data ; Sequence controller data register\r
INC CX ; Inc Delta_X so we can unroll loop\r
- \r
+\r
; Loop (x2) to Draw Pixels, Move Left, and Maybe Down...\r
- \r
+\r
@DL_SLLLoop:\r
MOV ES:[DI], AH ; set first pixel, plane data set up\r
LOOPjz CX, @DL_SLLExit ; Delta_X--, Exit if done\r
- \r
+\r
ADD SI, BX ; add numerator to accumulator\r
JNC @DL_SLLL2nc ; move down on carry\r
- \r
+\r
ADD DI, BP ; Move Down one line...\r
- \r
+\r
@DL_SLLL2nc:\r
DEC DI ; Left one addr\r
ROR AL, 1 ; Move Left one plane, back on 0 1 2\r
CMP AL, 87h ; wrap?, if AL <88 then Carry set\r
ADC DI, 0 ; Adjust Address: DI = DI + Carry\r
OUT DX, AL ; Set up New Bit Plane mask\r
- \r
+\r
MOV ES:[DI], AH ; set pixel\r
LOOPjz CX, @DL_SLLExit ; Delta_X--, Exit if done\r
- \r
+\r
ADD SI, BX ; add numerator to accumulator,\r
JNC @DL_SLLL3nc ; move down on carry\r
- \r
+\r
ADD DI, BP ; Move Down one line...\r
- \r
+\r
@DL_SLLL3nc: ; Now move left a pixel...\r
DEC DI ; Left one addr\r
ROR AL, 1 ; Move Left one plane, back on 0 1 2\r
ADC DI, 0 ; Adjust Address: DI = DI + Carry\r
OUT DX, AL ; Set up New Bit Plane mask\r
JMP s @DL_SLLLoop ; loop until done\r
- \r
+\r
@DL_SLLExit:\r
JMP @DL_EXIT2 ; and exit\r
- \r
+\r
; Draw a steep line to the left in Mode X\r
- \r
+\r
@DL_SteepLeft:\r
- CLR AX ; zero low word of Delta_Y * 10000h\r
+ mov ax,0 ; zero low word of Delta_Y * 10000h\r
XCHG DX, CX ; Delta_Y switched with Delta_X\r
DIV CX ; divide by Delta_Y\r
- \r
+\r
MOV SI, BX ; SI = Accumulator\r
MOV BX, AX ; BX = Add Fraction\r
POP AX ; Get Color, Bit mask\r
MOV DX, SC_Data ; Sequence controller data register\r
INC CX ; Inc Delta_Y so we can unroll loop\r
- \r
+\r
; Loop (x2) to Draw Pixels, Move Down, and Maybe left\r
- \r
+\r
@DL_STLLoop:\r
- \r
+\r
MOV ES:[DI], AH ; set first pixel\r
LOOPjz CX, @DL_STLExit ; Delta_Y--, Exit if done\r
- \r
+\r
ADD SI, BX ; add numerator to accumulator\r
JNC @DL_STLnc2 ; No carry, just move down!\r
- \r
+\r
DEC DI ; Move Left one addr\r
ROR AL, 1 ; Move Left one plane, back on 0 1 2\r
CMP AL, 87h ; Wrap?, if AL <88 then Carry set\r
ADC DI, 0 ; Adjust Address: DI = DI + Carry\r
OUT DX, AL ; Set up New Bit Plane mask\r
- \r
+\r
@DL_STLnc2:\r
ADD DI, BP ; advance to next line.\r
- \r
+\r
MOV ES:[DI], AH ; set pixel\r
LOOPjz CX, @DL_STLExit ; Delta_Y--, Exit if done\r
- \r
+\r
ADD SI, BX ; add numerator to accumulator\r
JNC @DL_STLnc3 ; No carry, just move down!\r
- \r
+\r
DEC DI ; Move Left one addr\r
ROR AL, 1 ; Move Left one plane, back on 0 1 2\r
CMP AL, 87h ; Wrap?, if AL <88 then Carry set\r
ADC DI, 0 ; Adjust Address: DI = DI + Carry\r
OUT DX, AL ; Set up New Bit Plane mask\r
- \r
+\r
@DL_STLnc3:\r
ADD DI, BP ; advance to next line.\r
JMP s @DL_STLLoop ; Loop until done\r
- \r
+\r
@DL_STLExit:\r
JMP @DL_EXIT2 ; and exit\r
- \r
+\r
; Draw a line that goes to the Right...\r
- \r
+\r
@DL_DrawRight:\r
CMP CX, DX ; is Delta_X < Delta_Y?\r
JB @DL_SteepRight ; yes, so go do steep line\r
; (Delta_Y iterations)\r
- \r
+\r
; Draw a Shallow line to the Right in Mode X\r
- \r
+\r
@DL_ShallowRight:\r
- CLR AX ; zero low word of Delta_Y * 10000h\r
+ mov ax,0 ; zero low word of Delta_Y * 10000h\r
SUB AX, DX ; DX:AX <- DX * 0FFFFh\r
SBB DX, 0 ; include carry\r
DIV CX ; divide by Delta_X\r
- \r
+\r
MOV SI, BX ; SI = Accumulator\r
MOV BX, AX ; BX = Add Fraction\r
POP AX ; Get Color, Bit mask\r
MOV DX, SC_Data ; Sequence controller data register\r
INC CX ; Inc Delta_X so we can unroll loop\r
- \r
+\r
; Loop (x2) to Draw Pixels, Move Right, and Maybe Down...\r
- \r
+\r
@DL_SLRLoop:\r
MOV ES:[DI], AH ; set first pixel, mask is set up\r
LOOPjz CX, @DL_SLRExit ; Delta_X--, Exit if done..\r
- \r
+\r
ADD SI, BX ; add numerator to accumulator\r
JNC @DL_SLR2nc ; don't move down if carry not set\r
- \r
+\r
ADD DI, BP ; Move Down one line...\r
- \r
+\r
@DL_SLR2nc: ; Now move right a pixel...\r
ROL AL, 1 ; Move Right one addr if Plane = 0\r
CMP AL, 12h ; Wrap? if AL >12 then Carry not set\r
ADC DI, 0 ; Adjust Address: DI = DI + Carry\r
OUT DX, AL ; Set up New Bit Plane mask\r
- \r
+\r
MOV ES:[DI], AH ; set pixel\r
LOOPjz CX, @DL_SLRExit ; Delta_X--, Exit if done..\r
- \r
+\r
ADD SI, BX ; add numerator to accumulator\r
JNC @DL_SLR3nc ; don't move down if carry not set\r
- \r
+\r
ADD DI, BP ; Move Down one line...\r
- \r
+\r
@DL_SLR3nc:\r
ROL AL, 1 ; Move Right one addr if Plane = 0\r
CMP AL, 12h ; Wrap? if AL >12 then Carry not set\r
ADC DI, 0 ; Adjust Address: DI = DI + Carry\r
OUT DX, AL ; Set up New Bit Plane mask\r
JMP s @DL_SLRLoop ; loop till done\r
- \r
+\r
@DL_SLRExit:\r
JMP @DL_EXIT2 ; and exit\r
- \r
+\r
; Draw a Steep line to the Right in Mode X\r
- \r
+\r
@DL_SteepRight:\r
- CLR AX ; zero low word of Delta_Y * 10000h\r
+ mov ax,0 ; zero low word of Delta_Y * 10000h\r
XCHG DX, CX ; Delta_Y switched with Delta_X\r
DIV CX ; divide by Delta_Y\r
- \r
+\r
MOV SI, BX ; SI = Accumulator\r
MOV BX, AX ; BX = Add Fraction\r
POP AX ; Get Color, Bit mask\r
MOV DX, SC_Data ; Sequence controller data register\r
INC CX ; Inc Delta_Y so we can unroll loop\r
- \r
+\r
; Loop (x2) to Draw Pixels, Move Down, and Maybe Right\r
- \r
+\r
@STRLoop:\r
MOV ES:[DI], AH ; set first pixel, mask is set up\r
LOOPjz CX, @DL_EXIT2 ; Delta_Y--, Exit if Done\r
- \r
+\r
ADD SI, BX ; add numerator to accumulator\r
JNC @STRnc2 ; if no carry then just go down...\r
- \r
+\r
ROL AL, 1 ; Move Right one addr if Plane = 0\r
CMP AL, 12h ; Wrap? if AL >12 then Carry not set\r
ADC DI, 0 ; Adjust Address: DI = DI + Carry\r
OUT DX, AL ; Set up New Bit Plane mask\r
- \r
+\r
@STRnc2:\r
ADD DI, BP ; advance to next line.\r
- \r
+\r
MOV ES:[DI], AH ; set pixel\r
LOOPjz CX, @DL_EXIT2 ; Delta_Y--, Exit if Done\r
- \r
+\r
ADD SI, BX ; add numerator to accumulator\r
JNC @STRnc3 ; if no carry then just go down...\r
- \r
+\r
ROL AL, 1 ; Move Right one addr if Plane = 0\r
CMP AL, 12h ; Wrap? if AL >12 then Carry not set\r
ADC DI, 0 ; Adjust Address: DI = DI + Carry\r
OUT DX, AL ; Set up New Bit Plane mask\r
- \r
+\r
@STRnc3:\r
ADD DI, BP ; advance to next line.\r
JMP s @STRLoop ; loop till done\r
- \r
+\r
@DL_EXIT2:\r
- POPx DI, SI, BP ; Restore Saved Registers\r
+ ;POPx DI, SI, BP ; Restore Saved Registers\r
+ pop di\r
+ pop si\r
+ pop bp\r
RET 10 ; Exit and Clean up Stack\r
- \r
+\r
DRAW_LINE ENDP\r
- \r
- \r
+\r
+\r
; ===== DAC COLOR REGISTER ROUTINES =====\r
- \r
+\r
;=================================================\r
;SET_DAC_REGISTER (Register%, Red%, Green%, Blue%)\r
;=================================================\r
;\r
; EXIT: No meaningful values returned\r
;\r
- \r
+\r
SDR_STACK STRUC\r
DW ? ; BP\r
DD ? ; Caller\r
SDR_Red DB ?,? ; Red Data Value\r
SDR_Register DB ?,? ; Palette Register #\r
SDR_STACK ENDS\r
- \r
+\r
PUBLIC SET_DAC_REGISTER\r
- \r
+\r
SET_DAC_REGISTER PROC FAR\r
- \r
+\r
PUSH BP ; Save BP\r
MOV BP, SP ; Set up Stack Frame\r
- \r
+\r
; Select which DAC Register to modify\r
- \r
+\r
OUT_8 DAC_WRITE_ADDR, [BP].SDR_Register\r
- \r
+\r
MOV DX, PEL_DATA_REG ; Dac Data Register\r
OUT_8 DX, [BP].SDR_Red ; Set Red Intensity\r
OUT_8 DX, [BP].SDR_Green ; Set Green Intensity\r
OUT_8 DX, [BP].SDR_Blue ; Set Blue Intensity\r
- \r
+\r
POP BP ; Restore Registers\r
RET 8 ; Exit & Clean Up Stack\r
