//mxSetClipRegion(0, VH+1, VW, (TILEWH*BUFFMX));\r
}\r
}\r
-
-void pdump(){
- int mult=QUADWH;
- int palq=mult*16;
- int palcol=0;
- for(int paly=0; paly<palq; paly++){
- for(int palx=0; palx<palq; palx++){
- mxFillBox((SW-palq)+palx+32, paly+32, TILEWH, TILEWH, palcol, OP_SET);
- for(int i=1; i<mult; i++) palx++;
- palcol++;
- }
- for(int i=1; i<mult; i++) paly++;
- }
-}
+\r
+void pdump(){\r
+ int mult=(QUADWH)/2;\r
+ int palq=(mult)*16;\r
+ int palcol=0;\r
+ for(int paly=0; paly<palq; paly+=mult){\r
+ for(int palx=0; palx<palq; palx+=mult){\r
+ mxFillBox((SW-palq)+palx+32, paly+32, TILEWH, TILEWH, palcol, OP_SET);\r
+ palcol++;\r
+ }\r
+ }\r
+}\r
\r
/////////////////////////////////////////////////////////////////////////////\r
// //\r
mxPutPixel(0, y, 15);\r
mxPutPixel(VW-1, y, 15);\r
}\r
- */
+ */\r
pdump();\r
getch();\r
//text box\r
//if(ypos==1 || (ypos==(BH-SH-1)))delay(500);\r
//if((xpos>(VW-SW-1)) || (xpos<1))delay(500);\r
//mxWaitRetrace();\r
-//mxBitBlt(32, (SH+32), SW, SH, xpos, ypos);
+//mxBitBlt(32, (SH+32), SW, SH, xpos, ypos);\r
mxBitBlt(TILEWH*2, (SH+64+32), SW, SH, TILEWH*2, TILEWH*2);\r
//xpos=ypos=TILEWH*2;\r
mxPan(32,32);\r
if( (xpos>(VW-SW-1)) || (xpos<1)){xdir=-xdir;}\r
if( (ypos>(BH-SH-1)) || (ypos<1)){ydir=-ydir;} // { Hit a boundry, change\r
// direction! }\r
-//mxBitBlt(32, (SH+64+32), SW, SH, xpos, ypos);
+//mxBitBlt(32, (SH+64+32), SW, SH, xpos, ypos);\r
//mxBitBlt(TILEWH*2, (SH+64+32), SW, SH, TILEWH*2, TILEWH*2);\r
}\r
ch=getch();\r
--- /dev/null
+MASM modex,modex,modex,nul
\ No newline at end of file
--- /dev/null
+DEFINT A-Z\r
+DECLARE SUB PRINT.STRING (Text$, Xpos%, Ypos%, Colour%)\r
+DECLARE FUNCTION MakePal$ (Red%, Green%, Blue%)\r
+DECLARE SUB LOAD.FONT (FontFile$, FontNum%)\r
+DECLARE SUB ERROR.OUT (Text$)\r
+\r
+ REM $INCLUDE: 'MODEX.BI'\r
+\r
+ REM $INCLUDE: 'UTILS.BI'\r
+\r
+TYPE FONT\r
+ SetData AS STRING * 1024\r
+END TYPE\r
+\r
+\r
+TYPE VGAPalette\r
+ PalData AS STRING * 768\r
+END TYPE\r
+\r
+\r
+ ' Alternate form of LOAD_DAC_REGISTERS so we can pass an offset into\r
+ ' a String instead of the Address of the String\r
+\r
+DECLARE SUB LOAD.DACS ALIAS "LOAD_DAC_REGISTERS" (BYVAL Addr&, BYVAL StartReg%, BYVAL EndReg%, BYVAL VSync%)\r
+\r
+\r
+ '\r
+ 'MODE X DEMO of Multiple Character Sets and Block Color Cycling\r
+ '\r
+ 'By Matt Pritchard\r
+ '\r
+\r
+COMMON SHARED CharSet() AS FONT\r
+\r
+DIM Pal AS VGAPalette\r
+\r
+ REM $DYNAMIC\r
+\r
+DIM SHARED CharSet(0 TO 3) AS FONT\r
+\r
+\r
+ LOAD.FONT "SYSTEM.FNT", 0\r
+ LOAD.FONT "ROM_8x8.FNT", 1\r
+ LOAD.FONT "SPACEAGE.FNT", 2\r
+\r
+\r
+ IF SET.MODEX(Mode320x240) = False THEN\r
+ ERROR.OUT "ERROR SETTING MODE X"\r
+ END IF\r
+\r
+\r
+ A$ = "": B$ = ""\r
+ FOR X = 0 TO 31: A$ = A$ + MakePal$(31 - X, X, 0): NEXT X\r
+ FOR X = 0 TO 31: A$ = A$ + MakePal$(0, 31 - X, X): NEXT X\r
+ FOR X = 0 TO 31: A$ = A$ + MakePal$(X, 0, 31 - X): NEXT X\r
+ \r
+ FOR X = 0 TO 31: B$ = B$ + MakePal$(31 - X, X, X): NEXT X\r
+ FOR X = 0 TO 31: B$ = B$ + MakePal$(X, 31 - X, X): NEXT X\r
+ FOR X = 0 TO 31: B$ = B$ + MakePal$(X, X, 31 - X): NEXT X\r
+\r
+ Black$ = STRING$(192, 0)\r
+ White$ = STRING$(128 * 3, 48)\r
+\r
+ Pal1$ = Black$ + A$ + A$ + B$ + B$ + A$\r
+\r
+ LOAD.DACS SSEGADD(Black$), 64, 127, 1\r
+ LOAD.DACS SSEGADD(Black$), 20, 63, 0\r
+\r
+ LOAD.DACS SSEGADD(White$), 128, 255, 0\r
+\r
+ '*** Background ***\r
+\r
+ FOR X = 0 TO 319\r
+ FOR Y = 0 TO 239\r
+ IF ((X + Y) AND 1) = 1 THEN SET.POINT X, Y, 64 + X \ 5 ELSE SET.POINT X, Y, 20 + Y \ 6\r
+ NEXT Y\r
+ NEXT X\r
+\r
+ '*** Draw Font Displays ***\r
+\r
+ PRINT.STRING "FONT: SYSTEM.FNT", 11, 7, 15\r
+ PRINT.STRING "FONT: ROM_8x8.FNT", 11, 17, 15\r
+ PRINT.STRING "FONT: SPACEAGE.FNT", 11, 27, 15\r
+ PRINT.STRING "PRESS ANY KEY TO CONTINUE", 8, 29, 14\r
+ \r
+\r
+ FOR F = 0 TO 2\r
+ SET.DISPLAY.FONT CharSet(F), 1\r
+ Yp = F * 80 + 10\r
+ FOR Y = 0 TO 96 STEP 32\r
+ FOR X = 0 TO 31\r
+ TGPRINTC 128 + Y + X, X * 10 + 1, Yp, 128 + Y\r
+ NEXT X\r
+ Yp = Yp + 10\r
+ NEXT Y\r
+ NEXT F\r
+\r
+ DO\r
+ LOOP UNTIL SCAN.KEYBOARD\r
+\r
+ Offset = 0\r
+ Restart = 192\r
+ MaxOfs = 192 + 96 * 6\r
+\r
+ Delay = 100\r
+\r
+ Offset2 = 0\r
+ Offset2Dir = 3\r
+ Offset2Min = 192\r
+ Offset2Max = Offset2Min + 192 * 6\r
+\r
+ DO\r
+ LOAD.DACS SSEGADD(Pal1$) + Offset, 64, 127, 1\r
+ Offset = Offset + 3\r
+ IF Offset >= MaxOfs THEN Offset = Restart\r
+ IF Delay THEN\r
+ Delay = Delay - 1\r
+ ELSE\r
+ LOAD.DACS SSEGADD(Pal1$) + Offset2, 20, 60, 0\r
+ IF Offset2 = Offset2Max THEN Offset2Dir = -3\r
+ IF Offset2 = Offset2Min THEN Offset2Dir = 3\r
+ Offset2 = Offset2 + Offset2Dir\r
+ END IF\r
+\r
+ LOOP UNTIL SCAN.KEYBOARD\r
+\r
+ ERROR.OUT "DEMO OVER"\r
+\r
+REM $STATIC\r
+SUB ERROR.OUT (Text$)\r
+\r
+ SET.VIDEO.MODE 3\r
+\r
+ DOS.PRINT Text$\r
+\r
+ END\r
+\r
+END SUB\r
+\r
+SUB LOAD.FONT (FontFile$, FontNum) STATIC\r
+\r
+ IF LEN(DIR$(FontFile$)) = 0 THEN ERROR.OUT "FILE NOT FOUND: " + FontFile$\r
+\r
+ OPEN FontFile$ FOR BINARY AS #1\r
+\r
+ SEEK #1, 1\r
+ GET #1, , CharSet(FontNum)\r
+\r
+ CLOSE #1\r
+\r
+END SUB\r
+\r
+FUNCTION MakePal$ (Red, Green, Blue) STATIC\r
+\r
+ MakePal$ = CHR$(Red) + CHR$(Green) + CHR$(Blue)\r
+\r
+END FUNCTION\r
+\r
+SUB PRINT.STRING (Text$, Xpos, Ypos, Colour)\r
+\r
+ TPRINT.STR SSEG(Text$), SADD(Text$), LEN(Text$), Xpos * 8, Ypos * 8, Colour\r
+\r
+END SUB\r
+\r
--- /dev/null
+ECHO ... Building MODEX.QLB for BASIC PDS 7.1\r
+LIB MODEX -+MODEX,,\r
+LIB MODEX -+UTILS,,\r
+DEL MODEX.BAK\r
+LINK /Q MODEX+UTILS, MODEX.QLB, NUL, C:\BC7\LIB\QBXQLB.LIB;\1a\r
--- /dev/null
+ \r
+ ' ===== SCREEN RESOLUTIONS =====\r
+ \r
+CONST Mode320x200 = 0, Mode320x400 = 1\r
+CONST Mode360x200 = 2, Mode360x400 = 3\r
+CONST Mode320x240 = 4, Mode320x480 = 5\r
+CONST Mode360x240 = 6, Mode360x480 = 7\r
+ \r
+ ' ===== MODE X SETUP ROUTINES =====\r
+ \r
+DECLARE FUNCTION SET.VGA.MODEX% ALIAS "SET_VGA_MODEX" (BYVAL ModeType%, BYVAL MaxXpos%, BYVAL MaxYpos%, BYVAL Pages%)\r
+DECLARE FUNCTION SET.MODEX% ALIAS "SET_MODEX" (BYVAL Mode%)\r
+ \r
+ ' ===== BASIC GRAPHICS PRIMITIVES =====\r
+ \r
+DECLARE SUB CLEAR.VGA.SCREEN ALIAS "CLEAR_VGA_SCREEN" (BYVAL ColorNum%)\r
+DECLARE SUB SET.POINT ALIAS "SET_POINT" (BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorNum%)\r
+DECLARE FUNCTION READ.POINT% ALIAS "READ_POINT" (BYVAL Xpos%, BYVAL Ypos%)\r
+DECLARE SUB FILL.BLOCK ALIAS "FILL_BLOCK" (BYVAL Xpos1%, BYVAL Ypos1%, BYVAL Xpos2%, BYVAL Ypos2%, BYVAL ColorNum%)\r
+DECLARE SUB DRAW.LINE ALIAS "DRAW_LINE" (BYVAL Xpos1%, BYVAL Ypos1%, BYVAL Xpos2%, BYVAL Ypos2%, BYVAL ColorNum%)\r
+ \r
+ ' ===== DAC COLOR REGISTER ROUTINES =====\r
+ \r
+DECLARE SUB SET.DAC.REGISTER ALIAS "SET_DAC_REGISTER" (BYVAL RegNo%, BYVAL Red%, BYVAL Green%, BYVAL Blue%)\r
+DECLARE SUB GET.DAC.REGISTER ALIAS "GET_DAC_REGISTER" (BYVAL RegNo%, Red%, Green%, Blue%)\r
+DECLARE SUB LOAD.DAC.REGISTERS ALIAS "LOAD_DAC_REGISTERS" (SEG PalData AS ANY, BYVAL StartReg%, BYVAL EndReg%, BYVAL VSync%)\r
+DECLARE SUB READ.DAC.REGISTERS ALIAS "READ_DAC_REGISTERS" (SEG PalData AS ANY, BYVAL StartReg%, BYVAL EndReg%)\r
+ \r
+ \r
+ ' ===== PAGE FLIPPING AND SCROLLING ROUTINES =====\r
+ \r
+DECLARE SUB SET.ACTIVE.PAGE ALIAS "SET_ACTIVE_PAGE" (BYVAL PageNo%)\r
+DECLARE FUNCTION GET.ACTIVE.PAGE% ALIAS "GET_ACTIVE_PAGE"\r
+DECLARE SUB SET.DISPLAY.PAGE ALIAS "SET_DISPLAY_PAGE" (BYVAL PageNo%)\r
+DECLARE FUNCTION GET.DISPLAY.PAGE% ALIAS "GET_DISPLAY_PAGE"\r
+DECLARE SUB SET.WINDOW ALIAS "SET_WINDOW" (BYVAL DisplayPage%, BYVAL XOffset%, BYVAL YOffset%)\r
+DECLARE FUNCTION GET.X.OFFSET% ALIAS "GET_X_OFFSET" ()\r
+DECLARE FUNCTION GET.Y.OFFSET% ALIAS "GET_Y_OFFSET" ()\r
+DECLARE SUB SYNC.DISPLAY ALIAS "SYNC_DISPLAY"\r
+ \r
+ ' ===== TEXT DISPLAY ROUTINES =====\r
+ \r
+DECLARE SUB GPRINTC (BYVAL CharacterNum%, BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorF%, BYVAL ColorB%)\r
+DECLARE SUB TGPRINTC (BYVAL CharacterNum%, BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorF%)\r
+DECLARE SUB PRINT.STR ALIAS "PRINT_STR" (BYVAL StrSeg%, BYVAL StrOfs%, BYVAL MaxLen%, BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorF%, BYVAL ColorB%)\r
+DECLARE SUB TPRINT.STR ALIAS "TPRINT_STR" (BYVAL StrSeg%, BYVAL StrOfs%, BYVAL MaxLen%, BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorF%)\r
+DECLARE SUB SET.DISPLAY.FONT ALIAS "SET_DISPLAY_FONT" (SEG FontData AS ANY, BYVAL FontNumber%)\r
+ \r
+ ' ===== BITMAP (SPRITE) DISPLAY ROUTINES =====\r
+ \r
+DECLARE SUB DRAW.BITMAP ALIAS "DRAW_BITMAP" (SEG Image AS ANY, BYVAL Xpos%, BYVAL Ypos%, BYVAL xWidth%, BYVAL Height%)\r
+DECLARE SUB TDRAW.BITMAP ALIAS "TDRAW_BITMAP" (SEG Image AS ANY, BYVAL Xpos%, BYVAL Ypos%, BYVAL xWidth%, BYVAL Height%)\r
+ \r
+ ' ==== VIDEO MEMORY to VIDEO MEMORY COPY ROUTINES =====\r
+ \r
+DECLARE SUB COPY.PAGE ALIAS "COPY_PAGE" (BYVAL SourcePage%, BYVAL DestPage%)\r
+DECLARE SUB COPY.BITMAP ALIAS "COPY_BITMAP" (BYVAL SourcePage%, BYVAL X1%, BYVAL Y1%, BYVAL X2%, BYVAL Y2%, BYVAL DestPage%, BYVAL DestX1%, BYVAL DestY1%)\r
+ \r
+ \r
+ \r
+ \r
+ \r
+ \r
--- /dev/null
+'File: TEST6.BAS\r
+'Descp.: A Mode "X" demonstration\r
+'Author: Matt Pritchard\r
+'Date: 14 April, 1993\r
+'\r
+DECLARE SUB DEMO.RES (Mode%, Xmax%, Ymax%)\r
+DECLARE SUB ERROR.OUT (Message$)\r
+DECLARE FUNCTION GET.KEY% ()\r
+DECLARE SUB LOAD.SHAPES ()\r
+DECLARE SUB PAGE.DEMO ()\r
+DECLARE SUB PRINT.TEXT (Text$, Xpos%, Ypos%, ColorF%, ColorB%)\r
+DECLARE SUB TPRINT.TEXT (Text$, Xpos%, Ypos%, ColorF%)\r
+DEFINT A-Z\r
+\r
+\r
+TYPE ShapeType\r
+ ImgData AS STRING * 512\r
+ xWidth AS INTEGER\r
+ yWidth AS INTEGER\r
+END TYPE\r
+\r
+TYPE Sprite\r
+ Xpos AS INTEGER\r
+ Ypos AS INTEGER\r
+ XDir AS INTEGER\r
+ YDir AS INTEGER\r
+ Shape AS INTEGER\r
+END TYPE\r
+\r
+\r
+CONST MaxShapes = 32\r
+\r
+ REM $INCLUDE: 'UTILS.BI'\r
+ REM $INCLUDE: 'MODEX.BI'\r
+\r
+DIM SHARED Img(32) AS ShapeType\r
+COMMON SHARED Img() AS ShapeType\r
+\r
+\r
+ CALL INIT.RANDOM\r
+\r
+ CALL LOAD.SHAPES\r
+\r
+ CALL DEMO.RES(Mode320x200, 320, 200)\r
+ CALL DEMO.RES(Mode320x400, 320, 400)\r
+\r
+ CALL DEMO.RES(Mode360x200, 360, 200)\r
+ CALL DEMO.RES(Mode360x400, 360, 400)\r
+\r
+ CALL DEMO.RES(Mode320x240, 320, 240)\r
+ CALL DEMO.RES(Mode320x480, 320, 480)\r
+\r
+ CALL DEMO.RES(Mode360x240, 360, 240)\r
+ CALL DEMO.RES(Mode360x480, 360, 480)\r
+\r
+ CALL PAGE.DEMO\r
+\r
+ SET.VIDEO.MODE 3\r
+ DOS.PRINT "THIS MODE X DEMO IS FINISHED"\r
+ END\r
+\r
+SUB DEMO.RES (Mode, Xmax, Ymax)\r
+\r
+ IF SET.MODEX%(Mode) = 0 THEN\r
+ ERROR.OUT "Unable to SET_MODEX" + STR$(Mode)\r
+ END IF\r
+\r
+ XCenter = Xmax \ 2\r
+ \r
+ X1 = 10\r
+ Y1 = 10\r
+ X2 = Xmax - 1\r
+ Y2 = Ymax - 1\r
+\r
+ FOR Z = 0 TO 3\r
+ Colr = 31 - Z * 2\r
+ DRAW.LINE X1 + Z, Y1 + Z, X2 - Z, Y1 + Z, Colr\r
+ DRAW.LINE X1 + Z, Y1 + Z, X1 + Z, Y2 - Z, Colr\r
+ DRAW.LINE X1 + Z, Y2 - Z, X2 - Z, Y2 - Z, Colr\r
+ DRAW.LINE X2 - Z, Y1 + Z, X2 - Z, Y2 - Z, Colr\r
+ NEXT Z\r
+\r
+ XChars = Xmax \ 10\r
+ YChars = Ymax \ 10\r
+\r
+ FOR X = 0 TO XChars - 1\r
+ TGPRINTC 48 + ((X + 1) MOD 10), X * 10 + 1, 1, 9 + ((X \ 8) MOD 7)\r
+ DRAW.LINE X * 10 + 9, 0, X * 10 + 9, 3, 15\r
+ NEXT X\r
+\r
+ FOR Y = 0 TO YChars - 1\r
+ TGPRINTC 48 + ((Y + 1) MOD 10), 1, Y * 10 + 1, 9 + ((Y \ 10) MOD 7)\r
+ DRAW.LINE 0, Y * 10 + 9, 3, Y * 10 + 9, 15\r
+ NEXT Y\r
+\r
+ ' Draw Lines\r
+\r
+ FOR X = 0 TO 63\r
+ N = 15 + X * .75\r
+ SET.DAC.REGISTER 64 + X, N, N, N\r
+ SET.DAC.REGISTER 128 + X, 0, N, N\r
+\r
+ DRAW.LINE 103 - X, 60, 40 + X, 123, 64 + X\r
+ DRAW.LINE 40, 60 + X, 103, 123 - X, 128 + X\r
+\r
+ NEXT X\r
+ TPRINT.TEXT "LINE TEST", 37, 130, c.BLUE\r
+\r
+ Y = 60: Gap = 0\r
+ FOR X = 0 TO 9\r
+ FILL.BLOCK 120, Y, 120 + X, Y + Gap, 64 + X\r
+ FILL.BLOCK 140 - (15 - X), Y, 150 + X, Y + Gap, 230 + X\r
+ FILL.BLOCK 170 - (15 - X), Y, 170, Y + Gap, 128 + X\r
+ Y = Y + Gap + 2\r
+ Gap = Gap + 1\r
+ NEXT X\r
+ TPRINT.TEXT "FILL TEST", 110, 46, c.GREEN\r
+\r
+\r
+ FOR X = 190 TO 250 STEP 2\r
+ FOR Y = 60 TO 122 STEP 2\r
+ SET.POINT X, Y, X + Y + X + Y\r
+ NEXT Y\r
+ NEXT X\r
+\r
+ TPRINT.TEXT "PIXEL TEST", 182, 130, c.RED\r
+\r
+ FOR X = 190 TO 250 STEP 2\r
+ FOR Y = 60 TO 122 STEP 2\r
+ IF READ.POINT(X, Y) <> ((X + Y + X + Y) AND 255) THEN\r
+ ERROR.OUT "READ.PIXEL Failure"\r
+ END IF\r
+ NEXT Y\r
+ NEXT X\r
+\r
+\r
+\r
+ Msg$ = " This is a MODE X demo "\r
+ PRINT.TEXT Msg$, XCenter - (LEN(Msg$) * 4), 20, c.bRED, c.BLUE\r
+ Msg$ = "Screen Resolution is by "\r
+ Xp = XCenter - (LEN(Msg$) * 4)\r
+ PRINT.TEXT Msg$, Xp, 30, c.bGREEN, c.BLACK\r
+\r
+ PRINT.TEXT LTRIM$(STR$(Xmax)), Xp + 8 * 21, 30, c.bPURPLE, c.BLACK\r
+ PRINT.TEXT LTRIM$(STR$(Ymax)), Xp + 8 * 28, 30, c.bWHITE, c.BLACK\r
+\r
+ FOR X = 0 TO 15\r
+ SET.DAC.REGISTER 230 + X, 63 - X * 4, 0, 15 + X * 3\r
+ DRAW.LINE 30 + X, Ymax - 6 - X, Xmax - 20 - X, Ymax - 6 - X, 230 + X\r
+ NEXT X\r
+ TPRINT.TEXT "Press <ANY KEY> to Continue", XCenter - (26 * 4), Ymax - 18, c.YELLOW\r
+\r
+ X = GET.KEY%\r
+ IF X = KyESC THEN ERROR.OUT "ABORT"\r
+\r
+END SUB\r
+\r
+SUB ERROR.OUT (Message$)\r
+\r
+ SET.VIDEO.MODE 3\r
+ DOS.PRINT Message$\r
+ END\r
+\r
+END SUB\r
+\r
+FUNCTION GET.KEY%\r
+\r
+ DO\r
+ X = SCAN.KEYBOARD\r
+ LOOP UNTIL X\r
+\r
+ GET.KEY% = X\r
+\r
+END FUNCTION\r
+\r
+SUB LOAD.SHAPES\r
+\r
+DIM Grid(1 TO 32, 1 TO 32)\r
+\r
+ FOR Shape = 0 TO MaxShapes - 1\r
+\r
+ FOR Y = 1 TO 32\r
+ FOR X = 1 TO 32\r
+ Grid(X, Y) = 0\r
+ NEXT X\r
+ NEXT Y\r
+\r
+ Style = RANDOM.INT(6)\r
+ Colour = 1 + RANDOM.INT(15)\r
+ \r
+ SELECT CASE Style\r
+\r
+ CASE 0: ' Solid Box\r
+\r
+ DO\r
+ xWidth = 3 + RANDOM.INT(30)\r
+ yWidth = 3 + RANDOM.INT(30)\r
+ LOOP UNTIL ((xWidth * yWidth) <= 512)\r
+\r
+ FOR Y = 1 TO yWidth\r
+ FOR X = 1 TO xWidth\r
+ Grid(X, Y) = Colour\r
+ NEXT X\r
+ NEXT Y\r
+\r
+ CASE 1: ' Hollow Box\r
+\r
+ DO\r
+ xWidth = 5 + RANDOM.INT(28)\r
+ yWidth = 5 + RANDOM.INT(28)\r
+ LOOP UNTIL ((xWidth * yWidth) <= 512)\r
+\r
+ FOR Y = 1 TO yWidth\r
+ FOR X = 1 TO xWidth\r
+ Grid(X, Y) = Colour\r
+ NEXT X\r
+ NEXT Y\r
+\r
+ HollowX = 1 + RANDOM.INT(xWidth \ 2 - 1)\r
+ HollowY = 1 + RANDOM.INT(yWidth \ 2 - 1)\r
+\r
+ FOR Y = HollowY + 1 TO yWidth - HollowY\r
+ FOR X = HollowX + 1 TO xWidth - HollowX\r
+ Grid(X, Y) = nil\r
+ NEXT X\r
+ NEXT Y\r
+\r
+ CASE 2: ' Solid Diamond\r
+\r
+ xWidth = 3 + 2 * RANDOM.INT(10)\r
+ yWidth = xWidth\r
+ Centre = xWidth \ 2\r
+\r
+ FOR Y = 0 TO Centre\r
+ FOR X = 0 TO Y\r
+ Grid(Centre - X + 1, Y + 1) = Colour\r
+ Grid(Centre + X + 1, Y + 1) = Colour\r
+ Grid(Centre - X + 1, yWidth - Y) = Colour\r
+ Grid(Centre + X + 1, yWidth - Y) = Colour\r
+ NEXT X\r
+ NEXT Y\r
+\r
+\r
+ CASE 3: ' Hollow Diamond\r
+\r
+\r
+ xWidth = 3 + 2 * RANDOM.INT(10)\r
+ yWidth = xWidth\r
+ Centre = xWidth \ 2\r
+ sWidth = RANDOM.INT(Centre)\r
+\r
+ FOR Y = 0 TO Centre\r
+ FOR X = 0 TO Y\r
+ IF X + (Centre - Y) >= sWidth THEN\r
+ Grid(Centre - X + 1, Y + 1) = Colour\r
+ Grid(Centre + X + 1, Y + 1) = Colour\r
+ Grid(Centre - X + 1, yWidth - Y) = Colour\r
+ Grid(Centre + X + 1, yWidth - Y) = Colour\r
+ END IF\r
+ NEXT X\r
+ NEXT Y\r
+\r
+ CASE 4: ' Ball\r
+\r
+ xWidth = 7 + 2 * RANDOM.INT(8)\r
+ yWidth = xWidth\r
+ Centre = 1 + xWidth \ 2\r
+\r
+ FOR Y = 1 TO yWidth\r
+ FOR X = 1 TO xWidth\r
+ D = SQR(((Centre - X) * (Centre - X)) + ((Centre - Y) * (Centre - Y)))\r
+ IF D < Centre THEN Grid(X, Y) = 150 + Colour * 2 + D * 3\r
+ NEXT X\r
+ NEXT Y\r
+\r
+ CASE 5: ' Ball\r
+\r
+\r
+ xWidth = 7 + 2 * RANDOM.INT(8)\r
+ yWidth = xWidth\r
+ Centre = 1 + xWidth \ 2\r
+ sWidth = RANDOM.INT(xWidth)\r
+\r
+ FOR Y = 1 TO yWidth\r
+ FOR X = 1 TO xWidth\r
+ D = SQR(((Centre - X) * (Centre - X)) + ((Centre - Y) * (Centre - Y)))\r
+ IF D < Centre AND D >= sWidth THEN Grid(X, Y) = 150 + Colour * 2 + D * 3\r
+ NEXT X\r
+ NEXT Y\r
+\r
+ END SELECT\r
+\r
+ Img(Shape).xWidth = xWidth\r
+ Img(Shape).yWidth = yWidth\r
+\r
+ A$ = STRING$(xWidth * yWidth, nil)\r
+\r
+ c = 1\r
+ FOR Y = 1 TO yWidth\r
+ FOR X = 1 TO xWidth\r
+ MID$(A$, c, 1) = CHR$(Grid(X, Y))\r
+ c = c + 1\r
+ NEXT X\r
+ NEXT Y\r
+\r
+ Img(Shape).ImgData = A$\r
+ \r
+\r
+ NEXT Shape\r
+\r
+END SUB\r
+\r
+SUB PAGE.DEMO\r
+\r
+CONST MaxSprites = 64\r
+\r
+DIM Obj(MaxSprites) AS Sprite\r
+DIM LastX(MaxSprites, 1), LastY(MaxSprites, 1)\r
+DIM LastObjects(1)\r
+\r
+ ScreenX = 360: ScreenY = 240\r
+\r
+ IF SET.VGA.MODEX%(Mode320x200, ScreenX, ScreenY, 3) = 0 THEN\r
+ ERROR.OUT "Unable to SET_VGA_MODEX" + STR$(Mode)\r
+ END IF\r
+\r
+ SET.ACTIVE.PAGE 0\r
+\r
+ CLEAR.VGA.SCREEN c.BLACK\r
+ \r
+ PRINT.TEXT "This is a Test of the Following Functions:", 10, 9, c.bWHITE, c.BLACK\r
+\r
+ DRAW.LINE 10, 18, 350, 18, c.YELLOW\r
+ PRINT.TEXT "SET_ACTIVE_PAGE", 10, 20, c.bBLUE, c.BLACK\r
+ PRINT.TEXT "SET_DISPLAY_PAGE", 10, 30, c.GREEN, c.BLACK\r
+ PRINT.TEXT "SET_DAC_REGISTER", 10, 40, c.RED, c.BLACK\r
+ PRINT.TEXT "CLEAR_VGA_SCREEN", 10, 50, c.CYAN, c.BLACK\r
+\r
+ PRINT.TEXT "TDRAW_BITMAP", 10, 60, c.PURPLE, c.BLACK\r
+ PRINT.TEXT "COPY_PAGE", 10, 70, c.GREEN, c.BLACK\r
+ PRINT.TEXT "COPY_BITMAP", 10, 80, c.CYAN, c.BLACK\r
+\r
+ PRINT.TEXT "GPRINTC", 10, 90, c.BLUE, c.BLACK\r
+ PRINT.TEXT "TGPRINTC", 10, 100, c.GREEN, c.BLACK\r
+ PRINT.TEXT "SET_WINDOW", 10, 110, c.RED, c.BLACK\r
+\r
+ PRINT.TEXT "VIRTUAL SCREEN SIZES", 190, 20, c.bBLUE, c.BLACK\r
+ PRINT.TEXT " SMOOTH SCROLLING", 190, 30, c.GREEN, c.BLACK\r
+ PRINT.TEXT " SPRITE ANIMATION", 190, 40, c.CYAN, c.BLACK\r
+ PRINT.TEXT " PAGE FLIPPING", 190, 50, c.RED, c.BLACK\r
+ PRINT.TEXT " COLOR CYCLING", 190, 60, c.PURPLE, c.BLACK\r
+\r
+\r
+ FOR X = 0 TO 60\r
+ SET.DAC.REGISTER 50 + X, 3 + X, 0, 60 - X\r
+ SET.DAC.REGISTER 150 + X, 3 + X, 0, 60 - X\r
+ NEXT X\r
+\r
+ c = 0: DC = 1\r
+ FOR X = 0 TO ScreenX \ 2\r
+ DRAW.LINE ScreenX \ 2 - 1, ScreenY \ 4, X, ScreenY - 1, c + 50\r
+ DRAW.LINE ScreenX \ 2, ScreenY \ 4, ScreenX - X - 1, ScreenY - 1, c + 50\r
+ c = c + DC\r
+ IF c = 0 OR c = 60 THEN DC = -DC\r
+ NEXT X\r
+ \r
+ TPRINT.TEXT "Press <ANY KEY> to Continue", 72, 190, c.bWHITE\r
+ TPRINT.TEXT "< > = Faster < > = Slower", 72, 204, c.bGREEN\r
+ TPRINT.TEXT "< > = Fewer Shapes < > = More Shapes", 32, 218, c.bCYAN\r
+\r
+ TGPRINTC 43, 80, 204, c.YELLOW\r
+ TGPRINTC 45, 200, 204, c.YELLOW\r
+\r
+ TGPRINTC 25, 40, 218, c.YELLOW\r
+ TGPRINTC 24, 200, 218, c.YELLOW\r
+\r
+ COPY.PAGE 0, 1\r
+ COPY.PAGE 0, 2\r
+\r
+ FOR X = 1 TO MaxSprites\r
+ DO\r
+ Obj(X).XDir = RANDOM.INT(7) - 3\r
+ Obj(X).YDir = RANDOM.INT(7) - 3\r
+ LOOP WHILE (Obj(X).XDir = 0 AND Obj(X).YDir = 0)\r
+\r
+ Obj(X).Shape = X MOD MaxShapes\r
+\r
+ SpriteX = Img(Obj(X).Shape).xWidth\r
+ SpriteY = Img(Obj(X).Shape).yWidth\r
+\r
+ Obj(X).Xpos = 1 + RANDOM.INT(ScreenX - SpriteX - 2)\r
+ Obj(X).Ypos = 1 + RANDOM.INT(ScreenY - SpriteY - 2)\r
+\r
+ LastX(X, 0) = Obj(X).Xpos\r
+ LastX(X, 1) = Obj(X).Xpos\r
+ LastY(X, 0) = Obj(X).Ypos\r
+ LastY(X, 1) = Obj(X).Ypos\r
+ NEXT X\r
+\r
+ CurrentPage = 0\r
+\r
+ 'View Shift...\r
+\r
+ ViewX = 0\r
+ ViewY = 0\r
+ ViewMax = 3\r
+ ViewCnt = 0\r
+ ViewXD = 1\r
+ ViewYD = 1\r
+\r
+ SetColor = 3: SDir = 1\r
+ PrevColor = 0: PDir = 1\r
+\r
+ VisObjects = MaxSprites \ 2\r
+ LastObjects(0) = 0\r
+ LastObjects(1) = 0\r
+\r
+DRAW.LOOP:\r
+\r
+\r
+ SET.ACTIVE.PAGE CurrentPage\r
+\r
+ ' Erase Old Images\r
+\r
+ FOR X = 1 TO LastObjects(CurrentPage)\r
+ \r
+ X1 = LastX(X, CurrentPage) AND &HFFFC\r
+ Y1 = LastY(X, CurrentPage)\r
+ X2 = ((LastX(X, CurrentPage) + Img(Obj(X).Shape).xWidth)) OR 3\r
+ Y2 = Y1 + Img(Obj(X).Shape).yWidth - 1\r
+\r
+ COPY.BITMAP 2, X1, Y1, X2, Y2, CurrentPage, X1, Y1\r
+ \r
+ NEXT X\r
+\r
+ ' Draw new images\r
+\r
+ FOR X = 1 TO VisObjects\r
+\r
+ SpriteX = Img(Obj(X).Shape).xWidth\r
+ SpriteY = Img(Obj(X).Shape).yWidth\r
+\r
+ ' Move Sprite\r
+\r
+REDOX:\r
+ NewX = Obj(X).Xpos + Obj(X).XDir\r
+ IF NewX < 0 OR NewX + SpriteX > ScreenX THEN\r
+ Obj(X).XDir = -Obj(X).XDir\r
+ IF RANDOM.INT(20) = 1 THEN\r
+ DO\r
+ Obj(X).XDir = RANDOM.INT(7) - 3\r
+ Obj(X).YDir = RANDOM.INT(7) - 3\r
+ LOOP WHILE (Obj(X).XDir = 0 AND Obj(X).YDir = 0)\r
+ GOTO REDOX\r
+ END IF\r
+ END IF\r
+ Obj(X).Xpos = Obj(X).Xpos + Obj(X).XDir\r
+\r
+REDOY:\r
+ NewY = Obj(X).Ypos + Obj(X).YDir\r
+ IF NewY < 0 OR NewY + SpriteY > ScreenY THEN\r
+ Obj(X).YDir = -Obj(X).YDir\r
+ IF RANDOM.INT(20) = 1 THEN\r
+ DO\r
+ Obj(X).XDir = RANDOM.INT(7) - 3\r
+ Obj(X).YDir = RANDOM.INT(7) - 3\r
+ LOOP WHILE (Obj(X).XDir = 0 AND Obj(X).YDir = 0)\r
+ GOTO REDOY\r
+ END IF\r
+ END IF\r
+ Obj(X).Ypos = Obj(X).Ypos + Obj(X).YDir\r
+\r
+ 'Draw Sprite\r
+\r
+ TDRAW.BITMAP Img(Obj(X).Shape), Obj(X).Xpos, Obj(X).Ypos, SpriteX, SpriteY\r
+\r
+ LastX(X, CurrentPage) = Obj(X).Xpos\r
+ LastY(X, CurrentPage) = Obj(X).Ypos\r
+\r
+ NEXT X\r
+\r
+ LastObjects(CurrentPage) = VisObjects\r
+\r
+ ' Pan Screen Back & Forth\r
+\r
+ ViewCnt = ViewCnt + 1\r
+ IF ViewCnt >= ViewMax THEN\r
+ ViewX = ViewX + ViewXD\r
+ IF ViewX = 0 OR ViewX = 39 THEN ViewXD = -ViewXD\r
+ IF ViewXD < 0 THEN\r
+ ViewY = ViewY + ViewYD\r
+ IF ViewY = 0 OR ViewY = 39 THEN ViewYD = -ViewYD\r
+ END IF\r
+ \r
+ SET.WINDOW CurrentPage, ViewX, ViewY\r
+\r
+ ViewCnt = 0\r
+ ELSE\r
+ SET.DISPLAY.PAGE CurrentPage\r
+ END IF\r
+\r
+ ' Cycle Colors\r
+\r
+ SET.DAC.REGISTER 50 + PrevColor, 3 + PrevColor, 0, 60 - PrevColor\r
+ SET.DAC.REGISTER 50 + SetColor, SetColor, 10, 63 - SetColor\r
+\r
+ SET.DAC.REGISTER 150 + PrevColor, 3 + PrevColor, 0, 60 - PrevColor\r
+ SET.DAC.REGISTER 150 + SetColor, 63, 63, SetColor\r
+\r
+ SetColor = SetColor + SDir\r
+ IF SetColor = 60 OR SetColor = 0 THEN SDir = -SDir\r
+\r
+ PrevColor = PrevColor + PDir\r
+ IF PrevColor = 60 OR PrevColor = 0 THEN PDir = -PDir\r
+\r
+ CurrentPage = 1 - CurrentPage\r
+\r
+ Code = SCAN.KEYBOARD\r
+\r
+ IF Code = False THEN GOTO DRAW.LOOP\r
+\r
+ IF Code = KyPlus THEN\r
+ IF ViewMax < 12 THEN ViewMax = ViewMax + 1\r
+ GOTO DRAW.LOOP\r
+ END IF\r
+\r
+ IF Code = KyMinus THEN\r
+ IF ViewMax > 1 THEN ViewMax = ViewMax - 1\r
+ IF ViewCnt >= ViewMax THEN ViewCnt = 0\r
+ GOTO DRAW.LOOP\r
+ END IF\r
+\r
+ IF Code = KyUp THEN\r
+ IF VisObjects < MaxSprites THEN VisObjects = VisObjects + 1\r
+ GOTO DRAW.LOOP\r
+ END IF\r
+ \r
+ IF Code = KyDown THEN\r
+ IF VisObjects > 1 THEN VisObjects = VisObjects - 1\r
+ GOTO DRAW.LOOP\r
+ END IF\r
+\r
+\r
+END SUB\r
+\r
+SUB PRINT.TEXT (Text$, Xpos, Ypos, ColorF, ColorB)\r
+\r
+ IF LEN(Text$) = 0 THEN EXIT SUB\r
+\r
+ PRINT.STR SSEG(Text$), SADD(Text$), LEN(Text$), Xpos, Ypos, ColorF, ColorB\r
+\r
+\r
+END SUB\r
+\r
+SUB TPRINT.TEXT (Text$, Xpos, Ypos, ColorF)\r
+\r
+ IF LEN(Text$) = 0 THEN EXIT SUB\r
+\r
+ TPRINT.STR SSEG(Text$), SADD(Text$), LEN(Text$), Xpos, Ypos, ColorF\r
+\r
+END SUB\r
+\r
--- /dev/null
+MASM /DFARSTRINGS utils, utils, utils, nul;
\ No newline at end of file
--- /dev/null
+;=======================================================\r
+;=== UTILS.ASM - Asm Utilities for QuickBasic/BC7 ===\r
+;=======================================================\r
+\r
+ PAGE 255, 132\r
+\r
+ .MODEL Medium\r
+ .286\r
+\r
+ ; ==== MACROS ====\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
+ ; Macro to Clear a Register to 0\r
+\r
+CLR MACRO Register\r
+ xor Register, Register ; Set Register = 0\r
+ENDM\r
+\r
+ ; Macros to Decrement Counter & Jump on Condition\r
+\r
+LOOPx MACRO Register, Destination\r
+ dec Register ; Counter--\r
+ jnz Destination ; Jump if not 0\r
+ENDM\r
+\r
+LOOPjz MACRO Register, Destination\r
+ dec Register ; Counter--\r
+ jz Destination ; Jump if 0\r
+ENDM\r
+\r
+\r
+ ; ==== General Constants ====\r
+\r
+ False EQU 0\r
+ True EQU -1\r
+ nil EQU 0\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
+\r
+IFDEF FARSTRINGS\r
+\r
+ EXTRN stringaddress:far\r
+ EXTRN stringlength:far\r
+\r
+ENDIF\r
+\r
+\r
+ .Data\r
+\r
+ EVEN\r
+\r
+RND_Seed DW 7397, 29447, 802\r
+RND_Mult DW 179, 183, 182\r
+RND_ModV DW 32771, 32779, 32783\r
+\r
+CR_LF DB 13, 10 ; the CRLF data\r
+\r
+ .Code\r
+\r
+;=================\r
+;DOS_PRINT (Text$)\r
+;=================\r
+;\r
+; Prints Text Directly to DOS console w/ CR/LF\r
+;\r
+\r
+ PUBLIC DOS_PRINT\r
+\r
+DP_Stack STRUC\r
+ DW ?x4 ; DI, SI, DS, BP\r
+ DD ? ; Caller\r
+ DP_Text DW ? ; Address of Text$ Descriptor\r
+DP_Stack ENDS\r
+\r
+\r
+DOS_PRINT PROC FAR\r
+\r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ mov BP, SP ; Set up Stack Frame\r
+\r
+ mov SI, [BP].DP_Text ; Get Addr of Text$ descriptor\r
+\r
+IFDEF FARSTRINGS\r
+ push SI ; Push Addr of BC7 Decriptor Ptr\r
+ call stringaddress ; Get Address + Len of string!!!\r
+ ; DX:AX = Addr CX = Len\r
+ mov DS, DX ; DS = DX = Segment of string\r
+ mov DX, AX ; DX = AX = Offset of String\r
+ELSE\r
+ mov CX, [SI] ; put its length into CX\r
+ mov DX, [SI+02] ; now DS:DX points to the String\r
+ENDIF\r
+\r
+ jcxz @No_Print ; Don't Print if empty\r
+\r
+ mov BX, 1 ; 1= DOS Handle for Display\r
+ mov AH, 40h ; Write Text Function\r
+ int 21h ; Call DOS to do it\r
+\r
+@No_Print:\r
+ mov AX, SEG DGROUP ; Restore DGroup\r
+ mov DS, AX\r
+\r
+ mov DX, o CR_LF ; Get Addr of CR/LF pair\r
+ mov CX, 2 ; 2 Characters to Write \r
+ mov BX, 1 ; 1= DOS Handle for Display\r
+\r
+ mov AH, 40h ; Write Text Function\r