- \r
+\r
SET_DAC_REGISTER ENDP\r
- \r
+\r
;====================================================\r
;GET_DAC_REGISTER (Register%, &Red%, &Green%, &Blue%)\r
;====================================================\r
; Green, and Blue are set to the values\r
; taken from the specified DAC register.\r
;\r
- \r
+\r
GDR_STACK STRUC\r
DW ? ; BP\r
DD ? ; Caller\r
GDR_Red DW ? ; Addr of Red Data Value in DS\r
GDR_Register DB ?,? ; Palette Register #\r
GDR_STACK ENDS\r
- \r
+\r
PUBLIC GET_DAC_REGISTER\r
- \r
+\r
GET_DAC_REGISTER PROC FAR\r
- \r
+\r
PUSH BP ; Save BP\r
MOV BP, SP ; Set up Stack Frame\r
- \r
+\r
; Select which DAC Register to read in\r
- \r
+\r
OUT_8 DAC_READ_ADDR, [BP].GDR_Register\r
- \r
+\r
MOV DX, PEL_DATA_REG ; Dac Data Register\r
- CLR AX ; Clear AX\r
- \r
+ mov ax,0 ; Clear AX\r
+\r
IN AL, DX ; Read Red Value\r
MOV BX, [BP].GDR_Red ; Get Address of Red%\r
MOV [BX], AX ; *Red% = AX\r
- \r
+\r
IN AL, DX ; Read Green Value\r
MOV BX, [BP].GDR_Green ; Get Address of Green%\r
MOV [BX], AX ; *Green% = AX\r
- \r
+\r
IN AL, DX ; Read Blue Value\r
MOV BX, [BP].GDR_Blue ; Get Address of Blue%\r
MOV [BX], AX ; *Blue% = AX\r
- \r
+\r
POP BP ; Restore Registers\r
RET 8 ; Exit & Clean Up Stack\r
- \r
+\r
GET_DAC_REGISTER ENDP\r
- \r
- \r
+\r
+\r
;===========================================================\r
;LOAD_DAC_REGISTERS (SEG PalData, StartReg%, EndReg%, Sync%)\r
;===========================================================\r
; NOTES: PalData is a linear array of 3 byte Palette values\r
; in the order: Red (0-63), Green (0-63), Blue (0-63)\r
;\r
- \r
+\r
LDR_STACK STRUC\r
- DW ?x3 ; BP, DS, SI\r
+ DW ?x1 ; BP, DS, SI\r
+ DW ?x1 ; BP, DS, SI\r
+ DW ?x1 ; BP, DS, SI\r
DD ? ; Caller\r
LDR_Sync DW ? ; Vertical Sync Flag\r
LDR_EndReg DB ?,? ; Last Register #\r
LDR_StartReg DB ?,? ; First Register #\r
LDR_PalData DD ? ; Far Ptr to Palette Data\r
LDR_STACK ENDS\r
- \r
+\r
PUBLIC LOAD_DAC_REGISTERS\r
- \r
+\r
LOAD_DAC_REGISTERS PROC FAR\r
- \r
- PUSHx BP, DS, SI ; Save Registers\r
+\r
+ ;PUSHx BP, DS, SI ; Save Registers\r
+ push bp\r
+ push ds\r
+ push si\r
mov BP, SP ; Set up Stack Frame\r
- \r
+\r
mov AX, [BP].LDR_Sync ; Get Vertical Sync Flag\r
or AX, AX ; is Sync Flag = 0?\r
jz @LDR_Load ; if so, skip call\r
- \r
+\r
call f SYNC_DISPLAY ; wait for vsync\r
- \r
+\r
; Determine register #'s, size to copy, etc\r
- \r
+\r
@LDR_Load:\r
- \r
+\r
lds SI, [BP].LDR_PalData ; DS:SI -> Palette Data\r
mov DX, DAC_WRITE_ADDR ; DAC register # selector\r
- \r
- CLR AX, BX ; Clear for byte loads\r
+\r
+ mov ax,0, BX ; Clear for byte loads\r
mov AL, [BP].LDR_StartReg ; Get Start Register\r
mov BL, [BP].LDR_EndReg ; Get End Register\r
- \r
+\r
sub BX, AX ; BX = # of DAC registers -1\r
inc BX ; BX = # of DAC registers\r
mov CX, BX ; CX = # of DAC registers\r
add CX, BX ; CX = " " * 3\r
cld ; Block OUTs forward\r
out DX, AL ; set up correct register #\r
- \r
+\r
; Load a block of DAC Registers\r
- \r
+\r
mov DX, PEL_DATA_REG ; Dac Data Register\r
- \r
- rep outsb ; block set DAC registers\r
- \r
- POPx SI, DS, BP ; Restore Registers\r
+\r
+ ;rep outsb ; block set DAC registers\r
+\r
+ ;POPx SI, DS, BP ; Restore Registers\r
+ pop si\r
+ pop ds\r
+ pop bp\r
ret 10 ; Exit & Clean Up Stack\r
- \r
+\r
LOAD_DAC_REGISTERS ENDP\r
- \r
- \r
+\r
+\r
;====================================================\r
;READ_DAC_REGISTERS (SEG PalData, StartReg%, EndReg%)\r
;====================================================\r
; NOTES: PalData is a linear array of 3 byte Palette values\r
; in the order: Red (0-63), Green (0-63), Blue (0-63)\r
;\r
- \r
+\r
RDR_STACK STRUC\r
- DW ?x3 ; BP, ES, DI\r
+ DW ?x1 ; BP, ES, DI\r
+ DW ?x1 ; BP, ES, DI\r
+ DW ?x1 ; BP, ES, DI\r
DD ? ; Caller\r
RDR_EndReg DB ?,? ; Last Register #\r
RDR_StartReg DB ?,? ; First Register #\r
RDR_PalData DD ? ; Far Ptr to Palette Data\r
RDR_STACK ENDS\r
- \r
+\r
PUBLIC READ_DAC_REGISTERS\r
- \r
+\r
READ_DAC_REGISTERS PROC FAR\r
- \r
- PUSHx BP, ES, DI ; Save Registers\r
+\r
+ ;PUSHx BP, ES, DI ; Save Registers\r
+ push bp\r
+ push es\r
+ push di\r
mov BP, SP ; Set up Stack Frame\r
- \r
+\r
; Determine register #'s, size to copy, etc\r
- \r
+\r
les DI, [BP].RDR_PalData ; ES:DI -> Palette Buffer\r
mov DX, DAC_READ_ADDR ; DAC register # selector\r
- \r
- CLR AX, BX ; Clear for byte loads\r
+\r
+ mov ax,0, BX ; Clear for byte loads\r
mov AL, [BP].RDR_StartReg ; Get Start Register\r
mov BL, [BP].RDR_EndReg ; Get End Register\r
- \r
+\r
sub BX, AX ; BX = # of DAC registers -1\r
inc BX ; BX = # of DAC registers\r
mov CX, BX ; CX = # of DAC registers\r
add CX, BX ; CX = " " * 2\r
add CX, BX ; CX = " " * 3\r
cld ; Block INs forward\r
- \r
+\r
; Read a block of DAC Registers\r
- \r
+\r
out DX, AL ; set up correct register #\r
mov DX, PEL_DATA_REG ; Dac Data Register\r
- \r
- rep insb ; block read DAC registers\r
- \r
- POPx DI, ES, BP ; Restore Registers\r
+\r
+ ;rep insb ; block read DAC registers\r
+\r
+ ;POPx DI, ES, BP ; Restore Registers\r
+ pop di\r
+ pop es\r
+ pop bp\r
ret 8 ; Exit & Clean Up Stack\r
- \r
+\r
READ_DAC_REGISTERS ENDP\r
- \r
- \r
+\r
+\r
; ===== PAGE FLIPPING AND SCROLLING ROUTINES =====\r
- \r
+\r
;=========================\r
;SET_ACTIVE_PAGE (PageNo%)\r
;=========================\r
;\r
; EXIT: No meaningful values returned\r
;\r
- \r
+\r
SAP_STACK STRUC\r
DW ? ; BP\r
DD ? ; Caller\r
SAP_Page DW ? ; Page # for Drawing\r
SAP_STACK ENDS\r
- \r
+\r
PUBLIC SET_ACTIVE_PAGE\r
- \r
+\r
SET_ACTIVE_PAGE PROC FAR\r
- \r
+\r
PUSH BP ; Preserve Registers\r
MOV BP, SP ; Set up Stack Frame\r
- \r
+\r
MOV BX, [BP].SAP_Page ; Get Desired Page #\r
CMP BX, LAST_PAGE ; Is Page # Valid?\r
JAE @SAP_Exit ; IF Not, Do Nothing\r
- \r
+\r
MOV ACTIVE_PAGE, BX ; Set Active Page #\r
- \r
+\r
SHL BX, 1 ; Scale Page # to Word\r
MOV AX, PAGE_ADDR[BX] ; Get offset to Page\r
- \r
+\r
MOV CURRENT_PAGE, AX ; And set for future LES's\r
- \r
+\r
@SAP_Exit:\r
POP BP ; Restore Registers\r
RET 2 ; Exit and Clean up Stack\r
- \r
+\r
SET_ACTIVE_PAGE ENDP\r
- \r
- \r
+\r
+\r
;================\r
;GET_ACTIVE_PAGE%\r
;================\r
;\r
; EXIT: AX = Current Video Page used for Drawing\r
;\r
- \r
+\r
PUBLIC GET_ACTIVE_PAGE\r
- \r
+\r
GET_ACTIVE_PAGE PROC FAR\r
- \r
+\r
MOV AX, ACTIVE_PAGE ; Get Active Page #\r
RET ; Exit and Clean up Stack\r
- \r
+\r
GET_ACTIVE_PAGE ENDP\r
- \r
- \r
+\r
+\r
;===============================\r
;SET_DISPLAY_PAGE (DisplayPage%)\r
;===============================\r
;\r
; EXIT: No meaningful values returned\r
;\r
- \r
+\r
SDP_STACK STRUC\r
DW ? ; BP\r
DD ? ; Caller\r
SDP_Page DW ? ; Page # to Display...\r
SDP_STACK ENDS\r
- \r
+\r
PUBLIC SET_DISPLAY_PAGE\r
- \r
+\r
SET_DISPLAY_PAGE PROC FAR\r
- \r
+\r
PUSH BP ; Preserve Registers\r
MOV BP, SP ; Set up Stack Frame\r
- \r
+\r
MOV BX, [BP].SDP_Page ; Get Desired Page #\r
CMP BX, LAST_PAGE ; Is Page # Valid?\r
JAE @SDP_Exit ; IF Not, Do Nothing\r
- \r
+\r
MOV DISPLAY_PAGE, BX ; Set Display Page #\r
- \r
+\r
SHL BX, 1 ; Scale Page # to Word\r
MOV CX, PAGE_ADDR[BX] ; Get offset in memory to Page\r
ADD CX, CURRENT_MOFFSET ; Adjust for any scrolling\r
- \r
+\r
; Wait if we are currently in a Vertical Retrace\r
- \r
+\r