+ int 21h ; Call DOS to do it\r
+\r
+ cld ; Reset Direction Flag \r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ ret 2 ; Exit & Clean Up Stack\r
+\r
+DOS_PRINT ENDP\r
+\r
+\r
+;==================\r
+;DOS_PRINTS (Text$)\r
+;==================\r
+; \r
+; Print Text$ Directly to DOS console \r
+; without a trailing CR/LF\r
+;\r
+\r
+ PUBLIC DOS_PRINTS\r
+\r
+DOS_PRINTS PROC FAR\r
+\r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ mov BP, SP ; Set up Stack Frame\r
+\r
+ mov SI, [BP].DP_Text ; Get Addr of Text$ descriptor\r
+\r
+IFDEF FARSTRINGS\r
+ push SI ; Push Addr of BC7 Decriptor Ptr\r
+ call stringaddress ; Get Address + Len of string!!!\r
+ ; DX:AX = Addr CX = Len\r
+ mov DS, DX ; DS = DX = Segment of string\r
+ mov DX, AX ; DX = AX = Offset of String\r
+ELSE\r
+ mov CX, [SI] ; put its length into CX\r
+ mov DX, [SI+02] ; now DS:DX points to the String\r
+ENDIF\r
+\r
+ jcxz @DPS_Exit ; Don't Print if empty\r
+\r
+ mov BX, 1 ; 1= DOS Handle for Display\r
+ mov AH, 40h ; Write Text Function\r
+ int 21h ; Call DOS to do it\r
+\r
+@DPS_Exit:\r
+ cld ; Reset Direction Flag \r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ ret 2 ; Exit & Clean Up Stack\r
+\r
+DOS_PRINTS ENDP\r
+\r
+\r
+;======================\r
+;SET_VIDEO_MODE (Mode%) \r
+;======================\r
+;\r
+; Sets the Video Mode through the BIOS\r
+;\r
+\r
+ PUBLIC SET_VIDEO_MODE\r
+\r
+SVM_Stack STRUC\r
+ DW ?x4 ; DI, SI, DS, BP\r
+ DD ? ; Caller\r
+ SVM_Mode DB ?,? ; Desired Video Mode\r
+SVM_Stack ENDS\r
+\r
+\r
+SET_VIDEO_MODE PROC FAR\r
+\r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ mov BP, SP ; Set up Stack Frame\r
+\r
+ CLR AH ; Function 0\r
+ mov AL, [BP].SVM_Mode ; Get Mode #\r
+\r
+ int 10H ; Change Video Modes\r
+\r
+@SVM_Exit:\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ ret 2 ; Exit & Clean Up Stack\r
+\r
+SET_VIDEO_MODE ENDP\r
+\r
+\r
+;==============\r
+;SCAN_KEYBOARD%\r
+;==============\r
+;\r
+; Function to scan keyboard for a pressed key\r
+;\r
+\r
+ PUBLIC SCAN_KEYBOARD\r
+\r
+SCAN_KEYBOARD PROC FAR\r
+\r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+\r
+ mov AH, 01H ; Function #1\r
+ int 16H ; Call Keyboard Driver\r
+ jz @SK_NO_KEY ; Exit if Zero flag set\r
+\r
+ mov AH, 00H ; Remove Key from Buffer\r
+ int 16H ; Get Keycode in AX\r
+\r
+ or AL, AL ; Low Byte Set (Ascii?)\r
+ jz @SK_Exit ; if not, it's a F-Key\r
+\r
+ CLR AH ; Clear ScanCode if Ascii\r
+ jmp s @SK_Exit ; Return Key in AX\r
+\r
+@SK_NO_KEY:\r
+ CLR AX ; Return Nil (no Keypress)\r
+\r
+@SK_Exit:\r
+ cld ; Reset Direction Flag \r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ ret ; Exit & Clean Up Stack\r
+\r
+SCAN_KEYBOARD ENDP\r
+\r
+\r
+;====================\r
+;RANDOM_INT (MaxInt%)\r
+;====================\r
+;\r
+; Returns a pseudo-random number in the range of (0.. MaxInt-1)\r
+;\r
+\r
+\r
+ PUBLIC RANDOM_INT\r
+\r
+RI_Stack STRUC\r
+ DW ? ; BP\r
+ DD ? ; Caller\r
+ RI_MaxVal DW ? ; Maximum Value to Return + 1\r
+RI_Stack ENDS\r
+\r
+\r
+RANDOM_INT PROC FAR\r
+\r
+ push BP ; Preserve Important Registers\r
+ mov BP, SP ; Set up Stack Frame\r
+\r
+ CLR BX ; BX is the data index\r
+ CLR CX ; CX is the accumulator\r
+\r
+REPT 3\r
+ mov AX, RND_Seed[BX] ; load the initial seed\r
+ mul RND_Mult[BX] ; multiply it\r
+ div RND_ModV[BX] ; and obtain the Mod value\r
+ mov RND_Seed[BX], DX ; save that for the next time\r
+\r
+ add CX, DX ; add it into the accumulator\r
+ inc BX\r
+ inc BX ; point to the next set of values\r
+ENDM\r
+\r
+ mov AX, CX ; AX = Random #\r
+ CLR DX ; DX = 0\r
+ div [BP].RI_MaxVal ; DX = DX:AX / MAxVal Remainder\r
+\r
+ mov AX, DX\r
+\r
+ pop BP ; Restore BP\r
+ ret 2 ; back to BASIC with AX holding the result\r
+\r
+RANDOM_INT ENDP\r
+\r
+\r
+;===========\r
+;INIT_RANDOM\r
+;===========\r
+;\r
+; Scrambles the psuedo-random number sequence\r
+; (XOR's the seed value with the timer)\r
+;\r
+\r
+ PUBLIC INIT_RANDOM\r
+\r
+INIT_RANDOM PROC FAR\r
+\r
+ clr AX ; Segment = 0000\r
+ mov ES, AX\r
+ mov AX, ES:[046Ch] ; Get Timer Lo Word\r
+\r
+ xor RND_Seed, AX ; Scramble 1st Seed\r
+\r
+ ret ; Exit & Clean Up Stack\r
+\r
+INIT_RANDOM ENDP\r
+\r
+\r
+;====================\r
+;INT_SQR (X%, Round%)\r
+;====================\r
+;\r
+; Returns the Integer Square Root of (X)\r
+; Round allows the return value to be rounded to the \r
+; nearest integer value by passing 0x80. Passing 0\r
+; return the Integer Portion only. The rounding amound is\r
+; a number from 0 to 1 multiplied by 256, thus \r
+; 0.5 * 0x100 = 0x80!\r
+;\r
+\r
+ISQ_Stack STRUC\r
+ DW ?,? ; BP, DI\r
+ DD ? ; Caller\r
+ ISQ_Round DW ? ; Amount to Round Result * 256\r
+ ISQ_X DW ? ; "X"\r
+ISQ_Stack ENDS\r
+\r
+ PUBLIC INT_SQR\r
+\r
+INT_SQR PROC FAR\r
+\r
+ PUSHx BP, DI ; Save BP\r
+ mov BP, SP ; Set up Stack Frame\r
+\r
+ xor AX, AX ; {xor eax,eax}\r
+ xor DX, DX ; {xor edx,edx}\r
+ mov DI, [BP].ISQ_X ; {mov edi,x}\r
+\r
+ mov CX, 16 ; {mov cx, 32}\r
+\r
+@ISQ_L:\r
+\r
+ shl DI, 1 ; {shl edi,1}\r
+ rcl DX, 1 ; {rcl edx,1}\r
+ shl DI, 1 ; {shl edi,1}\r
+ rcl DX, 1 ; {rcl edx,1}\r
+ shl AX, 1 ; {shl eax,1}\r
+ mov BX, AX ; {mov ebx,eax}\r
+ shl BX, 1 ; {shl ebx,1}\r
+ inc BX ; {inc ebx}\r
+ cmp DX, BX ; {cmp edx,ebx}\r
+ jl @ISQ_S\r
+\r
+ sub DX, BX ; {sub edx,ebx}\r
+ inc AX ; {inc eax}\r
+\r
+@ISQ_S: \r
+ loop @ISQ_L\r
+\r
+ add ax, [BP].ISQ_Round ; {add eax,$00008000} \r
+ ; {*round* result in hi word: ie. +0.5}\r
+ shr ax, 8 ; {shr eax,16} {to ax (result)}\r
+\r
+ POPx DI, BP ; Restore Registers \r
+ ret 4 ; Exit\r
+\r
+INT_SQR ENDP\r
+\r
+\r
+;============\r
+;TIMER_COUNT&\r
+;============\r
+;\r
+; Returns the current timer value as an integer/long integer\r
+;\r
+\r
+\r
+ PUBLIC TIMER_COUNT\r
+\r
+TIMER_COUNT PROC FAR\r
+\r
+ clr AX ; Segment = 0000\r
+ mov ES, AX ; use ES to get at data\r
+ mov AX, ES:[046Ch] ; Get Timer Lo Word\r
+ mov DX, ES:[046Eh] ; Get Timer Hi Word\r
+ ret ; Exit & Return value in DX:AX\r
+\r
+TIMER_COUNT ENDP\r
+\r
+\r
+ END\r
--- /dev/null
+\r
+ ' Misc Constants\r
+\r
+CONST True = -1, False = 0, nil = 0\r
+\r
+ ' Keyboard Codes: Extended\r
+\r
+CONST KyF1 = &H3B00, KyF2 = &H3C00, KyF3 = &H3D00, KyF4 = &H3E00, KyF5 = &H3F00\r
+CONST KyF6 = &H4000, KyF7 = &H4100, KyF8 = &H4200, KyF9 = &H4300, KyF10 = &H4400\r
+\r
+CONST KyUp = &H4800, KyLeft = &H4B00, KyRight = &H4D00, KyDown = &H5000\r
+CONST KySLeft = &HCB00, KySRight = &HCD00, KySUp = &HC800, KySDown = &HD000\r
+\r
+CONST KyHome = &H4700, KyPgUp = &H4900, KyEnd = &H4F00, KyPgDn = &H5100\r
+CONST KySHome = &HC700, KySPgUp = &HC900, KySEnd = &HCF00, KySPgDn = &HD100\r
+\r
+CONST KyIns = &H5200, KyDel = &H5300, KyRvsTab = &H8F00\r
+CONST KySIns = &HC200, KySDel = &HC300\r
+\r
+CONST KyAltA = &H1E00, KyAltB = &H3000, KyAltC = &H2E00, KyAltD = &H2000\r
+CONST KyAltE = &H1200, KyAltF = &H2100, KyAltG = &H2200, KyAltH = &H2300\r
+CONST KyAltI = &H1700, KyAltJ = &H2400, KyAltK = &H2500, KyAltL = &H2600\r
+CONST KyAltM = &H3200, KyAltN = &H3100, KyAltO = &H1800, KyAltP = &H1900\r
+CONST KyAltQ = &H1000, KyAltR = &H1300, KyAltS = &H1F00, KyAltT = &H1400\r
+CONST KyAltU = &H1600, KyAltV = &H2F00, KyAltW = &H1100, KyAltX = &H2D00\r
+CONST KyAltY = &H1500, KyAltZ = &H2C00\r
+\r
+ ' Keyboard Codes: Ascii\r
+\r
+CONST KyBS = 8, KyTab = 9, KyCR = 13, KyESC = &H1B, KyClr = &H7F\r
+CONST KyPlus = 45, KyMinus = 43\r
+\r
+ ' Color Constants\r
+\r
+CONST c.BLACK = 0, c.BLUE = 1, c.GREEN = 2, c.CYAN = 3\r
+CONST c.RED = 4, c.PURPLE = 5, c.BROWN = 6, c.WHITE = 7\r
+CONST c.GREY = 8, c.bBLUE = 9, c.bGREEN = 10, c.bCYAN = 11\r
+CONST c.bRED = 12, c.bPURPLE = 13, c.YELLOW = 14, c.bWHITE = 15\r
+CONST c.BRIGHT = 8\r
+\r
+ ' From UTILS.ASM\r
+\r
+DECLARE SUB DOS.PRINT ALIAS "DOS_PRINT" (Text$)\r
+DECLARE SUB DOS.PRINTS ALIAS "DOS_PRINTS" (Text$)\r
+DECLARE SUB SET.VIDEO.MODE ALIAS "SET_VIDEO_MODE" (BYVAL Mode%)\r
+DECLARE FUNCTION SCAN.KEYBOARD% ALIAS "SCAN_KEYBOARD"\r
+DECLARE FUNCTION RANDOM.INT ALIAS "RANDOM_INT" (BYVAL MaxInt%)\r
+DECLARE SUB INIT.RANDOM ALIAS "INIT_RANDOM"\r
+DECLARE FUNCTION TIMER.COUNT& ALIAS "TIMER_COUNT"\r
+DECLARE FUNCTION INT.SQR ALIAS "INT_SQR" (BYVAL X%, BYVAL Round%)\r
+\r
--- /dev/null
+;=======================================================\r
+;=== C_UTILS.ASM - Asm Utilities for C/C++ ===\r
+;=======================================================\r
+\r
+ PAGE 255, 132\r
+\r
+ .MODEL Medium\r
+ .286\r
+\r
+ ; ==== MACROS ====\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
+ ; Macro to Clear a Register to 0\r
+\r
+CLR MACRO Register\r
+ xor Register, Register ; Set Register = 0\r
+ENDM\r
+\r
+ ; Macros to Decrement Counter & Jump on Condition\r
+\r
+LOOPx MACRO Register, Destination\r
+ dec Register ; Counter--\r
+ jnz Destination ; Jump if not 0\r
+ENDM\r
+\r
+LOOPjz MACRO Register, Destination\r
+ dec Register ; Counter--\r
+ jz Destination ; Jump if 0\r
+ENDM\r
+\r
+\r
+ ; ==== General Constants ====\r
+\r
+ False EQU 0\r
+ True EQU -1\r
+ nil EQU 0\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
+\r
+ .Data\r
+\r
+ EVEN\r
+\r
+RND_Seed DW 7397, 29447, 802\r
+RND_Mult DW 179, 183, 182\r
+RND_ModV DW 32771, 32779, 32783\r
+\r
+CR_LF DB 13, 10 ; the CRLF data\r
+\r
+ .Code\r
+\r
+;===========================================\r
+;void far pascal dos_print (far char *Text)\r
+;===========================================\r
+;\r
+; - Print Text Directly to DOS console w/ CR/LF\r
+;\r
+\r
+ PUBLIC DOS_PRINT\r
+\r
+DP_Stack STRUC\r
+ DW ?x4 ; DI, SI, DS, BP\r
+ DD ? ; Caller\r
+ DP_Text DD ? ; Far Address of Text to print\r
+DP_Stack ENDS\r
+\r
+\r
+DOS_PRINT PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ mov BP, SP ; Set up Stack Frame\r
+\r
+ lds DX, [BP].DP_Text ; Get Addr of Text$ descriptor\r
+\r
+ ; Compute Length of string\r
+\r
+ CLR CX ; Length = 0\r
+ mov SI, DX ; DS:SI = String data\r
+\r
+@@DP_Scan_it:\r
+ \r
+ cmp b [SI], 0 ; Null Byte found?\r
+ je @@DP_Got_Len ; exit loop if so\r
+\r
+ inc CX ; Len++\r
+ inc SI ; Point to next char\r
+ jmp s @@DP_Scan_it ; check again...\r
+\r
+@@DP_Got_len:\r
+\r
+ jcxz @No_Print ; Don't Print if empty\r
+\r
+ mov BX, 1 ; 1= DOS Handle for Display\r
+ mov AH, 40h ; Write Text Function\r
+ int 21h ; Call DOS to do it\r
+\r
+@No_Print:\r
+ mov AX, SEG DGROUP ; Restore DGroup\r
+ mov DS, AX\r
+\r
+ mov DX, o CR_LF ; Get Addr of CR/LF pair\r
+ mov CX, 2 ; 2 Characters to Write \r
+ mov BX, 1 ; 1= DOS Handle for Display\r
+\r
+ mov AH, 40h ; Write Text Function\r
+ int 21h ; Call DOS to do it\r
+\r
+ cld ; Reset Direction Flag \r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ ret 4 ; Exit & Clean Up Stack\r
+\r
+DOS_PRINT ENDP\r
+\r
+\r
+;===========================================\r
+;void far pascal dos_prints (char far *Text)\r
+;===========================================\r
+; \r
+; Print Text Directly to DOS console \r
+; without a trailing CR/LF\r
+;\r
+\r
+ PUBLIC DOS_PRINTS\r
+\r
+DOS_PRINTS PROC FAR\r
+\r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ mov BP, SP ; Set up Stack Frame\r
+\r
+ lds DX, [BP].DP_Text ; Get Addr of Text$ descriptor\r
+\r
+ ; Compute Length of string\r
+\r
+ CLR CX ; Length = 0\r
+ mov SI, DX ; DS:SI = String data\r
+\r
+@@DPS_Scan_it:\r
+ \r
+ cmp b [SI], 0 ; Null Byte found?\r
+ je @@DPS_Got_Len ; exit loop if so\r
+\r
+ inc CX ; Len++\r
+ inc SI ; Point to next char\r
+ jmp s @@DPS_Scan_it ; check again...\r
+\r
+@@DPS_Got_len:\r
+\r
+ jcxz @DPS_Exit ; Don't Print if empty\r
+\r
+ mov BX, 1 ; 1= DOS Handle for Display\r
+ mov AH, 40h ; Write Text Function\r
+ int 21h ; Call DOS to do it\r
+\r
+@DPS_Exit:\r
+ cld ; Reset Direction Flag \r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ ret 2 ; Exit & Clean Up Stack\r
+\r
+DOS_PRINTS ENDP\r
+\r
+\r
+;=========================================\r
+;void far pascal set_video_mode (int Mode)\r
+;=========================================\r
+;\r
+; Sets the Video Mode through the BIOS\r
+;\r
+\r
+ PUBLIC SET_VIDEO_MODE\r
+\r
+SVM_Stack STRUC\r
+ DW ?x4 ; DI, SI, DS, BP\r
+ DD ? ; Caller\r
+ SVM_Mode DB ?,? ; Desired Video Mode\r
+SVM_Stack ENDS\r
+\r
+\r
+SET_VIDEO_MODE PROC FAR\r
+\r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ mov BP, SP ; Set up Stack Frame\r
+\r
+ CLR AH ; Function 0\r
+ mov AL, [BP].SVM_Mode ; Get Mode #\r
+\r
+ int 10H ; Change Video Modes\r
+\r
+@SVM_Exit:\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ ret 2 ; Exit & Clean Up Stack\r
+\r
+SET_VIDEO_MODE ENDP\r
+\r
+\r
+;===================================\r
+;int far pascal scan_keyboard (void)\r
+;===================================\r
+;\r
+; Function to scan keyboard for a pressed key\r
+;\r
+\r
+ PUBLIC SCAN_KEYBOARD\r
+\r
+SCAN_KEYBOARD PROC FAR\r
+\r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+\r
+ mov AH, 01H ; Function #1\r
+ INT 16H ; Call Keyboard Driver\r
+ JZ @SK_NO_KEY ; Exit if Zero flag set\r
+\r
+ mov AH, 00H ; Remove Key from Buffer\r
+ INT 16H ; Get Keycode in AX\r
+\r
+ OR AL, AL ; Low Byte Set (Ascii?)\r
+ JZ @SK_Exit ; if not, it's a F-Key\r
+\r
+ CLR AH ; Clear ScanCode if Ascii\r
+ JMP s @SK_Exit ; Return Key in AX\r
+\r
+@SK_NO_KEY:\r
+ CLR AX ; Return Nil (no Keypress)\r
+\r
+@SK_Exit:\r
+ cld ; Reset Direction Flag \r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ ret ; Exit & Clean Up Stack\r
+\r
+SCAN_KEYBOARD ENDP\r
+\r
+\r
+;========================================\r
+;int far pascal random_int (int MaxValue)\r
+;========================================\r
+;\r
+; Returns a pseudo-random number in the range of (0.. MaxInt-1)\r
+;\r
+\r
+\r
+ PUBLIC RANDOM_INT\r
+\r
+RI_Stack STRUC\r
+ DW ? ; BP\r
+ DD ? ; Caller\r
+ RI_MaxVal DW ? ; Maximum Value to Return + 1\r
+RI_Stack ENDS\r
+\r
+\r
+RANDOM_INT PROC FAR\r
+\r
+ push BP ; Preserve Important Registers\r
+ mov BP, SP ; Set up Stack Frame\r
+\r
+ CLR BX ; BX is the data index\r
+ CLR CX ; CX is the accumulator\r
+\r
+REPT 3\r
+ mov AX, RND_Seed[BX] ; load the initial seed\r
+ mul RND_Mult[BX] ; multiply it\r
+ div RND_ModV[BX] ; and obtain the Mod value\r
+ mov RND_Seed[BX], DX ; save that for the next time\r
+\r
+ add CX, DX ; add it into the accumulator\r
+ inc BX\r
+ inc BX ; point to the next set of values\r
+ENDM\r
+\r
+ mov AX, CX ; AX = Random #\r
+ CLR DX ; DX = 0\r
+ div [BP].RI_MaxVal ; DX = DX:AX / MAxVal Remainder\r
+\r
+ mov AX, DX\r
+\r
+ pop BP ; Restore BP\r
+ ret 2 ; back to BASIC with AX holding the result\r
+\r
+RANDOM_INT ENDP\r
+\r
+\r
+;==================================\r
+;void far pascal init_random (void)\r
+;==================================\r
+;\r
+; Scrambles the psuedo-random number sequence\r
+; (XOR's the seed value with the timer)\r
+;\r
+\r
+ PUBLIC INIT_RANDOM\r
+\r
+INIT_RANDOM PROC FAR\r
+\r
+ CLR AX ; Segment = 0000\r
+ mov ES, AX\r
+ mov AX, ES:[046Ch] ; Get Timer Lo Word\r
+\r
+ xor RND_Seed, AX ; Scramble 1st Seed\r
+\r
+ ret ; Exit & Clean Up Stack\r
+\r
+INIT_RANDOM ENDP\r
+\r
+;=========================================\r
+;int far pascal int_sqr (int X, int Round)\r
+;=========================================\r
+;\r
+; Returns the Integer Square Root of (X)\r
+; Round allows the return value to be rounded to the \r
+; nearest integer value by passing 0x80. Passing 0\r
+; return the Integer Portion only. The rounding amound is\r
+; a number from 0 to 1 multiplied by 256, thus \r
+; 0.5 * 0x100 = 0x80!\r
+;\r
+\r
+ISQ_Stack STRUC\r
+ DW ?,? ; BP, DI\r
+ DD ? ; Caller\r
+ ISQ_Round DW ? ; Amount to Round Result * 256\r
+ ISQ_X DW ? ; "X"\r
+ISQ_Stack ENDS\r
+\r
+ PUBLIC INT_SQR\r
+\r
+INT_SQR PROC FAR\r
+\r
+ PUSHx BP, DI ; Save BP\r
+ mov BP, SP ; Set up Stack Frame\r
+\r
+ xor AX, AX ; {xor eax,eax}\r
+ xor DX, DX ; {xor edx,edx}\r
+ mov DI, [BP].ISQ_X ; {mov edi,x}\r
+\r
+ mov CX, 16 ; {mov cx, 32}\r
+\r
+@ISQ_L:\r
+\r
+ shl DI, 1 ; {shl edi,1}\r
+ rcl DX, 1 ; {rcl edx,1}\r
+ shl DI, 1 ; {shl edi,1}\r
+ rcl DX, 1 ; {rcl edx,1}\r
+ shl AX, 1 ; {shl eax,1}\r
+ mov BX, AX ; {mov ebx,eax}\r
+ shl BX, 1 ; {shl ebx,1}\r
+ inc BX ; {inc ebx}\r
+ cmp DX, BX ; {cmp edx,ebx}\r
+ jl @ISQ_S\r
+\r
+ sub DX, BX ; {sub edx,ebx}\r
+ inc AX ; {inc eax}\r
+\r
+@ISQ_S: \r
+ loop @ISQ_L\r
+\r
+ add ax, [BP].ISQ_Round ; {add eax,$00008000} \r
+ ; {*round* result in hi word: ie. +0.5}\r
+ shr ax, 8 ; {shr eax,16} {to ax (result)}\r
+\r
+ POPx DI, BP ; Restore Registers \r
+ ret 4 ; Exit\r
+\r
+INT_SQR ENDP\r
+\r
+;=================================\r
+;int far pascal timer_count (void)\r
+;=================================\r
+;\r
+; Returns the current timer value as an integer/long integer\r
+;\r
+\r
+ PUBLIC TIMER_COUNT\r
+\r
+TIMER_COUNT PROC FAR\r
+\r
+ CLR AX ; Segment = 0000\r
+ mov ES, AX\r
+ mov AX, ES:[046Ch] ; Get Timer Lo Word\r
+ mov DX, ES:[046Eh] ; Get Timer Hi Word\r
+ ret ; Exit & Clean Up Stack\r
+\r
+TIMER_COUNT ENDP\r
+\r
+\r
+ END\r
--- /dev/null
+\r
+#ifndef __C_UTILS_H\r
+#define __C_UTILS_H\r
+\r
+\r
+ /* Misc Constants */\r
+\r
+#define True -1\r
+#define False 0\r
+#define nil 0\r
+\r
+ /* Color Constants */\r
+\r
+#define c_BLACK 0\r
+#define c_BLUE 1\r
+#define c_GREEN 2\r
+#define c_CYAN 3\r
+#define c_RED 4\r
+#define c_PURPLE 5\r
+#define c_BROWN 6\r
+#define c_WHITE 7\r
+#define c_GREY 8\r
+#define c_bBLUE 9\r
+#define c_bGREEN 10\r
+#define c_bCYAN 11\r
+#define c_bRED 12\r
+#define c_bPURPLE 13\r
+#define c_YELLOW 14\r
+#define c_bWHITE 15\r
+#define c_BRIGHT 16\r
+\r
+\r
+#define Ky_F1 0x3B00\r
+#define Ky_F2 0x3C00\r
+#define Ky_F3 0x3D00\r
+#define Ky_F4 0x3E00\r
+#define Ky_F5 0x3F00\r
+#define Ky_F6 0x4000\r
+#define Ky_F7 0x4100\r
+#define Ky_F8 0x4200\r
+#define Ky_F9 0x4300\r
+#define Ky_F10 0x4400\r
+\r
+#define Ky_Up 0x4800\r
+#define Ky_Left 0x4B00\r
+#define Ky_Right 0x4D00\r
+#define Ky_Down 0x5000\r
+#define Ky_SUp 0xC800\r
+#define Ky_SLeft 0xCB00\r
+#define Ky_SRight 0xCD00\r
+#define Ky_SDown 0xD000\r
+\r
+#define Ky_Home 0x4700\r
+#define Ky_End 0x4F00\r
+#define Ky_PgUp 0x4900\r
+#define Ky_PgDn 0x5100\r
+#define Ky_SHome 0xC700\r
+#define Ky_SEnd 0xCF00\r
+#define Ky_SPgUp 0xC900\r
+#define Ky_SPgDn 0xD100\r
+\r
+#define Ky_Ins 0x5200\r
+#define Ky_Del 0x5300\r
+#define Ky_SIns 0xC200\r
+#define Ky_SDel 0xC300\r
+\r
+#define Ky_Tab 0x0009\r
+#define Ky_RvsTab 0x8F00\r
+#define Ky_STab 0x8F00\r
+\r
+#define Ky_BS 0x0008\r
+#define Ky_CR 0x000D\r
+#define Ky_ESC 0x001B\r
+#define Ky_Clr 0x007F\r
+\r
+#define Ky_Plus 0x002D\r
+#define Ky_Minus 0x002B\r
+\r
+#define Ky_AltA 0x1E00\r
+#define Ky_AltB 0x3000\r
+#define Ky_AltC 0x2E00\r
+#define Ky_AltD 0x2000\r
+#define Ky_AltE 0x1200\r
+#define Ky_AltF 0x2100\r
+#define Ky_AltG 0x2200\r
+#define Ky_AltH 0x2300\r
+#define Ky_AltI 0x1700\r
+#define Ky_AltJ 0x2400\r
+#define Ky_AltK 0x2500\r
+#define Ky_AltL 0x2600\r
+#define Ky_AltM 0x3200\r
+#define Ky_AltN 0x3100\r
+#define Ky_AltO 0x1800\r
+#define Ky_AltP 0x1900\r
+#define Ky_AltQ 0x1000\r
+#define Ky_AltR 0x1300\r
+#define Ky_AltS 0x1F00\r
+#define Ky_AltT 0x1400\r
+#define Ky_AltU 0x1600\r
+#define Ky_AltV 0x2F00\r
+#define Ky_AltW 0x1100\r
+#define Ky_AltX 0x2D00\r
+#define Ky_AltY 0x1500\r
+#define Ky_AltZ 0x2C00\r
+\r
+ /* .ASM Functions From C_UTILS.ASM */\r
+\r
+void far pascal dos_print (char far *Text);\r
+void far pascal dos_prints (char far *Text);\r
+void far pascal set_video_mode (int Mode);\r
+int far pascal scan_keyboard (void);\r
+int far pascal random_int (int MaxValue);\r
+void far pascal init_random (void);\r
+int far pascal int_sqr (int X, int Round);\r
+int far pascal timer_count (void);\r
+\r
+#endif
\ No newline at end of file
--- /dev/null
+;========================================================\r
+; MODEX.ASM - A Complete Mode X Library\r
+;\r
+; Version 1.04 Release, 3 May 1993, By Matt Pritchard\r
+; With considerable input from Michael Abrash\r
+;\r
+; The following information is donated to the public domain in\r
+; the hopes that save other programmers much frustration.\r
+;\r
+; If you do use this code in a product, it would be nice if\r
+; you include a line like "Mode X routines by Matt Pritchard"\r
+; in the credits.\r
+;\r
+; =========================================================\r
+;\r
+; All of this code is designed to be assembled with MASM 5.10a\r
+; but TASM 3.0 could be used as well.\r
+;\r
+; The routines contained are designed for use in a MEDIUM model\r
+; program. All Routines are FAR, and is assumed that a DGROUP\r
+; data segment exists and that DS will point to it on entry.\r
+;\r
+; For all routines, the AX, BX, CX, DX, ES and FLAGS registers\r
+; will not be preserved, while the DS, BP, SI and DI registers\r
+; will be preserved.\r
+;\r
+; Unless specifically noted, All Parameters are assumed to be\r
+; "PASSED BY VALUE". That is, the actual value is placed on\r
+; the stack. When a reference is passed it is assumed to be\r
+; a near pointer to a variable in the DGROUP segment.\r
+;\r
+; Routines that return a single 16-Bit integer value will\r
+; return that value in the AX register.\r
+;\r
+; This code will *NOT* run on an 8086/8088 because 80286+\r
+; specific instructions are used. If you have an 8088/86\r
+; and VGA, you can buy an 80386-40 motherboard for about\r
+; $160 and move into the 90's.\r
+;\r
+; This code is reasonably optimized: Most drawing loops have\r
+; been unrolled once and memory references are minimized by\r
+; keeping stuff in registers when possible.\r
+;\r
+; Error Trapping varies by Routine. No Clipping is performed\r
+; so the caller should verify that all coordinates are valid.\r
+;\r
+; Several Macros are used to simplify common 2 or 3 instruction\r
+; sequences. Several Single letter Text Constants also\r
+; simplify common assembler expressions like "WORD PTR".\r
+;\r
+; ------------------ Mode X Variations ------------------\r
+;\r
+; Mode # Screen Size Max Pages Aspect Ratio (X:Y)\r
+;\r
+; 0 320 x 200 4 Pages 1.2:1\r
+; 1 320 x 400 2 Pages 2.4:1\r
+; 2 360 x 200 3 Pages 1.35:1\r
+; 3 360 x 400 1 Page 2.7:1\r
+; 4 320 x 240 3 Pages 1:1\r
+; 5 320 x 480 1 Page 2:1\r
+; 6 360 x 240 3 Pages 1.125:1\r
+; 7 360 x 480 1 Page 2.25:1\r
+;\r
+; -------------------- The Legal Stuff ------------------\r
+;\r
+; No warranty, either written or implied, is made as to\r
+; the accuracy and usability of this code product. Use\r
+; at your own risk. Batteries not included. Pepperoni\r
+; and extra cheese available for an additional charge.\r
+;\r
+; ----------------------- The Author --------------------\r
+;\r
+; Matt Pritchard is a paid programmer who'd rather be\r
+; writing games. He can be reached at: P.O. Box 140264,\r
+; Irving, TX 75014 USA. Michael Abrash is a living\r
+; god, who now works for Bill Gates (Microsoft).\r
+;\r
+; -------------------- Revision History -----------------\r
+; 4-12-93: v1.02 - SET_POINT & READ_POINT now saves DI\r
+; SET_MODEX now saves SI\r
+; 5-3-93: v1.04 - added LOAD_DAC_REGISTERS and\r
+; READ_DAC_REGISTERS. Expanded CLR Macro\r
+; to handle multiple registers\r
+;\r
+ \r
+ PAGE 255, 132\r
+ \r
+ .MODEL Medium\r
+ .286\r
+ \r
+ ; ===== MACROS =====\r
+ \r
+ ; Macro to OUT a 16 bit value to an I/O port\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
+ IFDIFI <Value>, <AX> ; If AX not setup\r
+ MOV AX, Value ; then Get Data Value\r
+ ENDIF\r
+ OUT DX, AX ; Set I/O Register(s)\r
+ENDM\r
+ \r
+ ; Macro to OUT a 8 bit value to an I/O Port\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
+ IFDIFI <Value>, <AL> ; If AL not Setup\r
+ MOV AL, Value ; then Get Data Value\r
+ ENDIF\r
+ OUT DX, AL ; Set I/O Register\r
+ENDM\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
+ ; 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
+ ; Macros to Decrement Counter & Jump on Condition\r
+ \r
+LOOPx MACRO Register, Destination\r
+ DEC Register ; Counter--\r
+ JNZ Destination ; Jump if not 0\r
+ENDM\r
+ \r
+LOOPjz MACRO Register, Destination\r
+ DEC Register ; Counter--\r
+ JZ Destination ; Jump if 0\r
+ENDM\r
+ \r
+ \r
+ ; ===== General Constants =====\r
+ \r
+ False EQU 0\r
+ True EQU -1\r
+ nil EQU 0\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
+ ; ===== VGA Register Values =====\r
+ \r
+ VGA_Segment EQU 0A000h ; Vga Memory Segment\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
+ SC_Data EQU 03C5h ; VGA Sequencer Data Port\r
+ CRTC_Index EQU 03D4h ; VGA CRT 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
+ 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
+ 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
+ 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
+ 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
+ LATCHES_ON EQU 00008h ; Bit Mask + Data from Latches\r
+ LATCHES_OFF EQU 0FF08h ; Bit Mask + Data from CPU\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
+ 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
+ ; Constants Specific for these routines\r
+ \r
+ NUM_MODES EQU 8 ; # of Mode X Variations\r
+ \r
+ ; Specific Mode Data Table format...\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_XSize DW ? ; X Size Displayed on screen\r
+ M_YSize DW ? ; Y Size Displayed on screen\r
+ M_XMax DW ? ; Maximum Possible X Size\r
+ M_YMax DW ? ; Maximum Possible Y Size\r
+ M_CRTC DW ? ; Table of CRTC register values\r
+Mode_Data_Table ENDS\r
+ \r
+ ; ===== DGROUP STORAGE NEEDED (42 BYTES) =====\r
+ \r
+ .DATA?\r
+ \r
+SCREEN_WIDTH DW 0 ; Width of a line in Bytes\r
+SCREEN_HEIGHT DW 0 ; Vertical Height in Pixels\r
+ \r
+LAST_PAGE DW 0 ; # of Display Pages\r
+PAGE_ADDR DW 4 DUP (0) ; Offsets to start of each page\r
+ \r
+PAGE_SIZE DW 0 ; Size of Page in Addr Bytes\r
+ \r
+DISPLAY_PAGE DW 0 ; Page # currently displayed\r
+ACTIVE_PAGE DW 0 ; Page # currently active\r
+ \r
+CURRENT_PAGE DW 0 ; Offset of current Page\r
+CURRENT_SEGMENT DW 0 ; Segment of VGA memory\r
+ \r
+CURRENT_XOFFSET DW 0 ; Current Display X Offset\r
+CURRENT_YOFFSET DW 0 ; Current Display Y Offset\r
+ \r
+CURRENT_MOFFSET DW 0 ; Current Start Offset\r
+ \r
+MAX_XOFFSET DW 0 ; Current Display X Offset\r
+MAX_YOFFSET DW 0 ; Current Display Y Offset\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
+ .CODE\r
+ \r
+ ; ===== DATA TABLES =====\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
+ ; Bit Mask Tables for Left/Right/Character Masks\r
+ \r
+Left_Clip_Mask DB 0FH, 0EH, 0CH, 08H\r
+ \r
+Right_Clip_Mask DB 01H, 03H, 07H, 0FH\r
+ \r
+ ; Bit Patterns for converting character fonts\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
+ ; CRTC Register Values for Various Configurations\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
+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
+MODE_320_Wide: ; CRTC Setup Data for 320 Horz Pixels\r
+ DW 05F00H ; Horz total\r
+ DW 04F01H ; Horz Displayed\r
+ DW 05002H ; Start Horz Blanking\r
+ DW 08203H ; End Horz Blanking\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
+MODE_360_Wide: ; CRTC Setup Data for 360 Horz Pixels\r
+ DW 06B00H ; Horz total\r
+ DW 05901H ; Horz Displayed\r
+ DW 05A02H ; Start Horz Blanking\r
+ DW 08E03H ; End Horz Blanking\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
+MODE_200_Tall:\r
+MODE_400_Tall: ; CRTC Setup Data for 200/400 Line modes\r
+ DW 0BF06H ; Vertical Total\r
+ DW 01F07H ; Overflow\r
+ DW 09C10H ; V Sync Start\r
+ DW 08E11H ; V Sync End/Prot Cr0 Cr7\r
+ DW 08F12H ; Vertical Displayed\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
+MODE_240_Tall:\r
+MODE_480_Tall: ; CRTC Setup Data for 240/480 Line modes\r
+ DW 00D06H ; Vertical Total\r
+ DW 03E07H ; Overflow\r
+ DW 0EA10H ; V Sync Start\r
+ DW 08C11H ; V Sync End/Prot Cr0 Cr7\r
+ DW 0DF12H ; Vertical Displayed\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
+ ; Table of Display Mode Tables\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
+ ; Table of Display Mode Components\r
+ \r
+MODE_320x200: ; Data for 320 by 200 Pixels\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
+ DW o MODE_320_Wide, o MODE_200_Tall\r
+ DW o MODE_Double_Line, nil\r
+ \r
+MODE_320x400: ; Data for 320 by 400 Pixels\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
+ DW o MODE_320_Wide, o MODE_400_Tall\r
+ DW o MODE_Single_Line, nil\r
+ \r
+MODE_360x240: ; Data for 360 by 240 Pixels\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
+ DW o MODE_360_Wide, o MODE_240_Tall\r
+ DW o MODE_Double_Line , nil\r
+ \r
+MODE_360x480: ; Data for 360 by 480 Pixels\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
+ DW o MODE_360_Wide, o MODE_480_Tall\r
+ DW o MODE_Single_Line , nil\r
+ \r
+MODE_320x240: ; Data for 320 by 240 Pixels\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
+ DW o MODE_320_Wide, o MODE_240_Tall\r
+ DW o MODE_Double_Line, nil\r
+ \r
+MODE_320x480: ; Data for 320 by 480 Pixels\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
+ DW o MODE_320_WIDE, o MODE_480_Tall\r
+ DW o MODE_Single_Line, nil\r
+ \r
+MODE_360x200: ; Data for 360 by 200 Pixels\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
+ DW o MODE_360_Wide, MODE_200_Tall\r
+ DW o MODE_Double_Line, nil\r
+ \r
+MODE_360x400: ; Data for 360 by 400 Pixels\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
+ DW o MODE_360_Wide, MODE_400_Tall\r
+ DW o MODE_Single_Line, nil\r
+ \r
+ \r
+ ; ===== MODE X SETUP ROUTINES =====\r
+ \r
+;======================================================\r
+;SET_VGA_MODEX% (ModeType%, MaxXPos%, MaxYpos%, Pages%)\r
+;======================================================\r
+;\r
+; Sets Up the specified version of Mode X. Allows for\r
+; the setup of multiple video pages, and a virtual\r
+; screen which can be larger than the displayed screen\r
+; (which can then be scrolled a pixel at a time)\r
+;\r
+; ENTRY: ModeType = Desired Screen Resolution (0-7)\r
+;\r
+; 0 = 320 x 200, 4 Pages max, 1.2:1 Aspect Ratio\r
+; 1 = 320 x 400, 2 Pages max, 2.4:1 Aspect Ratio\r
+; 2 = 360 x 200, 3 Pages max, 1.35:1 Aspect Ratio\r
+; 3 = 360 x 400, 1 Page max, 2.7:1 Aspect Ratio\r
+; 4 = 320 x 240, 3 Pages max, 1:1 Aspect Ratio\r
+; 5 = 320 x 480, 1 Page max, 2:1 Aspect Ratio\r
+; 6 = 360 x 240, 3 Pages max, 1.125:1 Aspect Ratio\r
+; 7 = 360 x 480, 1 Page max, 2.25:1 Aspect Ratio\r
+;\r
+; MaxXpos = The Desired Virtual Screen Width\r
+; MaxYpos = The Desired Virtual Screen Height\r
+; Pages = The Desired # of Video Pages\r
+;\r
+; EXIT: AX = Success Flag: 0 = Failure / -1= Success\r
+;\r
+ \r
+SVM_STACK STRUC\r
+ SVM_Table DW ? ; Offset of Mode Info Table\r
+ DW ?x4 ; 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
+ PUBLIC SET_VGA_MODEX\r
+ \r
+SET_VGA_MODEX PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ SUB SP, 2 ; Allocate workspace\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ ; Check Legality of Mode Request....\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
+ 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
+ ; Check # of Requested Display Pages\r
+ \r
+ MOV CX, [BP].SVM_Pages ; Get # of Requested Pages\r
+ CLR CH ; 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
+ ; Check Validity of X Size\r
+ \r
+ AND [BP].SVM_XSize, 0FFF8h ; X size Mod 8 Must = 0\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
+ ; Check Validity of Y Size\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
+ ; Enough memory to Fit it all?\r
+ \r
+ SHR AX, 2 ; # 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
+ 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
+@SVM_BadModeSetup:\r
+ \r
+ CLR AX ; Return Value = False\r
+ JMP @SVM_Exit ; Normal Exit\r
+ \r
+@SVM_Continue:\r
+ \r
+ MOV AX, 13H ; Start with Mode 13H\r
+ INT 10H ; Let BIOS Set Mode\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
+ 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
+ MOV DX, CRTC_INDEX ; Vga Crtc Registers\r
+ ADD SI, M_CRTC ; SI -> CRTC Parameter Data\r
+ \r
+ ; Load Tables of CRTC Parameters from List of Tables\r
+ \r
+@SVM_Setup_Table:\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
+@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
+ OUT DX, AX ; Reprogram VGA CRTC reg\r
+ JMP s @SVM_Setup_CRTC ; Process Next Table Entry\r
+ \r
+ ; Initialize Page & Scroll info, DI = 0\r
+ \r
+@SVM_Set_Data:\r
+ MOV DISPLAY_PAGE, DI ; Display Page = 0\r
+ MOV ACTIVE_PAGE, DI ; Active Page = 0\r
+ MOV CURRENT_PAGE, DI ; Current Page (Offset) = 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
+ MOV AX, VGA_SEGMENT ; Segment for VGA memory\r
+ MOV CURRENT_SEGMENT, AX ; Save for Future LES's\r
+ \r
+ ; Set Logical Screen Width, X Scroll and Our Data\r
+ \r
+ MOV SI, [BP].SVM_Table ; Get Saved Ptr to Mode Info\r
+ MOV AX, [BP].SVM_Xsize ; Get Display Width\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
+ MOV SCREEN_WIDTH, AX ; Save Width in Pixels\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
+ ; Setup Data table, Y Scroll, Misc for Other Routines\r
+ \r
+ MOV AX, [BP].SVM_Ysize ; Get Logical Screen Height\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
+ 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
+ MOV CX, [BP].SVM_Pages ; Get # of Pages\r
+ MOV LAST_PAGE, CX ; Save # of Pages\r
+ \r
+ CLR BX ; Page # = 0\r
+ MOV DX, BX ; Page 0 Offset = 0\r
+ \r
+@SVM_Set_Pages:\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
+ ; Clear VGA Memory\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
+ CLD ; Block Xfer Forwards\r
+ MOV CX, 8000H ; 32K * 4 * 2 = 256K\r
+ REP STOSW ; Clear dat memory!\r
+ \r
+ ; Setup Font Pointers\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
+ MOV CHARSET_LOW, BP ; Save Char Set Offset\r
+ MOV CHARSET_LOW+2, ES ; Save Char Set Segment\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
+ MOV CHARSET_HI, BP ; Save Char Set Offset\r
+ MOV CHARSET_HI+2, ES ; Save Char Set Segment\r
+ \r
+ MOV AX, True ; Return Success Code\r
+ \r
+@SVM_EXIT:\r
+ ADD SP, 2 ; Deallocate workspace\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ RET 8 ; Exit & Clean Up Stack\r
+ \r
+SET_VGA_MODEX ENDP\r
+ \r
+ \r
+;==================\r
+;SET_MODEX% (Mode%)\r
+;==================\r
+;\r
+; Quickie Mode Set - Sets Up Mode X to Default Configuration\r
+;\r
+; ENTRY: ModeType = Desired Screen Resolution (0-7)\r
+; (See SET_VGA_MODEX for list)\r
+;\r
+; EXIT: AX = Success Flag: 0 = Failure / -1= Success\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
+ PUBLIC SET_MODEX\r
+ \r
+SET_MODEX PROC FAR\r
+ \r
+ PUSHx BP, SI ; Preserve Important registers\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ CLR AX ; 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
+ PUSH BX ; Push Mode Parameter\r
+ \r
+ SHL BX, 1 ; Scale BX to word Index\r
+ MOV SI, w MODE_TABLE[BX] ; CS:SI -> Mode Info\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
+ PUSH AX ; Push # Pages\r
+ \r
+ CALL f SET_VGA_MODEX ; Set up Mode X!\r
+ \r
+@SMX_Exit:\r
+ POPx SI, BP ; Restore Registers\r
+ RET 2 ; Exit & Clean Up Stack\r
+ \r
+SET_MODEX ENDP\r
+ \r
+ \r
+ ; ===== BASIC GRAPHICS PRIMITIVES =====\r
+ \r
+;============================\r
+;CLEAR_VGA_SCREEN (ColorNum%)\r
+;============================\r
+;\r
+; Clears the active display page\r
+;\r
+; ENTRY: ColorNum = Color Value to fill the page with\r
+;\r
+; EXIT: No meaningful values returned\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
+ PUBLIC CLEAR_VGA_SCREEN\r
+ \r
+CLEAR_VGA_SCREEN PROC FAR\r
+ \r
+ PUSHx BP, DI ; Preserve Important Registers\r
+ MOV BP, SP ; Set up Stack Frame\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
+ MOV AL, [BP].CVS_COLOR ; Get Color\r
+ MOV AH, AL ; Copy for Word Write\r
+ CLD ; Block fill Forwards\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
+ RET 2 ; Exit & Clean Up Stack\r
+ \r
+CLEAR_VGA_SCREEN ENDP\r
+ \r
+ \r
+;===================================\r
+;SET_POINT (Xpos%, Ypos%, ColorNum%)\r
+;===================================\r
+;\r
+; Plots a single Pixel on the active display page\r
+;\r
+; ENTRY: Xpos = X position to plot pixel at\r
+; Ypos = Y position to plot pixel at\r
+; ColorNum = Color to plot pixel with\r
+;\r
+; EXIT: No meaningful values returned\r
+;\r
+ \r
+SP_STACK STRUC\r
+ DW ?,? ; BP, DI\r
+ DD ? ; Caller\r
+ SETP_Color DB ?,? ; Color of Point to Plot\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
+ PUBLIC SET_POINT\r
+ \r
+SET_POINT PROC FAR\r
+ \r
+ PUSHx BP, DI ; Preserve Registers\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
+ \r
+ MOV AX, [BP].SETP_Ypos ; Get Line # of Pixel\r
+ MUL SCREEN_WIDTH ; Get Offset to Start of Line\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
+ ADD BX, AX ; Offset = Width*Ypos + Xpos/4\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
+ 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
+ RET 6 ; Exit and Clean up Stack\r
+ \r
+SET_POINT ENDP\r
+ \r
+ \r
+;==========================\r
+;READ_POINT% (Xpos%, Ypos%)\r
+;==========================\r
+;\r
+; Read the color of a pixel from the Active Display Page\r
+;\r
+; ENTRY: Xpos = X position of pixel to read\r
+; Ypos = Y position of pixel to read\r
+;\r
+; EXIT: AX = Color of Pixel at (Xpos, Ypos)\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
+ PUBLIC READ_POINT\r
+ \r
+READ_POINT PROC FAR\r
+ \r
+ PUSHx BP, DI ; Preserve Registers\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
+ \r
+ MOV AX, [BP].RP_Ypos ; Get Line # of Pixel\r
+ MUL SCREEN_WIDTH ; Get Offset to Start of Line\r
+ \r
+ MOV BX, [BP].RP_Xpos ; Get Xpos\r
+ MOV CX, BX\r
+ SHR BX, 2 ; X offset (Bytes) = Xpos/4\r
+ ADD BX, AX ; Offset = Width*Ypos + Xpos/4\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
+ MOV AL, ES:[DI+BX] ; Get Color of Pixel\r
+ \r
+ POPx DI, BP ; Restore Saved Registers\r
+ RET 4 ; Exit and Clean up Stack\r
+ \r
+READ_POINT ENDP\r
+ \r
+ \r
+;======================================================\r
+;FILL_BLOCK (Xpos1%, Ypos1%, Xpos2%, Ypos2%, ColorNum%)\r
+;======================================================\r
+;\r
+; Fills a rectangular block on the active display Page\r
+;\r
+; ENTRY: Xpos1 = Left X position of area to fill\r
+; Ypos1 = Top Y position of area to fill\r
+; Xpos2 = Right X position of area to fill\r
+; Ypos2 = Bottom Y position of area to fill\r
+; ColorNum = Color to fill area with\r
+;\r
+; EXIT: No meaningful values returned\r
+;\r
+ \r
+FB_STACK STRUC\r
+ DW ?x4 ; 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_Xpos2 DW ? ; X 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
+ PUBLIC FILL_BLOCK\r
+ \r
+FILL_BLOCK PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
+ CLD ; Direction Flag = Forward\r
+ \r
+ OUT_8 SC_INDEX, MAP_MASK ; Set up for Plane Select\r
+ \r
+ ; Validate Pixel Coordinates\r
+ ; If necessary, Swap so X1 <= X2, Y1 <= Y2\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
+ MOV [BP].FB_Ypos1, BX ; Swap Y1 and Y2 and save Y1\r
+ XCHG AX, BX ; on stack for future use\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
+ MUL SCREEN_WIDTH ; Mul Y1 by Bytes per Line\r
+ ADD DI, AX ; DI = Start of Line Y1\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
+ MOV [BP].FB_Xpos2, AX ; Swap X1 AND X2 and save X2\r
+ XCHG AX, BX ; on stack for future use\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
+@FB_NOSWAP2:\r
+ MOV DX, AX ; DX = X1 (Pixel Position)\r
+ SHR DX, 2 ; DX/4 = Bytes into Line\r
+ ADD DI, DX ; DI = Addr of Upper-Left Corner\r
+ \r
+ MOV CX, BX ; CX = X2 (Pixel Position)\r
+ SHR CX, 2 ; 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
+@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
+ ; Draw "Left Edge" vertical strip of 1-3 pixels...\r
+ \r
+ OUT_8 SC_Data, Left_Clip_Mask[SI] ; Set Left Edge Plane Mask\r
+ \r
+ MOV SI, DI ; SI = Copy of Start Addr (UL)\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
+@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
+ 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
+@FB_LEFT_CONT:\r
+ \r
+ INC DI ; Point to Middle (or Right) Block\r
+ DEC CX ; Reset CX instead of JMP @FB_RIGHT\r
+ \r
+@FB_L_PLANE_FLUSH:\r
+ INC CX ; Add in Left band to middle block\r
+ \r
+ ; DI = Addr of 1st middle Pixel (band) to fill\r
+ ; CX = # of Bands to fill -1\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
+ ; Draw "Right Edge" vertical strip of 1-3 pixels...\r
+ \r
+ OUT_8 SC_Data, Right_Clip_Mask[SI] ; Right Edge Plane Mask\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
+ 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
+@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
+ 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
+@FB_RIGHT_CONT:\r
+ \r
+ DEC CX ; Minus 1 for Middle bands\r
+ JZ @FB_EXIT ; Uh.. no Middle bands...\r
+ \r
+@FB_R_EDGE_FLUSH:\r
+ \r
+ ; DI = Addr of Upper Left block to fill\r
+ ; CX = # of Bands to fill in (width)\r
+ \r
+ OUT_8 SC_Data, ALL_PLANES ; Write to All Planes\r
+ \r
+ MOV DX, SCREEN_WIDTH ; DX = DI Increment\r
+ SUB DX, CX ; = Screen_Width-# Planes Filled\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
+@FB_MIDDLE_LOOP:\r
+ REP STOSB ; Fill in entire line\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
+ JMP s @FB_EXIT ; Outa here\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 AL, Left_Clip_Mask[SI] ; Get Left Edge Mask\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
+ OUT_8 SC_Data, AL ; Clip For Left & Right Masks\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
+@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
+ 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
+@FB_EXIT:\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ RET 10 ; Exit and Clean up Stack\r
+ \r
+FILL_BLOCK ENDP\r
+ \r
+ \r
+;=====================================================\r
+;DRAW_LINE (Xpos1%, Ypos1%, Xpos2%, Ypos2%, ColorNum%)\r
+;=====================================================\r
+;\r
+; Draws a Line on the active display page\r
+;\r
+; ENTRY: Xpos1 = X position of first point on line\r
+; Ypos1 = Y position of first point on line\r
+; Xpos2 = X position of last point on line\r
+; Ypos2 = Y position of last point on line\r
+; ColorNum = Color to draw line with\r
+;\r
+; EXIT: No meaningful values returned\r
+;\r
+ \r
+DL_STACK STRUC\r
+ DW ?x3 ; DI, SI, BP\r
+ DD ? ; Caller\r
+ DL_ColorF DB ?,? ; Line Draw Color\r
+ DL_Ypos2 DW ? ; Y pos of last point\r
+ DL_Xpos2 DW ? ; X 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
+ PUBLIC DRAW_LINE\r
+ \r
+DRAW_LINE PROC FAR\r
+ \r
+ PUSHx BP, SI, DI ; Preserve Important Registers\r
+ MOV BP, SP ; Set up Stack Frame\r
+ CLD ; Direction Flag = Forward\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
+ ; Check Line Type\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
+ XCHG SI, DI ; X2 IS > X1, SO SWAP THEM\r
+ \r
+@DL_NOSWAP1:\r
+ \r
+ ; SI = X1, DI = X2\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
+ JMP @DL_BREZHAM ; Diagonal line... go do it...\r
+ \r
+ ; This Code draws a Horizontal Line in Mode X where:\r
+ ; SI = X1, DI = X2, and AX = Y1/Y2\r
+ \r
+@DL_HORZ:\r
+ \r
+ MUL SCREEN_WIDTH ; Offset = Ypos * Screen_Width\r
+ MOV DX, AX ; CX = Line offset into Page\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
+ 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
+ SUB CX, AX ; CX = # Of Bands (-1) to set\r
+ JNZ @DL_LONGLN ; jump if longer than one segment\r
+ \r
+ AND BL, BH ; otherwise, merge clip masks\r
+ \r
+@DL_LONGLN:\r
+ \r
+ OUT_8 SC_Data, BL ; Set the Left Clip Mask\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
+ JCXZ @DL_EXIT ; Done if only one Line Segment\r
+ \r
+ DEC CX ; CX = # of Middle Segments\r
+ JZ @DL_XRSEG ; If no middle segments....\r
+ \r
+ ; Draw Middle Segments\r
+ \r
+ OUT_8 DX, ALL_PLANES ; Write to ALL Planes\r
+ \r
+ MOV AL, BL ; Get Color from BL\r
+ REP STOSB ; Draw Middle (4 Pixel) Segments\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
+ JMP s @DL_EXIT ; We Are Done...\r
+ \r
+ \r
+ ; This Code Draws A Vertical Line. On entry:\r
+ ; CH = Line Color, SI & DI = X1\r
+ \r
+@DL_VLINE:\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
+ XCHG AX, SI ; Ok, NOW Y1 < Y2\r
+ \r
+@DL_NOSWAP2:\r
+ \r
+ SUB SI, AX ; SI = Line Height (Y2-Y1+1)\r
+ INC SI\r
+ \r
+ ; AX = Y1, DI = X1, Get offset into Page into AX\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
+ ADD AX, DI ; DI = Xpos/4 + ScreenWidth * Y1\r
+ \r
+ LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
+ ADD DI, AX ; Point to Pixel X1, Y1\r
+ \r
+ ;Select Plane\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
+ MOV AL, CH ; Get Saved Color\r
+ MOV BX, SCREEN_WIDTH ; Get Offset to Advance Line By\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
+ 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
+@DL_EXIT:\r
+ \r
+ JMP @DL_EXIT2 ; Done!\r
+ \r
+ ; This code Draws a diagonal line in Mode X\r
+ \r
+@DL_BREZHAM:\r
+ LES DI, d CURRENT_PAGE ; Point to Active VGA Page\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
+ CMP BX, AX ; Y2-Y1 is?\r
+ JNC @DL_DeltaYOK ; if Y2>=Y1 then goto...\r
+ \r
+ XCHG BX, AX ; Swap em...\r
+ MOV CX, [BP].DL_Xpos2 ; Get New Starting Xpos\r
+ \r
+@DL_DeltaYOK:\r
+ MUL SCREEN_WIDTH ; Offset = SCREEN_WIDTH * Y1\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
+ ADD DI, AX ; DI = Starting pos (X1,Y1)\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
+ PUSH AX ; Save Mask,Color...\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
+ 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
+ MOV BP, SCREEN_WIDTH ; Use BP for Line width to\r
+ ; to avoid extra memory access\r
+ \r
+ SUB DX, BX ; figure Delta_Y\r
+ JNC @DL_DeltaYOK2 ; jump if Y2 >= Y1\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
+@DL_DeltaYOK2:\r
+ MOV BX, 08000H ; seed for fraction accumulator\r
+ \r
+ SUB CX, AX ; figure Delta_X\r
+ JC @DL_DrawLeft ; if negative, go left\r
+ \r
+ JMP @DL_DrawRight ; Draw Line that slopes right\r
+ \r
+@DL_DrawLeft:\r
+ \r
+ NEG CX ; abs(Delta_X)\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
+ ; Draw a Shallow line to the left in Mode X\r
+ \r
+@DL_ShallowLeft:\r
+ CLR AX ; 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
+ 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
+ ; Loop (x2) to Draw Pixels, Move Left, and Maybe Down...\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
+ ADD SI, BX ; add numerator to accumulator\r
+ JNC @DL_SLLL2nc ; move down on carry\r
+ \r
+ ADD DI, BP ; Move Down one line...\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
+ MOV ES:[DI], AH ; set pixel\r
+ LOOPjz CX, @DL_SLLExit ; Delta_X--, Exit if done\r
+ \r
+ ADD SI, BX ; add numerator to accumulator,\r
+ JNC @DL_SLLL3nc ; move down on carry\r
+ \r
+ ADD DI, BP ; Move Down one line...\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
+ 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
+ JMP s @DL_SLLLoop ; loop until done\r
+ \r
+@DL_SLLExit:\r
+ JMP @DL_EXIT2 ; and exit\r
+ \r
+ ; Draw a steep line to the left in Mode X\r
+ \r
+@DL_SteepLeft:\r
+ CLR AX ; 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
+ 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
+ ; Loop (x2) to Draw Pixels, Move Down, and Maybe left\r
+ \r
+@DL_STLLoop:\r
+ \r
+ MOV ES:[DI], AH ; set first pixel\r
+ LOOPjz CX, @DL_STLExit ; Delta_Y--, Exit if done\r
+ \r
+ ADD SI, BX ; add numerator to accumulator\r
+ JNC @DL_STLnc2 ; No carry, just move down!\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
+@DL_STLnc2:\r
+ ADD DI, BP ; advance to next line.\r
+ \r
+ MOV ES:[DI], AH ; set pixel\r
+ LOOPjz CX, @DL_STLExit ; Delta_Y--, Exit if done\r
+ \r
+ ADD SI, BX ; add numerator to accumulator\r
+ JNC @DL_STLnc3 ; No carry, just move down!\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
+@DL_STLnc3:\r
+ ADD DI, BP ; advance to next line.\r
+ JMP s @DL_STLLoop ; Loop until done\r
+ \r
+@DL_STLExit:\r
+ JMP @DL_EXIT2 ; and exit\r
+ \r
+ ; Draw a line that goes to the Right...\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
+ ; Draw a Shallow line to the Right in Mode X\r
+ \r
+@DL_ShallowRight:\r
+ CLR AX ; 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
+ 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
+ ; Loop (x2) to Draw Pixels, Move Right, and Maybe Down...\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
+ ADD SI, BX ; add numerator to accumulator\r
+ JNC @DL_SLR2nc ; don't move down if carry not set\r
+ \r
+ ADD DI, BP ; Move Down one line...\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
+ MOV ES:[DI], AH ; set pixel\r
+ LOOPjz CX, @DL_SLRExit ; Delta_X--, Exit if done..\r
+ \r
+ ADD SI, BX ; add numerator to accumulator\r
+ JNC @DL_SLR3nc ; don't move down if carry not set\r
+ \r
+ ADD DI, BP ; Move Down one line...\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
+@DL_SLRExit:\r
+ JMP @DL_EXIT2 ; and exit\r
+ \r
+ ; Draw a Steep line to the Right in Mode X\r
+ \r
+@DL_SteepRight:\r
+ CLR AX ; 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
+ 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
+ ; Loop (x2) to Draw Pixels, Move Down, and Maybe Right\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
+ ADD SI, BX ; add numerator to accumulator\r
+ JNC @STRnc2 ; if no carry then just go down...\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
+@STRnc2:\r
+ ADD DI, BP ; advance to next line.\r
+ \r
+ MOV ES:[DI], AH ; set pixel\r
+ LOOPjz CX, @DL_EXIT2 ; Delta_Y--, Exit if Done\r
+ \r
+ ADD SI, BX ; add numerator to accumulator\r
+ JNC @STRnc3 ; if no carry then just go down...\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
+@STRnc3:\r
+ ADD DI, BP ; advance to next line.\r
+ JMP s @STRLoop ; loop till done\r
+ \r
+@DL_EXIT2:\r
+ POPx DI, SI, BP ; Restore Saved Registers\r
+ RET 10 ; Exit and Clean up Stack\r
+ \r
+DRAW_LINE ENDP\r
+ \r
+ \r
+ ; ===== DAC COLOR REGISTER ROUTINES =====\r
+ \r
+;=================================================\r
+;SET_DAC_REGISTER (Register%, Red%, Green%, Blue%)\r