MOV DX, INPUT_1 ; Input Status #1 Register\r
- \r
+\r
@DP_WAIT0:\r
IN AL, DX ; Get VGA status\r
AND AL, VERT_RETRACE ; In Display mode yet?\r
JNZ @DP_WAIT0 ; If Not, wait for it\r
- \r
+\r
; Set the Start Display Address to the new page\r
- \r
+\r
MOV DX, CRTC_Index ; We Change the VGA Sequencer\r
- \r
+\r
MOV AL, START_DISP_LO ; Display Start Low Register\r
MOV AH, CL ; Low 8 Bits of Start Addr\r
OUT DX, AX ; Set Display Addr Low\r
- \r
+\r
MOV AL, START_DISP_HI ; Display Start High Register\r
MOV AH, CH ; High 8 Bits of Start Addr\r
OUT DX, AX ; Set Display Addr High\r
- \r
+\r
; Wait for a Vertical Retrace to smooth out things\r
- \r
+\r
MOV DX, INPUT_1 ; Input Status #1 Register\r
- \r
+\r
@DP_WAIT1:\r
IN AL, DX ; Get VGA status\r
AND AL, VERT_RETRACE ; Vertical Retrace Start?\r
JZ @DP_WAIT1 ; If Not, wait for it\r
- \r
+\r
; Now Set Display Starting Address\r
- \r
- \r
+\r
+\r
@SDP_Exit:\r
POP BP ; Restore Registers\r
RET 2 ; Exit and Clean up Stack\r
- \r
+\r
SET_DISPLAY_PAGE ENDP\r
- \r
- \r
+\r
+\r
;=================\r
;GET_DISPLAY_PAGE%\r
;=================\r
;\r
; EXIT: AX = Current Video Page being displayed\r
;\r
- \r
+\r
PUBLIC GET_DISPLAY_PAGE\r
- \r
+\r
GET_DISPLAY_PAGE PROC FAR\r
- \r
+\r
MOV AX, DISPLAY_PAGE ; Get Display Page #\r
RET ; Exit & Clean Up Stack\r
- \r
+\r
GET_DISPLAY_PAGE ENDP\r
- \r
- \r
+\r
+\r
;=======================================\r
;SET_WINDOW (DisplayPage%, Xpos%, Ypos%)\r
;=======================================\r
;\r
; EXIT: No meaningful values returned\r
;\r
- \r
+\r
SW_STACK STRUC\r
DW ? ; BP\r
DD ? ; Caller\r
SW_Xpos DW ? ; X pos of UL Screen Corner\r
SW_Page DW ? ; (new) Display Page\r
SW_STACK ENDS\r
- \r
+\r
PUBLIC SET_WINDOW\r
- \r
+\r
SET_WINDOW PROC FAR\r
- \r
+\r
PUSH BP ; Preserve Registers\r
MOV BP, SP ; Set up Stack Frame\r
- \r
+\r
; Check if our Scroll Offsets are Valid\r
- \r
+\r
MOV BX, [BP].SW_Page ; Get Desired Page #\r
CMP BX, LAST_PAGE ; Is Page # Valid?\r
JAE @SW_Exit ; IF Not, Do Nothing\r
- \r
+\r
MOV AX, [BP].SW_Ypos ; Get Desired Y Offset\r
CMP AX, MAX_YOFFSET ; Is it Within Limits?\r
JA @SW_Exit ; if not, exit\r
- \r
+\r
MOV CX, [BP].SW_Xpos ; Get Desired X Offset\r
CMP CX, MAX_XOFFSET ; Is it Within Limits?\r
JA @SW_Exit ; if not, exit\r
- \r
+\r
; Compute proper Display start address to use\r
- \r
+\r
MUL SCREEN_WIDTH ; AX = YOffset * Line Width\r
- SHR CX, 2 ; CX / 4 = Bytes into Line\r
+ SHR CX, 1 ; CX / 4 = Bytes into Line\r
+ SHR CX, 1 ; CX / 4 = Bytes into Line\r
ADD AX, CX ; AX = Offset of Upper Left Pixel\r
- \r
+\r
MOV CURRENT_MOFFSET, AX ; Save Offset Info\r
- \r
+\r
MOV DISPLAY_PAGE, BX ; Set Current Page #\r
SHL BX, 1 ; Scale Page # to Word\r
ADD AX, PAGE_ADDR[BX] ; Get offset in VGA to Page\r
MOV BX, AX ; BX = Desired Display Start\r
- \r
+\r
MOV DX, INPUT_1 ; Input Status #1 Register\r
- \r
+\r
; Wait if we are currently in a Vertical Retrace\r
- \r
+\r
@SW_WAIT0:\r
IN AL, DX ; Get VGA status\r
AND AL, VERT_RETRACE ; In Display mode yet?\r
JNZ @SW_WAIT0 ; If Not, wait for it\r
- \r
+\r
; Set the Start Display Address to the new window\r
- \r
+\r
MOV DX, CRTC_Index ; We Change the VGA Sequencer\r
MOV AL, START_DISP_LO ; Display Start Low Register\r
MOV AH, BL ; Low 8 Bits of Start Addr\r
OUT DX, AX ; Set Display Addr Low\r
- \r
+\r
MOV AL, START_DISP_HI ; Display Start High Register\r
MOV AH, BH ; High 8 Bits of Start Addr\r
OUT DX, AX ; Set Display Addr High\r
- \r
+\r
; Wait for a Vertical Retrace to smooth out things\r
- \r
+\r
MOV DX, INPUT_1 ; Input Status #1 Register\r
- \r
+\r
@SW_WAIT1:\r
IN AL, DX ; Get VGA status\r
AND AL, VERT_RETRACE ; Vertical Retrace Start?\r
JZ @SW_WAIT1 ; If Not, wait for it\r
- \r
+\r
; Now Set the Horizontal Pixel Pan values\r
- \r
+\r
OUT_8 ATTRIB_Ctrl, PIXEL_PAN_REG ; Select Pixel Pan Register\r
- \r
+\r
MOV AX, [BP].SW_Xpos ; Get Desired X Offset\r
AND AL, 03 ; Get # of Pixels to Pan (0-3)\r
SHL AL, 1 ; Shift for 256 Color Mode\r
OUT DX, AL ; Fine tune the display!\r
- \r
+\r
@SW_Exit:\r
POP BP ; Restore Saved Registers\r
RET 6 ; Exit and Clean up Stack\r
- \r
+\r
SET_WINDOW ENDP\r
- \r
- \r
+\r
+\r
;=============\r
;GET_X_OFFSET%\r
;=============\r
;\r
; EXIT: AX = Current Horizontal Scroll Offset\r
;\r
- \r
+\r
PUBLIC GET_X_OFFSET\r
- \r
+\r
GET_X_OFFSET PROC FAR\r
- \r
+\r
MOV AX, CURRENT_XOFFSET ; Get current horz offset\r
RET ; Exit & Clean Up Stack\r
- \r
+\r
GET_X_OFFSET ENDP\r
- \r
- \r
+\r
+\r
;=============\r
;GET_Y_OFFSET%\r
;=============\r
;\r
; EXIT: AX = Current Vertical Scroll Offset\r
;\r
- \r
+\r
PUBLIC GET_Y_OFFSET\r
- \r
+\r
GET_Y_OFFSET PROC FAR\r
- \r
+\r
MOV AX, CURRENT_YOFFSET ; Get current vertical offset\r
RET ; Exit & Clean Up Stack\r
- \r
+\r
GET_Y_OFFSET ENDP\r
- \r
- \r
+\r
+\r
;============\r
;SYNC_DISPLAY\r
;============\r
;\r
; EXIT: No meaningful values returned\r
;\r
- \r
+\r
PUBLIC SYNC_DISPLAY\r
- \r
+\r
SYNC_DISPLAY PROC FAR\r
- \r
+\r
MOV DX, INPUT_1 ; Input Status #1 Register\r
- \r
+\r
; Wait for any current retrace to end\r
- \r
+\r
@SD_WAIT0:\r
IN AL, DX ; Get VGA status\r
AND AL, VERT_RETRACE ; In Display mode yet?\r
JNZ @SD_WAIT0 ; If Not, wait for it\r
- \r
+\r
; Wait for the start of the next vertical retrace\r
- \r
+\r
@SD_WAIT1:\r
IN AL, DX ; Get VGA status\r
AND AL, VERT_RETRACE ; Vertical Retrace Start?\r
JZ @SD_WAIT1 ; If Not, wait for it\r
- \r
+\r
RET ; Exit & Clean Up Stack\r
- \r
+\r
SYNC_DISPLAY ENDP\r
- \r
- \r
+\r
+\r
; ===== TEXT DISPLAY ROUTINES =====\r
- \r
+\r
;==================================================\r
;GPRINTC (CharNum%, Xpos%, Ypos%, ColorF%, ColorB%)\r
;==================================================\r
;\r
; EXIT: No meaningful values returned\r
;\r
- \r
+\r
GPC_STACK STRUC\r
GPC_Width DW ? ; Screen Width-1\r
GPC_Lines DB ?,? ; Scan lines to Decode\r
GPC_T_SETS DW ? ; Saved Charset Segment\r
GPC_T_SETO DW ? ; Saved Charset Offset\r
- DW ?x4 ; DI, SI, DS, BP\r
+ DW ?x1 ; DI, SI, DS, BP\r
+ DW ?x1 ; DS, DI, SI, BP\r
+ DW ?x1 ; DS, DI, SI, BP\r
+ DW ?x1 ; DS, DI, SI, BP\r
DD ? ; Caller\r
GPC_ColorB DB ?,? ; Background Color\r
GPC_ColorF DB ?,? ; Text Color\r
GPC_Xpos DW ? ; X position to Print at\r
GPC_Char DB ?,? ; Character to Print\r
GPC_STACK ENDS\r
- \r
+\r
PUBLIC GPRINTC\r
- \r
+\r
GPRINTC PROC FAR\r
- \r
- PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+\r
+ ;PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ push bp\r
+ push ds\r
+ push si\r
+ push di\r
SUB SP, 8 ; Allocate WorkSpace on Stack\r
MOV BP, SP ; Set up Stack Frame\r
- \r
+\r
LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
- \r
+\r
MOV AX, SCREEN_WIDTH ; Get Logical Line Width\r
MOV BX, AX ; BX = Screen Width\r
DEC BX ; = Screen Width-1\r
MOV [BP].GPC_Width, BX ; Save for later use\r
- \r
+\r
MUL [BP].GPC_Ypos ; Start of Line = Ypos * Width\r
ADD DI, AX ; DI -> Start of Line Ypos\r
- \r
+\r
MOV AX, [BP].GPC_Xpos ; Get Xpos of Character\r
MOV CX, AX ; Save Copy of Xpos\r
- SHR AX, 2 ; Bytes into Line = Xpos/4\r
+ SHR AX, 1 ; Bytes into Line = Xpos/4\r
+ SHR AX, 1 ; Bytes into Line = Xpos/4\r
ADD DI, AX ; DI -> (Xpos, Ypos)\r
- \r
+\r
;Get Source ADDR of Character Bit Map & Save\r
- \r
+\r
MOV AL, [BP].GPC_Char ; Get Character #\r
TEST AL, 080h ; Is Hi Bit Set?\r