+;=================================================\r
+;\r
+; Sets a single (RGB) Vga Palette Register\r
+;\r
+; ENTRY: Register = The DAC # to modify (0-255)\r
+; Red = The new Red Intensity (0-63)\r
+; Green = The new Green Intensity (0-63)\r
+; Blue = The new Blue Intensity (0-63)\r
+;\r
+; EXIT: No meaningful values returned\r
+;\r
+ \r
+SDR_STACK STRUC\r
+ DW ? ; BP\r
+ DD ? ; Caller\r
+ SDR_Blue DB ?,? ; Blue Data Value\r
+ SDR_Green DB ?,? ; Green Data Value\r
+ SDR_Red DB ?,? ; Red Data Value\r
+ SDR_Register DB ?,? ; Palette Register #\r
+SDR_STACK ENDS\r
+ \r
+ PUBLIC SET_DAC_REGISTER\r
+ \r
+SET_DAC_REGISTER PROC FAR\r
+ \r
+ PUSH BP ; Save BP\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ ; Select which DAC Register to modify\r
+ \r
+ OUT_8 DAC_WRITE_ADDR, [BP].SDR_Register\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
+ POP BP ; Restore Registers\r
+ RET 8 ; Exit & Clean Up Stack\r
+ \r
+SET_DAC_REGISTER ENDP\r
+ \r
+;====================================================\r
+;GET_DAC_REGISTER (Register%, &Red%, &Green%, &Blue%)\r
+;====================================================\r
+;\r
+; Reads the RGB Values of a single Vga Palette Register\r
+;\r
+; ENTRY: Register = The DAC # to read (0-255)\r
+; Red = Offset to Red Variable in DS\r
+; Green = Offset to Green Variable in DS\r
+; Blue = Offset to Blue Variable in DS\r
+;\r
+; EXIT: The values of the integer variables Red,\r
+; Green, and Blue are set to the values\r
+; taken from the specified DAC register.\r
+;\r
+ \r
+GDR_STACK STRUC\r
+ DW ? ; BP\r
+ DD ? ; Caller\r
+ GDR_Blue DW ? ; Addr of Blue Data Value in DS\r
+ GDR_Green DW ? ; Addr of Green Data Value in DS\r
+ GDR_Red DW ? ; Addr of Red Data Value in DS\r
+ GDR_Register DB ?,? ; Palette Register #\r
+GDR_STACK ENDS\r
+ \r
+ PUBLIC GET_DAC_REGISTER\r
+ \r
+GET_DAC_REGISTER PROC FAR\r
+ \r
+ PUSH BP ; Save BP\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ ; Select which DAC Register to read in\r
+ \r
+ OUT_8 DAC_READ_ADDR, [BP].GDR_Register\r
+ \r
+ MOV DX, PEL_DATA_REG ; Dac Data Register\r
+ CLR AX ; 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
+ IN AL, DX ; Read Green Value\r
+ MOV BX, [BP].GDR_Green ; Get Address of Green%\r
+ MOV [BX], AX ; *Green% = AX\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
+ POP BP ; Restore Registers\r
+ RET 8 ; Exit & Clean Up Stack\r
+ \r
+GET_DAC_REGISTER ENDP\r
+ \r
+ \r
+;===========================================================\r
+;LOAD_DAC_REGISTERS (SEG PalData, StartReg%, EndReg%, Sync%)\r
+;===========================================================\r
+;\r
+; Sets a Block of Vga Palette Registers\r
+;\r
+; ENTRY: PalData = Far Pointer to Block of palette data\r
+; StartReg = First Register # in range to set (0-255)\r
+; EndReg = Last Register # in Range to set (0-255)\r
+; Sync = Wait for Vertical Retrace Flag (Boolean)\r
+;\r
+; EXIT: No meaningful values returned\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
+LDR_STACK STRUC\r
+ DW ?x3 ; 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
+ PUBLIC LOAD_DAC_REGISTERS\r
+ \r
+LOAD_DAC_REGISTERS PROC FAR\r
+ \r
+ PUSHx BP, DS, SI ; Save Registers\r
+ mov BP, SP ; Set up Stack Frame\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
+ call f SYNC_DISPLAY ; wait for vsync\r
+ \r
+ ; Determine register #'s, size to copy, etc\r
+ \r
+@LDR_Load:\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
+ mov AL, [BP].LDR_StartReg ; Get Start Register\r
+ mov BL, [BP].LDR_EndReg ; Get End Register\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 OUTs forward\r
+ out DX, AL ; set up correct register #\r
+ \r
+ ; Load a block of DAC Registers\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
+ ret 10 ; Exit & Clean Up Stack\r
+ \r
+LOAD_DAC_REGISTERS ENDP\r
+ \r
+ \r
+;====================================================\r
+;READ_DAC_REGISTERS (SEG PalData, StartReg%, EndReg%)\r
+;====================================================\r
+;\r
+; Reads a Block of Vga Palette Registers\r
+;\r
+; ENTRY: PalData = Far Pointer to block to store palette data\r
+; StartReg = First Register # in range to read (0-255)\r
+; EndReg = Last Register # in Range to read (0-255)\r
+;\r
+; EXIT: No meaningful values returned\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
+RDR_STACK STRUC\r
+ DW ?x3 ; 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
+ PUBLIC READ_DAC_REGISTERS\r
+ \r
+READ_DAC_REGISTERS PROC FAR\r
+ \r
+ PUSHx BP, ES, DI ; Save Registers\r
+ mov BP, SP ; Set up Stack Frame\r
+ \r
+ ; Determine register #'s, size to copy, etc\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
+ mov AL, [BP].RDR_StartReg ; Get Start Register\r
+ mov BL, [BP].RDR_EndReg ; Get End Register\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
+ ; Read a block of DAC Registers\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
+ ret 8 ; Exit & Clean Up Stack\r
+ \r
+READ_DAC_REGISTERS ENDP\r
+ \r
+ \r
+ ; ===== PAGE FLIPPING AND SCROLLING ROUTINES =====\r
+ \r
+;=========================\r
+;SET_ACTIVE_PAGE (PageNo%)\r
+;=========================\r
+;\r
+; Sets the active display Page to be used for future drawing\r
+;\r
+; ENTRY: PageNo = Display Page to make active\r
+; (values: 0 to Number of Pages - 1)\r
+;\r
+; EXIT: No meaningful values returned\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
+ PUBLIC SET_ACTIVE_PAGE\r
+ \r
+SET_ACTIVE_PAGE PROC FAR\r
+ \r
+ PUSH BP ; Preserve Registers\r
+ MOV BP, SP ; Set up Stack Frame\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
+ MOV ACTIVE_PAGE, BX ; Set Active Page #\r
+ \r
+ SHL BX, 1 ; Scale Page # to Word\r
+ MOV AX, PAGE_ADDR[BX] ; Get offset to Page\r
+ \r
+ MOV CURRENT_PAGE, AX ; And set for future LES's\r
+ \r
+@SAP_Exit:\r
+ POP BP ; Restore Registers\r
+ RET 2 ; Exit and Clean up Stack\r
+ \r
+SET_ACTIVE_PAGE ENDP\r
+ \r
+ \r
+;================\r
+;GET_ACTIVE_PAGE%\r
+;================\r
+;\r
+; Returns the Video Page # currently used for Drawing\r
+;\r
+; ENTRY: No Parameters are passed\r
+;\r
+; EXIT: AX = Current Video Page used for Drawing\r
+;\r
+ \r
+ PUBLIC GET_ACTIVE_PAGE\r
+ \r
+GET_ACTIVE_PAGE PROC FAR\r
+ \r
+ MOV AX, ACTIVE_PAGE ; Get Active Page #\r
+ RET ; Exit and Clean up Stack\r
+ \r
+GET_ACTIVE_PAGE ENDP\r
+ \r
+ \r
+;===============================\r
+;SET_DISPLAY_PAGE (DisplayPage%)\r
+;===============================\r
+;\r
+; Sets the currently visible display page.\r
+; When called this routine syncronizes the display\r
+; to the vertical blank.\r
+;\r
+; ENTRY: PageNo = Display Page to show on the screen\r
+; (values: 0 to Number of Pages - 1)\r
+;\r
+; EXIT: No meaningful values returned\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
+ PUBLIC SET_DISPLAY_PAGE\r
+ \r
+SET_DISPLAY_PAGE PROC FAR\r
+ \r
+ PUSH BP ; Preserve Registers\r
+ MOV BP, SP ; Set up Stack Frame\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
+ MOV DISPLAY_PAGE, BX ; Set Display Page #\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
+ ; Wait if we are currently in a Vertical Retrace\r
+ \r
+ MOV DX, INPUT_1 ; Input Status #1 Register\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
+ ; Set the Start Display Address to the new page\r
+ \r
+ MOV DX, CRTC_Index ; We Change the VGA Sequencer\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
+ 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
+ ; Wait for a Vertical Retrace to smooth out things\r
+ \r
+ MOV DX, INPUT_1 ; Input Status #1 Register\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
+ ; Now Set Display Starting Address\r
+ \r
+ \r
+@SDP_Exit:\r
+ POP BP ; Restore Registers\r
+ RET 2 ; Exit and Clean up Stack\r
+ \r
+SET_DISPLAY_PAGE ENDP\r
+ \r
+ \r
+;=================\r
+;GET_DISPLAY_PAGE%\r
+;=================\r
+;\r
+; Returns the Video Page # currently displayed\r
+;\r
+; ENTRY: No Parameters are passed\r
+;\r
+; EXIT: AX = Current Video Page being displayed\r
+;\r
+ \r
+ PUBLIC GET_DISPLAY_PAGE\r
+ \r
+GET_DISPLAY_PAGE PROC FAR\r
+ \r
+ MOV AX, DISPLAY_PAGE ; Get Display Page #\r
+ RET ; Exit & Clean Up Stack\r
+ \r
+GET_DISPLAY_PAGE ENDP\r
+ \r
+ \r
+;=======================================\r
+;SET_WINDOW (DisplayPage%, Xpos%, Ypos%)\r
+;=======================================\r
+;\r
+; Since a Logical Screen can be larger than the Physical\r
+; Screen, Scrolling is possible. This routine sets the\r
+; Upper Left Corner of the Screen to the specified Pixel.\r
+; Also Sets the Display page to simplify combined page\r
+; flipping and scrolling. When called this routine\r
+; syncronizes the display to the vertical blank.\r
+;\r
+; ENTRY: DisplayPage = Display Page to show on the screen\r
+; Xpos = # of pixels to shift screen right\r
+; Ypos = # of lines to shift screen down\r
+;\r
+; EXIT: No meaningful values returned\r
+;\r
+ \r
+SW_STACK STRUC\r
+ DW ? ; BP\r
+ DD ? ; Caller\r
+ SW_Ypos DW ? ; Y pos of UL Screen Corner\r
+ SW_Xpos DW ? ; X pos of UL Screen Corner\r
+ SW_Page DW ? ; (new) Display Page\r
+SW_STACK ENDS\r
+ \r
+ PUBLIC SET_WINDOW\r
+ \r
+SET_WINDOW PROC FAR\r
+ \r
+ PUSH BP ; Preserve Registers\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ ; Check if our Scroll Offsets are Valid\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
+ 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
+ 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
+ ; Compute proper Display start address to use\r
+ \r
+ MUL SCREEN_WIDTH ; AX = YOffset * Line Width\r
+ SHR CX, 2 ; CX / 4 = Bytes into Line\r
+ ADD AX, CX ; AX = Offset of Upper Left Pixel\r
+ \r
+ MOV CURRENT_MOFFSET, AX ; Save Offset Info\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
+ MOV DX, INPUT_1 ; Input Status #1 Register\r
+ \r
+ ; Wait if we are currently in a Vertical Retrace\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
+ ; Set the Start Display Address to the new window\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
+ 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
+ ; Wait for a Vertical Retrace to smooth out things\r
+ \r
+ MOV DX, INPUT_1 ; Input Status #1 Register\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
+ ; Now Set the Horizontal Pixel Pan values\r
+ \r
+ OUT_8 ATTRIB_Ctrl, PIXEL_PAN_REG ; Select Pixel Pan Register\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
+@SW_Exit:\r
+ POP BP ; Restore Saved Registers\r
+ RET 6 ; Exit and Clean up Stack\r
+ \r
+SET_WINDOW ENDP\r
+ \r
+ \r
+;=============\r
+;GET_X_OFFSET%\r
+;=============\r
+;\r
+; Returns the X coordinate of the Pixel currently display\r
+; in the upper left corner of the display\r
+;\r
+; ENTRY: No Parameters are passed\r
+;\r
+; EXIT: AX = Current Horizontal Scroll Offset\r
+;\r
+ \r
+ PUBLIC GET_X_OFFSET\r
+ \r
+GET_X_OFFSET PROC FAR\r
+ \r
+ MOV AX, CURRENT_XOFFSET ; Get current horz offset\r
+ RET ; Exit & Clean Up Stack\r
+ \r
+GET_X_OFFSET ENDP\r
+ \r
+ \r
+;=============\r
+;GET_Y_OFFSET%\r
+;=============\r
+;\r
+; Returns the Y coordinate of the Pixel currently display\r
+; in the upper left corner of the display\r
+;\r
+; ENTRY: No Parameters are passed\r
+;\r
+; EXIT: AX = Current Vertical Scroll Offset\r
+;\r
+ \r
+ PUBLIC GET_Y_OFFSET\r
+ \r
+GET_Y_OFFSET PROC FAR\r
+ \r
+ MOV AX, CURRENT_YOFFSET ; Get current vertical offset\r
+ RET ; Exit & Clean Up Stack\r
+ \r
+GET_Y_OFFSET ENDP\r
+ \r
+ \r
+;============\r
+;SYNC_DISPLAY\r
+;============\r
+;\r
+; Pauses the computer until the next Vertical Retrace starts\r
+;\r
+; ENTRY: No Parameters are passed\r
+;\r
+; EXIT: No meaningful values returned\r
+;\r
+ \r
+ PUBLIC SYNC_DISPLAY\r
+ \r
+SYNC_DISPLAY PROC FAR\r
+ \r
+ MOV DX, INPUT_1 ; Input Status #1 Register\r
+ \r
+ ; Wait for any current retrace to end\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
+ ; Wait for the start of the next vertical retrace\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
+ RET ; Exit & Clean Up Stack\r
+ \r
+SYNC_DISPLAY ENDP\r
+ \r
+ \r
+ ; ===== TEXT DISPLAY ROUTINES =====\r
+ \r
+;==================================================\r
+;GPRINTC (CharNum%, Xpos%, Ypos%, ColorF%, ColorB%)\r
+;==================================================\r
+;\r
+; Draws an ASCII Text Character using the currently selected\r
+; 8x8 font on the active display page. It would be a simple\r
+; exercise to make this routine process variable height fonts.\r
+;\r
+; ENTRY: CharNum = ASCII character # to draw\r
+; Xpos = X position to draw Character at\r
+; Ypos = Y position of to draw Character at\r
+; ColorF = Color to draw text character in\r
+; ColorB = Color to set background to\r
+;\r
+; EXIT: No meaningful values returned\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
+ DD ? ; Caller\r
+ GPC_ColorB DB ?,? ; Background Color\r
+ GPC_ColorF DB ?,? ; Text Color\r
+ GPC_Ypos DW ? ; Y Position to Print at\r
+ GPC_Xpos DW ? ; X position to Print at\r
+ GPC_Char DB ?,? ; Character to Print\r
+GPC_STACK ENDS\r
+ \r
+ PUBLIC GPRINTC\r
+ \r
+GPRINTC PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ SUB SP, 8 ; Allocate WorkSpace on Stack\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ LES DI, d CURRENT_PAGE ; Point to Active VGA Page\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
+ MUL [BP].GPC_Ypos ; Start of Line = Ypos * Width\r
+ ADD DI, AX ; DI -> Start of Line Ypos\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
+ ADD DI, AX ; DI -> (Xpos, Ypos)\r
+ \r
+ ;Get Source ADDR of Character Bit Map & Save\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
+ 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
+@GPC_LowChar:\r
+ \r
+ MOV BX, CHARSET_LOW ; BX = Char Set Ptr:Offset\r
+ MOV DX, CHARSET_LOW+2 ; DX = Char Set Ptr:Segment\r
+ \r
+@GPC_Set_Char:\r
+ MOV [BP].GPC_T_SETS, DX ; Save Segment on Stack\r
+ \r
+ MOV AH, 0 ; Valid #'s are 0..127\r
+ SHL AX, 3 ; * 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
+ 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
+ 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
+ ;Get segment of character map\r
+ \r
+ OUT_8 SC_Index, MAP_MASK ; Setup Plane selections\r
+ INC DX ; DX -> SC_Data\r
+ \r
+ MOV AL, 08 ; 8 Lines to Process\r
+ MOV [BP].GPC_Lines, AL ; Save on Stack\r
+ \r
+ MOV DS, [BP].GPC_T_SETS ; Point to character set\r
+ \r
+@GPC_DECODE_CHAR_BYTE:\r
+ \r
+ MOV SI, [BP].GPC_T_SETO ; Get DS:SI = String\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
+ 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
+ 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
+@GPC_NO_LEFT1BITS:\r
+ XOR AL, CH ; Invert mask for Background\r
+ JZ @GPC_NO_LEFT0BITS ; Hey, no need for this\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
+ ;Now Do Middle/Last Band\r
+ \r
+@GPC_NO_LEFT0BITS:\r
+ INC DI ; Point to next Byte\r
+ ROL BX, 4 ; 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
+ 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
+@GPC_NO_MIDDLE1BITS:\r
+ XOR AL, ALL_PLANES ; Invert mask for Background\r
+ JZ @GPC_NO_MIDDLE0BITS ; Hey, no need for this\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
+@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
+ INC DI ; Point to next Byte\r
+ ROL BX, 4 ; 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
+ 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
+@GPC_NO_RIGHT1BITS:\r
+ \r
+ XOR AL, CH ; Invert mask for Background\r
+ JZ @GPC_NO_RIGHT0BITS ; Hey, no need for this\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
+@GPC_NO_RIGHT0BITS:\r
+ DEC DI ; Adjust for Next Line Advance\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
+ DEC [BP].GPC_Lines ; Count Down Lines\r
+ JZ @GPC_EXIT ; Ok... Done!\r
+ \r
+ JMP @GPC_DECODE_CHAR_BYTE ; Again! Hey!\r
+ \r
+@GPC_EXIT:\r
+ ADD SP, 08 ; Deallocate stack workspace\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ RET 10 ; Exit and Clean up Stack\r
+ \r
+GPRINTC ENDP\r
+ \r
+ \r
+;==========================================\r
+;TGPRINTC (CharNum%, Xpos%, Ypos%, ColorF%)\r
+;==========================================\r
+;\r
+; Transparently draws an ASCII Text Character using the\r
+; currently selected 8x8 font on the active display page.\r
+;\r
+; ENTRY: CharNum = ASCII character # to draw\r
+; Xpos = X position to draw Character at\r
+; Ypos = Y position of to draw Character at\r
+; ColorF = Color to draw text character in\r
+;\r
+; EXIT: No meaningful values returned\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
+ 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
+ PUBLIC TGPRINTC\r
+ \r
+TGPRINTC PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ SUB SP, 8 ; Allocate WorkSpace on Stack\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ LES DI, d CURRENT_PAGE ; Point to Active VGA Page\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
+ MUL [BP].TGP_Ypos ; Start of Line = Ypos * Width\r
+ ADD DI, AX ; DI -> Start of Line Ypos\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
+ ADD DI, AX ; DI -> (Xpos, Ypos)\r
+ \r
+ ;Get Source ADDR of Character Bit Map & Save\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
+ 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
+@TGP_LowChar:\r
+ \r
+ MOV BX, CHARSET_LOW ; BX = Char Set Ptr:Offset\r
+ MOV DX, CHARSET_LOW+2 ; DX = Char Set Ptr:Segment\r
+ \r
+@TGP_Set_Char:\r
+ MOV [BP].TGP_T_SETS, DX ; Save Segment on Stack\r
+ \r
+ MOV AH, 0 ; Valid #'s are 0..127\r
+ SHL AX, 3 ; * 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
+ 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
+ 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
+ ;Get segment of character map\r
+ \r
+ OUT_8 SC_Index, MAP_MASK ; Setup Plane selections\r
+ INC DX ; DX -> SC_Data\r
+ \r
+ MOV AL, 08 ; 8 Lines to Process\r
+ MOV [BP].TGP_Lines, AL ; Save on Stack\r
+ \r
+ MOV DS, [BP].TGP_T_SETS ; Point to character set\r
+ \r
+@TGP_DECODE_CHAR_BYTE:\r
+ \r
+ MOV SI, [BP].TGP_T_SETO ; Get DS:SI = String\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
+ MOV AH, [BP].TGP_ColorF ; Get Foreground Color\r
+ \r
+ CLR BL ; 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
+ OUT DX, AL ; Set up Screen Mask\r
+ MOV ES:[DI], AH ; Write Foreground color\r
+ \r
+ ;Now Do Middle/Last Band\r
+ \r
+@TGP_NO_LEFT1BITS:\r
+ \r
+ INC DI ; Point to next Byte\r
+ ROL BX, 4 ; 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
+ OUT DX, AL ; Set up Screen Mask\r
+ MOV ES:[DI], AH ; Write Foreground color\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
+ INC DI ; Point to next Byte\r
+ ROL BX, 4 ; 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
+ OUT DX, AL ; Set up Screen Mask\r
+ MOV ES:[DI], AH ; Write Foreground color\r
+ \r
+@TGP_NO_RIGHT1BITS:\r
+ \r
+ DEC DI ; Adjust for Next Line Advance\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
+ DEC [BP].TGP_Lines ; Count Down Lines\r
+ JZ @TGP_EXIT ; Ok... Done!\r
+ \r
+ JMP @TGP_DECODE_CHAR_BYTE ; Again! Hey!\r
+ \r
+@TGP_EXIT:\r
+ ADD SP, 08 ; Deallocate stack workspace\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ RET 8 ; Exit and Clean up Stack\r
+ \r
+TGPRINTC ENDP\r
+ \r
+ \r
+;===============================================================\r
+;PRINT_STR (SEG String, MaxLen%, Xpos%, Ypos%, ColorF%, ColorB%)\r
+;===============================================================\r
+;\r
+; Routine to quickly Print a null terminated ASCII string on the\r
+; active display page up to a maximum length.\r
+;\r
+; ENTRY: String = Far Pointer to ASCII string to print\r
+; MaxLen = # of characters to print if no null found\r
+; Xpos = X position to draw Text at\r
+; Ypos = Y position of to draw Text at\r
+; ColorF = Color to draw text in\r
+; ColorB = Color to set background to\r
+;\r
+; EXIT: No meaningful values returned\r
+;\r
+ \r
+PS_STACK STRUC\r
+ DW ?x4 ; DI, SI, DS, BP\r
+ DD ? ; Caller\r
+ PS_ColorB DW ? ; Background Color\r
+ PS_ColorF DW ? ; Text Color\r
+ PS_Ypos DW ? ; Y Position to Print at\r
+ PS_Xpos DW ? ; X position to Print at\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
+ PUBLIC PRINT_STR\r
+ \r
+PRINT_STR PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+@PS_Print_It:\r
+ \r
+ MOV CX, [BP].PS_Len ; Get Remaining text Length\r
+ JCXZ @PS_Exit ; Exit when out of text\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
+ DEC [BP].PS_Len ; Remaining Text length--\r
+ INC [BP].PS_Text ; Point to Next text char\r
+ \r
+ ; Set up Call to GPRINTC\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
+ MOV BX, [BP].PS_Ypos ; Get Ypos\r
+ PUSH BX ; Set Ypos Parameter\r
+ \r
+ MOV BX, [BP].PS_ColorF ; Get Text Color\r
+ PUSH BX ; Set ColorF Parameter\r
+ \r
+ MOV BX, [BP].PS_ColorB ; Get Background Color\r
+ PUSH BX ; Set ColorB Parameter\r
+ \r
+ CALL f GPRINTC ; Print Character!\r
+ JMP s @PS_Print_It ; Process next character\r
+ \r
+@PS_Exit:\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ RET 14 ; Exit and Clean up Stack\r
+ \r
+PRINT_STR ENDP\r
+ \r
+ \r
+;================================================================\r
+;TPRINT_STR (SEG String, MaxLen%, Xpos%, Ypos%, ColorF%, ColorB%)\r
+;================================================================\r
+;\r
+; Routine to quickly transparently Print a null terminated ASCII\r
+; string on the active display page up to a maximum length.\r
+;\r
+; ENTRY: String = Far Pointer to ASCII string to print\r
+; MaxLen = # of characters to print if no null found\r
+; Xpos = X position to draw Text at\r
+; Ypos = Y position of to draw Text at\r
+; ColorF = Color to draw text in\r
+;\r
+; EXIT: No meaningful values returned\r
+;\r
+ \r
+TPS_STACK STRUC\r
+ DW ?x4 ; DI, SI, DS, BP\r
+ DD ? ; Caller\r
+ TPS_ColorF DW ? ; Text Color\r
+ TPS_Ypos DW ? ; Y Position to Print at\r
+ TPS_Xpos DW ? ; X 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
+ PUBLIC TPRINT_STR\r
+ \r
+TPRINT_STR PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+@TPS_Print_It:\r
+ \r
+ MOV CX, [BP].TPS_Len ; Get Remaining text Length\r
+ JCXZ @TPS_Exit ; Exit when out of text\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
+ DEC [BP].TPS_Len ; Remaining Text length--\r
+ INC [BP].TPS_Text ; Point to Next text char\r
+ \r
+ ; Set up Call to TGPRINTC\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
+ MOV BX, [BP].TPS_Ypos ; Get Ypos\r
+ PUSH BX ; Set Ypos Parameter\r
+ \r
+ MOV BX, [BP].TPS_ColorF ; Get Text Color\r
+ PUSH BX ; Set ColorF Parameter\r
+ \r
+ CALL f TGPRINTC ; Print Character!\r
+ JMP s @TPS_Print_It ; Process next character\r
+ \r
+@TPS_Exit:\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ RET 12 ; Exit and Clean up Stack\r
+ \r
+TPRINT_STR ENDP\r
+ \r
+ \r
+;===========================================\r
+;SET_DISPLAY_FONT(SEG FontData, FontNumber%)\r
+;===========================================\r
+;\r
+; Allows the user to specify their own font data for\r
+; wither the lower or upper 128 characters.\r
+;\r
+; ENTRY: FontData = Far Pointer to Font Bitmaps\r
+; FontNumber = Which half of set this is\r
+; = 0, Lower 128 characters\r
+; = 1, Upper 128 characters\r
+;\r
+; EXIT: No meaningful values returned\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
+ PUBLIC SET_DISPLAY_FONT\r
+ \r
+SET_DISPLAY_FONT PROC FAR\r
+ \r
+ PUSH BP ; Preserve Registers\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ LES DI, [BP].SDF_Font ; Get Far Ptr to Font\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
+ MOV SI, o CHARSET_HI ; Ah, really it's 128-255\r
+ \r
+@SDF_Set_Font:\r
+ MOV [SI], DI ; Set Font Pointer Offset\r
+ MOV [SI+2], ES ; Set Font Pointer Segment\r
+ \r
+ POP BP ; Restore Registers\r
+ RET 6 ; We are Done.. Outa here\r
+ \r
+SET_DISPLAY_FONT ENDP\r
+ \r
+ \r
+ ; ===== BITMAP (SPRITE) DISPLAY ROUTINES =====\r
+ \r
+;======================================================\r
+;DRAW_BITMAP (SEG Image, Xpos%, Ypos%, Width%, Height%)\r
+;======================================================\r
+;\r
+; Draws a variable sized Graphics Bitmap such as a\r
+; picture or an Icon on the current Display Page in\r
+; Mode X. The Bitmap is stored in a linear byte array\r
+; corresponding to (0,0) (1,0), (2,0) .. (Width, Height)\r
+; This is the same linear manner as mode 13h graphics.\r
+;\r
+; ENTRY: Image = Far Pointer to Bitmap Data\r
+; Xpos = X position to Place Upper Left pixel at\r
+; Ypos = Y position to Place Upper Left pixel at\r
+; Width = Width of the Bitmap in Pixels\r
+; Height = Height of the Bitmap in Pixels\r
+;\r
+; EXIT: No meaningful values returned\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
+ DD ? ; Caller\r
+ DB_Height DW ? ; Height of Bitmap in Pixels\r
+ DB_Width DW ? ; Width of Bitmap in Pixels\r
+ DB_Ypos DW ? ; Y position to Draw Bitmap at\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
+ PUBLIC DRAW_BITMAP\r
+ \r
+DRAW_BITMAP PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ SUB SP, 10 ; Allocate workspace\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
+ CLD ; Direction Flag = Forward\r
+ \r
+ MOV AX, [BP].DB_Ypos ; Get UL Corner Ypos\r
+ MUL SCREEN_WIDTH ; AX = Offset to Line Ypos\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
+ 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
+ ; Compute line to line offset\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
+ MOV AX, SCREEN_WIDTH ; Get Screen Width\r
+ SUB AX, BX ; - (Bitmap Width/4)\r
+ \r
+ MOV [BP].DB_LineO, AX ; Save Line Width offset\r
+ MOV [BP].DB_PixCount, BX ; Minimum # pix to copy\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
+ 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
+@DB_COPY_PLANE:\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
+@DB_COPY_LINE:\r
+ MOV CX, [BP].DB_PixCount ; Min # to copy\r
+ \r
+ TEST CL, 0FCh ; 16+PixWide?\r
+ JZ @DB_COPY_REMAINDER ; Nope...\r
+ \r
+ ; Pixel Copy loop has been unrolled to x4\r
+ \r
+@DB_COPY_LOOP:\r
+ MOVSB ; Copy Bitmap Pixel\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
+ MOVSB ; Copy Bitmap Pixel\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
+ 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
+@DB_COPY_REMAINDER:\r
+ JCXZ @DB_NEXT_LINE ; Any Pixels left on line\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
+@DB_NEXT_LINE:\r
+ \r
+ ; any Partial Pixels? (some planes only)\r
+ \r
+ OR CX, [BP].DB_SkewFlag ; Get Skew Count\r
+ JZ @DB_NEXT2 ; if no partial pixels\r
+ \r
+ MOVSB ; Copy Bitmap Pixel\r
+ DEC DI ; Back up to align\r
+ DEC SI ; Back up to align\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
+ ; Copy Next Plane....\r
+ \r
+ DEC BL ; Planes to Go--\r
+ JZ @DB_Exit ; Hey! We are done\r
+ \r
+ ROL BH, 1 ; Next Plane in line...\r
+ OUT_8 SC_Data, BH ; Select Plane\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
+ SUB [BP].DB_SkewFlag, 1 ; Reduce Planes to Skew\r
+ ADC [BP].DB_SkewFlag, 0 ; Back to 0 if it was -1\r
+ \r
+ JMP s @DB_COPY_PLANE ; Go Copy the Next Plane\r
+ \r
+@DB_Exit:\r
+ ADD SP, 10 ; Deallocate workspace\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ RET 12 ; Exit and Clean up Stack\r
+ \r
+DRAW_BITMAP ENDP\r
+ \r
+ \r
+;=======================================================\r
+;TDRAW_BITMAP (SEG Image, Xpos%, Ypos%, Width%, Height%)\r
+;=======================================================\r
+;\r
+; Transparently Draws a variable sized Graphics Bitmap\r
+; such as a picture or an Icon on the current Display Page\r
+; in Mode X. Pixels with a value of 0 are not drawn,\r
+; leaving the previous "background" contents intact.\r
+;\r
+; The Bitmap format is the same as for the DRAW_BITMAP function.\r
+;\r
+; ENTRY: Image = Far Pointer to Bitmap Data\r
+; Xpos = X position to Place Upper Left pixel at\r
+; Ypos = Y position to Place Upper Left pixel at\r
+; Width = Width of the Bitmap in Pixels\r
+; Height = Height of the Bitmap in Pixels\r
+;\r
+; EXIT: No meaningful values returned\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
+ DD ? ; Caller\r
+ TB_Height DW ? ; Height of Bitmap in Pixels\r
+ TB_Width DW ? ; Width of Bitmap in Pixels\r
+ TB_Ypos DW ? ; Y position to Draw Bitmap at\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
+ PUBLIC TDRAW_BITMAP\r
+ \r
+TDRAW_BITMAP PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ SUB SP, 10 ; Allocate workspace\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
+ CLD ; Direction Flag = Forward\r
+ \r
+ MOV AX, [BP].TB_Ypos ; Get UL Corner Ypos\r
+ MUL SCREEN_WIDTH ; AX = Offset to Line Ypos\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
+ 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
+ ; Compute line to line offset\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
+ MOV AX, SCREEN_WIDTH ; Get Screen Width\r
+ SUB AX, BX ; - (Bitmap Width/4)\r
+ \r
+ MOV [BP].TB_LineO, AX ; Save Line Width offset\r
+ MOV [BP].TB_PixCount, BX ; Minimum # pix to copy\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
+ 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
+@TB_COPY_PLANE:\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
+ ; Here AH is set with the value to be considered\r
+ ; "Transparent". It can be changed!\r
+ \r
+ MOV AH, 0 ; Value to Detect 0\r
+ \r
+@TB_COPY_LINE:\r
+ MOV CX, [BP].TB_PixCount ; Min # to copy\r
+ \r
+ TEST CL, 0FCh ; 16+PixWide?\r
+ JZ @TB_COPY_REMAINDER ; Nope...\r
+ \r
+ ; Pixel Copy loop has been unrolled to x4\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
+@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
+@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
+@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
+@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
+@TB_COPY_REMAINDER:\r
+ JCXZ @TB_NEXT_LINE ; Any Pixels left on line\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
+@TB_SKIP_05:\r
+ INC DI ; Advance Dest Addr\r
+ LOOPx CX, @TB_COPY2 ; Pixels to Copy--, Loop until done\r
+ \r
+@TB_NEXT_LINE:\r
+ \r
+ ; any Partial Pixels? (some planes only)\r
+ \r
+ OR CX, [BP].TB_SkewFlag ; Get Skew Count\r
+ JZ @TB_NEXT2 ; if no partial pixels\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
+@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
+ ;Copy Next Plane....\r
+ \r
+ DEC BL ; Planes to Go--\r
+ JZ @TB_Exit ; Hey! We are done\r
+ \r
+ ROL BH, 1 ; Next Plane in line...\r
+ OUT_8 SC_Data, BH ; Select Plane\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
+ SUB [BP].TB_SkewFlag, 1 ; Reduce Planes to Skew\r
+ ADC [BP].TB_SkewFlag, 0 ; Back to 0 if it was -1\r
+ \r
+ JMP @TB_COPY_PLANE ; Go Copy the next Plane\r
+ \r
+@TB_Exit:\r
+ ADD SP, 10 ; Deallocate workspace\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ RET 12 ; Exit and Clean up Stack\r
+ \r
+TDRAW_BITMAP ENDP\r
+ \r
+ \r
+ ; ==== VIDEO MEMORY to VIDEO MEMORY COPY ROUTINES =====\r
+ \r
+;==================================\r
+;COPY_PAGE (SourcePage%, DestPage%)\r
+;==================================\r
+;\r
+; Duplicate on display page onto another\r
+;\r
+; ENTRY: SourcePage = Display Page # to Duplicate\r
+; DestPage = Display Page # to hold copy\r
+;\r
+; EXIT: No meaningful values returned\r
+;\r
+ \r
+CP_STACK STRUC\r
+ DW ?x4 ; DI, SI, DS, 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
+ PUBLIC COPY_PAGE\r
+ \r
+COPY_PAGE PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ MOV BP, SP ; Set up Stack Frame\r
+ CLD ; Block Xfer Forwards\r
+ \r
+ ; Make sure Page #'s are valid\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
+ 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
+ CMP AX, BX ; Pages #'s the same?\r
+ JE @CP_Exit ; if so, abort\r
+ \r
+ ; Setup DS:SI and ES:DI to Video Pages\r
+ \r
+ SHL BX, 1 ; Scale index to Word\r
+ MOV DI, PAGE_ADDR[BX] ; Offset to Dest Page\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
+ 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
+ ; Setup VGA registers for Mem to Mem copy\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
+ ; Note.. Do *NOT* use MOVSW or MOVSD - they will\r
+ ; Screw with the latches which are 8 bits x 4\r
+ \r
+ REP MOVSB ; Copy entire Page!\r
+ \r
+ ; Reset VGA for normal memory access\r
+ \r
+ OUT_16 GC_Index, LATCHES_OFF ; Data from Latches = off\r
+ \r
+@CP_Exit:\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ RET 4 ; Exit and Clean up Stack\r
+ \r
+COPY_PAGE ENDP\r
+ \r
+ \r
+;==========================================================================\r
+;COPY_BITMAP (SourcePage%, X1%, Y1%, X2%, Y2%, DestPage%, DestX1%, DestY1%)\r
+;==========================================================================\r
+;\r
+; Copies a Bitmap Image from one Display Page to Another\r
+; This Routine is Limited to copying Images with the same\r
+; Plane Alignment. To Work: (X1 MOD 4) must = (DestX1 MOD 4)\r
+; Copying an Image to the Same Page is supported, but results\r
+; may be defined when the when the rectangular areas\r
+; (X1, Y1) - (X2, Y2) and (DestX1, DestY1) -\r
+; (DestX1+(X2-X1), DestY1+(Y2-Y1)) overlap...\r
+; No Paramter checking to done to insure that\r
+; X2 >= X1 and Y2 >= Y1. Be Careful...\r
+;\r
+; ENTRY: SourcePage = Display Page # with Source Image\r
+; X1 = Upper Left Xpos of Source Image\r
+; Y1 = Upper Left Ypos of Source Image\r
+; X2 = Lower Right Xpos of Source Image\r
+; Y2 = Lower Right Ypos of Source Image\r
+; DestPage = Display Page # to copy Image to\r
+; DestX1 = Xpos to Copy UL Corner of Image to\r
+; DestY1 = Ypos to Copy UL Corner of Image to\r
+;\r
+; EXIT: AX = Success Flag: 0 = Failure / -1= Success\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
+ DD ? ; Caller\r
+ CB_DestY1 DW ? ; Destination Ypos\r
+ CB_DestX1 DW ? ; Destination Xpos\r
+ CB_DestP DW ? ; Page to Copy Bitmap To\r
+ CB_Y2 DW ? ; LR Ypos of Image\r
+ CB_X2 DW ? ; LR Xpos of Image\r
+ CB_Y1 DW ? ; UL Ypos of Image\r
+ CB_X1 DW ? ; UL Xpos of Image\r
+ CB_SourceP DW ? ; Page containing Source Bitmap\r
+CB_STACK ENDS\r
+ \r
+ PUBLIC COPY_BITMAP\r
+ \r
+COPY_BITMAP PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ SUB SP, 4 ; Allocate WorkSpace on Stack\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ ; Prep Registers (and keep jumps short!)\r
+ \r
+ MOV ES, CURRENT_SEGMENT ; ES -> VGA Ram\r
+ CLD ; Block Xfer Forwards\r
+ \r
+ ; Make sure Parameters are valid\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
+ 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
+ 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
+ ; Setup for Copy processing\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
+ ; Compute Info About Images, Setup ES:SI & ES:DI\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
+ 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
+ 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
+ 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
+ ADD SI, AX ; SI = Byte Offset to (X1,Y1)\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
+ MOV AX, [BP].CB_DestY1 ; Get Dest Y1 Line\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
+ ADD DI, AX ; DI = Byte Offset to (D-X1,D-Y1)\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
+ 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
+@CB_Abort:\r
+ CLR AX ; Return False (Failure)\r
+ JMP @CB_Exit ; and Finish Up\r
+ \r
+ ; Copy when Left & Right Clip Masks overlap...\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 AL, Left_Clip_Mask[BX] ; Get Left Edge Mask\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
+ OUT_8 SC_Data, AL ; Clip For Left & Right Masks\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
+@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
+ 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
+@CB_One_Done:\r
+ JMP @CB_Finish ; Outa Here!\r
+ \r
+ ; Copy Left Edge of Bitmap\r
+ \r
+@CB_Left_Band:\r
+ \r
+ OUT_8 SC_Data, Left_Clip_Mask[BX] ; Set Left Edge Plane Mask\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
+@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
+ 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
+@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
+ ; Determine if Right Edge of Bitmap needs special copy\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
+ ; Copy Right Edge of Bitmap\r
+ \r
+@CB_Right_Band:\r
+ \r
+ OUT_8 SC_Data, Right_Clip_Mask[BX] ; Set Right Edge Plane Mask\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
+@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
+ 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
+@CB_Right_Done:\r
+ \r
+ ; Copy the Main Block of the Bitmap\r
+ \r
+@CB_Copy_Middle:\r
+ \r
+ MOV CX, [BP].CB_Width ; Get Width Remaining\r
+ JCXZ @CB_Finish ; Exit if Done\r
+ \r
+ OUT_8 SC_Data, ALL_PLANES ; Copy all Planes\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
+ ; Actual Copy Loop. REP MOVSB does the work\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
+ ADD SI, DX ; Adjust DS:SI to Next Line\r
+ ADD DI, DX ; Adjust ES:DI to Next Line\r
+ \r
+ MOV CX, BX ; Recharge Rep Count\r
+ REP MOVSB ; Move Bands\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
+@CB_Finish:\r
+ OUT_16 GC_Index, LATCHES_OFF ; Data from Latches = on\r
+ \r
+@CB_Exit:\r
+ ADD SP, 04 ; Deallocate stack workspace\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ RET 16 ; Exit and Clean up Stack\r
+ \r
+COPY_BITMAP ENDP\r
+ \r
+ END ; End of Code Segment\r
--- /dev/null
+ \r
+ ' ===== SCREEN RESOLUTIONS =====\r
+ \r
+CONST Mode320x200 = 0, Mode320x400 = 1\r
+CONST Mode360x200 = 2, Mode360x400 = 3\r
+CONST Mode320x240 = 4, Mode320x480 = 5\r
+CONST Mode360x240 = 6, Mode360x480 = 7\r
+ \r
+ ' ===== MODE X SETUP ROUTINES =====\r
+ \r
+DECLARE FUNCTION SET.VGA.MODEX% ALIAS "SET_VGA_MODEX" (BYVAL ModeType%, BYVAL MaxXpos%, BYVAL MaxYpos%, BYVAL Pages%)\r
+DECLARE FUNCTION SET.MODEX% ALIAS "SET_MODEX" (BYVAL Mode%)\r
+ \r
+ ' ===== BASIC GRAPHICS PRIMITIVES =====\r
+ \r
+DECLARE SUB CLEAR.VGA.SCREEN ALIAS "CLEAR_VGA_SCREEN" (BYVAL ColorNum%)\r
+DECLARE SUB SET.POINT ALIAS "SET_POINT" (BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorNum%)\r
+DECLARE FUNCTION READ.POINT% ALIAS "READ_POINT" (BYVAL Xpos%, BYVAL Ypos%)\r
+DECLARE SUB FILL.BLOCK ALIAS "FILL_BLOCK" (BYVAL Xpos1%, BYVAL Ypos1%, BYVAL Xpos2%, BYVAL Ypos2%, BYVAL ColorNum%)\r
+DECLARE SUB DRAW.LINE ALIAS "DRAW_LINE" (BYVAL Xpos1%, BYVAL Ypos1%, BYVAL Xpos2%, BYVAL Ypos2%, BYVAL ColorNum%)\r
+ \r
+ ' ===== DAC COLOR REGISTER ROUTINES =====\r
+ \r
+DECLARE SUB SET.DAC.REGISTER ALIAS "SET_DAC_REGISTER" (BYVAL RegNo%, BYVAL Red%, BYVAL Green%, BYVAL Blue%)\r
+DECLARE SUB GET.DAC.REGISTER ALIAS "GET_DAC_REGISTER" (BYVAL RegNo%, Red%, Green%, Blue%)\r
+DECLARE SUB LOAD.DAC.REGISTERS ALIAS "LOAD_DAC_REGISTERS" (SEG PalData AS ANY, BYVAL StartReg%, BYVAL EndReg%, BYVAL VSync%)\r
+DECLARE SUB READ.DAC.REGISTERS ALIAS "READ_DAC_REGISTERS" (SEG PalData AS ANY, BYVAL StartReg%, BYVAL EndReg%)\r
+ \r
+ \r
+ ' ===== PAGE FLIPPING AND SCROLLING ROUTINES =====\r
+ \r
+DECLARE SUB SET.ACTIVE.PAGE ALIAS "SET_ACTIVE_PAGE" (BYVAL PageNo%)\r
+DECLARE FUNCTION GET.ACTIVE.PAGE% ALIAS "GET_ACTIVE_PAGE"\r
+DECLARE SUB SET.DISPLAY.PAGE ALIAS "SET_DISPLAY_PAGE" (BYVAL PageNo%)\r
+DECLARE FUNCTION GET.DISPLAY.PAGE% ALIAS "GET_DISPLAY_PAGE"\r
+DECLARE SUB SET.WINDOW ALIAS "SET_WINDOW" (BYVAL DisplayPage%, BYVAL XOffset%, BYVAL YOffset%)\r
+DECLARE FUNCTION GET.X.OFFSET% ALIAS "GET_X_OFFSET" ()\r
+DECLARE FUNCTION GET.Y.OFFSET% ALIAS "GET_Y_OFFSET" ()\r
+DECLARE SUB SYNC.DISPLAY ALIAS "SYNC_DISPLAY"\r
+ \r
+ ' ===== TEXT DISPLAY ROUTINES =====\r
+ \r
+DECLARE SUB GPRINTC (BYVAL CharacterNum%, BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorF%, BYVAL ColorB%)\r
+DECLARE SUB TGPRINTC (BYVAL CharacterNum%, BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorF%)\r
+DECLARE SUB PRINT.STR ALIAS "PRINT_STR" (BYVAL StrSeg%, BYVAL StrOfs%, BYVAL MaxLen%, BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorF%, BYVAL ColorB%)\r
+DECLARE SUB TPRINT.STR ALIAS "TPRINT_STR" (BYVAL StrSeg%, BYVAL StrOfs%, BYVAL MaxLen%, BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorF%)\r
+DECLARE SUB SET.DISPLAY.FONT ALIAS "SET_DISPLAY_FONT" (SEG FontData AS ANY, BYVAL FontNumber%)\r
+ \r
+ ' ===== BITMAP (SPRITE) DISPLAY ROUTINES =====\r
+ \r
+DECLARE SUB DRAW.BITMAP ALIAS "DRAW_BITMAP" (SEG Image AS ANY, BYVAL Xpos%, BYVAL Ypos%, BYVAL xWidth%, BYVAL Height%)\r
+DECLARE SUB TDRAW.BITMAP ALIAS "TDRAW_BITMAP" (SEG Image AS ANY, BYVAL Xpos%, BYVAL Ypos%, BYVAL xWidth%, BYVAL Height%)\r
+ \r
+ ' ==== VIDEO MEMORY to VIDEO MEMORY COPY ROUTINES =====\r
+ \r
+DECLARE SUB COPY.PAGE ALIAS "COPY_PAGE" (BYVAL SourcePage%, BYVAL DestPage%)\r
+DECLARE SUB COPY.BITMAP ALIAS "COPY_BITMAP" (BYVAL SourcePage%, BYVAL X1%, BYVAL Y1%, BYVAL X2%, BYVAL Y2%, BYVAL DestPage%, BYVAL DestX1%, BYVAL DestY1%)\r
+ \r
+ \r
+ \r
+ \r
+ \r
+ \r
--- /dev/null
+ \r
+#ifndef __MODEX_H\r
+#define __MODEX_H\r
+ \r
+ /* ===== SCREEN RESOLUTIONS ===== */\r
+ \r
+#define Mode_320x200 0\r
+#define Mode_320x400 1\r
+#define Mode_360x200 2\r
+#define Mode_360x400 3\r
+#define Mode_320x240 4\r
+#define Mode_320x480 5\r
+#define Mode_360x240 6\r
+#define Mode_360x480 7\r
+ \r
+ /* ===== MODE X SETUP ROUTINES ===== */\r
+ \r
+int far pascal set_vga_modex (int Mode, int MaxXpos, int MaxYpos, int Pages);\r
+int far pascal set_modex (int Mode);\r
+ \r
+ /* ===== BASIC GRAPHICS PRIMITIVES ===== */\r
+ \r
+void far pascal clear_vga_screen (int Color);\r
+void far pascal set_point (int Xpos, int Ypos, int Color);\r
+int far pascal read_point (int Xpos, int Ypos);\r
+void far pascal fill_block (int Xpos1, int Ypos1, int Xpos2, int Ypos2,\r
+ int Color);\r
+void far pascal draw_line (int Xpos1, int Ypos1, int Xpos2, int Ypos2,\r
+ int Color);\r
+ \r
+ /* ===== DAC COLOR REGISTER ROUTINES ===== */\r
+ \r
+void far pascal set_dac_register (int RegNo, int Red, int Green, int Blue);\r
+void far pascal get_dac_register (int RegNo, int* Red, int* Green, int* Blue);\r
+void far pascal load_dac_registers (char far *PalData, int StartReg,\r
+ int EndReg, int VSync);\r
+void far pascal readd_dac_registers (char far *PalData, int StartReg,\r
+ int EndReg);\r
+ \r
+ /* ===== PAGE FLIPPING AND SCROLLING ROUTINES ===== */\r
+ \r
+void far pascal set_active_page (int PageNo);\r
+int far pascal get_active_page (void);\r
+void far pascal set_display_page (int PageNo);\r
+int far pascal get_display_page (void);\r
+void far pascal set_window (int DisplayPage, int XOffset, int YOffset);\r
+int far pascal get_x_offset (void);\r
+int far pascal get_y_offset (void);\r
+void far pascal sync_display (void);\r
+ \r
+ /* ===== TEXT DISPLAY ROUTINES ===== */\r
+ \r
+void far pascal gprintc (int CharNum, int Xpos, int Ypos, int ColorF,\r
+ int ColorB);\r
+void far pascal tgprintc (int CharNum, int Xpos, int Ypos, int ColorF);\r
+void far pascal print_str (char far *Text, int MaxLen, int Xpos, int Ypos,\r
+ int ColorF, int ColorB);\r
+void far pascal tprint_str (char far *Text, int MaxLen, int Xpos, int Ypos,\r
+ int ColorF);\r
+void far pascal set_display_font (char far *FontData, int FontNumber);\r
+ \r
+ /* ===== BITMAP (SPRITE) DISPLAY ROUTINES ===== */\r
+ \r
+void far pascal draw_bitmap (char far *Image, int Xpos, int Ypos,\r
+ int Width, int Height);\r
+void far pascal tdraw_bitmap (char far *Image, int Xpos, int Ypos,\r
+ int Width, int Height);\r
+ \r
+ /* ==== VIDEO MEMORY to VIDEO MEMORY COPY ROUTINES ===== */\r
+ \r
+void far pascal copy_page (int SourcePage, int DestPage);\r
+void far pascal copy_bitmap (int SourcePage, int X1, int Y1, int X2, int Y2,\r
+ int DestPage, int DestX1, int DestY1);\r
+ \r
+ \r
+#endif\r
--- /dev/null
+MASM c_utils, c_utils, c_utils, nul;
\ No newline at end of file
--- /dev/null
+/* X-DEMO.C - a Mode "X" Demo */\r
+/* By Matt Pritchard, 14 Apr, 1993 */\r
+\r
+#include <stdlib.h>\r
+#include <stdio.h>\r
+\r
+#include "modex.h"\r
+#include "c_utils.h"\r
+\r
+#define MAX_SHAPES 32\r
+#define MAX_SPRITES 64\r
+\r
+ /* routines in this file */\r
+\r
+void demo_res (int, int, int);\r
+int get_key (void);\r
+void error_out (char*);\r
+void load_shapes (void);\r
+int int_sqrt (int, int);\r
+void page_demo (void);\r
+\r
+ /* Structures for Sprites */\r
+\r
+struct Shape\r
+{\r
+ unsigned char Image[512];\r
+ int X_Width;\r
+ int Y_Width;\r
+} Img [MAX_SHAPES];\r
+\r
+struct Sprite\r
+{\r
+ int X_pos;\r
+ int Y_pos;\r
+ int X_Dir;\r
+ int Y_Dir;\r
+ int Shape;\r
+ int Last_X [2];\r
+ int Last_Y [2];\r
+} Obj [MAX_SPRITES];\r
+\r
+\r
+ /* MAIN */\r
+\r
+\r
+int main(int argc, char *argv[])\r
+{\r
+\r
+ /* if (argc > 0)\r
+ {\r
+ while (argc > 0)\r
+ {\r
+ dos_print ("Unknown Argument: ");\r
+ dos_print (makefp argv[argc]);\r
+ argc--;\r
+ }\r
+ return (0);\r
+\r
+ }\r
+ */\r
+\r
+ init_random ();\r
+\r
+ load_shapes ();\r
+\r
+ demo_res ( Mode_320x200, 320, 200 );\r
+ demo_res ( Mode_320x400, 320, 400 );\r
+\r
+ demo_res ( Mode_360x200, 360, 200 );\r
+ demo_res ( Mode_360x400, 360, 400 );\r
+\r
+ demo_res ( Mode_320x240, 320, 240 );\r
+ demo_res ( Mode_320x480, 320, 480 );\r
+\r
+ demo_res ( Mode_360x240, 360, 240 );\r
+ demo_res ( Mode_360x480, 360, 480 );\r
+\r
+ page_demo ();\r
+\r
+ set_video_mode (3);\r
+ dos_print ("This Mode X Demo is Finished");\r
+ return (0);\r
+\r
+}\r
+\r
+\r
+ /* Demonstrate a given resolution */\r
+\r
+\r
+void demo_res (int Screen_Mode, int X_max, int Y_max)\r
+{\r
+\r
+char *Error1 = "Failure while calling SET_MODEX";\r
+char *Error2 = "Failure during READ_PIXEL test";\r
+\r
+char *Abort_Msg = "Demo aborted by User";\r
+\r
+char *Demo_Msg = " This is a MODE X demo ";\r
+char *Scrn_Msg = "Screen Resolution is by ";\r
+char *Cont_Msg = "Press <ANY KEY> to Continue";\r
+\r
+char *Line_Msg = "LINE TEST";\r
+char *Fill_Msg = "FILL TEST";\r
+char *Pixel_Msg = "PIXEL TEST";\r
+\r
+char Text[10];\r
+\r
+int x1, y1, x2, y2 = 0;\r
+int x, y, z = 0;\r
+int X_Center, gap = 0;\r
+\r
+\r
+ if (set_modex (Screen_Mode) == 0)\r
+ {\r
+ error_out (Error1);\r
+ }\r
+\r
+ X_Center = X_max / 2;\r
+\r
+ x1 = 10;\r
+ y1 = 10;\r
+ x2 = X_max - 1;\r
+ y2 = Y_max - 1;\r
+\r
+ for (z = 0; z <= 3; z++)\r
+ {\r
+ y = 31 - z -z;\r
+ draw_line (x1+z, y1+z, x2-z, y1+z, y);\r
+ draw_line (x1+z, y1+z, x1+z, y2-z, y);\r
+ draw_line (x1+z, y2-z, x2-z, y2-z, y);\r
+ draw_line (x2-z, y1+z, x2-z, y2-z, y);\r
+ }\r
+\r
+ for (x = 0; x < (X_max / 10); x++)\r
+ {\r
+ tgprintc (48 + ((x+1) % 10), x*10+1, 1, 9 + ((x/8) % 7) );\r
+ draw_line (x*10+9, 0, x*10+9, 3, c_bWHITE);\r
+ }\r
+\r
+ for (y = 0; y < (Y_max / 10); y++)\r
+ {\r
+ tgprintc (48 + ((y+1) % 10), 1, y*10+1, 9 + ((y/10) % 7) );\r
+ draw_line (0, y*10+9, 3, y*10+9, c_bWHITE);\r
+ }\r
+\r
+ for (x = 0; x <= 63; x++)\r
+ {\r
+ z = 15 + (x * 3 / 4);\r
+ set_dac_register (64+x, z, z, z);\r
+ set_dac_register (128+x, 0, z, z);\r
+\r
+ draw_line (103-x, 60, 40+x, 123, 64+x);\r
+ draw_line (40, 60+x, 103, 123-x, 128+x);\r
+\r
+ }\r
+\r
+ tprint_str (Line_Msg, 9, 37, 130, c_BLUE);\r
+\r
+ y = 60;\r
+ gap = 0;\r
+ for (x = 0; x <= 9; x++)\r
+ {\r
+ fill_block (120, y, 120+x, y+gap, 64+x);\r
+ fill_block (140 - (15-x), y, 150+x, y+gap, 230+x);\r
+ fill_block (170 - (15-x), y, 170, y+gap, 128+x);\r
+ y = y + gap + 2;\r
+ gap++;\r
+ }\r
+\r
+ tprint_str (Fill_Msg, 9, 110, 46, c_GREEN);\r
+\r
+ for (x = 190; x <= 250; x+=2)\r
+ {\r
+ for (y = 60; y <= 122; y+=2)\r
+ {\r
+ z = (x+x+y+y) & 0xff;\r
+ set_point (x, y, z);\r
+ }\r
+ }\r
+\r
+ tprint_str (Pixel_Msg, 10, 182, 130, c_RED);\r
+\r
+ for (x = 190; x <= 250; x+=2)\r
+ {\r
+ for (y = 60; y <= 122; y+=2)\r
+ {\r
+ z = (x+x+y+y) & 0xff;\r
+ if (read_point(x, y) != z)\r
+ {\r
+ error_out (Error2);\r
+ }\r
+ }\r
+ }\r
+\r
+ print_str (Demo_Msg, 23, X_Center - 92, 20, c_bRED, c_BLUE);\r
+\r
+ x = X_Center - 124;\r
+ print_str (Scrn_Msg, 28, x, 30, c_bGREEN, c_BLACK);\r
+\r
+ sprintf (Text, "%3d", X_max);\r
+ print_str (Text, 3, x+168, 30, c_bPURPLE, c_BLACK);\r
+\r
+ sprintf (Text, "%3d", Y_max);\r
+ print_str (Text, 3, x + 224, 30, c_bWHITE, c_BLACK);\r
+\r
+ for (x = 0; x <= 15; x++)\r
+ {\r
+ set_dac_register (230+x, 63-x*4, 0, 15+x*3);\r
+ draw_line (30+x, Y_max-6-x, X_max-20-x, Y_max-6-x, 230+x);\r
+ }\r
+\r
+ tprint_str (Cont_Msg, 27, X_Center - 103, Y_max-18, c_YELLOW);\r
+\r
+ if (get_key () == Ky_ESC)\r
+ {\r
+ error_out (Abort_Msg);\r
+ }\r
+\r
+ return ;\r
+\r
+}\r
+\r
+\r
+ /* Wait for a Keystroke */\r
+\r
+\r
+int get_key(void)\r
+{\r
+\r
+int c = 0;\r
+\r
+ while (c == 0)\r
+ {\r
+ c = scan_keyboard ();\r
+ }\r
+\r
+ return (c);\r
+\r
+}\r
+\r
+\r
+ /* Error Handling Routine */\r
+\r
+\r
+void error_out (char * text)\r
+{\r
+\r
+ set_video_mode (3);\r
+ dos_print (text);\r
+ exit (EXIT_SUCCESS);\r
+\r
+}\r
+\r
+\r
+ /* Routine to generate random sprites */\r
+\r
+\r
+void load_shapes ()\r
+{\r
+\r
+unsigned char Grid[33][33];\r
+\r
+char *Error1 = "Bad Shape Selected Error";\r
+\r
+int Shape;\r
+int x, y, z;\r
+int Style, Color;\r
+int X_Width, Y_Width, Center, S_Width;\r
+int Hollow_X, Hollow_Y;\r
+\r
+ for (Shape = 0; Shape < MAX_SHAPES; Shape++)\r
+ {\r
+ for (y = 0; y <= 32; y++)\r
+ {\r
+ for (x = 0; x <= 32; x++)\r
+ {\r
+ Grid[x][y] = c_BLACK;\r
+ }\r
+ }\r
+\r
+ Style = random_int (6);\r
+ Color = 1 + random_int (15);\r
+\r
+ switch (Style)\r
+\r
+ {\r
+ /* SOLID BOXES */\r
+\r
+ case 0:\r
+\r
+ {\r
+ do\r
+ {\r
+ X_Width = 3 + random_int(30);\r
+ Y_Width = 3 + random_int(30);\r
+\r
+ } while ( (X_Width * Y_Width) >= 512);\r
+\r
+ for (x = 1; x <= X_Width; x++)\r
+ {\r
+ for (y = 1; y <= Y_Width; y++)\r
+ {\r
+ Grid[x][y] = Color;\r
+ }\r
+ }\r
+\r
+ break;\r
+\r
+ }\r
+ /* HOLLOW BOXES */\r
+\r
+ case 1:\r
+\r
+ {\r
+ do {\r
+ X_Width = 6 + random_int(27);\r
+ Y_Width = 6 + random_int(27);\r
+ } while ( (X_Width * Y_Width) >= 512);\r
+\r
+ for (y = 1; y <= Y_Width; y++)\r
+ {\r
+ for (x = 1; x <= X_Width; x++)\r
+ {\r
+ Grid[x][y] = Color;\r
+ }\r
+ }\r
+\r