JZ @GPC_LowChar ; Nope, use low char set ptr\r
- \r
+\r
AND AL, 07Fh ; Mask Out Hi Bit\r
MOV BX, CHARSET_HI ; BX = Char Set Ptr:Offset\r
MOV DX, CHARSET_HI+2 ; DX = Char Set Ptr:Segment\r
JMP s @GPC_Set_Char ; Go Setup Character Ptr\r
- \r
+\r
@GPC_LowChar:\r
- \r
+\r
MOV BX, CHARSET_LOW ; BX = Char Set Ptr:Offset\r
MOV DX, CHARSET_LOW+2 ; DX = Char Set Ptr:Segment\r
- \r
+\r
@GPC_Set_Char:\r
MOV [BP].GPC_T_SETS, DX ; Save Segment on Stack\r
- \r
+\r
MOV AH, 0 ; Valid #'s are 0..127\r
- SHL AX, 3 ; * 8 Bytes Per Bitmap\r
+ SHL AX, 1 ; * 8 Bytes Per Bitmap\r
+ SHL AX, 1 ; * 8 Bytes Per Bitmap\r
+ SHL AX, 1 ; * 8 Bytes Per Bitmap\r
ADD BX, AX ; BX = Offset of Selected char\r
MOV [BP].GPC_T_SETO, BX ; Save Offset on Stack\r
- \r
+\r
AND CX, PLANE_BITS ; Get Plane #\r
MOV CH, ALL_PLANES ; Get Initial Plane mask\r
SHL CH, CL ; And shift into position\r
AND CH, ALL_PLANES ; And mask to lower nibble\r
- \r
+\r
MOV AL, 04 ; 4-Plane # = # of initial\r
SUB AL, CL ; shifts to align bit mask\r
MOV CL, AL ; Shift Count for SHL\r
- \r
+\r
;Get segment of character map\r
- \r
+\r
OUT_8 SC_Index, MAP_MASK ; Setup Plane selections\r
INC DX ; DX -> SC_Data\r
- \r
+\r
MOV AL, 08 ; 8 Lines to Process\r
MOV [BP].GPC_Lines, AL ; Save on Stack\r
- \r
+\r
MOV DS, [BP].GPC_T_SETS ; Point to character set\r
- \r
+\r
@GPC_DECODE_CHAR_BYTE:\r
- \r
+\r
MOV SI, [BP].GPC_T_SETO ; Get DS:SI = String\r
- \r
+\r
MOV BH, [SI] ; Get Bit Map\r
INC SI ; Point to Next Line\r
MOV [BP].GPC_T_SETO, SI ; And save new Pointer...\r
- \r
- CLR AX ; Clear AX\r
- \r
- CLR BL ; Clear BL\r
+\r
+ mov ax,0 ; Clear AX\r
+\r
+ ;mov bl,0 ; Clear BL\r
+ mov bl,0\r
ROL BX, CL ; BL holds left edge bits\r
MOV SI, BX ; Use as Table Index\r
AND SI, CHAR_BITS ; Get Low Bits\r
MOV AL, Char_Plane_Data[SI] ; Get Mask in AL\r
JZ @GPC_NO_LEFT1BITS ; Skip if No Pixels to set\r
- \r
+\r
MOV AH, [BP].GPC_ColorF ; Get Foreground Color\r
OUT DX, AL ; Set up Screen Mask\r
MOV ES:[DI], AH ; Write Foreground color\r
- \r
+\r
@GPC_NO_LEFT1BITS:\r
XOR AL, CH ; Invert mask for Background\r
JZ @GPC_NO_LEFT0BITS ; Hey, no need for this\r
- \r
+\r
MOV AH, [BP].GPC_ColorB ; Get background Color\r
OUT DX, AL ; Set up Screen Mask\r
MOV ES:[DI], AH ; Write Foreground color\r
- \r
+\r
;Now Do Middle/Last Band\r
- \r
+\r
@GPC_NO_LEFT0BITS:\r
INC DI ; Point to next Byte\r
- ROL BX, 4 ; Shift 4 bits\r
- \r
+ ROL BX, 1 ; Shift 4 bits\r
+ ROL BX, 1 ; Shift 4 bits\r
+ ROL BX, 1 ; Shift 4 bits\r
+ ROL BX, 1 ; Shift 4 bits\r
+\r
MOV SI, BX ; Make Lookup Pointer\r
AND SI, CHAR_BITS ; Get Low Bits\r
MOV AL, Char_Plane_Data[SI] ; Get Mask in AL\r
JZ @GPC_NO_MIDDLE1BITS ; Skip if no pixels to set\r
- \r
+\r
MOV AH, [BP].GPC_ColorF ; Get Foreground Color\r
OUT DX, AL ; Set up Screen Mask\r
MOV ES:[DI], AH ; Write Foreground color\r
- \r
+\r
@GPC_NO_MIDDLE1BITS:\r
XOR AL, ALL_PLANES ; Invert mask for Background\r
JZ @GPC_NO_MIDDLE0BITS ; Hey, no need for this\r
- \r
+\r
MOV AH, [BP].GPC_ColorB ; Get background Color\r
OUT DX, AL ; Set up Screen Mask\r
MOV ES:[DI], AH ; Write Foreground color\r
- \r
+\r
@GPC_NO_MIDDLE0BITS:\r
XOR CH, ALL_PLANES ; Invert Clip Mask\r
CMP CL, 4 ; Aligned by 4?\r
JZ @GPC_NEXT_LINE ; If so, Exit now..\r
- \r
+\r
INC DI ; Point to next Byte\r
- ROL BX, 4 ; Shift 4 bits\r
- \r
+ ROL BX, 1 ; Shift 4 bits\r
+ ROL BX, 1 ; Shift 4 bits\r
+ ROL BX, 1 ; Shift 4 bits\r
+ ROL BX, 1 ; Shift 4 bits\r
+\r
MOV SI, BX ; Make Lookup Pointer\r
AND SI, CHAR_BITS ; Get Low Bits\r
MOV AL, Char_Plane_Data[SI] ; Get Mask in AL\r
JZ @GPC_NO_RIGHT1BITS ; Skip if No Pixels to set\r
- \r
+\r
MOV AH, [BP].GPC_ColorF ; Get Foreground Color\r
OUT DX, AL ; Set up Screen Mask\r
MOV ES:[DI], AH ; Write Foreground color\r
- \r
+\r
@GPC_NO_RIGHT1BITS:\r
- \r
+\r
XOR AL, CH ; Invert mask for Background\r
JZ @GPC_NO_RIGHT0BITS ; Hey, no need for this\r
- \r
+\r
MOV AH, [BP].GPC_ColorB ; Get background Color\r
OUT DX, AL ; Set up Screen Mask\r
MOV ES:[DI], AH ; Write Foreground color\r
- \r
+\r
@GPC_NO_RIGHT0BITS:\r
DEC DI ; Adjust for Next Line Advance\r
- \r
+\r
@GPC_NEXT_LINE:\r
ADD DI, [BP].GPC_Width ; Point to Next Line\r
XOR CH, CHAR_BITS ; Flip the Clip mask back\r
- \r
+\r
DEC [BP].GPC_Lines ; Count Down Lines\r
JZ @GPC_EXIT ; Ok... Done!\r
- \r
+\r
JMP @GPC_DECODE_CHAR_BYTE ; Again! Hey!\r
- \r
+\r
@GPC_EXIT:\r
ADD SP, 08 ; Deallocate stack workspace\r
- POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ ;POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ pop di\r
+ pop si\r
+ pop ds\r
+ pop bp\r
RET 10 ; Exit and Clean up Stack\r
- \r
+\r
GPRINTC ENDP\r
- \r
- \r
+\r
+\r
;==========================================\r
;TGPRINTC (CharNum%, Xpos%, Ypos%, ColorF%)\r
;==========================================\r
;\r
; EXIT: No meaningful values returned\r
;\r
- \r
+\r
TGP_STACK STRUC\r
TGP_Width DW ? ; Screen Width-1\r
TGP_Lines DB ?,? ; Scan lines to Decode\r
TGP_T_SETS DW ? ; Saved Charset Segment\r
TGP_T_SETO DW ? ; Saved Charset Offset\r
- DW ?x4 ; DI, SI, DS, BP\r
+ DW ?x1 ; DI, SI, DS, BP\r
+ DW ?x1 ; DS, DI, SI, BP\r
+ DW ?x1 ; DS, DI, SI, BP\r
+ DW ?x1 ; DS, DI, SI, BP\r
DD ? ; Caller\r
TGP_ColorF DB ?,? ; Text Color\r
TGP_Ypos DW ? ; Y Position to Print at\r
TGP_Xpos DW ? ; X position to Print at\r
TGP_Char DB ?,? ; Character to Print\r
TGP_STACK ENDS\r
- \r
+\r
PUBLIC TGPRINTC\r
- \r
+\r
TGPRINTC PROC FAR\r
- \r
- PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+\r
+ ;PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ push bp\r
+ push ds\r
+ push si\r
+ push di\r
SUB SP, 8 ; Allocate WorkSpace on Stack\r
MOV BP, SP ; Set up Stack Frame\r
- \r
+\r
LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
- \r
+\r
MOV AX, SCREEN_WIDTH ; Get Logical Line Width\r
MOV BX, AX ; BX = Screen Width\r
DEC BX ; = Screen Width-1\r
MOV [BP].TGP_Width, BX ; Save for later use\r
- \r
+\r
MUL [BP].TGP_Ypos ; Start of Line = Ypos * Width\r
ADD DI, AX ; DI -> Start of Line Ypos\r
- \r
+\r
MOV AX, [BP].TGP_Xpos ; Get Xpos of Character\r
MOV CX, AX ; Save Copy of Xpos\r
- SHR AX, 2 ; Bytes into Line = Xpos/4\r
+ SHR AX, 1 ; Bytes into Line = Xpos/4\r
+ SHR AX, 1 ; Bytes into Line = Xpos/4\r
ADD DI, AX ; DI -> (Xpos, Ypos)\r
- \r
+\r
;Get Source ADDR of Character Bit Map & Save\r
- \r
+\r
MOV AL, [BP].TGP_Char ; Get Character #\r
TEST AL, 080h ; Is Hi Bit Set?\r
JZ @TGP_LowChar ; Nope, use low char set ptr\r
- \r
+\r
AND AL, 07Fh ; Mask Out Hi Bit\r
MOV BX, CHARSET_HI ; BX = Char Set Ptr:Offset\r
MOV DX, CHARSET_HI+2 ; DX = Char Set Ptr:Segment\r
JMP s @TGP_Set_Char ; Go Setup Character Ptr\r
- \r
+\r
@TGP_LowChar:\r
- \r
+\r
MOV BX, CHARSET_LOW ; BX = Char Set Ptr:Offset\r
MOV DX, CHARSET_LOW+2 ; DX = Char Set Ptr:Segment\r
- \r
+\r
@TGP_Set_Char:\r
MOV [BP].TGP_T_SETS, DX ; Save Segment on Stack\r
- \r
+\r
MOV AH, 0 ; Valid #'s are 0..127\r
- SHL AX, 3 ; * 8 Bytes Per Bitmap\r
+ SHL AX, 1 ; * 8 Bytes Per Bitmap\r
+ SHL AX, 1 ; * 8 Bytes Per Bitmap\r
+ SHL AX, 1 ; * 8 Bytes Per Bitmap\r
ADD BX, AX ; BX = Offset of Selected char\r
MOV [BP].TGP_T_SETO, BX ; Save Offset on Stack\r
- \r
+\r
AND CX, PLANE_BITS ; Get Plane #\r
MOV CH, ALL_PLANES ; Get Initial Plane mask\r
SHL CH, CL ; And shift into position\r