+ Hollow_X = 1 + random_int ((X_Width / 2) -1);\r
+ Hollow_Y = 1 + random_int ((Y_Width / 2) -1);\r
+\r
+ for (y = Hollow_Y+1; y <= Y_Width-Hollow_Y; y++)\r
+ {\r
+ for (x = Hollow_X+1; x <= X_Width-Hollow_X; x++)\r
+ {\r
+ Grid[x][y] = c_BLACK;\r
+ }\r
+ }\r
+\r
+ break;\r
+\r
+ }\r
+\r
+ /* SOLID DIAMOND */\r
+\r
+ case 2:\r
+\r
+ {\r
+\r
+ X_Width = 3 + 2 * random_int(10);\r
+ Y_Width = X_Width;\r
+ Center = X_Width / 2;\r
+\r
+ for (y = 0; y <= Center; y++)\r
+ {\r
+ for (x = 0; x <= y; x++)\r
+ {\r
+ Grid [Center-x+1][y+1] = Color;\r
+ Grid [Center+x+1][y+1] = Color;\r
+ Grid [Center-x+1][Y_Width-y] = Color;\r
+ Grid [Center+x+1][Y_Width-y] = Color;\r
+ }\r
+ }\r
+\r
+ break;\r
+\r
+ }\r
+\r
+ /* HOLLOW DIAMOND */\r
+\r
+ case 3:\r
+\r
+ {\r
+\r
+ X_Width = 3 + 2 * random_int(10);\r
+ Y_Width = X_Width;\r
+ Center = X_Width / 2;\r
+ S_Width = random_int (Center);\r
+\r
+ for (y = 0; y <= Center; y++)\r
+ {\r
+ for (x = 0; x <= y; x++)\r
+ {\r
+ if ( x+(Center-y) >= S_Width )\r
+ {\r
+ Grid [Center-x+1][y+1] = Color;\r
+ Grid [Center+x+1][y+1] = Color;\r
+ Grid [Center-x+1][Y_Width-y] = Color;\r
+ Grid [Center+x+1][Y_Width-y] = Color;\r
+ }\r
+ }\r
+ }\r
+\r
+ break;\r
+\r
+ }\r
+\r
+ /* BALL */\r
+\r
+ case 4:\r
+\r
+ {\r
+\r
+ X_Width = 7 + 2 * random_int (8);\r
+ Y_Width = X_Width;\r
+ Center = 1 + X_Width / 2;\r
+\r
+ for (y = 1; y <= Y_Width; y++)\r
+ {\r
+ for (x = 1; x <= X_Width; x++)\r
+ {\r
+ z = int_sqrt(Center-x, Center-y);\r
+ if (z < Center)\r
+ {\r
+ Grid[x][y] = 150 + Color * 2 + z * 3;\r
+ }\r
+ }\r
+ }\r
+\r
+ break;\r
+ }\r
+\r
+ /* HOLLOW BALLS */\r
+\r
+ case 5:\r
+\r
+ {\r
+ X_Width = 7 + 2 * random_int (8);\r
+ Y_Width = X_Width;\r
+ Center = 1 + X_Width / 2;\r
+ S_Width = random_int (X_Width);\r
+\r
+ for (y = 1; y <= Y_Width; y++)\r
+ {\r
+ for (x = 1; x <= X_Width; x++)\r
+ {\r
+ z = int_sqrt(Center-x, Center-y);\r
+ if ( (z < Center) && (z >= S_Width) )\r
+ {\r
+ Grid[x][y] = 150 + Color * 2 + z * 3;\r
+ }\r
+ }\r
+ }\r
+\r
+\r
+ break;\r
+ }\r
+\r
+ default:\r
+\r
+ {\r
+ error_out (Error1);\r
+ break;\r
+\r
+ }\r
+\r
+ }\r
+\r
+ z = 0;\r
+ for (y = 1; y <= Y_Width; y++)\r
+ {\r
+ for (x = 1; x <= X_Width; x++)\r
+ {\r
+ Img[Shape].Image[z] = Grid[x][y];\r
+ z++;\r
+ }\r
+ }\r
+\r
+ Img[Shape].X_Width = X_Width;\r
+ Img[Shape].Y_Width = Y_Width;\r
+\r
+ }\r
+\r
+ return;\r
+}\r
+\r
+\r
+ /* Quickie Psuedo Integer Square Root Routine */\r
+\r
+\r
+int int_sqrt ( int x, int y )\r
+{\r
+\r
+int Sqr_Table[12] = {1, 4, 9, 6, 25, 36, 49, 64, 81, 100, 121, 144};\r
+\r
+int r, d;\r
+\r
+ d = (x * x) + (y * y);\r
+ r = 0;\r
+\r
+ while ( d >= Sqr_Table[r] )\r
+ {\r
+ r++;\r
+ }\r
+\r
+ return (r);\r
+\r
+}\r
+\r
+\r
+ /* The Bit Sprite Demo */\r
+\r
+\r
+void page_demo ()\r
+{\r
+\r
+char *Error1 = "Failure during SET_VGA_MODEX (0, 360, 240, 3) call";\r
+\r
+int Last_Objects[2], Visible_Objects;\r
+\r
+int Screen_X = 360;\r
+int Screen_Y = 240;\r
+\r
+int x, y, z;\r
+int c, dc;\r
+int x1, y1, x2, y2;\r
+\r
+int Sprite_X, Sprite_Y;\r
+int Current_Page;\r
+int New_X, New_Y;\r
+\r
+int View_X, View_Y, View_Max, View_Cnt, View_XD, View_YD;\r
+int Set_Color, Prev_Color, S_Dir, P_Dir;\r
+\r
+int Demo_Running = True;\r
+int redo, code;\r
+\r
+ if (set_vga_modex(Mode_320x200, Screen_X, Screen_Y, 3) == 0)\r
+ {\r
+ error_out (Error1);\r
+ }\r
+\r
+ set_active_page (0);\r
+ clear_vga_screen (c_BLACK);\r
+\r
+ print_str ("This is a Test of the Following Functions:", 99, 10, 9, c_bWHITE, c_BLACK);\r
+\r
+ draw_line (10, 18, 350, 18, c_YELLOW);\r
+ print_str ("SET_ACTIVE_PAGE", 99, 10, 20, c_bBLUE, c_BLACK);\r
+ print_str ("SET_DISPLAY_PAGE", 99, 10, 30, c_GREEN, c_BLACK);\r
+ print_str ("SET_DAC_REGISTER", 99, 10, 40, c_RED, c_BLACK);\r
+ print_str ("CLEAR_VGA_SCREEN", 99, 10, 50, c_CYAN, c_BLACK);\r
+\r
+ print_str ("TDRAW_BITMAP", 99, 10, 60, c_PURPLE, c_BLACK);\r
+ print_str ("COPY_PAGE", 99, 10, 70, c_GREEN, c_BLACK);\r
+ print_str ("COPY_BITMAP", 99, 10, 80, c_CYAN, c_BLACK);\r
+\r
+ print_str ("GPRINTC", 99, 10, 90, c_BLUE, c_BLACK);\r
+ print_str ("TGPRINTC", 99, 10, 100, c_GREEN, c_BLACK);\r
+ print_str ("SET_WINDOW", 99, 10, 110, c_RED, c_BLACK);\r
+\r
+ print_str ("VIRTUAL SCREEN SIZES", 20, 190, 20, c_bBLUE, c_BLACK);\r
+ print_str (" SMOOTH SCROLLING", 20, 190, 30, c_GREEN, c_BLACK);\r
+ print_str (" SPRITE ANIMATION", 20, 190, 40, c_CYAN, c_BLACK);\r
+ print_str (" PAGE FLIPPING", 20, 190, 50, c_RED, c_BLACK);\r
+ print_str (" COLOR CYCLING", 20, 190, 60, c_PURPLE, c_BLACK);\r
+\r
+ for (x = 0; x <=60; x++)\r
+ {\r
+ set_dac_register (50 + x, 3 + x, 0, 60 - x);\r
+ set_dac_register (150 + x, 3 + x, 0, 60 - x);\r
+ }\r
+\r
+ c = 0;\r
+ dc = 1;\r
+ for (x = 0; x <= (Screen_X / 2); x++)\r
+ {\r
+ draw_line (Screen_X / 2 - 1, Screen_Y / 4, x, Screen_Y - 1, c + 50);\r
+ draw_line (Screen_X / 2, Screen_Y / 4, Screen_X - x - 1, Screen_Y - 1, c + 50);\r
+ c+= dc;\r
+ if ((c == 0) || (c == 60) ) { dc = -dc;}\r
+ }\r
+\r
+ tprint_str ("Press <ANY KEY> to Continue", 99, 72, 190, c_bWHITE);\r
+ tprint_str ("< > = Faster < > = Slower", 99, 72, 204, c_bGREEN);\r
+ tprint_str ("< > = Fewer Shapes < > = More Shapes", 99, 32, 218, c_bCYAN);\r
+\r
+ tgprintc (43, 80, 204, c_YELLOW);\r
+ tgprintc (45, 200, 204, c_YELLOW);\r
+\r
+ tgprintc (25, 40, 218, c_YELLOW);\r
+ tgprintc (24, 200, 218, c_YELLOW);\r
+\r
+ copy_page (0, 1);\r
+ copy_page (0, 2);\r
+\r
+ for (x = 0; x < MAX_SPRITES; x++)\r
+ {\r
+ do {\r
+ Obj[x].X_Dir = random_int(7) - 3;\r
+ Obj[x].Y_Dir = random_int(7) - 3;\r
+ } while ( (Obj[x].X_Dir == 0) && (Obj[x].Y_Dir == 0) );\r
+\r
+ Obj[x].Shape = x % MAX_SHAPES;\r
+\r
+ Sprite_X = Img[Obj[x].Shape].X_Width;\r
+ Sprite_Y = Img[Obj[x].Shape].Y_Width;\r
+\r
+ Obj[x].X_pos = 1 + random_int(Screen_X - Sprite_X - 2);\r
+ Obj[x].Y_pos = 1 + random_int(Screen_Y - Sprite_Y - 2);\r
+\r
+ Obj[x].Last_X[0] = Obj[x].X_pos;\r
+ Obj[x].Last_X[1] = Obj[x].X_pos;\r
+ Obj[x].Last_Y[0] = Obj[x].Y_pos;\r
+ Obj[x].Last_Y[1] = Obj[x].Y_pos;\r
+\r
+ }\r
+\r
+ Current_Page = 0;\r
+\r
+ View_X = 0;\r
+ View_Y = 0;\r
+ View_Max = 3;\r
+ View_Cnt = 0;\r
+ View_XD = 1;\r
+ View_YD = 1;\r
+\r
+ Set_Color = 3;\r
+ S_Dir = 1;\r
+ Prev_Color = 0;\r
+ P_Dir = 1;\r
+\r
+ Visible_Objects = MAX_SPRITES / 2;\r
+ Last_Objects[0] = 0;\r
+ Last_Objects[1] = 0;\r
+\r
+ while (Demo_Running)\r
+ {\r
+\r
+ set_active_page (Current_Page);\r
+\r
+ /* Erase Old Images */\r
+\r
+ for (x = 0; x <= Last_Objects[Current_Page]; x++)\r
+ {\r
+ z = 2;\r
+ y = Obj[x].Shape;\r
+ x1 = Obj[x].Last_X[Current_Page];\r
+ y1 = Obj[x].Last_Y[Current_Page];\r
+ x2 = x1 + Img[y].X_Width -1;\r
+ y2 = y1 + Img[y].Y_Width -1;\r
+\r
+ x1 = x1 & 0xfffc;\r
+ x2 = x2 | 0x0003;\r
+\r
+ copy_bitmap (z, x1, y1, x2, y2, Current_Page, x1, y1);\r
+ }\r
+\r
+ /* Draw new images */\r
+\r
+ for (x = 0; x <= Visible_Objects; x++)\r
+ {\r
+ Sprite_X = Img[Obj[x].Shape].X_Width;\r
+ Sprite_Y = Img[Obj[x].Shape].Y_Width;\r
+\r
+ /* Move Sprite */\r
+\r
+ do\r
+ {\r
+ redo = False;\r
+ New_X = Obj[x].X_pos + Obj[x].X_Dir;\r
+\r
+ if (( New_X < 0 ) || (New_X + Sprite_X > Screen_X) )\r
+ {\r
+ Obj[x].X_Dir = -Obj[x].X_Dir;\r
+ if (random_int(20) == 1)\r
+ {\r
+ do\r
+ {\r
+ Obj[x].X_Dir = random_int(7) - 3;\r
+ Obj[x].Y_Dir = random_int(7) - 3;\r
+ } while ( (Obj[x].X_Dir == 0) && (Obj[x].Y_Dir == 0) );\r
+ redo = True;\r
+ }\r
+ }\r
+ } while (redo);\r
+ Obj[x].X_pos = Obj[x].X_pos + Obj[x].X_Dir;\r
+\r
+\r
+ do\r
+ {\r
+ redo = False;\r
+ New_Y = Obj[x].Y_pos + Obj[x].Y_Dir;\r
+\r
+ if ( (New_Y < 0) || (New_Y + Sprite_Y > Screen_Y) )\r
+ {\r
+ Obj[x].Y_Dir = -Obj[x].Y_Dir;\r
+ if (random_int(20) == 1)\r
+ {\r
+ do\r
+ {\r
+ Obj[x].X_Dir = random_int(7) - 3;\r
+ Obj[x].Y_Dir = random_int(7) - 3;\r
+ } while ( (Obj[x].X_Dir == 0) && (Obj[x].Y_Dir == 0) );\r
+ redo = True;\r
+ }\r
+ }\r
+ } while (redo);\r
+\r
+ Obj[x].Y_pos = Obj[x].Y_pos + Obj[x].Y_Dir;\r
+\r
+ /* Draw Sprite */\r
+\r
+ tdraw_bitmap ((char far*) &Img[Obj[x].Shape], Obj[x].X_pos, Obj[x].Y_pos, Sprite_X, Sprite_Y);\r
+\r
+ Obj[x].Last_X[Current_Page] = Obj[x].X_pos;\r
+ Obj[x].Last_Y[Current_Page] = Obj[x].Y_pos;\r
+\r
+ }\r
+\r
+ Last_Objects[Current_Page] = Visible_Objects;\r
+\r
+\r
+ /* Pan Screen Back & Forth */\r
+\r
+ View_Cnt++;\r
+ if (View_Cnt >= View_Max)\r
+ {\r
+ View_X+= View_XD;\r
+ if ( (View_X == 0) || (View_X == 39) ) {View_XD = -View_XD;}\r
+ if (View_XD < 0)\r
+ {\r
+ View_Y+= View_YD;\r
+ if ( (View_Y == 0) || (View_Y == 39) ) {View_YD = -View_YD;}\r
+ }\r
+\r
+ set_window (Current_Page, View_X, View_Y);\r
+\r
+ View_Cnt = 0;\r
+ }\r
+ else\r
+ {\r
+ set_display_page (Current_Page);\r
+ }\r
+\r
+ /* Cycle Colors */\r
+\r
+ set_dac_register (50 + Prev_Color, 3 + Prev_Color, 0, 60 - Prev_Color);\r
+ set_dac_register (50 + Set_Color, Set_Color, 10, 63 - Set_Color);\r
+\r
+ set_dac_register (150 + Prev_Color, 3 + Prev_Color, 0, 60 - Prev_Color);\r
+ set_dac_register (150 + Set_Color, 63, 63, Set_Color);\r
+\r
+ Set_Color+= S_Dir;\r
+ if ( (Set_Color == 60) || (Set_Color == 0) ) {S_Dir = -S_Dir;}\r
+\r
+ Prev_Color+= P_Dir;\r
+ if ( (Prev_Color == 60) || (Prev_Color == 0) ) {P_Dir = -P_Dir;}\r
+\r
+ /* Check for Keystroke */\r
+\r
+ Current_Page = Current_Page ^ 0x01;\r
+\r
+ code = scan_keyboard ();\r
+\r
+ if (code == Ky_ESC) {Demo_Running = False;}\r
+\r
+ if (code == Ky_Plus)\r
+ {\r
+ if (View_Max < 12) {View_Max++;}\r
+ }\r
+\r
+ if (code == Ky_Minus)\r
+ {\r
+ if (View_Max > 1) {View_Max--;}\r
+ if (View_Cnt >= View_Max) {View_Cnt = 0;}\r
+ }\r
+\r
+ if (code == Ky_Up)\r
+ {\r
+ if (Visible_Objects < MAX_SPRITES-1) {Visible_Objects++;}\r
+ }\r
+\r
+ if (code == Ky_Down)\r
+ {\r
+ if (Visible_Objects > 0) {Visible_Objects--;}\r
+ }\r
+\r
+ }\r
+\r
+}\r
--- /dev/null
+{ ModeX Turbo Pascal Demo Program }\r
+{ Converted to Turbo Pascal by Scott Wyatt }\r
+{ Original program written in QuickBasic by Matt Prichard }\r
+{ Released to the Public Domain }\r
+{ }\r
+{ Thanks to Matt Prichard for his *EXCELLENT* ModeX Library }\r
+{ Additional Comments by Matt Pritchard }\r
+\r
+Uses Crt;\r
+\r
+{$L modex2.obj} { This file is the external ModeX Library .OBJ }\r
+{$F+}\r
+\r
+ { Mode Setting Routines }\r
+\r
+Function SET_VGA_MODEX (Mode,MaxXpos,MaxYpos,Pages : integer) : integer; external;\r
+Function SET_MODEX (Mode:integer) : Integer; external;\r
+\r
+ { Graphics Primitives }\r
+\r
+Procedure CLEAR_VGA_SCREEN (Color:integer); external;\r
+Procedure SET_POINT (Xpos,Ypos,Color : integer); external;\r
+Function READ_POINT (Xpos,Ypos:integer) : integer; external;\r
+Procedure FILL_BLOCK (Xpos1,Ypos1,Xpos2,Ypos2,Color:integer); external;\r
+Procedure DRAW_LINE (Xpos1,Ypos1,Xpos2,Ypos2,Color:integer); external;\r
+\r
+ { VGA DAC Routines }\r
+\r
+Procedure SET_DAC_REGISTER (RegNo,Red,Green,Blue:integer); external;\r
+Procedure GET_DAC_REGISTER (RegNo,Red,Green,Blue:integer); external;\r
+\r
+ { Page and Window Control Routines }\r
+\r
+Procedure SET_ACTIVE_PAGE (PageNo:integer); external;\r
+Function GET_ACTIVE_PAGE : integer; external;\r
+Procedure SET_DISPLAY_PAGE (PageNo:integer); external;\r
+Function GET_DISPLAY_PAGE : integer; external;\r
+Procedure SET_WINDOW (DisplayPage,XOffset,YOffset : integer); external;\r
+Function GET_X_OFFSET : integer; external;\r
+Function GET_Y_OFFSET : integer; external;\r
+Procedure SYNC_DISPLAY; external;\r
+\r
+ { Text Display Routines }\r
+\r
+Procedure GPRINTC (CharNum,Xpos,Ypos,ColorF,ColorB:integer); external;\r
+Procedure TGPRINTC ( CharNum,Xpos,Ypos,ColorF : integer); external;\r
+Procedure PRINT_STR (Var Text;MaxLen,Xpos,Ypos,ColorF,ColorB:integer); external;\r
+Procedure TPRINT_STR (Var Text;MaxLen,Xpos,Ypos,ColorF:integer); external;\r
+Procedure SET_DISPLAY_FONT (Var FontData;FontNumber:integer); external;\r
+\r
+ { Sprite and VGA memory -> Vga memory Copy Routines }\r
+\r
+Procedure DRAW_BITMAP (Var Image;Xpos,Ypos,Width,Height:integer); external;\r
+Procedure TDRAW_BITMAP (Var Image;Xpos,Ypos,Width,Height:integer); external;\r
+Procedure COPY_PAGE (SourcePage,DestPage:integer); external;\r
+Procedure COPY_BITMAP (SourcePage,X1,Y1,X2,Y2,DestPage,DestX1,DestY1:integer); external;\r
+\r
+{$F-}\r
+\r
+\r
+TYPE Sprite = Record\r
+ Xpos : INTEGER;\r
+ Ypos : INTEGER;\r
+ XDir : INTEGER;\r
+ YDir : INTEGER;\r
+ Shape : INTEGER;\r
+ LastX : INTEGER;\r
+ LastY : INTEGER;\r
+ END;\r
+\r
+\r
+CONST MaxShapes = 32;\r
+ Circle_16 : Array[1..16,1..16] of byte =\r
+ (( 0, 0, 0, 0, 0, 0, 20, 20, 20, 20, 0, 0, 0, 0, 0, 0),\r
+ ( 0, 0, 0, 0, 20, 20, 20, 20, 20, 20, 20, 20, 0, 0, 0, 0),\r
+ ( 0, 0, 0, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 0, 0, 0),\r
+ ( 0, 0, 20, 20, 20, 20, 0, 0, 0, 0, 20, 20, 20, 20, 0, 0),\r
+ ( 0, 20, 20, 20, 20, 0, 0, 0, 0, 0, 0, 20, 20, 20, 20, 0),\r
+ ( 0, 20, 20, 20, 0, 0, 0, 0, 0, 0, 0, 0, 20, 20, 20, 0),\r
+ ( 20, 20, 20, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20, 20, 20),\r
+ ( 20, 20, 20, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20, 20, 20),\r
+ ( 20, 20, 20, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20, 20, 20),\r
+ ( 20, 20, 20, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20, 20, 20),\r
+ ( 0, 20, 20, 20, 0, 0, 0, 0, 0, 0, 0, 0, 20, 20, 20, 0),\r
+ ( 0, 20, 20, 20, 20, 0, 0, 0, 0, 0, 0, 20, 20, 20, 20, 0),\r
+ ( 0, 0, 20, 20, 20, 20, 0, 0, 0, 0, 20, 20, 20, 20, 0, 0),\r
+ ( 0, 0, 0, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 0, 0, 0),\r
+ ( 0, 0, 0, 0, 20, 20, 20, 20, 20, 20, 20, 20, 0, 0, 0, 0),\r
+ ( 0, 0, 0, 0, 0, 0, 20, 20, 20, 20, 0, 0, 0, 0, 0, 0));\r
+ Square_16 : Array[1..16,1..16] of byte =\r
+ (( 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21),\r
+ ( 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21),\r
+ ( 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21),\r
+ ( 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21),\r
+ ( 21, 21, 21, 21, 0, 0, 0, 0, 0, 0, 0, 0, 21, 21, 21, 21),\r
+ ( 21, 21, 21, 21, 0, 0, 0, 0, 0, 0, 0, 0, 21, 21, 21, 21),\r
+ ( 21, 21, 21, 21, 0, 0, 0, 0, 0, 0, 0, 0, 21, 21, 21, 21),\r
+ ( 21, 21, 21, 21, 0, 0, 0, 0, 0, 0, 0, 0, 21, 21, 21, 21),\r
+ ( 21, 21, 21, 21, 0, 0, 0, 0, 0, 0, 0, 0, 21, 21, 21, 21),\r
+ ( 21, 21, 21, 21, 0, 0, 0, 0, 0, 0, 0, 0, 21, 21, 21, 21),\r
+ ( 21, 21, 21, 21, 0, 0, 0, 0, 0, 0, 0, 0, 21, 21, 21, 21),\r
+ ( 21, 21, 21, 21, 0, 0, 0, 0, 0, 0, 0, 0, 21, 21, 21, 21),\r
+ ( 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21),\r
+ ( 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21),\r
+ ( 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21),\r
+ ( 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21));\r
+ Diamond : Array[1..8,1..8] of byte =\r
+ (( 0, 0, 0, 22, 22, 0, 0, 0),\r
+ ( 0, 0, 22, 22, 22, 22, 0, 0),\r
+ ( 0, 22, 22, 0, 0, 22, 22, 0),\r
+ ( 22, 22, 0, 0, 0, 0, 22, 22),\r
+ ( 22, 22, 0, 0, 0, 0, 22, 22),\r
+ ( 0, 22, 22, 0, 0, 22, 22, 0),\r
+ ( 0, 0, 22, 22, 22, 22, 0, 0),\r
+ ( 0, 0, 0, 22, 22, 0, 0, 0));\r
+ Rectangle : Array[1..8,1..3] of byte =\r
+ (( 23, 23, 23),\r
+ ( 23, 23, 23),\r
+ ( 23, 23, 23),\r
+ ( 23, 23, 23),\r
+ ( 23, 23, 23),\r
+ ( 23, 23, 23),\r
+ ( 23, 23, 23),\r
+ ( 23, 23, 23));\r
+\r
+ { Global Variables ? }\r
+\r
+Var\r
+ XCenter,X1,Y1,X2,Y2,Z,Colr,XChars,YChars,X,Y,N,Gap : Integer;\r
+ s : string;\r
+ s1 : Array[1..35] of Char;\r
+ ch : Char;\r
+ obj : Array[1..64] of Sprite;\r
+ ScreenX,ScreenY : Integer;\r
+ c, dc, SpriteX, SpriteY, CurrentPage, LastPage : Integer;\r
+ SetColor, SDir, PrevColor, PDir : Byte;\r
+ XView, YView : Integer;\r
+ XView_Change, YView_Change : Integer;\r
+ Right : Boolean;\r
+ Number_Of_Shapes : Byte;\r
+\r
+\r
+ { Error Handler - Returns to Text Mode & Displays Error }\r
+\r
+Procedure ERROR_OUT(s : string);\r
+ Begin\r
+ asm\r
+ mov ah,0\r
+ mov al,3\r
+ int 10h\r
+ end;\r
+ WriteLn(s);\r
+ Halt(0);\r
+END;\r
+\r
+ { Routine to Print a PASCAL string using Print_Str }\r
+\r
+Procedure Print_Text(s : string; X,Y,BColor,FColor : integer);\r
+Var\r
+ s1 : Array[1..135] of Char;\r
+ i : byte;\r
+Begin\r
+ For i := 1 to Length(s) DO\r
+ s1[i] := s[i];\r
+ Print_Str(s1,Length(s),X,Y,BColor,FColor);\r
+End;\r
+\r
+ { Routine to Transparently Print a PASCAL string using TPrint_Str }\r
+\r
+Procedure TPrint_Text(s : string; X,Y,Color : integer);\r
+Var\r
+ s1 : Array[1..135] of Char;\r
+ i : byte;\r
+Begin\r
+ For i := 1 to Length(s) DO\r
+ s1[i] := s[i];\r
+ TPrint_Str(s1,Length(s),X,Y,Color);\r
+End;\r
+\r
+ { Routines to show test patterns for a given mode }\r
+\r
+Procedure Demo_Res(Mode, Xmax, Ymax : integer);\r
+Begin\r
+\r
+ Str(mode,s);\r
+ If Set_ModeX(Mode) = 0 Then\r
+ Error_Out('Unable to SET_MODEX '+s);\r
+ Clear_VGA_Screen(0);\r
+\r
+ XCenter := Xmax div 2;\r
+ X1 := 10;\r
+ Y1 := 10;\r
+ X2 := Xmax - 1;\r
+ Y2 := Ymax - 1;\r
+\r
+ FOR Z := 0 TO 3 DO\r
+ Begin\r
+ Colr := 31 - Z * 2;\r
+ Draw_Line(X1 + Z, Y1 + Z, X2 - Z, Y1 + Z, Colr);\r
+ Draw_Line(X1 + Z, Y1 + Z, X1 + Z, Y2 - Z, Colr);\r
+ Draw_Line(X1 + Z, Y2 - Z, X2 - Z, Y2 - Z, Colr);\r
+ Draw_Line(X2 - Z, Y1 + Z, X2 - Z, Y2 - Z, Colr);\r
+ End;\r
+\r
+ XChars := Xmax div 10;\r
+ YChars := Ymax div 10;\r
+\r
+ FOR X := 0 TO XChars - 1 DO\r
+ Begin\r
+ TGPRINTC(48 + ((X + 1) MOD 10), X * 10 + 1, 1, 9 + ((X div 8) MOD 7));\r
+ DRAW_LINE(X * 10 + 9, 0, X * 10 + 9, 3, 15);\r
+ End;\r
+ FOR Y := 0 TO YChars - 1 DO\r
+ Begin\r
+ TGPRINTC(48 + ((Y + 1) MOD 10), 1, Y * 10 + 1, 9 + ((Y div 10) MOD 7));\r
+ DRAW_LINE(0, Y * 10 + 9, 3, Y * 10 + 9, 15);\r
+ End;\r
+\r
+ { Test Line Drawing }\r
+\r
+ FOR X := 0 TO 63 DO\r
+ Begin\r
+ N := 15 + ((X * 3) div 4);\r
+ SET_DAC_REGISTER(64 + X, N, N, N);\r
+ SET_DAC_REGISTER(128 + X, 0, N, N);\r
+ DRAW_LINE(103 - X, 60, 40 + X, 123, 64 + X);\r
+ DRAW_LINE(40, 60 + X, 103, 123 - X, 128 + X);\r
+ End;\r
+ s := 'Line Test';\r
+ PRINT_Text(s,37,130,1,0);\r
+\r
+ { Test Block Fills }\r
+\r
+ Y := 60;\r
+ Gap := 0;\r
+ FOR X := 0 TO 9 DO\r
+ Begin\r
+ FILL_BLOCK(120, Y, 120 + X, Y + Gap, 64 + X);\r
+ FILL_BLOCK(140 - (15 - X), Y, 150 + X, Y + Gap, 230 + X);\r
+ FILL_BLOCK(170 - (15 - X), Y, 170, Y + Gap, 128 + X);\r
+ Y := Y + Gap + 2;\r
+ Gap := Gap + 1;\r
+ End;\r
+ s := 'Fill Test';\r
+ Print_Text(s,110, 46, 2,0);\r
+\r
+ { Test Pixel Write and Read }\r
+\r
+ FOR X := 190 TO 250 DO\r
+ FOR Y := 60 TO 122 DO\r
+ SET_POINT( X, Y, X + Y + X + Y);\r
+\r
+ s := 'Pixel Test';\r
+ Print_Text(s,182, 130, 3,0);\r
+\r
+ FOR X := 190 TO 250 DO\r
+ FOR Y := 60 TO 122 DO\r
+ IF READ_POINT(X, Y) <> ((X + Y + X + Y) AND 255) THEN\r
+ WriteLn('READ_PIXEL Failure');\r
+\r
+ { Display rest of screen }\r
+\r
+ s := ' This is a MODE X demo ';\r
+ Print_Text(s,XCenter - (Length(s) * 4), 20, 3, 1);\r
+ s := 'Screen Resolution is by ';\r
+ X := XCenter - (Length(s) * 4);\r
+ Print_Text(s,X,30,4,0);\r
+ Str(XMax,s);\r
+ Print_Text(s, X + 8 * 21, 30, 8, 0);\r
+ Str(YMax,s);\r
+ Print_Text(s, X + 8 * 28, 30, 15, 0);\r
+\r
+ FOR X := 0 TO 15 DO\r
+ Begin\r
+ SET_DAC_REGISTER( 230 + X, 63 - X * 4, 0, 15 + X * 3);\r
+ DRAW_LINE(30 + X, Ymax - 6 - X, Xmax - 20 - X, Ymax - 6 - X, 230 + X);\r
+ End;\r
+ s := 'Press <ANY KEY> to Continue';\r
+ For x := 1 to length(s) DO\r
+ s1[x] := s[x];\r
+ TPrint_Str(s1, length(s), XCenter - (26 * 4), Ymax - 18, 5);\r
+\r
+ Ch := ReadKey;\r
+ IF Ch = #27 Then\r
+ Error_Out('Abort');\r
+\r
+End;\r
+\r
+\r
+ { Initialize Sprites for Sprite Demo }\r
+\r
+Procedure Init_Sprites;\r
+Var i : byte;\r
+Begin\r
+ For i := 1 to 64 DO\r
+ Begin\r
+ Obj[i].XPos := Random(300)+10;\r
+ Obj[i].YPos := Random(200)+20;\r
+ Obj[i].XDir := Random(10)-5;\r
+ Obj[i].YDir := Random(10)-5;\r
+ If (Obj[i].XDir = 0) AND (Obj[i].YDir = 0) Then\r
+ Begin\r
+ Obj[i].XDir := Random(5) + 1;\r
+ Obj[i].YDir := Random(5) + 1;\r
+ End;\r
+ Obj[i].Shape := Random(4)+1;\r
+ Obj[i].LastX := obj[i].XPos;\r
+ Obj[i].LastY := obj[i].YPos;\r
+ End;\r
+End;\r
+\r
+Procedure Set_Sprites(number : byte);\r
+Var i : Byte;\r
+Begin\r
+ For i := 1 to number DO\r
+ Begin\r
+ obj[i].LastX := obj[i].XPos;\r
+ obj[i].LastY := obj[i].YPos;\r
+ obj[i].XPos := obj[i].XPos + obj[i].XDir;\r
+ obj[i].YPos := obj[i].YPos + obj[i].YDir;\r
+ If (obj[i].XPos > 335) OR (obj[i].XPos < 5 ) Then\r
+ obj[i].XDir := -(obj[i].XDir);\r
+ If (obj[i].YPos > 220) OR (obj[i].YPos < 5) Then\r
+ obj[i].YDir := -(obj[i].YDir);\r
+ End;\r
+ For i := 1 to number DO\r
+ Case obj[i].Shape of\r
+ 1 : TDraw_Bitmap(Circle_16,obj[i].XPos,obj[i].YPos,16,16);\r
+ 2 : TDraw_Bitmap(Square_16,obj[i].XPos,obj[i].YPos,16,16);\r
+ 3 : TDraw_Bitmap(Diamond,obj[i].XPos,obj[i].YPos,8,8);\r
+ 4 : TDraw_Bitmap(Rectangle,obj[i].XPos,obj[i].YPos,3,8);\r
+ End;\r
+End;\r
+\r
+Procedure Remove_Sprites(p,number : byte);\r
+Var i : byte;\r
+Begin\r
+ For i := 1 to number DO\r
+ Copy_Bitmap(2,obj[i].LastX,obj[i].LastY,obj[i].LastX+16,obj[i].LastY+16,p,Obj[i].LastX,Obj[i].LastY);\r
+End;\r
+\r
+Procedure Page_Demo;\r
+Begin\r
+ Number_Of_Shapes := 64;\r
+ XView_Change := 1;\r
+ YView_Change := 1;\r
+ XView := 1;\r
+ YView := 1;\r
+ Right := TRUE;\r
+ ScreenX := 360;\r
+ ScreenY := 240;\r
+ PrevColor := 0;\r
+ SetColor := 3;\r
+ SDir := 1;\r
+ PDir := 1;\r
+ Str(0,s);\r
+\r
+ IF SET_VGA_MODEX(0, ScreenX, ScreenY, 3) = 0 THEN\r
+ ERROR_OUT('Unable to SET_VGA_MODEX' + S);\r
+\r
+ SET_ACTIVE_PAGE(0);\r
+ CLEAR_VGA_SCREEN(0);\r
+ PRINT_TEXT('This is a Test of the Following Functions:', 10, 9, 15, 0);\r
+ DRAW_LINE( 10, 18, 350, 18, 4);\r
+ Print_Text('SET_ACTIVE_PAGE', 10, 20, 1, 0);\r
+ Print_Text('SET_DISPLAY_PAGE', 10, 30, 3,0);\r
+ Print_Text('SET_DAC_REGISTER', 10, 40, 3, 0);\r
+ Print_Text('CLEAR_VGA_SCREEN', 10, 50, 13, 0);\r
+ Print_Text('TDRAW_BITMAP', 10, 60, 14, 0);\r
+ Print_Text('COPY_PAGE', 10, 70, 3, 0);\r
+ Print_Text('COPY_BITMAP', 10, 80, 13, 0);\r
+ Print_Text('GPRINTC', 10, 90, 1, 0);\r
+ Print_Text('TGPRINTC', 10, 100, 3, 0);\r
+ Print_Text('SYNC_DISPLAY', 10, 110, 3, 0);\r
+ Print_Text('SET_WINDOW', 10, 120, 14, 0);\r
+ Print_Text('VIRTUAL SCREEN SIZES', 190, 20, 1, 0);\r
+ Print_Text(' SMOOTH SCROLLING', 190, 30, 3, 0);\r
+ Print_Text(' SPRITE ANIMATION', 190, 40, 13, 0);\r
+ Print_Text(' PAGE FLIPPING', 190, 50, 3, 0);\r
+ Print_Text(' COLOR CYCLING', 190, 60, 14, 0);\r
+\r
+ FOR X := 0 TO 60 DO\r
+ Begin\r
+ SET_DAC_REGISTER( 50 + X, 3 + X, 0, 60 - X);\r
+ SET_DAC_REGISTER( 150 + X, 3 + X, 0, 60 - X);\r
+ End;\r
+\r
+ c := 0;\r
+ DC := 1;\r
+ FOR X := 0 TO ScreenX div 2 DO\r
+ Begin\r
+ DRAW_LINE( ScreenX div 2 - 1, ScreenY div 4, X, ScreenY - 1, c + 50);\r
+ DRAW_LINE( ScreenX div 2, ScreenY div 4, ScreenX - X - 1, ScreenY - 1, c + 50);\r
+ c := c + DC;\r
+ IF (c = 0) OR (c = 60) THEN DC := -DC;\r
+ End;\r
+\r
+ TPrint_Text('Press <ESC> to Continue', 82, 190, 15);\r
+ TPrint_Text('<+> = Fewer Shapes <-> = More Shapes', 32, 204, 12);\r
+ COPY_PAGE( 0, 1);\r
+ COPY_PAGE( 0, 2);\r
+\r
+ Ch := #0;\r
+ CurrentPage := 1;\r
+ LastPage := 0;\r
+ Set_Sprites(Number_Of_Shapes);\r
+ For c := 1 to 4 DO\r
+ Set_Dac_Register(19+c,63-(c*10),0,0);\r
+\r
+ While Ch <> #27 DO\r
+ Begin\r
+ Set_Active_Page(currentpage);\r
+ Set_Sprites(Number_Of_Shapes);\r
+ If Right Then\r
+ Begin\r
+ XView := XView + XView_Change;\r
+ If (XView > 38) OR (XView < 2) Then\r
+ Begin\r
+ XView_Change := -(XView_Change);\r
+ Right := FALSE;\r
+ End;\r
+ End\r
+ Else\r
+ Begin\r
+ YView := YView + YView_Change;\r
+ If (YView > 38) OR (YView < 2) Then\r
+ Begin\r
+ YView_Change := -(YView_Change);\r
+ Right := TRUE;\r
+ End;\r
+ End;\r
+\r
+ Set_Window(currentpage,XView,YView);\r
+ Set_Display_Page(currentpage);\r
+ Set_Dac_Register(50 + PrevColor, 3 + PrevColor, 0, 60 - PrevColor);\r
+ Set_Dac_Register(50 + SetColor, SetColor, 10, 63 - SetColor);\r
+ Set_Dac_Register(150 + PrevColor, 3 + PrevColor, 0, 60 - PrevColor);\r
+ Set_Dac_Register(150 + SetColor, 63, 63, SetColor);\r
+ SetColor := SetColor + SDir;\r
+ IF (SetColor = 60) OR (SetColor = 0) THEN SDir := -SDir;\r
+ PrevColor := PrevColor + PDir;\r
+ IF (PrevColor = 60) OR (PrevColor = 0) THEN PDir := -PDir;\r
+ Remove_Sprites(lastpage,Number_Of_Shapes);\r
+\r
+ If Keypressed Then\r
+ Begin\r
+ Ch := ReadKey;\r
+ Case Ch of\r
+ '-' : If Number_Of_Shapes > 1 Then\r
+ Begin\r
+ c := Number_Of_Shapes;\r
+ Copy_Bitmap(2,obj[c].XPos,obj[c].YPos,obj[c].XPos+16,obj[c].YPos+16,\r
+ currentpage,obj[c].XPos,obj[c].YPos);\r
+ Dec(Number_Of_Shapes);\r
+ End;\r
+ '+' : If Number_Of_Shapes < 64 Then Inc(Number_Of_Shapes);\r
+ End;\r
+ End;\r
+ lastpage := (lastpage+1) MOD 2;\r
+ currentpage := (currentpage+1) MOD 2;\r
+ End;\r
+END;\r
+\r
+ { MAIN ROUTINE - Run Through Demos and Exit }\r
+\r
+Begin\r
+\r
+ Randomize;\r
+ Init_Sprites;\r
+\r
+ Demo_Res(0, 320, 200);\r
+ Demo_Res(1, 320, 400);\r
+ Demo_Res(2, 360, 200);\r
+ Demo_Res(3, 360, 400);\r
+ Demo_Res(4, 320, 240);\r
+ Demo_Res(5, 320, 480);\r
+ Demo_Res(6, 360, 240);\r
+ Demo_Res(7, 360, 480);\r
+ Page_Demo;\r
+\r
+ asm\r
+ mov ah,0\r
+ mov al,3\r
+ int 10h\r
+ end;\r
+ WriteLn('THIS MODE X DEMO IS FINISHED');\r
+\r
+END.
\ No newline at end of file
--- /dev/null
+ECHO ... Building MODEX.QLB for QUICKBASIC 4.5\r
+LIB MODEX -+MODEX,,\r
+LIB MODEX -+UTILS,,\r
+DEL MODEX.BAK\r
+LINK /Q MODEX+UTILS, MODEX.QLB, NUL, C:\QB45\BQLB45.LIB;\1a\r
--- /dev/null
+ \r
+ ' ===== SCREEN RESOLUTIONS =====\r
+ \r
+CONST Mode320x200 = 0, Mode320x400 = 1\r
+CONST Mode360x200 = 2, Mode360x400 = 3\r
+CONST Mode320x240 = 4, Mode320x480 = 5\r
+CONST Mode360x240 = 6, Mode360x480 = 7\r
+ \r
+ ' ===== MODE X SETUP ROUTINES =====\r
+ \r
+DECLARE FUNCTION SET.VGA.MODEX% ALIAS "SET_VGA_MODEX" (BYVAL ModeType%, BYVAL MaxXpos%, BYVAL MaxYpos%, BYVAL Pages%)\r
+DECLARE FUNCTION SET.MODEX% ALIAS "SET_MODEX" (BYVAL Mode%)\r
+ \r
+ ' ===== BASIC GRAPHICS PRIMITIVES =====\r
+ \r
+DECLARE SUB CLEAR.VGA.SCREEN ALIAS "CLEAR_VGA_SCREEN" (BYVAL ColorNum%)\r
+DECLARE SUB SET.POINT ALIAS "SET_POINT" (BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorNum%)\r
+DECLARE FUNCTION READ.POINT% ALIAS "READ_POINT" (BYVAL Xpos%, BYVAL Ypos%)\r
+DECLARE SUB FILL.BLOCK ALIAS "FILL_BLOCK" (BYVAL Xpos1%, BYVAL Ypos1%, BYVAL Xpos2%, BYVAL Ypos2%, BYVAL ColorNum%)\r
+DECLARE SUB DRAW.LINE ALIAS "DRAW_LINE" (BYVAL Xpos1%, BYVAL Ypos1%, BYVAL Xpos2%, BYVAL Ypos2%, BYVAL ColorNum%)\r
+ \r
+ ' ===== DAC COLOR REGISTER ROUTINES =====\r
+ \r
+DECLARE SUB SET.DAC.REGISTER ALIAS "SET_DAC_REGISTER" (BYVAL RegNo%, BYVAL Red%, BYVAL Green%, BYVAL Blue%)\r
+DECLARE SUB GET.DAC.REGISTER ALIAS "GET_DAC_REGISTER" (BYVAL RegNo%, Red%, Green%, Blue%)\r
+DECLARE SUB LOAD.DAC.REGISTERS ALIAS "LOAD_DAC_REGISTERS" (SEG PalData AS ANY, BYVAL StartReg%, BYVAL EndReg%, BYVAL VSync%)\r
+DECLARE SUB READ.DAC.REGISTERS ALIAS "READ_DAC_REGISTERS" (SEG PalData AS ANY, BYVAL StartReg%, BYVAL EndReg%)\r
+ \r
+ \r
+ ' ===== PAGE FLIPPING AND SCROLLING ROUTINES =====\r
+ \r
+DECLARE SUB SET.ACTIVE.PAGE ALIAS "SET_ACTIVE_PAGE" (BYVAL PageNo%)\r
+DECLARE FUNCTION GET.ACTIVE.PAGE% ALIAS "GET_ACTIVE_PAGE"\r
+DECLARE SUB SET.DISPLAY.PAGE ALIAS "SET_DISPLAY_PAGE" (BYVAL PageNo%)\r
+DECLARE FUNCTION GET.DISPLAY.PAGE% ALIAS "GET_DISPLAY_PAGE"\r
+DECLARE SUB SET.WINDOW ALIAS "SET_WINDOW" (BYVAL DisplayPage%, BYVAL XOffset%, BYVAL YOffset%)\r
+DECLARE FUNCTION GET.X.OFFSET% ALIAS "GET_X_OFFSET" ()\r
+DECLARE FUNCTION GET.Y.OFFSET% ALIAS "GET_Y_OFFSET" ()\r
+DECLARE SUB SYNC.DISPLAY ALIAS "SYNC_DISPLAY"\r
+ \r
+ ' ===== TEXT DISPLAY ROUTINES =====\r
+ \r
+DECLARE SUB GPRINTC (BYVAL CharacterNum%, BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorF%, BYVAL ColorB%)\r
+DECLARE SUB TGPRINTC (BYVAL CharacterNum%, BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorF%)\r
+DECLARE SUB PRINT.STR ALIAS "PRINT_STR" (BYVAL StrSeg%, BYVAL StrOfs%, BYVAL MaxLen%, BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorF%, BYVAL ColorB%)\r
+DECLARE SUB TPRINT.STR ALIAS "TPRINT_STR" (BYVAL StrSeg%, BYVAL StrOfs%, BYVAL MaxLen%, BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorF%)\r
+DECLARE SUB SET.DISPLAY.FONT ALIAS "SET_DISPLAY_FONT" (SEG FontData AS ANY, BYVAL FontNumber%)\r
+ \r
+ ' ===== BITMAP (SPRITE) DISPLAY ROUTINES =====\r
+ \r
+DECLARE SUB DRAW.BITMAP ALIAS "DRAW_BITMAP" (SEG Image AS ANY, BYVAL Xpos%, BYVAL Ypos%, BYVAL xWidth%, BYVAL Height%)\r
+DECLARE SUB TDRAW.BITMAP ALIAS "TDRAW_BITMAP" (SEG Image AS ANY, BYVAL Xpos%, BYVAL Ypos%, BYVAL xWidth%, BYVAL Height%)\r
+ \r
+ ' ==== VIDEO MEMORY to VIDEO MEMORY COPY ROUTINES =====\r
+ \r
+DECLARE SUB COPY.PAGE ALIAS "COPY_PAGE" (BYVAL SourcePage%, BYVAL DestPage%)\r
+DECLARE SUB COPY.BITMAP ALIAS "COPY_BITMAP" (BYVAL SourcePage%, BYVAL X1%, BYVAL Y1%, BYVAL X2%, BYVAL Y2%, BYVAL DestPage%, BYVAL DestX1%, BYVAL DestY1%)\r
+ \r
+ \r
+ \r
+ \r
+ \r
+ \r
--- /dev/null
+'File: TEST6A.BAS\r
+'Descp.: A Mode "X" demonstration for Quickbasic 4.5\r
+'Author: Matt Pritchard\r
+'Date: 14 April, 1993\r
+'\r
+DECLARE SUB DEMO.RES (Mode%, Xmax%, Ymax%)\r
+DECLARE SUB ERROR.OUT (Message$)\r
+DECLARE FUNCTION GET.KEY% ()\r
+DECLARE SUB LOAD.SHAPES ()\r
+DECLARE SUB PAGE.DEMO ()\r
+DECLARE SUB PRINT.TEXT (Text$, Xpos%, Ypos%, ColorF%, ColorB%)\r
+DECLARE SUB TPRINT.TEXT (Text$, Xpos%, Ypos%, ColorF%)\r
+DEFINT A-Z\r
+\r
+\r
+TYPE ShapeType\r
+ ImgData AS STRING * 512\r
+ xWidth AS INTEGER\r
+ yWidth AS INTEGER\r
+END TYPE\r
+\r
+TYPE Sprite\r
+ Xpos AS INTEGER\r
+ Ypos AS INTEGER\r
+ XDir AS INTEGER\r
+ YDir AS INTEGER\r
+ Shape AS INTEGER\r
+END TYPE\r
+\r
+\r
+CONST MaxShapes = 32\r
+\r
+ REM $INCLUDE: 'UTILS.BI'\r
+ REM $INCLUDE: 'MODEX.BI'\r
+\r
+DIM SHARED Img(32) AS ShapeType\r
+COMMON SHARED Img() AS ShapeType\r
+\r
+\r
+ CALL INIT.RANDOM\r
+\r
+ CALL LOAD.SHAPES\r
+\r
+ CALL DEMO.RES(Mode320x200, 320, 200)\r
+ CALL DEMO.RES(Mode320x400, 320, 400)\r
+\r
+ CALL DEMO.RES(Mode360x200, 360, 200)\r
+ CALL DEMO.RES(Mode360x400, 360, 400)\r
+\r
+ CALL DEMO.RES(Mode320x240, 320, 240)\r
+ CALL DEMO.RES(Mode320x480, 320, 480)\r
+\r
+ CALL DEMO.RES(Mode360x240, 360, 240)\r
+ CALL DEMO.RES(Mode360x480, 360, 480)\r
+\r
+ CALL PAGE.DEMO\r
+\r
+ SET.VIDEO.MODE 3\r
+ DOS.PRINT "THIS MODE X DEMO IS FINISHED"\r
+ END\r
+\r
+SUB DEMO.RES (Mode, Xmax, Ymax)\r
+\r
+ IF SET.MODEX%(Mode) = 0 THEN\r
+ ERROR.OUT "Unable to SET_MODEX" + STR$(Mode)\r
+ END IF\r
+\r
+ XCenter = Xmax \ 2\r
+ \r
+ X1 = 10\r
+ Y1 = 10\r
+ X2 = Xmax - 1\r
+ Y2 = Ymax - 1\r
+\r
+ FOR Z = 0 TO 3\r
+ Colr = 31 - Z * 2\r
+ DRAW.LINE X1 + Z, Y1 + Z, X2 - Z, Y1 + Z, Colr\r
+ DRAW.LINE X1 + Z, Y1 + Z, X1 + Z, Y2 - Z, Colr\r
+ DRAW.LINE X1 + Z, Y2 - Z, X2 - Z, Y2 - Z, Colr\r
+ DRAW.LINE X2 - Z, Y1 + Z, X2 - Z, Y2 - Z, Colr\r
+ NEXT Z\r
+\r
+ XChars = Xmax \ 10\r
+ YChars = Ymax \ 10\r
+\r
+ FOR X = 0 TO XChars - 1\r
+ TGPRINTC 48 + ((X + 1) MOD 10), X * 10 + 1, 1, 9 + ((X \ 8) MOD 7)\r
+ DRAW.LINE X * 10 + 9, 0, X * 10 + 9, 3, 15\r
+ NEXT X\r
+\r
+ FOR Y = 0 TO YChars - 1\r
+ TGPRINTC 48 + ((Y + 1) MOD 10), 1, Y * 10 + 1, 9 + ((Y \ 10) MOD 7)\r
+ DRAW.LINE 0, Y * 10 + 9, 3, Y * 10 + 9, 15\r
+ NEXT Y\r
+\r
+ ' Draw Lines\r
+\r
+ FOR X = 0 TO 63\r
+ N = 15 + X * .75\r
+ SET.DAC.REGISTER 64 + X, N, N, N\r
+ SET.DAC.REGISTER 128 + X, 0, N, N\r
+\r
+ DRAW.LINE 103 - X, 60, 40 + X, 123, 64 + X\r
+ DRAW.LINE 40, 60 + X, 103, 123 - X, 128 + X\r
+\r
+ NEXT X\r
+ TPRINT.TEXT "LINE TEST", 37, 130, c.BLUE\r
+\r
+ Y = 60: Gap = 0\r
+ FOR X = 0 TO 9\r
+ FILL.BLOCK 120, Y, 120 + X, Y + Gap, 64 + X\r
+ FILL.BLOCK 140 - (15 - X), Y, 150 + X, Y + Gap, 230 + X\r
+ FILL.BLOCK 170 - (15 - X), Y, 170, Y + Gap, 128 + X\r
+ Y = Y + Gap + 2\r
+ Gap = Gap + 1\r
+ NEXT X\r
+ TPRINT.TEXT "FILL TEST", 110, 46, c.GREEN\r
+\r
+\r
+ FOR X = 190 TO 250 STEP 2\r
+ FOR Y = 60 TO 122 STEP 2\r
+ SET.POINT X, Y, X + Y + X + Y\r
+ NEXT Y\r
+ NEXT X\r
+\r
+ TPRINT.TEXT "PIXEL TEST", 182, 130, c.RED\r
+\r
+ FOR X = 190 TO 250 STEP 2\r
+ FOR Y = 60 TO 122 STEP 2\r
+ IF READ.POINT(X, Y) <> ((X + Y + X + Y) AND 255) THEN\r
+ ERROR.OUT "READ.PIXEL Failure"\r
+ END IF\r
+ NEXT Y\r
+ NEXT X\r
+\r
+\r
+\r
+ Msg$ = " This is a MODE X demo "\r
+ PRINT.TEXT Msg$, XCenter - (LEN(Msg$) * 4), 20, c.bRED, c.BLUE\r
+ Msg$ = "Screen Resolution is by "\r
+ Xp = XCenter - (LEN(Msg$) * 4)\r
+ PRINT.TEXT Msg$, Xp, 30, c.bGREEN, c.BLACK\r
+\r
+ PRINT.TEXT LTRIM$(STR$(Xmax)), Xp + 8 * 21, 30, c.bPURPLE, c.BLACK\r
+ PRINT.TEXT LTRIM$(STR$(Ymax)), Xp + 8 * 28, 30, c.bWHITE, c.BLACK\r
+\r
+ FOR X = 0 TO 15\r
+ SET.DAC.REGISTER 230 + X, 63 - X * 4, 0, 15 + X * 3\r
+ DRAW.LINE 30 + X, Ymax - 6 - X, Xmax - 20 - X, Ymax - 6 - X, 230 + X\r
+ NEXT X\r
+ TPRINT.TEXT "Press <ANY KEY> to Continue", XCenter - (26 * 4), Ymax - 18, c.YELLOW\r
+\r
+ X = GET.KEY%\r
+ IF X = KyESC THEN ERROR.OUT "ABORT"\r
+\r
+END SUB\r
+\r
+SUB ERROR.OUT (Message$)\r
+\r
+ SET.VIDEO.MODE 3\r
+ DOS.PRINT Message$\r
+ END\r
+\r
+END SUB\r
+\r
+FUNCTION GET.KEY%\r
+\r
+ DO\r
+ X = SCAN.KEYBOARD\r
+ LOOP UNTIL X\r
+\r
+ GET.KEY% = X\r
+\r
+END FUNCTION\r
+\r
+SUB LOAD.SHAPES\r
+\r
+DIM Grid(1 TO 32, 1 TO 32)\r
+\r
+ FOR Shape = 0 TO MaxShapes - 1\r
+\r
+ FOR Y = 1 TO 32\r
+ FOR X = 1 TO 32\r
+ Grid(X, Y) = 0\r
+ NEXT X\r
+ NEXT Y\r
+\r
+ Style = RANDOM.INT(6)\r
+ Colour = 1 + RANDOM.INT(15)\r
+ \r
+ SELECT CASE Style\r
+\r
+ CASE 0: ' Solid Box\r
+\r
+ DO\r
+ xWidth = 3 + RANDOM.INT(30)\r
+ yWidth = 3 + RANDOM.INT(30)\r
+ LOOP UNTIL ((xWidth * yWidth) <= 512)\r
+\r
+ FOR Y = 1 TO yWidth\r
+ FOR X = 1 TO xWidth\r
+ Grid(X, Y) = Colour\r
+ NEXT X\r
+ NEXT Y\r
+\r
+ CASE 1: ' Hollow Box\r
+\r
+ DO\r
+ xWidth = 5 + RANDOM.INT(28)\r
+ yWidth = 5 + RANDOM.INT(28)\r
+ LOOP UNTIL ((xWidth * yWidth) <= 512)\r
+\r
+ FOR Y = 1 TO yWidth\r
+ FOR X = 1 TO xWidth\r
+ Grid(X, Y) = Colour\r
+ NEXT X\r
+ NEXT Y\r
+\r
+ HollowX = 1 + RANDOM.INT(xWidth \ 2 - 1)\r
+ HollowY = 1 + RANDOM.INT(yWidth \ 2 - 1)\r
+\r
+ FOR Y = HollowY + 1 TO yWidth - HollowY\r
+ FOR X = HollowX + 1 TO xWidth - HollowX\r
+ Grid(X, Y) = nil\r
+ NEXT X\r
+ NEXT Y\r
+\r
+ CASE 2: ' Solid Diamond\r
+\r
+ xWidth = 3 + 2 * RANDOM.INT(10)\r
+ yWidth = xWidth\r
+ Centre = xWidth \ 2\r
+\r
+ FOR Y = 0 TO Centre\r
+ FOR X = 0 TO Y\r
+ Grid(Centre - X + 1, Y + 1) = Colour\r
+ Grid(Centre + X + 1, Y + 1) = Colour\r
+ Grid(Centre - X + 1, yWidth - Y) = Colour\r
+ Grid(Centre + X + 1, yWidth - Y) = Colour\r
+ NEXT X\r
+ NEXT Y\r
+\r
+\r
+ CASE 3: ' Hollow Diamond\r
+\r
+\r
+ xWidth = 3 + 2 * RANDOM.INT(10)\r
+ yWidth = xWidth\r
+ Centre = xWidth \ 2\r
+ sWidth = RANDOM.INT(Centre)\r
+\r
+ FOR Y = 0 TO Centre\r
+ FOR X = 0 TO Y\r
+ IF X + (Centre - Y) >= sWidth THEN\r
+ Grid(Centre - X + 1, Y + 1) = Colour\r
+ Grid(Centre + X + 1, Y + 1) = Colour\r
+ Grid(Centre - X + 1, yWidth - Y) = Colour\r
+ Grid(Centre + X + 1, yWidth - Y) = Colour\r
+ END IF\r
+ NEXT X\r
+ NEXT Y\r
+\r
+ CASE 4: ' Ball\r
+\r
+ xWidth = 7 + 2 * RANDOM.INT(8)\r
+ yWidth = xWidth\r
+ Centre = 1 + xWidth \ 2\r
+\r
+ FOR Y = 1 TO yWidth\r
+ FOR X = 1 TO xWidth\r
+ D = SQR(((Centre - X) * (Centre - X)) + ((Centre - Y) * (Centre - Y)))\r
+ IF D < Centre THEN Grid(X, Y) = 150 + Colour * 2 + D * 3\r
+ NEXT X\r
+ NEXT Y\r
+\r
+ CASE 5: ' Ball\r
+\r
+\r
+ xWidth = 7 + 2 * RANDOM.INT(8)\r
+ yWidth = xWidth\r
+ Centre = 1 + xWidth \ 2\r
+ sWidth = RANDOM.INT(xWidth)\r
+\r
+ FOR Y = 1 TO yWidth\r
+ FOR X = 1 TO xWidth\r
+ D = SQR(((Centre - X) * (Centre - X)) + ((Centre - Y) * (Centre - Y)))\r
+ IF D < Centre AND D >= sWidth THEN Grid(X, Y) = 150 + Colour * 2 + D * 3\r
+ NEXT X\r
+ NEXT Y\r
+\r
+ END SELECT\r
+\r
+ Img(Shape).xWidth = xWidth\r
+ Img(Shape).yWidth = yWidth\r
+\r
+ A$ = STRING$(xWidth * yWidth, nil)\r
+\r
+ c = 1\r
+ FOR Y = 1 TO yWidth\r
+ FOR X = 1 TO xWidth\r
+ MID$(A$, c, 1) = CHR$(Grid(X, Y))\r
+ c = c + 1\r
+ NEXT X\r
+ NEXT Y\r
+\r
+ Img(Shape).ImgData = A$\r
+ \r
+\r
+ NEXT Shape\r
+\r
+END SUB\r
+\r
+SUB PAGE.DEMO\r
+\r
+CONST MaxSprites = 64\r
+\r
+DIM Obj(MaxSprites) AS Sprite\r
+DIM LastX(MaxSprites, 1), LastY(MaxSprites, 1)\r
+DIM LastObjects(1)\r
+\r
+ ScreenX = 360: ScreenY = 240\r
+\r
+ IF SET.VGA.MODEX%(Mode320x200, ScreenX, ScreenY, 3) = 0 THEN\r
+ ERROR.OUT "Unable to SET_VGA_MODEX" + STR$(Mode)\r
+ END IF\r
+\r
+ SET.ACTIVE.PAGE 0\r
+\r
+ CLEAR.VGA.SCREEN c.BLACK\r
+ \r
+ PRINT.TEXT "This is a Test of the Following Functions:", 10, 9, c.bWHITE, c.BLACK\r
+\r
+ DRAW.LINE 10, 18, 350, 18, c.YELLOW\r
+ PRINT.TEXT "SET_ACTIVE_PAGE", 10, 20, c.bBLUE, c.BLACK\r
+ PRINT.TEXT "SET_DISPLAY_PAGE", 10, 30, c.GREEN, c.BLACK\r
+ PRINT.TEXT "SET_DAC_REGISTER", 10, 40, c.RED, c.BLACK\r
+ PRINT.TEXT "CLEAR_VGA_SCREEN", 10, 50, c.CYAN, c.BLACK\r
+\r
+ PRINT.TEXT "TDRAW_BITMAP", 10, 60, c.PURPLE, c.BLACK\r
+ PRINT.TEXT "COPY_PAGE", 10, 70, c.GREEN, c.BLACK\r
+ PRINT.TEXT "COPY_BITMAP", 10, 80, c.CYAN, c.BLACK\r
+\r
+ PRINT.TEXT "GPRINTC", 10, 90, c.BLUE, c.BLACK\r
+ PRINT.TEXT "TGPRINTC", 10, 100, c.GREEN, c.BLACK\r
+ PRINT.TEXT "SET_WINDOW", 10, 110, c.RED, c.BLACK\r
+\r
+ PRINT.TEXT "VIRTUAL SCREEN SIZES", 190, 20, c.bBLUE, c.BLACK\r
+ PRINT.TEXT " SMOOTH SCROLLING", 190, 30, c.GREEN, c.BLACK\r
+ PRINT.TEXT " SPRITE ANIMATION", 190, 40, c.CYAN, c.BLACK\r
+ PRINT.TEXT " PAGE FLIPPING", 190, 50, c.RED, c.BLACK\r
+ PRINT.TEXT " COLOR CYCLING", 190, 60, c.PURPLE, c.BLACK\r
+\r
+\r
+ FOR X = 0 TO 60\r
+ SET.DAC.REGISTER 50 + X, 3 + X, 0, 60 - X\r
+ SET.DAC.REGISTER 150 + X, 3 + X, 0, 60 - X\r
+ NEXT X\r
+\r
+ c = 0: DC = 1\r
+ FOR X = 0 TO ScreenX \ 2\r
+ DRAW.LINE ScreenX \ 2 - 1, ScreenY \ 4, X, ScreenY - 1, c + 50\r
+ DRAW.LINE ScreenX \ 2, ScreenY \ 4, ScreenX - X - 1, ScreenY - 1, c + 50\r
+ c = c + DC\r
+ IF c = 0 OR c = 60 THEN DC = -DC\r
+ NEXT X\r
+ \r
+ TPRINT.TEXT "Press <ANY KEY> to Continue", 72, 190, c.bWHITE\r
+ TPRINT.TEXT "< > = Faster < > = Slower", 72, 204, c.bGREEN\r
+ TPRINT.TEXT "< > = Fewer Shapes < > = More Shapes", 32, 218, c.bCYAN\r
+\r
+ TGPRINTC 43, 80, 204, c.YELLOW\r
+ TGPRINTC 45, 200, 204, c.YELLOW\r
+\r
+ TGPRINTC 25, 40, 218, c.YELLOW\r
+ TGPRINTC 24, 200, 218, c.YELLOW\r
+\r
+ COPY.PAGE 0, 1\r
+ COPY.PAGE 0, 2\r
+\r
+ FOR X = 1 TO MaxSprites\r
+ DO\r
+ Obj(X).XDir = RANDOM.INT(7) - 3\r
+ Obj(X).YDir = RANDOM.INT(7) - 3\r
+ LOOP WHILE (Obj(X).XDir = 0 AND Obj(X).YDir = 0)\r
+\r
+ Obj(X).Shape = X MOD MaxShapes\r
+\r
+ SpriteX = Img(Obj(X).Shape).xWidth\r
+ SpriteY = Img(Obj(X).Shape).yWidth\r
+\r
+ Obj(X).Xpos = 1 + RANDOM.INT(ScreenX - SpriteX - 2)\r
+ Obj(X).Ypos = 1 + RANDOM.INT(ScreenY - SpriteY - 2)\r
+\r
+ LastX(X, 0) = Obj(X).Xpos\r
+ LastX(X, 1) = Obj(X).Xpos\r
+ LastY(X, 0) = Obj(X).Ypos\r
+ LastY(X, 1) = Obj(X).Ypos\r
+ NEXT X\r
+\r
+ CurrentPage = 0\r
+\r
+ 'View Shift...\r
+\r
+ ViewX = 0\r
+ ViewY = 0\r
+ ViewMax = 3\r
+ ViewCnt = 0\r
+ ViewXD = 1\r
+ ViewYD = 1\r
+\r
+ SetColor = 3: SDir = 1\r
+ PrevColor = 0: PDir = 1\r
+\r
+ VisObjects = MaxSprites \ 2\r
+ LastObjects(0) = 0\r
+ LastObjects(1) = 0\r
+\r
+DRAW.LOOP:\r
+\r
+\r
+ SET.ACTIVE.PAGE CurrentPage\r
+\r
+ ' Erase Old Images\r
+\r
+ FOR X = 1 TO LastObjects(CurrentPage)\r
+ \r
+ X1 = LastX(X, CurrentPage) AND &HFFFC\r
+ Y1 = LastY(X, CurrentPage)\r
+ X2 = ((LastX(X, CurrentPage) + Img(Obj(X).Shape).xWidth)) OR 3\r
+ Y2 = Y1 + Img(Obj(X).Shape).yWidth - 1\r
+\r
+ COPY.BITMAP 2, X1, Y1, X2, Y2, CurrentPage, X1, Y1\r
+ \r
+ NEXT X\r
+\r
+ ' Draw new images\r
+\r
+ FOR X = 1 TO VisObjects\r
+\r
+ SpriteX = Img(Obj(X).Shape).xWidth\r
+ SpriteY = Img(Obj(X).Shape).yWidth\r
+\r
+ ' Move Sprite\r
+\r
+REDOX:\r
+ NewX = Obj(X).Xpos + Obj(X).XDir\r
+ IF NewX < 0 OR NewX + SpriteX > ScreenX THEN\r
+ Obj(X).XDir = -Obj(X).XDir\r
+ IF RANDOM.INT(20) = 1 THEN\r
+ DO\r
+ Obj(X).XDir = RANDOM.INT(7) - 3\r
+ Obj(X).YDir = RANDOM.INT(7) - 3\r
+ LOOP WHILE (Obj(X).XDir = 0 AND Obj(X).YDir = 0)\r
+ GOTO REDOX\r
+ END IF\r
+ END IF\r
+ Obj(X).Xpos = Obj(X).Xpos + Obj(X).XDir\r
+\r
+REDOY:\r
+ NewY = Obj(X).Ypos + Obj(X).YDir\r
+ IF NewY < 0 OR NewY + SpriteY > ScreenY THEN\r
+ Obj(X).YDir = -Obj(X).YDir\r
+ IF RANDOM.INT(20) = 1 THEN\r
+ DO\r
+ Obj(X).XDir = RANDOM.INT(7) - 3\r
+ Obj(X).YDir = RANDOM.INT(7) - 3\r
+ LOOP WHILE (Obj(X).XDir = 0 AND Obj(X).YDir = 0)\r
+ GOTO REDOY\r
+ END IF\r
+ END IF\r
+ Obj(X).Ypos = Obj(X).Ypos + Obj(X).YDir\r
+\r
+ 'Draw Sprite\r
+\r
+ TDRAW.BITMAP Img(Obj(X).Shape), Obj(X).Xpos, Obj(X).Ypos, SpriteX, SpriteY\r
+\r
+ LastX(X, CurrentPage) = Obj(X).Xpos\r
+ LastY(X, CurrentPage) = Obj(X).Ypos\r
+\r
+ NEXT X\r
+\r
+ LastObjects(CurrentPage) = VisObjects\r
+\r
+ ' Pan Screen Back & Forth\r
+\r
+ ViewCnt = ViewCnt + 1\r
+ IF ViewCnt >= ViewMax THEN\r
+ ViewX = ViewX + ViewXD\r
+ IF ViewX = 0 OR ViewX = 39 THEN ViewXD = -ViewXD\r
+ IF ViewXD < 0 THEN\r
+ ViewY = ViewY + ViewYD\r
+ IF ViewY = 0 OR ViewY = 39 THEN ViewYD = -ViewYD\r
+ END IF\r
+ \r
+ SET.WINDOW CurrentPage, ViewX, ViewY\r
+\r
+ ViewCnt = 0\r
+ ELSE\r
+ SET.DISPLAY.PAGE CurrentPage\r
+ END IF\r
+\r
+ ' Cycle Colors\r
+\r
+ SET.DAC.REGISTER 50 + PrevColor, 3 + PrevColor, 0, 60 - PrevColor\r
+ SET.DAC.REGISTER 50 + SetColor, SetColor, 10, 63 - SetColor\r
+\r
+ SET.DAC.REGISTER 150 + PrevColor, 3 + PrevColor, 0, 60 - PrevColor\r
+ SET.DAC.REGISTER 150 + SetColor, 63, 63, SetColor\r
+\r
+ SetColor = SetColor + SDir\r
+ IF SetColor = 60 OR SetColor = 0 THEN SDir = -SDir\r
+\r
+ PrevColor = PrevColor + PDir\r
+ IF PrevColor = 60 OR PrevColor = 0 THEN PDir = -PDir\r
+\r
+ CurrentPage = 1 - CurrentPage\r
+\r
+ Code = SCAN.KEYBOARD\r
+\r
+ IF Code = False THEN GOTO DRAW.LOOP\r
+\r
+ IF Code = KyPlus THEN\r
+ IF ViewMax < 12 THEN ViewMax = ViewMax + 1\r
+ GOTO DRAW.LOOP\r
+ END IF\r
+\r
+ IF Code = KyMinus THEN\r
+ IF ViewMax > 1 THEN ViewMax = ViewMax - 1\r
+ IF ViewCnt >= ViewMax THEN ViewCnt = 0\r
+ GOTO DRAW.LOOP\r
+ END IF\r
+\r
+ IF Code = KyUp THEN\r
+ IF VisObjects < MaxSprites THEN VisObjects = VisObjects + 1\r
+ GOTO DRAW.LOOP\r
+ END IF\r
+ \r
+ IF Code = KyDown THEN\r
+ IF VisObjects > 1 THEN VisObjects = VisObjects - 1\r
+ GOTO DRAW.LOOP\r
+ END IF\r
+\r
+\r
+END SUB\r
+\r
+SUB PRINT.TEXT (Text$, Xpos, Ypos, ColorF, ColorB)\r
+\r
+ IF LEN(Text$) = 0 THEN EXIT SUB\r
+ PRINT.STR VARSEG(Text$), SADD(Text$), LEN(Text$), Xpos, Ypos, ColorF, ColorB\r
+\r
+\r
+END SUB\r
+\r
+SUB TPRINT.TEXT (Text$, Xpos, Ypos, ColorF)\r
+\r
+ IF LEN(Text$) = 0 THEN EXIT SUB\r
+\r
+ TPRINT.STR VARSEG(Text$), SADD(Text$), LEN(Text$), Xpos, Ypos, ColorF\r
+\r
+END SUB\r
+\r
--- /dev/null
+MASM utils, utils, utils, nul;
\ No newline at end of file
--- /dev/null
+;=======================================================\r
+;=== UTILS.ASM - Asm Utilities for QuickBasic/BC7 ===\r
+;=======================================================\r
+\r
+ PAGE 255, 132\r
+\r
+ .MODEL Medium\r
+ .286\r
+\r
+ ; ==== MACROS ====\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
+ ; Macro to Clear a Register to 0\r
+\r
+CLR MACRO Register\r
+ xor Register, Register ; Set Register = 0\r
+ENDM\r
+\r
+ ; Macros to Decrement Counter & Jump on Condition\r
+\r
+LOOPx MACRO Register, Destination\r
+ dec Register ; Counter--\r
+ jnz Destination ; Jump if not 0\r
+ENDM\r
+\r
+LOOPjz MACRO Register, Destination\r
+ dec Register ; Counter--\r
+ jz Destination ; Jump if 0\r
+ENDM\r
+\r
+\r
+ ; ==== General Constants ====\r
+\r
+ False EQU 0\r
+ True EQU -1\r
+ nil EQU 0\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
+\r
+IFDEF FARSTRINGS\r
+\r
+ EXTRN stringaddress:far\r
+ EXTRN stringlength:far\r
+\r
+ENDIF\r
+\r
+\r
+ .Data\r
+\r
+ EVEN\r
+\r
+RND_Seed DW 7397, 29447, 802\r
+RND_Mult DW 179, 183, 182\r
+RND_ModV DW 32771, 32779, 32783\r
+\r
+CR_LF DB 13, 10 ; the CRLF data\r
+\r
+ .Code\r
+\r
+;=================\r
+;DOS_PRINT (Text$)\r
+;=================\r
+;\r
+; Prints Text Directly to DOS console w/ CR/LF\r
+;\r
+\r
+ PUBLIC DOS_PRINT\r
+\r
+DP_Stack STRUC\r
+ DW ?x4 ; DI, SI, DS, BP\r
+ DD ? ; Caller\r
+ DP_Text DW ? ; Address of Text$ Descriptor\r
+DP_Stack ENDS\r
+\r
+\r
+DOS_PRINT PROC FAR\r
+\r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ mov BP, SP ; Set up Stack Frame\r
+\r
+ mov SI, [BP].DP_Text ; Get Addr of Text$ descriptor\r
+\r
+IFDEF FARSTRINGS\r
+ push SI ; Push Addr of BC7 Decriptor Ptr\r
+ call stringaddress ; Get Address + Len of string!!!\r
+ ; DX:AX = Addr CX = Len\r
+ mov DS, DX ; DS = DX = Segment of string\r
+ mov DX, AX ; DX = AX = Offset of String\r
+ELSE\r
+ mov CX, [SI] ; put its length into CX\r
+ mov DX, [SI+02] ; now DS:DX points to the String\r
+ENDIF\r
+\r
+ jcxz @No_Print ; Don't Print if empty\r
+\r
+ mov BX, 1 ; 1= DOS Handle for Display\r
+ mov AH, 40h ; Write Text Function\r
+ int 21h ; Call DOS to do it\r
+\r
+@No_Print:\r
+ mov AX, SEG DGROUP ; Restore DGroup\r
+ mov DS, AX\r
+\r
+ mov DX, o CR_LF ; Get Addr of CR/LF pair\r
+ mov CX, 2 ; 2 Characters to Write \r
+ mov BX, 1 ; 1= DOS Handle for Display\r
+\r
+ mov AH, 40h ; Write Text Function\r
+ int 21h ; Call DOS to do it\r
+\r
+ cld ; Reset Direction Flag \r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ ret 2 ; Exit & Clean Up Stack\r
+\r
+DOS_PRINT ENDP\r
+\r
+\r
+;==================\r