AND CH, ALL_PLANES ; And mask to lower nibble\r
- \r
+\r
MOV AL, 04 ; 4-Plane # = # of initial\r
SUB AL, CL ; shifts to align bit mask\r
MOV CL, AL ; Shift Count for SHL\r
- \r
+\r
;Get segment of character map\r
- \r
+\r
OUT_8 SC_Index, MAP_MASK ; Setup Plane selections\r
INC DX ; DX -> SC_Data\r
- \r
+\r
MOV AL, 08 ; 8 Lines to Process\r
MOV [BP].TGP_Lines, AL ; Save on Stack\r
- \r
+\r
MOV DS, [BP].TGP_T_SETS ; Point to character set\r
- \r
+\r
@TGP_DECODE_CHAR_BYTE:\r
- \r
+\r
MOV SI, [BP].TGP_T_SETO ; Get DS:SI = String\r
- \r
+\r
MOV BH, [SI] ; Get Bit Map\r
INC SI ; Point to Next Line\r
MOV [BP].TGP_T_SETO, SI ; And save new Pointer...\r
- \r
+\r
MOV AH, [BP].TGP_ColorF ; Get Foreground Color\r
- \r
- CLR BL ; Clear BL\r
+\r
+ mov bl,0 ; Clear BL\r
ROL BX, CL ; BL holds left edge bits\r
MOV SI, BX ; Use as Table Index\r
AND SI, CHAR_BITS ; Get Low Bits\r
MOV AL, Char_Plane_Data[SI] ; Get Mask in AL\r
JZ @TGP_NO_LEFT1BITS ; Skip if No Pixels to set\r
- \r
+\r
OUT DX, AL ; Set up Screen Mask\r
MOV ES:[DI], AH ; Write Foreground color\r
- \r
+\r
;Now Do Middle/Last Band\r
- \r
+\r
@TGP_NO_LEFT1BITS:\r
- \r
+\r
INC DI ; Point to next Byte\r
- ROL BX, 4 ; Shift 4 bits\r
- \r
+ ROL BX, 1 ; Shift 4 bits\r
+ ROL BX, 1 ; Shift 4 bits\r
+ ROL BX, 1 ; Shift 4 bits\r
+ ROL BX, 1 ; Shift 4 bits\r
+\r
MOV SI, BX ; Make Lookup Pointer\r
AND SI, CHAR_BITS ; Get Low Bits\r
MOV AL, Char_Plane_Data[SI] ; Get Mask in AL\r
JZ @TGP_NO_MIDDLE1BITS ; Skip if no pixels to set\r
- \r
+\r
OUT DX, AL ; Set up Screen Mask\r
MOV ES:[DI], AH ; Write Foreground color\r
- \r
+\r
@TGP_NO_MIDDLE1BITS:\r
XOR CH, ALL_PLANES ; Invert Clip Mask\r
CMP CL, 4 ; Aligned by 4?\r
JZ @TGP_NEXT_LINE ; If so, Exit now..\r
- \r
+\r
INC DI ; Point to next Byte\r
- ROL BX, 4 ; Shift 4 bits\r
- \r
+ ROL BX, 1 ; Shift 4 bits\r
+ ROL BX, 1 ; Shift 4 bits\r
+ ROL BX, 1 ; Shift 4 bits\r
+ ROL BX, 1 ; Shift 4 bits\r
+\r
MOV SI, BX ; Make Lookup Pointer\r
AND SI, CHAR_BITS ; Get Low Bits\r
MOV AL, Char_Plane_Data[SI] ; Get Mask in AL\r
JZ @TGP_NO_RIGHT1BITS ; Skip if No Pixels to set\r
- \r
+\r
OUT DX, AL ; Set up Screen Mask\r
MOV ES:[DI], AH ; Write Foreground color\r
- \r
+\r
@TGP_NO_RIGHT1BITS:\r
- \r
+\r
DEC DI ; Adjust for Next Line Advance\r
- \r
+\r
@TGP_NEXT_LINE:\r
ADD DI, [BP].TGP_Width ; Point to Next Line\r
XOR CH, CHAR_BITS ; Flip the Clip mask back\r
- \r
+\r
DEC [BP].TGP_Lines ; Count Down Lines\r
JZ @TGP_EXIT ; Ok... Done!\r
- \r
+\r
JMP @TGP_DECODE_CHAR_BYTE ; Again! Hey!\r
- \r
+\r
@TGP_EXIT:\r
ADD SP, 08 ; Deallocate stack workspace\r
- POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ ;POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ pop di\r
+ pop si\r
+ pop ds\r
+ pop bp\r
RET 8 ; Exit and Clean up Stack\r
- \r
+\r
TGPRINTC ENDP\r
- \r
- \r
+\r
+\r
;===============================================================\r
;PRINT_STR (SEG String, MaxLen%, Xpos%, Ypos%, ColorF%, ColorB%)\r
;===============================================================\r
;\r
; EXIT: No meaningful values returned\r
;\r
- \r
+\r
PS_STACK STRUC\r
- DW ?x4 ; DI, SI, DS, BP\r
+ DW ?x1 ; DI, SI, DS, BP\r
+ DW ?x1 ; DI, SI, DS, BP\r
+ DW ?x1 ; DS, DI, SI, BP\r
+ DW ?x1 ; DS, DI, SI, BP\r
DD ? ; Caller\r
PS_ColorB DW ? ; Background Color\r
PS_ColorF DW ? ; Text Color\r
PS_Len DW ? ; Maximum Length of string to print\r
PS_Text DW ?,? ; Far Ptr to Text String\r
PS_STACK ENDS\r
- \r
+\r
PUBLIC PRINT_STR\r
- \r
+\r
PRINT_STR PROC FAR\r
- \r
- PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+\r
+ ;PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ push bp\r
+ push ds\r
+ push si\r
+ push di\r
MOV BP, SP ; Set up Stack Frame\r
- \r
+\r
@PS_Print_It:\r
- \r
+\r
MOV CX, [BP].PS_Len ; Get Remaining text Length\r
JCXZ @PS_Exit ; Exit when out of text\r
- \r
+\r
LES DI, d [BP].PS_Text ; ES:DI -> Current Char in Text\r
MOV AL, ES:[DI] ; AL = Text Character\r
AND AX, 00FFh ; Clear High Word\r
JZ @PS_Exit ; Exit if null character\r
- \r
+\r
DEC [BP].PS_Len ; Remaining Text length--\r
INC [BP].PS_Text ; Point to Next text char\r
- \r
+\r
; Set up Call to GPRINTC\r
- \r
+\r
PUSH AX ; Set Character Parameter\r
MOV BX, [BP].PS_Xpos ; Get Xpos\r
PUSH BX ; Set Xpos Parameter\r
ADD BX, 8 ; Advance 1 Char to Right\r
MOV [BP].PS_Xpos, BX ; Save for next time through\r
- \r
+\r
MOV BX, [BP].PS_Ypos ; Get Ypos\r
PUSH BX ; Set Ypos Parameter\r
- \r
+\r
MOV BX, [BP].PS_ColorF ; Get Text Color\r
PUSH BX ; Set ColorF Parameter\r
- \r
+\r
MOV BX, [BP].PS_ColorB ; Get Background Color\r
PUSH BX ; Set ColorB Parameter\r
- \r
+\r
CALL f GPRINTC ; Print Character!\r
JMP s @PS_Print_It ; Process next character\r
- \r
+\r
@PS_Exit:\r
- POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ ;POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ pop di\r
+ pop si\r
+ pop ds\r
+ pop bp\r
RET 14 ; Exit and Clean up Stack\r
- \r
+\r
PRINT_STR ENDP\r
- \r
- \r
+\r
+\r
;================================================================\r
;TPRINT_STR (SEG String, MaxLen%, Xpos%, Ypos%, ColorF%, ColorB%)\r
;================================================================\r
;\r
; EXIT: No meaningful values returned\r
;\r
- \r
+\r
TPS_STACK STRUC\r
- DW ?x4 ; DI, SI, DS, BP\r
+ DW ?x1 ; DI, SI, DS, BP\r
+ DW ?x1 ; DI, SI, DS, BP\r
+ DW ?x1 ; DS, DI, SI, BP\r
+ DW ?x1 ; DS, DI, SI, BP\r
DD ? ; Caller\r
TPS_ColorF DW ? ; Text Color\r
TPS_Ypos DW ? ; Y Position to Print at\r
TPS_Len DW ? ; Maximum Length of string to print\r
TPS_Text DW ?,? ; Far Ptr to Text String\r
TPS_STACK ENDS\r
- \r
+\r
PUBLIC TPRINT_STR\r
- \r
+\r
TPRINT_STR PROC FAR\r
- \r
- PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+\r
+ ;PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ push bp\r
+ push ds\r
+ push si\r
+ push di\r
MOV BP, SP ; Set up Stack Frame\r
- \r
+\r
@TPS_Print_It:\r
- \r
+\r
MOV CX, [BP].TPS_Len ; Get Remaining text Length\r
JCXZ @TPS_Exit ; Exit when out of text\r
- \r
+\r
LES DI, d [BP].TPS_Text ; ES:DI -> Current Char in Text\r
MOV AL, ES:[DI] ; AL = Text Character\r
AND AX, 00FFh ; Clear High Word\r
JZ @TPS_Exit ; Exit if null character\r
- \r
+\r
DEC [BP].TPS_Len ; Remaining Text length--\r
INC [BP].TPS_Text ; Point to Next text char\r
- \r
+\r
; Set up Call to TGPRINTC\r
- \r
+\r
PUSH AX ; Set Character Parameter\r
MOV BX, [BP].TPS_Xpos ; Get Xpos\r
PUSH BX ; Set Xpos Parameter\r
ADD BX, 8 ; Advance 1 Char to Right\r
MOV [BP].TPS_Xpos, BX ; Save for next time through\r
- \r
+\r
MOV BX, [BP].TPS_Ypos ; Get Ypos\r
PUSH BX ; Set Ypos Parameter\r
- \r
+\r
MOV BX, [BP].TPS_ColorF ; Get Text Color\r
PUSH BX ; Set ColorF Parameter\r
- \r
+\r
CALL f TGPRINTC ; Print Character!\r
JMP s @TPS_Print_It ; Process next character\r
- \r
+\r
@TPS_Exit:\r
- POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ ;POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ pop di\r
+ pop si\r
+ pop ds\r
+ pop bp\r
RET 12 ; Exit and Clean up Stack\r
- \r
+\r
TPRINT_STR ENDP\r
- \r
- \r
+\r
+\r
;===========================================\r
;SET_DISPLAY_FONT(SEG FontData, FontNumber%)\r
;===========================================\r
;\r
; EXIT: No meaningful values returned\r
;\r
- \r
+\r
SDF_STACK STRUC\r
DW ? ; BP\r
DD ? ; Caller\r
SDF_Which DW ? ; Hi Table/Low Table Flag\r
SDF_Font DD ? ; Far Ptr to Font Table\r
SDF_STACK ENDS\r
- \r
+\r
PUBLIC SET_DISPLAY_FONT\r
- \r
+\r
SET_DISPLAY_FONT PROC FAR\r
- \r
+\r
PUSH BP ; Preserve Registers\r
MOV BP, SP ; Set up Stack Frame\r
- \r
+\r
LES DI, [BP].SDF_Font ; Get Far Ptr to Font\r
- \r
+\r
MOV SI, o CHARSET_LOW ; Assume Lower 128 chars\r
TEST [BP].SDF_Which, 1 ; Font #1 selected?\r
JZ @SDF_Set_Font ; If not, skip ahead\r
- \r
+\r
MOV SI, o CHARSET_HI ; Ah, really it's 128-255\r
- \r
+\r
@SDF_Set_Font:\r
MOV [SI], DI ; Set Font Pointer Offset\r
MOV [SI+2], ES ; Set Font Pointer Segment\r
- \r
+\r
POP BP ; Restore Registers\r
RET 6 ; We are Done.. Outa here\r
- \r
+\r
SET_DISPLAY_FONT ENDP\r
- \r
- \r
+\r
+\r
; ===== BITMAP (SPRITE) DISPLAY ROUTINES =====\r
- \r
+\r
;======================================================\r
;DRAW_BITMAP (SEG Image, Xpos%, Ypos%, Width%, Height%)\r
;======================================================\r
;\r
; EXIT: No meaningful values returned\r
;\r
- \r
+\r
DB_STACK STRUC\r
DB_LineO DW ? ; Offset to Next Line\r
DB_PixCount DW ? ; (Minimum) # of Pixels/Line\r
DB_Start DW ? ; Addr of Upper Left Pixel\r
DB_PixSkew DW ? ; # of bytes to Adjust EOL\r
DB_SkewFlag DW ? ; Extra Pix on Plane Flag\r
- DW ?x4 ; DI, SI, DS, BP\r
+ DW ?x1 ; DI, SI, DS, BP\r
+ DW ?x1 ; DI, SI, DS, BP\r
+ DW ?x1 ; DS, DI, SI, BP\r
+ DW ?x1 ; DS, DI, SI, BP\r
DD ? ; Caller\r
DB_Height DW ? ; Height of Bitmap in Pixels\r
DB_Width DW ? ; Width of Bitmap in Pixels\r
DB_Xpos DW ? ; X position to Draw Bitmap at\r
DB_Image DD ? ; Far Pointer to Graphics Bitmap\r
DB_STACK ENDS\r
- \r
+\r
PUBLIC DRAW_BITMAP\r
- \r
+\r
DRAW_BITMAP PROC FAR\r
- \r
- PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+\r
+ ;PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ push bp\r
+ push ds\r
+ push si\r
+ push di\r
SUB SP, 10 ; Allocate workspace\r
MOV BP, SP ; Set up Stack Frame\r
- \r
+\r
LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
CLD ; Direction Flag = Forward\r
- \r
+\r
MOV AX, [BP].DB_Ypos ; Get UL Corner Ypos\r
MUL SCREEN_WIDTH ; AX = Offset to Line Ypos\r
- \r
+\r
MOV BX, [BP].DB_Xpos ; Get UL Corner Xpos\r
MOV CL, BL ; Save Plane # in CL\r
- SHR BX, 2 ; Xpos/4 = Offset Into Line\r
- \r
+ SHR BX, 1 ; Xpos/4 = Offset Into Line\r
+ SHR BX, 1 ; Xpos/4 = Offset Into Line\r
+\r
ADD DI, AX ; ES:DI -> Start of Line\r
ADD DI, BX ; ES:DI -> Upper Left Pixel\r
MOV [BP].DB_Start, DI ; Save Starting Addr\r
- \r
+\r
; Compute line to line offset\r
- \r
+\r
MOV BX, [BP].DB_Width ; Get Width of Image\r
MOV DX, BX ; Save Copy in DX\r
- SHR BX, 2 ; /4 = width in bands\r
+ SHR BX, 1 ; /4 = width in bands\r
+ SHR BX, 1 ; /4 = width in bands\r
MOV AX, SCREEN_WIDTH ; Get Screen Width\r
SUB AX, BX ; - (Bitmap Width/4)\r
- \r
+\r
MOV [BP].DB_LineO, AX ; Save Line Width offset\r
MOV [BP].DB_PixCount, BX ; Minimum # pix to copy\r
- \r
+\r
AND DX, PLANE_BITS ; Get "partial band" size (0-3)\r
MOV [BP].DB_PixSkew, DX ; Also End of Line Skew\r
MOV [BP].DB_SkewFlag, DX ; Save as Flag/Count\r
- \r
+\r
AND CX, PLANE_BITS ; CL = Starting Plane #\r
MOV AX, MAP_MASK_PLANE2 ; Plane Mask & Plane Select\r
SHL AH, CL ; Select correct Plane\r
OUT_16 SC_Index, AX ; Select Plane...\r
MOV BH, AH ; BH = Saved Plane Mask\r
MOV BL, 4 ; BL = Planes to Copy\r
- \r
+\r
@DB_COPY_PLANE:\r
- \r
+\r
LDS SI, [BP].DB_Image ; DS:SI-> Source Image\r
MOV DX, [BP].DB_Height ; # of Lines to Copy\r
MOV DI, [BP].DB_Start ; ES:DI-> Dest pos\r
- \r
+\r
@DB_COPY_LINE:\r
MOV CX, [BP].DB_PixCount ; Min # to copy\r
- \r
+\r
TEST CL, 0FCh ; 16+PixWide?\r
JZ @DB_COPY_REMAINDER ; Nope...\r
- \r
+\r
; Pixel Copy loop has been unrolled to x4\r
- \r
+\r
@DB_COPY_LOOP:\r
MOVSB ; Copy Bitmap Pixel\r
ADD SI, 3 ; Skip to Next Byte in same plane\r
ADD SI, 3 ; Skip to Next Byte in same plane\r
MOVSB ; Copy Bitmap Pixel\r
ADD SI, 3 ; Skip to Next Byte in same plane\r
- \r
+\r
SUB CL, 4 ; Pixels to Copy=-4\r
TEST CL, 0FCh ; 4+ Pixels Left?\r
JNZ @DB_COPY_LOOP ; if so, do another block\r
- \r
+\r
@DB_COPY_REMAINDER:\r
JCXZ @DB_NEXT_LINE ; Any Pixels left on line\r
- \r
+\r
@DB_COPY2:\r
MOVSB ; Copy Bitmap Pixel\r
ADD SI,3 ; Skip to Next Byte in same plane\r
LOOPx CX, @DB_COPY2 ; Pixels to Copy--, Loop until done\r
- \r
+\r
@DB_NEXT_LINE:\r
- \r
+\r
; any Partial Pixels? (some planes only)\r
- \r
+\r
OR CX, [BP].DB_SkewFlag ; Get Skew Count\r
JZ @DB_NEXT2 ; if no partial pixels\r
- \r
+\r
MOVSB ; Copy Bitmap Pixel\r
DEC DI ; Back up to align\r
DEC SI ; Back up to align\r
- \r
+\r
@DB_NEXT2:\r
ADD SI, [BP].DB_PixSkew ; Adjust Skew\r
ADD DI, [BP].DB_LineO ; Set to Next Display Line\r
LOOPx DX, @DB_COPY_LINE ; Lines to Copy--, Loop if more\r
- \r
+\r
; Copy Next Plane....\r
- \r
+\r
DEC BL ; Planes to Go--\r
JZ @DB_Exit ; Hey! We are done\r
- \r
+\r
ROL BH, 1 ; Next Plane in line...\r
OUT_8 SC_Data, BH ; Select Plane\r
- \r
+\r
CMP AL, 12h ; Carry Set if AL=11h\r
ADC [BP].DB_Start, 0 ; Screen Addr =+Carry\r
INC w [BP].DB_Image ; Start @ Next Byte\r
- \r
+\r
SUB [BP].DB_SkewFlag, 1 ; Reduce Planes to Skew\r
ADC [BP].DB_SkewFlag, 0 ; Back to 0 if it was -1\r
- \r
+\r
JMP s @DB_COPY_PLANE ; Go Copy the Next Plane\r
- \r
+\r
@DB_Exit:\r
ADD SP, 10 ; Deallocate workspace\r
- POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ ;POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ pop di\r
+ pop si\r
+ pop ds\r
+ pop bp\r
RET 12 ; Exit and Clean up Stack\r
- \r
+\r
DRAW_BITMAP ENDP\r
- \r
- \r
+\r
+\r
;=======================================================\r
;TDRAW_BITMAP (SEG Image, Xpos%, Ypos%, Width%, Height%)\r
;=======================================================\r
;\r
; EXIT: No meaningful values returned\r
;\r
- \r
+\r
TB_STACK STRUC\r
TB_LineO DW ? ; Offset to Next Line\r
TB_PixCount DW ? ; (Minimum) # of Pixels/Line\r
TB_Start DW ? ; Addr of Upper Left Pixel\r
TB_PixSkew DW ? ; # of bytes to Adjust EOL\r
TB_SkewFlag DW ? ; Extra Pix on Plane Flag\r
- DW ?x4 ; DI, SI, DS, BP\r
+ DW ?x1 ; DI, SI, DS, BP\r
+ DW ?x1 ; DI, SI, DS, BP\r
+ DW ?x1 ; DS, DI, SI, BP\r
+ DW ?x1 ; DS, DI, SI, BP\r
DD ? ; Caller\r
TB_Height DW ? ; Height of Bitmap in Pixels\r
TB_Width DW ? ; Width of Bitmap in Pixels\r
TB_Xpos DW ? ; X position to Draw Bitmap at\r
TB_Image DD ? ; Far Pointer to Graphics Bitmap\r
TB_STACK ENDS\r
- \r
+\r
PUBLIC TDRAW_BITMAP\r
- \r
+\r
TDRAW_BITMAP PROC FAR\r
- \r
- PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+\r
+ ;PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ push bp\r
+ push ds\r
+ push si\r
+ push di\r
SUB SP, 10 ; Allocate workspace\r
MOV BP, SP ; Set up Stack Frame\r
- \r
+\r
LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
CLD ; Direction Flag = Forward\r
- \r
+\r
MOV AX, [BP].TB_Ypos ; Get UL Corner Ypos\r
MUL SCREEN_WIDTH ; AX = Offset to Line Ypos\r
- \r
+\r
MOV BX, [BP].TB_Xpos ; Get UL Corner Xpos\r
MOV CL, BL ; Save Plane # in CL\r
- SHR BX, 2 ; Xpos/4 = Offset Into Line\r
- \r
+ SHR BX, 1 ; Xpos/4 = Offset Into Line\r
+ SHR BX, 1 ; Xpos/4 = Offset Into Line\r
+\r
ADD DI, AX ; ES:DI -> Start of Line\r
ADD DI, BX ; ES:DI -> Upper Left Pixel\r
MOV [BP].TB_Start, DI ; Save Starting Addr\r
- \r
+\r
; Compute line to line offset\r
- \r
+\r
MOV BX, [BP].TB_Width ; Get Width of Image\r
MOV DX, BX ; Save Copy in DX\r
- SHR BX, 2 ; /4 = width in bands\r
+ SHR BX, 1 ; /4 = width in bands\r
+ SHR BX, 1 ; /4 = width in bands\r
MOV AX, SCREEN_WIDTH ; Get Screen Width\r
SUB AX, BX ; - (Bitmap Width/4)\r
- \r
+\r
MOV [BP].TB_LineO, AX ; Save Line Width offset\r
MOV [BP].TB_PixCount, BX ; Minimum # pix to copy\r
- \r
+\r
AND DX, PLANE_BITS ; Get "partial band" size (0-3)\r
MOV [BP].TB_PixSkew, DX ; Also End of Line Skew\r
MOV [BP].TB_SkewFlag, DX ; Save as Flag/Count\r
- \r
+\r
AND CX, PLANE_BITS ; CL = Starting Plane #\r
MOV AX, MAP_MASK_PLANE2 ; Plane Mask & Plane Select\r
SHL AH, CL ; Select correct Plane\r
OUT_16 SC_Index, AX ; Select Plane...\r
MOV BH, AH ; BH = Saved Plane Mask\r
MOV BL, 4 ; BL = Planes to Copy\r
- \r
+\r
@TB_COPY_PLANE:\r
- \r
+\r
LDS SI, [BP].TB_Image ; DS:SI-> Source Image\r
MOV DX, [BP].TB_Height ; # of Lines to Copy\r
MOV DI, [BP].TB_Start ; ES:DI-> Dest pos\r
- \r
+\r
; Here AH is set with the value to be considered\r
; "Transparent". It can be changed!\r
- \r
+\r
MOV AH, 0 ; Value to Detect 0\r
- \r
+\r
@TB_COPY_LINE:\r
MOV CX, [BP].TB_PixCount ; Min # to copy\r
- \r
+\r
TEST CL, 0FCh ; 16+PixWide?\r
JZ @TB_COPY_REMAINDER ; Nope...\r
- \r
+\r
; Pixel Copy loop has been unrolled to x4\r
- \r
+\r
@TB_COPY_LOOP:\r
LODSB ; Get Pixel Value in AL\r
ADD SI, 3 ; Skip to Next Byte in same plane\r
CMP AL, AH ; It is "Transparent"?\r
JE @TB_SKIP_01 ; Skip ahead if so\r
MOV ES:[DI], AL ; Copy Pixel to VGA screen\r
- \r
+\r
@TB_SKIP_01:\r
LODSB ; Get Pixel Value in AL\r
ADD SI, 3 ; Skip to Next Byte in same plane\r
CMP AL, AH ; It is "Transparent"?\r
JE @TB_SKIP_02 ; Skip ahead if so\r
MOV ES:[DI+1], AL ; Copy Pixel to VGA screen\r
- \r
+\r
@TB_SKIP_02:\r
LODSB ; Get Pixel Value in AL\r
ADD SI, 3 ; Skip to Next Byte in same plane\r
CMP AL, AH ; It is "Transparent"?\r
JE @TB_SKIP_03 ; Skip ahead if so\r
MOV ES:[DI+2], AL ; Copy Pixel to VGA screen\r
- \r
+\r
@TB_SKIP_03:\r
LODSB ; Get Pixel Value in AL\r
ADD SI, 3 ; Skip to Next Byte in same plane\r
CMP AL, AH ; It is "Transparent"?\r
JE @TB_SKIP_04 ; Skip ahead if so\r
MOV ES:[DI+3], AL ; Copy Pixel to VGA screen\r
- \r
+\r
@TB_SKIP_04:\r
ADD DI, 4 ; Adjust Pixel Write Location\r
SUB CL, 4 ; Pixels to Copy=-4\r
TEST CL, 0FCh ; 4+ Pixels Left?\r
JNZ @TB_COPY_LOOP ; if so, do another block\r
- \r
+\r
@TB_COPY_REMAINDER:\r
JCXZ @TB_NEXT_LINE ; Any Pixels left on line\r
- \r
+\r
@TB_COPY2:\r
LODSB ; Get Pixel Value in AL\r
ADD SI, 3 ; Skip to Next Byte in same plane\r
CMP AL, AH ; It is "Transparent"?\r
JE @TB_SKIP_05 ; Skip ahead if so\r
MOV ES:[DI], AL ; Copy Pixel to VGA screen\r
- \r
+\r
@TB_SKIP_05:\r
INC DI ; Advance Dest Addr\r
LOOPx CX, @TB_COPY2 ; Pixels to Copy--, Loop until done\r
- \r
+\r
@TB_NEXT_LINE:\r
- \r
+\r
; any Partial Pixels? (some planes only)\r
- \r
+\r
OR CX, [BP].TB_SkewFlag ; Get Skew Count\r
JZ @TB_NEXT2 ; if no partial pixels\r
- \r
+\r
LODSB ; Get Pixel Value in AL\r
DEC SI ; Backup to Align\r
CMP AL, AH ; It is "Transparent"?\r
JE @TB_NEXT2 ; Skip ahead if so\r
MOV ES:[DI], AL ; Copy Pixel to VGA screen\r
- \r
+\r
@TB_NEXT2:\r
ADD SI, [BP].TB_PixSkew ; Adjust Skew\r
ADD DI, [BP].TB_LineO ; Set to Next Display Line\r
LOOPx DX, @TB_COPY_LINE ; Lines to Copy--, Loop if More\r
- \r
+\r
;Copy Next Plane....\r
- \r
+\r
DEC BL ; Planes to Go--\r
JZ @TB_Exit ; Hey! We are done\r
- \r
+\r
ROL BH, 1 ; Next Plane in line...\r
OUT_8 SC_Data, BH ; Select Plane\r
- \r
+\r
CMP AL, 12h ; Carry Set if AL=11h\r
ADC [BP].TB_Start, 0 ; Screen Addr =+Carry\r
INC w [BP].TB_Image ; Start @ Next Byte\r
- \r
+\r
SUB [BP].TB_SkewFlag, 1 ; Reduce Planes to Skew\r
ADC [BP].TB_SkewFlag, 0 ; Back to 0 if it was -1\r
- \r
+\r
JMP @TB_COPY_PLANE ; Go Copy the next Plane\r
- \r
+\r
@TB_Exit:\r
ADD SP, 10 ; Deallocate workspace\r
- POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ ;POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ pop di\r
+ pop si\r
+ pop ds\r
+ pop bp\r
RET 12 ; Exit and Clean up Stack\r
- \r
+\r
TDRAW_BITMAP ENDP\r
- \r
- \r
+\r
+\r
; ==== VIDEO MEMORY to VIDEO MEMORY COPY ROUTINES =====\r
- \r
+\r
;==================================\r
;COPY_PAGE (SourcePage%, DestPage%)\r
;==================================\r
;\r
; EXIT: No meaningful values returned\r
;\r
- \r
+\r
CP_STACK STRUC\r
- DW ?x4 ; DI, SI, DS, BP\r
+ DW ?x1 ; DI, SI, DS, BP\r
+ DW ?x1 ; DI, SI, DS, BP\r
+ DW ?x1 ; DS, DI, SI, BP\r
+ DW ?x1 ; DS, DI, SI, BP\r
DD ? ; Caller\r
CP_DestP DW ? ; Page to hold copied image\r
CP_SourceP DW ? ; Page to Make copy from\r
CP_STACK ENDS\r
- \r
+\r
PUBLIC COPY_PAGE\r
- \r
+\r
COPY_PAGE PROC FAR\r
- \r
- PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+\r
+ ;PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ push bp\r
+ push ds\r
+ push si\r
+ push di\r
MOV BP, SP ; Set up Stack Frame\r
CLD ; Block Xfer Forwards\r
- \r
+\r
; Make sure Page #'s are valid\r
- \r
+\r
MOV AX, [BP].CP_SourceP ; Get Source Page #\r
CMP AX, LAST_PAGE ; is it > Max Page #?\r
JAE @CP_Exit ; if so, abort\r
- \r
+\r
MOV BX, [BP].CP_DestP ; Get Destination Page #\r
CMP BX, LAST_PAGE ; is it > Max Page #?\r
JAE @CP_Exit ; if so, abort\r
- \r
+\r
CMP AX, BX ; Pages #'s the same?\r
JE @CP_Exit ; if so, abort\r
- \r
+\r
; Setup DS:SI and ES:DI to Video Pages\r
- \r
+\r
SHL BX, 1 ; Scale index to Word\r
MOV DI, PAGE_ADDR[BX] ; Offset to Dest Page\r
- \r
+\r
MOV BX, AX ; Index to Source page\r
SHL BX, 1 ; Scale index to Word\r
MOV SI, PAGE_ADDR[BX] ; Offset to Source Page\r
- \r
+\r
MOV CX, PAGE_SIZE ; Get size of Page\r
MOV AX, CURRENT_SEGMENT ; Get Video Mem Segment\r
MOV ES, AX ; ES:DI -> Dest Page\r
MOV DS, AX ; DS:SI -> Source Page\r
- \r
+\r
; Setup VGA registers for Mem to Mem copy\r
- \r
+\r
OUT_16 GC_Index, LATCHES_ON ; Data from Latches = on\r
OUT_16 SC_Index, ALL_PLANES_ON ; Copy all Planes\r
- \r
+\r
; Note.. Do *NOT* use MOVSW or MOVSD - they will\r
; Screw with the latches which are 8 bits x 4\r
- \r
+\r
REP MOVSB ; Copy entire Page!\r
- \r
+\r
; Reset VGA for normal memory access\r
- \r
+\r
OUT_16 GC_Index, LATCHES_OFF ; Data from Latches = off\r
- \r
+\r
@CP_Exit:\r
- POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ ;POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ pop di\r
+ pop si\r
+ pop ds\r
+ pop bp\r
RET 4 ; Exit and Clean up Stack\r
- \r
+\r
COPY_PAGE ENDP\r
- \r
- \r
+\r
+\r
;==========================================================================\r
;COPY_BITMAP (SourcePage%, X1%, Y1%, X2%, Y2%, DestPage%, DestX1%, DestY1%)\r
;==========================================================================\r
;\r
; EXIT: AX = Success Flag: 0 = Failure / -1= Success\r
;\r
- \r
+\r
CB_STACK STRUC\r
CB_Height DW ? ; Height of Image in Lines\r
CB_Width DW ? ; Width of Image in "bands"\r
- DW ?x4 ; DI, SI, DS, BP\r
+ DW ?x1 ; DI, SI, DS, BP\r
+ DW ?x1 ; DI, SI, DS, BP\r
+ DW ?x1 ; DS, DI, SI, BP\r
+ DW ?x1 ; DS, DI, SI, BP\r
DD ? ; Caller\r
CB_DestY1 DW ? ; Destination Ypos\r
CB_DestX1 DW ? ; Destination Xpos\r
CB_X1 DW ? ; UL Xpos of Image\r
CB_SourceP DW ? ; Page containing Source Bitmap\r
CB_STACK ENDS\r
- \r
+\r
PUBLIC COPY_BITMAP\r
- \r
+\r
COPY_BITMAP PROC FAR\r
- \r
- PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+\r
+ ;PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ push bp\r
+ push ds\r
+ push si\r
+ push di\r
SUB SP, 4 ; Allocate WorkSpace on Stack\r
MOV BP, SP ; Set up Stack Frame\r
- \r
+\r
; Prep Registers (and keep jumps short!)\r
- \r
+\r
MOV ES, CURRENT_SEGMENT ; ES -> VGA Ram\r
CLD ; Block Xfer Forwards\r
- \r
+\r
; Make sure Parameters are valid\r
- \r
+\r
MOV BX, [BP].CB_SourceP ; Get Source Page #\r
CMP BX, LAST_PAGE ; is it > Max Page #?\r
JAE @CB_Abort ; if so, abort\r
- \r
+\r
MOV CX, [BP].CB_DestP ; Get Destination Page #\r
CMP CX, LAST_PAGE ; is it > Max Page #?\r
JAE @CB_Abort ; if so, abort\r
- \r
+\r
MOV AX, [BP].CB_X1 ; Get Source X1\r
XOR AX, [BP].CB_DestX1 ; Compare Bits 0-1\r
AND AX, PLANE_BITS ; Check Plane Bits\r
JNZ @CB_Abort ; They should cancel out\r
- \r
+\r
; Setup for Copy processing\r
- \r
+\r
OUT_8 SC_INDEX, MAP_MASK ; Set up for Plane Select\r
OUT_16 GC_Index, LATCHES_ON ; Data from Latches = on\r
- \r
+\r
; Compute Info About Images, Setup ES:SI & ES:DI\r
- \r
+\r
MOV AX, [BP].CB_Y2 ; Height of Bitmap in lines\r
SUB AX, [BP].CB_Y1 ; is Y2 - Y1 + 1\r
INC AX ; (add 1 since were not 0 based)\r
MOV [BP].CB_Height, AX ; Save on Stack for later use\r
- \r
+\r
MOV AX, [BP].CB_X2 ; Get # of "Bands" of 4 Pixels\r
MOV DX, [BP].CB_X1 ; the Bitmap Occupies as X2-X1\r
- SHR AX, 2 ; Get X2 Band (X2 / 4)\r
- SHR DX, 2 ; Get X1 Band (X1 / 4)\r
+ SHR AX, 1 ; Get X2 Band (X2 / 4)\r
+ SHR DX, 1 ; Get X1 Band (X1 / 4)\r
+ SHR AX, 1 ; Get X2 Band (X2 / 4)\r
+ SHR DX, 1 ; Get X1 Band (X1 / 4)\r
SUB AX, DX ; AX = # of Bands - 1\r
INC AX ; AX = # of Bands\r
MOV [BP].CB_Width, AX ; Save on Stack for later use\r
- \r
+\r
SHL BX, 1 ; Scale Source Page to Word\r
MOV SI, PAGE_ADDR[BX] ; SI = Offset of Source Page\r
MOV AX, [BP].CB_Y1 ; Get Source Y1 Line\r
MUL SCREEN_WIDTH ; AX = Offset to Line Y1\r
ADD SI, AX ; SI = Offset to Line Y1\r
MOV AX, [BP].CB_X1 ; Get Source X1\r
- SHR AX, 2 ; X1 / 4 = Byte offset\r
+ SHR AX, 1 ; X1 / 4 = Byte offset\r
+ SHR AX, 1 ; X1 / 4 = Byte offset\r
ADD SI, AX ; SI = Byte Offset to (X1,Y1)\r
- \r
+\r
MOV BX, CX ; Dest Page Index to BX\r
SHL BX, 1 ; Scale Source Page to Word\r
MOV DI, PAGE_ADDR[BX] ; DI = Offset of Dest Page\r
MUL SCREEN_WIDTH ; AX = Offset to Line Y1\r
ADD DI, AX ; DI = Offset to Line Y1\r
MOV AX, [BP].CB_DestX1 ; Get Dest X1\r
- SHR AX, 2 ; X1 / 4 = Byte offset\r
+ SHR AX, 1 ; X1 / 4 = Byte offset\r
+ SHR AX, 1 ; X1 / 4 = Byte offset\r
ADD DI, AX ; DI = Byte Offset to (D-X1,D-Y1)\r
- \r
+\r
MOV CX, [BP].CB_Width ; CX = Width of Image (Bands)\r
DEC CX ; CX = 1?\r
JE @CB_Only_One_Band ; 0 Means Image Width of 1 Band\r
- \r
+\r
MOV BX, [BP].CB_X1 ; Get Source X1\r
AND BX, PLANE_BITS ; Aligned? (bits 0-1 = 00?)\r
JZ @CB_Check_Right ; if so, check right alignment\r
JNZ @CB_Left_Band ; not aligned? well..\r
- \r
+\r
@CB_Abort:\r
- CLR AX ; Return False (Failure)\r
+ mov ax,0 ; Return False (Failure)\r
JMP @CB_Exit ; and Finish Up\r
- \r
+\r
; Copy when Left & Right Clip Masks overlap...\r
- \r
+\r
@CB_Only_One_Band:\r
MOV BX, [BP].CB_X1 ; Get Left Clip Mask\r
AND BX, PLANE_BITS ; Mask out Row #\r
MOV BX, [BP].CB_X2 ; Get Right Clip Mask\r
AND BX, PLANE_BITS ; Mask out Row #\r
AND AL, Right_Clip_Mask[BX] ; Get Right Edge Mask byte\r
- \r
+\r
OUT_8 SC_Data, AL ; Clip For Left & Right Masks\r
- \r
+\r
MOV CX, [BP].CB_Height ; CX = # of Lines to Copy\r
MOV DX, SCREEN_WIDTH ; DX = Width of Screen\r
- CLR BX ; BX = Offset into Image\r
- \r
+ mov bx,0 ; BX = Offset into Image\r
+\r
@CB_One_Loop:\r
MOV AL, ES:[SI+BX] ; Load Latches\r
MOV ES:[DI+BX], AL ; Unload Latches\r
ADD BX, DX ; Advance Offset to Next Line\r
LOOPjz CX, @CB_One_Done ; Exit Loop if Finished\r
- \r
+\r
MOV AL, ES:[SI+BX] ; Load Latches\r
MOV ES:[DI+BX], AL ; Unload Latches\r
ADD BX, DX ; Advance Offset to Next Line\r
LOOPx CX, @CB_One_Loop ; Loop until Finished\r
- \r
+\r
@CB_One_Done:\r
JMP @CB_Finish ; Outa Here!\r
- \r
+\r
; Copy Left Edge of Bitmap\r
- \r
+\r
@CB_Left_Band:\r
- \r
+\r
OUT_8 SC_Data, Left_Clip_Mask[BX] ; Set Left Edge Plane Mask\r
- \r
+\r
MOV CX, [BP].CB_Height ; CX = # of Lines to Copy\r
MOV DX, SCREEN_WIDTH ; DX = Width of Screen\r
- CLR BX ; BX = Offset into Image\r
- \r
+ mov bx,0 ; BX = Offset into Image\r
+\r
@CB_Left_Loop:\r
MOV AL, ES:[SI+BX] ; Load Latches\r
MOV ES:[DI+BX], AL ; Unload Latches\r
ADD BX, DX ; Advance Offset to Next Line\r
LOOPjz CX, @CB_Left_Done ; Exit Loop if Finished\r
- \r
+\r
MOV AL, ES:[SI+BX] ; Load Latches\r
MOV ES:[DI+BX], AL ; Unload Latches\r
ADD BX, DX ; Advance Offset to Next Line\r
LOOPx CX, @CB_Left_Loop ; Loop until Finished\r
- \r
+\r
@CB_Left_Done:\r
INC DI ; Move Dest Over 1 band\r
INC SI ; Move Source Over 1 band\r
DEC [BP].CB_Width ; Band Width--\r
- \r
+\r
; Determine if Right Edge of Bitmap needs special copy\r
- \r
+\r
@CB_Check_Right:\r
MOV BX, [BP].CB_X2 ; Get Source X2\r
AND BX, PLANE_BITS ; Aligned? (bits 0-1 = 11?)\r
CMP BL, 03h ; Plane = 3?\r
JE @CB_Copy_Middle ; Copy the Middle then!\r
- \r
+\r
; Copy Right Edge of Bitmap\r
- \r
+\r
@CB_Right_Band:\r
- \r
+\r
OUT_8 SC_Data, Right_Clip_Mask[BX] ; Set Right Edge Plane Mask\r
- \r
+\r
DEC [BP].CB_Width ; Band Width--\r
MOV CX, [BP].CB_Height ; CX = # of Lines to Copy\r
MOV DX, SCREEN_WIDTH ; DX = Width of Screen\r
MOV BX, [BP].CB_Width ; BX = Offset to Right Edge\r
- \r
+\r
@CB_Right_Loop:\r
MOV AL, ES:[SI+BX] ; Load Latches\r
MOV ES:[DI+BX], AL ; Unload Latches\r
ADD BX, DX ; Advance Offset to Next Line\r
LOOPjz CX, @CB_Right_Done ; Exit Loop if Finished\r
- \r
+\r
MOV AL, ES:[SI+BX] ; Load Latches\r
MOV ES:[DI+BX], AL ; Unload Latches\r
ADD BX, DX ; Advance Offset to Next Line\r
LOOPx CX, @CB_Right_Loop ; Loop until Finished\r
- \r
+\r
@CB_Right_Done:\r
- \r
+\r
; Copy the Main Block of the Bitmap\r
- \r
+\r
@CB_Copy_Middle:\r
- \r
+\r
MOV CX, [BP].CB_Width ; Get Width Remaining\r
JCXZ @CB_Finish ; Exit if Done\r
- \r
+\r
OUT_8 SC_Data, ALL_PLANES ; Copy all Planes\r
- \r
+\r
MOV DX, SCREEN_WIDTH ; Get Width of Screen minus\r
SUB DX, CX ; Image width (for Adjustment)\r
MOV AX, [BP].CB_Height ; AX = # of Lines to Copy\r
MOV BX, CX ; BX = Quick REP reload count\r
MOV CX, ES ; Move VGA Segment\r
MOV DS, CX ; Into DS\r
- \r
+\r
; Actual Copy Loop. REP MOVSB does the work\r
- \r
+\r
@CB_Middle_Copy:\r
MOV CX, BX ; Recharge Rep Count\r
REP MOVSB ; Move Bands\r
LOOPjz AX, @CB_Finish ; Exit Loop if Finished\r
- \r
+\r
ADD SI, DX ; Adjust DS:SI to Next Line\r
ADD DI, DX ; Adjust ES:DI to Next Line\r
- \r
+\r
MOV CX, BX ; Recharge Rep Count\r
REP MOVSB ; Move Bands\r
- \r
+\r
ADD SI, DX ; Adjust DS:SI to Next Line\r
ADD DI, DX ; Adjust ES:DI to Next Line\r
LOOPx AX, @CB_Middle_Copy ; Copy Lines until Done\r
- \r
+\r
@CB_Finish:\r
OUT_16 GC_Index, LATCHES_OFF ; Data from Latches = on\r
- \r
+\r
@CB_Exit:\r
ADD SP, 04 ; Deallocate stack workspace\r
- POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ ;POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ pop di\r
+ pop si\r
+ pop ds\r
+ pop bp\r
RET 16 ; Exit and Clean up Stack\r
- \r
+\r
COPY_BITMAP ENDP\r
- \r
+\r
END ; End of Code Segment\r