+;DOS_PRINTS (Text$)\r
+;==================\r
+; \r
+; Print Text$ Directly to DOS console \r
+; without a trailing CR/LF\r
+;\r
+\r
+ PUBLIC DOS_PRINTS\r
+\r
+DOS_PRINTS PROC FAR\r
+\r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ mov BP, SP ; Set up Stack Frame\r
+\r
+ mov SI, [BP].DP_Text ; Get Addr of Text$ descriptor\r
+\r
+IFDEF FARSTRINGS\r
+ push SI ; Push Addr of BC7 Decriptor Ptr\r
+ call stringaddress ; Get Address + Len of string!!!\r
+ ; DX:AX = Addr CX = Len\r
+ mov DS, DX ; DS = DX = Segment of string\r
+ mov DX, AX ; DX = AX = Offset of String\r
+ELSE\r
+ mov CX, [SI] ; put its length into CX\r
+ mov DX, [SI+02] ; now DS:DX points to the String\r
+ENDIF\r
+\r
+ jcxz @DPS_Exit ; Don't Print if empty\r
+\r
+ mov BX, 1 ; 1= DOS Handle for Display\r
+ mov AH, 40h ; Write Text Function\r
+ int 21h ; Call DOS to do it\r
+\r
+@DPS_Exit:\r
+ cld ; Reset Direction Flag \r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ ret 2 ; Exit & Clean Up Stack\r
+\r
+DOS_PRINTS ENDP\r
+\r
+\r
+;======================\r
+;SET_VIDEO_MODE (Mode%) \r
+;======================\r
+;\r
+; Sets the Video Mode through the BIOS\r
+;\r
+\r
+ PUBLIC SET_VIDEO_MODE\r
+\r
+SVM_Stack STRUC\r
+ DW ?x4 ; DI, SI, DS, BP\r
+ DD ? ; Caller\r
+ SVM_Mode DB ?,? ; Desired Video Mode\r
+SVM_Stack ENDS\r
+\r
+\r
+SET_VIDEO_MODE PROC FAR\r
+\r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ mov BP, SP ; Set up Stack Frame\r
+\r
+ CLR AH ; Function 0\r
+ mov AL, [BP].SVM_Mode ; Get Mode #\r
+\r
+ int 10H ; Change Video Modes\r
+\r
+@SVM_Exit:\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ ret 2 ; Exit & Clean Up Stack\r
+\r
+SET_VIDEO_MODE ENDP\r
+\r
+\r
+;==============\r
+;SCAN_KEYBOARD%\r
+;==============\r
+;\r
+; Function to scan keyboard for a pressed key\r
+;\r
+\r
+ PUBLIC SCAN_KEYBOARD\r
+\r
+SCAN_KEYBOARD PROC FAR\r
+\r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+\r
+ mov AH, 01H ; Function #1\r
+ int 16H ; Call Keyboard Driver\r
+ jz @SK_NO_KEY ; Exit if Zero flag set\r
+\r
+ mov AH, 00H ; Remove Key from Buffer\r
+ int 16H ; Get Keycode in AX\r
+\r
+ or AL, AL ; Low Byte Set (Ascii?)\r
+ jz @SK_Exit ; if not, it's a F-Key\r
+\r
+ CLR AH ; Clear ScanCode if Ascii\r
+ jmp s @SK_Exit ; Return Key in AX\r
+\r
+@SK_NO_KEY:\r
+ CLR AX ; Return Nil (no Keypress)\r
+\r
+@SK_Exit:\r
+ cld ; Reset Direction Flag \r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ ret ; Exit & Clean Up Stack\r
+\r
+SCAN_KEYBOARD ENDP\r
+\r
+\r
+;====================\r
+;RANDOM_INT (MaxInt%)\r
+;====================\r
+;\r
+; Returns a pseudo-random number in the range of (0.. MaxInt-1)\r
+;\r
+\r
+\r
+ PUBLIC RANDOM_INT\r
+\r
+RI_Stack STRUC\r
+ DW ? ; BP\r
+ DD ? ; Caller\r
+ RI_MaxVal DW ? ; Maximum Value to Return + 1\r
+RI_Stack ENDS\r
+\r
+\r
+RANDOM_INT PROC FAR\r
+\r
+ push BP ; Preserve Important Registers\r
+ mov BP, SP ; Set up Stack Frame\r
+\r
+ CLR BX ; BX is the data index\r
+ CLR CX ; CX is the accumulator\r
+\r
+REPT 3\r
+ mov AX, RND_Seed[BX] ; load the initial seed\r
+ mul RND_Mult[BX] ; multiply it\r
+ div RND_ModV[BX] ; and obtain the Mod value\r
+ mov RND_Seed[BX], DX ; save that for the next time\r
+\r
+ add CX, DX ; add it into the accumulator\r
+ inc BX\r
+ inc BX ; point to the next set of values\r
+ENDM\r
+\r
+ mov AX, CX ; AX = Random #\r
+ CLR DX ; DX = 0\r
+ div [BP].RI_MaxVal ; DX = DX:AX / MAxVal Remainder\r
+\r
+ mov AX, DX\r
+\r
+ pop BP ; Restore BP\r
+ ret 2 ; back to BASIC with AX holding the result\r
+\r
+RANDOM_INT ENDP\r
+\r
+\r
+;===========\r
+;INIT_RANDOM\r
+;===========\r
+;\r
+; Scrambles the psuedo-random number sequence\r
+; (XOR's the seed value with the timer)\r
+;\r
+\r
+ PUBLIC INIT_RANDOM\r
+\r
+INIT_RANDOM PROC FAR\r
+\r
+ clr AX ; Segment = 0000\r
+ mov ES, AX\r
+ mov AX, ES:[046Ch] ; Get Timer Lo Word\r
+\r
+ xor RND_Seed, AX ; Scramble 1st Seed\r
+\r
+ ret ; Exit & Clean Up Stack\r
+\r
+INIT_RANDOM ENDP\r
+\r
+\r
+;====================\r
+;INT_SQR (X%, Round%)\r
+;====================\r
+;\r
+; Returns the Integer Square Root of (X)\r
+; Round allows the return value to be rounded to the \r
+; nearest integer value by passing 0x80. Passing 0\r
+; return the Integer Portion only. The rounding amound is\r
+; a number from 0 to 1 multiplied by 256, thus \r
+; 0.5 * 0x100 = 0x80!\r
+;\r
+\r
+ISQ_Stack STRUC\r
+ DW ?,? ; BP, DI\r
+ DD ? ; Caller\r
+ ISQ_Round DW ? ; Amount to Round Result * 256\r
+ ISQ_X DW ? ; "X"\r
+ISQ_Stack ENDS\r
+\r
+ PUBLIC INT_SQR\r
+\r
+INT_SQR PROC FAR\r
+\r
+ PUSHx BP, DI ; Save BP\r
+ mov BP, SP ; Set up Stack Frame\r
+\r
+ xor AX, AX ; {xor eax,eax}\r
+ xor DX, DX ; {xor edx,edx}\r
+ mov DI, [BP].ISQ_X ; {mov edi,x}\r
+\r
+ mov CX, 16 ; {mov cx, 32}\r
+\r
+@ISQ_L:\r
+\r
+ shl DI, 1 ; {shl edi,1}\r
+ rcl DX, 1 ; {rcl edx,1}\r
+ shl DI, 1 ; {shl edi,1}\r
+ rcl DX, 1 ; {rcl edx,1}\r
+ shl AX, 1 ; {shl eax,1}\r
+ mov BX, AX ; {mov ebx,eax}\r
+ shl BX, 1 ; {shl ebx,1}\r
+ inc BX ; {inc ebx}\r
+ cmp DX, BX ; {cmp edx,ebx}\r
+ jl @ISQ_S\r
+\r
+ sub DX, BX ; {sub edx,ebx}\r
+ inc AX ; {inc eax}\r
+\r
+@ISQ_S: \r
+ loop @ISQ_L\r
+\r
+ add ax, [BP].ISQ_Round ; {add eax,$00008000} \r
+ ; {*round* result in hi word: ie. +0.5}\r
+ shr ax, 8 ; {shr eax,16} {to ax (result)}\r
+\r
+ POPx DI, BP ; Restore Registers \r
+ ret 4 ; Exit\r
+\r
+INT_SQR ENDP\r
+\r
+\r
+;============\r
+;TIMER_COUNT&\r
+;============\r
+;\r
+; Returns the current timer value as an integer/long integer\r
+;\r
+\r
+\r
+ PUBLIC TIMER_COUNT\r
+\r
+TIMER_COUNT PROC FAR\r
+\r
+ clr AX ; Segment = 0000\r
+ mov ES, AX ; use ES to get at data\r
+ mov AX, ES:[046Ch] ; Get Timer Lo Word\r
+ mov DX, ES:[046Eh] ; Get Timer Hi Word\r
+ ret ; Exit & Return value in DX:AX\r
+\r
+TIMER_COUNT ENDP\r
+\r
+\r
+ END\r
--- /dev/null
+\r
+ ' Misc Constants\r
+\r
+CONST True = -1, False = 0, nil = 0\r
+\r
+ ' Keyboard Codes: Extended\r
+\r
+CONST KyF1 = &H3B00, KyF2 = &H3C00, KyF3 = &H3D00, KyF4 = &H3E00, KyF5 = &H3F00\r
+CONST KyF6 = &H4000, KyF7 = &H4100, KyF8 = &H4200, KyF9 = &H4300, KyF10 = &H4400\r
+\r
+CONST KyUp = &H4800, KyLeft = &H4B00, KyRight = &H4D00, KyDown = &H5000\r
+CONST KySLeft = &HCB00, KySRight = &HCD00, KySUp = &HC800, KySDown = &HD000\r
+\r
+CONST KyHome = &H4700, KyPgUp = &H4900, KyEnd = &H4F00, KyPgDn = &H5100\r
+CONST KySHome = &HC700, KySPgUp = &HC900, KySEnd = &HCF00, KySPgDn = &HD100\r
+\r
+CONST KyIns = &H5200, KyDel = &H5300, KyRvsTab = &H8F00\r
+CONST KySIns = &HC200, KySDel = &HC300\r
+\r
+CONST KyAltA = &H1E00, KyAltB = &H3000, KyAltC = &H2E00, KyAltD = &H2000\r
+CONST KyAltE = &H1200, KyAltF = &H2100, KyAltG = &H2200, KyAltH = &H2300\r
+CONST KyAltI = &H1700, KyAltJ = &H2400, KyAltK = &H2500, KyAltL = &H2600\r
+CONST KyAltM = &H3200, KyAltN = &H3100, KyAltO = &H1800, KyAltP = &H1900\r
+CONST KyAltQ = &H1000, KyAltR = &H1300, KyAltS = &H1F00, KyAltT = &H1400\r
+CONST KyAltU = &H1600, KyAltV = &H2F00, KyAltW = &H1100, KyAltX = &H2D00\r
+CONST KyAltY = &H1500, KyAltZ = &H2C00\r
+\r
+ ' Keyboard Codes: Ascii\r
+\r
+CONST KyBS = 8, KyTab = 9, KyCR = 13, KyESC = &H1B, KyClr = &H7F\r
+CONST KyPlus = 45, KyMinus = 43\r
+\r
+ ' Color Constants\r
+\r
+CONST c.BLACK = 0, c.BLUE = 1, c.GREEN = 2, c.CYAN = 3\r
+CONST c.RED = 4, c.PURPLE = 5, c.BROWN = 6, c.WHITE = 7\r
+CONST c.GREY = 8, c.bBLUE = 9, c.bGREEN = 10, c.bCYAN = 11\r
+CONST c.bRED = 12, c.bPURPLE = 13, c.YELLOW = 14, c.bWHITE = 15\r
+CONST c.BRIGHT = 8\r
+\r
+ ' From UTILS.ASM\r
+\r
+DECLARE SUB DOS.PRINT ALIAS "DOS_PRINT" (Text$)\r
+DECLARE SUB DOS.PRINTS ALIAS "DOS_PRINTS" (Text$)\r
+DECLARE SUB SET.VIDEO.MODE ALIAS "SET_VIDEO_MODE" (BYVAL Mode%)\r
+DECLARE FUNCTION SCAN.KEYBOARD% ALIAS "SCAN_KEYBOARD"\r
+DECLARE FUNCTION RANDOM.INT ALIAS "RANDOM_INT" (BYVAL MaxInt%)\r
+DECLARE SUB INIT.RANDOM ALIAS "INIT_RANDOM"\r
+DECLARE FUNCTION TIMER.COUNT& ALIAS "TIMER_COUNT"\r
+DECLARE FUNCTION INT.SQR ALIAS "INT_SQR" (BYVAL X%, BYVAL Round%)\r
+\r
--- /dev/null
+\r
+CSEDIT - A Simple Font Editor by Matt Pritchard\r
+ \r
+ \r
+CSEDIT is distributed with MODEXnnn.ZIP, the general purpose MODE X\r
+Library for VGA Graphics.\r
+ \r
+WHAT YOU NEED TO RUN CSEDIT:\r
+ \r
+ * A Vga Monitor\r
+ * A Microsoft Compatible Mouse\r
+ \r
+ A Mouse is most definitely required, as the keyboard is used for\r
+ nothing except entering file names.\r
+ \r
+FILES NEEDED IN THE CURRENT DIRECTORY:\r
+ \r
+ CSEDIT.EXE - The Font Editor Program\r
+ CHARSETS.CS - The Font Editor's Internal Fonts\r
+ PALETTE.CS - The Font Editor's Palette\r
+ MOUSEIMG.CS - The Font Editor's Mouse Pointer\r
+ \r
+SAMPLE FONT FILE THAT SHOULD BE INCLUDED:\r
+ \r
+ SYSTEM.FNT - The Font used by CSEDIT.EXE\r
+ INVERSE.FNT - An Inverted version of SYSTEM.FNT\r
+ SPACEAGE.FNT - A Futuristic, Tech style font\r
+ ROM_8X8.FNT - The Lower 128 characters from the VGA BIOS Rom\r
+ \r
+WHAT IT EDITS:\r
+ \r
+ 8 by 8 character fonts, 128 characters at a time. 2 fonts at a time.\r
+ \r
+HOW IT WORKS/FEATURES:\r
+ \r
+ CSEDIT allows the user to edit 2 different font groups at a time,\r
+ which may be loaded and saved separately.\r
+ \r
+ A enlarged character grid allows the user to edit individual pixels\r
+ on a selected character.\r
+ \r
+ The Following operations can be performed on a single character or\r
+ simultaneously on a selected block of characters.\r
+ \r
+ * Shift the selected character(s) in any direction\r
+ with or without clipping at the edges.\r
+ * Vertically Flip the selected character(s)\r
+ * Horizontally Flip the selected character(s)\r
+ * Rotate the selected character(s) 90 Degrees Clockwise\r
+ * Rotate the selected character(s) 90 Degrees Counterclockwise\r
+ * Clear the selected character(s)\r
+ * Invert the selected character(s)\r
+ * XOR the selected character(s) with other character(s)\r
+ * AND the selected character(s) with other character(s)\r
+ * OR the selected character(s) with other character(s)\r
+ * Copy the selected character(s) to another position or font.\r
+ \r
+ An UNDO feature allows the reversal of the most recent operation.\r
+ \r
+DESCRIPTION OF OBJECTS/FEATURES FROM THE TOP DOWN:\r
+ \r
+ Character Grid: (RED) Box in Upper Left corner of screen. This is\r
+ where you edit an individual character. The Left Button sets the\r
+ pixel the mouse pointer is on, while the Right Button clears that\r
+ pixel.\r
+ \r
+ Scroll Buttons: The Four Scroll Buttons are labeled with directional\r
+ arrows, and arranged in a diamond pattern. Left Clicking on a\r
+ directional button will scroll the currently selected character\r
+ in that direction, with the pixels on the edge rolling off and\r
+ appearing on the other size. Right Clicking will prevent the\r
+ pixels from rolling to the other side.\r
+ \r
+ Vertical Flip Button:\r
+ Horizontal Flip Button: Clicking these buttons will flip the pattern\r
+ of the currently selected character(s) around the indicated axis.\r
+ i.e. the top row will be swapped with the bottom row, etc. or the\r
+ left row column will be swapped with right column, etc.\r
+ depending upon which button you push.\r
+ \r
+ Invert Button: Clicking this button causes all pixels in the selected\r
+ character(s) to flip flop between on and off.\r
+ \r
+ Clear Button: Clicking this button erases the selected characters\r
+ \r
+ Rotate Buttons: Clicking these buttons will rotate the pattern in the\r
+ selected character(s) 90 degrees in the indicated direction.\r
+ \r
+ XOR Button: Clicking this button will let you XOR the currently\r
+ selected character(s) with other character(s) in either font.\r
+ The Button will turn RED, indicating that it is waiting for\r
+ you to click on the desired character (or upper left corner\r
+ of the desired block of characters) in either the Red or Green\r
+ Character Set Displays. Clicking anywhere else will abort this\r
+ process without doing anything. If you click on (any of) the\r
+ selected character(s) the operation is aborted. If a block is\r
+ selected and the character you click on is in a position where\r
+ it can't represent the upper left corner of a block of the same\r
+ size, then the operation is not performed.\r
+ \r
+ AND Button & OR Button: These buttons work just like the XOR Button\r
+ except that the Binary operation performed is either an AND or OR\r
+ depending upon which button you have selected.\r
+ \r
+ COPY Button: This button lets you copy a character or selected block\r
+ of characters to another area in the current font or the other\r
+ font. After clicking, the button turns RED and works much like\r
+ the XOR Button. Clicking on a valid position in either font\r
+ window will copy the selected character(s) to that location.\r
+ \r
+ MODE Button: Clicking this button toggles the editor between BLOCK\r
+ mode and CHARACTER mode. The current mode is displayed on a plate\r
+ at the top of the screen, just to the right of the enlarged\r
+ character grid. In character mode the plate will read "CHAR" and\r
+ the currently selected character is displayed just to the right\r
+ of the plate. In Block mode the plate will read "BLOCK" and the\r
+ enlarged character grid is disabled.\r
+ \r
+ UNDO Button: Clicking this Button will UNDO or reverse the effects of\r
+ the most recent operation.\r
+ \r
+ QUIT Button: Clicking this button will return you to DOS. Any loaded\r
+ fonts are not saved, and no confirmation is given.\r
+ \r
+ \r
+ GREEN FONT AREA: This area displays one of the current fonts which\r
+ can be edited. The characters are display in order from #0 to #127\r
+ from the upper left, going right, then down. The Font Box is 32\r
+ characters wide and 4 characters Tall. When the editor is in\r
+ character mode, just point at and Left Click on the character you\r
+ wish to edit and a Cyan box will appear around that character.\r
+\r
+ * If you Right Click on a character, the last current character,\r
+ which will still appear in the enlarged character grid, will be\r
+ copied onto the character you pointed at, replacing it. This is\r
+ a shortcut for copying characters: You can hold the right button\r
+ down an fill in a large area with a single character pattern.\r
+ When the editor is in Block Mode, you select an area by clicking\r
+ on any corner of the desired block. Then drag the mouse to the\r
+ opposite corner while holding down the left button. A Cyan Box\r
+ will stretch to surround the selected block of characters.\r
+ \r
+ GREEN FONT FILE NAME BOX: This Text Box is used to enter the name\r
+ of a font file to load or the name to save the current Green font\r
+ as. Just click on the Box, and it will change color and a\r
+ flashing cursor will appear. Now you type in a filename or edit\r
+ the existing filename. Press <RETURN> or click outside the text\r
+ box to end editing.\r
+ \r
+ GREEN FONT LOAD BUTTON: Clicking this button will load the font file\r
+ that is named in the Green File name box. If no name is given or\r
+ no such file exists, then nothing will be loaded.\r
+ \r
+ GREEN FONT SAVE BUTTON: Clicking this button will save the current\r
+ font in the Green Font Area under the name given in the File Name\r
+ Box. If a Valid name is not provided, nothing will be saved.\r
+ \r
+ RED FONT AREA: This is just the same as the GREEN FONT AREA; providing\r
+ you with the ability to copy and edit between multiple fonts.\r
+ \r
+ RED FONT FILE NAME BOX: This works just like the GREEN FONT FILE\r
+ NAME BOX.\r
+ \r
+ RED FONT LOAD BUTTON: This works just like the GREEN FONT LOAD BUTTON.\r
+ \r
+ RED FONT SAVE BUTTON: This works just like the GREEN FONT SAVE BUTTON.\r
+ \r
+ Message Bar: At the very bottom of the screen, this Bar will display\r
+ information and messages for various functions.\r
+ \r
+ \r
+FONT FILE FORMAT:\r
+ \r
+ BINARY Image, in order of character. The format is identical to that\r
+ used by the VGA ROM. The Files will be exactly 1024 (128 * 8) bytes\r
+ long.\r
+ \r
+ CHARACTER: 8 Bytes\r
+ \r
+ FONT: Array (0 to 127) of CHARACTER\r
+ \r
+ \r
+COMMENTS, QUESTIONS, BUG REPORTS, etc:\r
+ \r
+ Send the to the Author: Matt Pritchard\r
+ \r
+ Through the 80xxx Fidonet Echo or\r
+ \r
+ Matt Pritchard\r
+ P.O. Box 140264\r
+ Irving, TX 75014\r
+ \r
+CREDITS:\r
+ \r
+ This Font Editor was written in QuickBASIC 4.5\r
+ \r
--- /dev/null
+The following is a FAQ (Frequently Asked Question) summary of \r
+information and assembly routines for Mode "X" Graphics.\r
+\r
+An overview of Mode "X" for the VGA Adaptor:\r
+\r
+1) Mode "X" is a 256 color graphics mode that is available on *ANY* VGA\r
+card with the minimum of 256K video RAM. It is capable of providing\r
+higher resoultions than the only "Official" 256 color mode, mode 13h.\r
+(In quickbasic that is mode 13)\r
+\r
+2) Mode "X" comes in 8 different flavors: 320 or 360 pixels\r
+horizontally, and 200, 240, 400, and 480 pixels vertically.\r
+\r
+3) Since mode X is not supported by the VGA BIOS, there is no built in\r
+support for it. A program must provide its own routines for *ALL*\r
+operations in Mode "X", including setting up the video mode.\r
+\r
+4) Unlike Mode 13h, which has one display page, Mode "X" allows from 1\r
+to 4 video pages, depending upon the resoultion selected. The reason\r
+that Mode 13h has but one page is that it activates a VGA hardware\r
+feature known as CHAIN4, which prevents access to all but 64K of VGA's\r
+video RAM. CHAIN4 is what provides mode 13h's linear addres space.\r
+\r
+5) Unlike Mode 13h, where each 256 color (1-byte) pixel has a unique\r
+address in the E000: segement, in Mode X there are Four (4) Pixels\r
+at each address in E000: segment. The VGA's control registers allow you\r
+to control which of the 4 pixels is currently available at an address.\r
+\r
+6) It is possible to use the VGA's control registers to operate on 2 or\r
+more of the Pixels at the same address at the same time. The CPU can\r
+write one color value, and set up to 4 pixels with that value at the\r
+same time.\r
+\r
+7) Video RAM that is not being used for the current screen display can\r
+be used to store images and patterns. These images and patterns can be\r
+copied to other parts of the Video RAM 4 bytes (32 bits) at a time,\r
+which is much faster than the 8 bits (1 byte) at time that is possible\r
+over the ISA BUS. (16 Bit BUS operations can produce erroneous results)\r
+\r
+If anything is unclear, inadequate, or you just plain want to know more \r
+or have other specific questions, please send me a message.\r
+\r
+\r
+-Matt Pritchard\r
--- /dev/null
+;========================================================\r
+; MODEX.ASM - A Complete Mode X Library\r
+;\r
+; Version 1.04 Release, 3 May 1993, By Matt Pritchard\r
+; With considerable input from Michael Abrash\r
+;\r
+; The following information is donated to the public domain in\r
+; the hopes that save other programmers much frustration.\r
+;\r
+; If you do use this code in a product, it would be nice if\r
+; you include a line like "Mode X routines by Matt Pritchard"\r
+; in the credits.\r
+;\r
+; =========================================================\r
+;\r
+; All of this code is designed to be assembled with MASM 5.10a\r
+; but TASM 3.0 could be used as well.\r
+;\r
+; The routines contained are designed for use in a MEDIUM model\r
+; program. All Routines are FAR, and is assumed that a DGROUP\r
+; data segment exists and that DS will point to it on entry.\r
+;\r
+; For all routines, the AX, BX, CX, DX, ES and FLAGS registers\r
+; will not be preserved, while the DS, BP, SI and DI registers\r
+; will be preserved.\r
+;\r
+; Unless specifically noted, All Parameters are assumed to be\r
+; "PASSED BY VALUE". That is, the actual value is placed on\r
+; the stack. When a reference is passed it is assumed to be\r
+; a near pointer to a variable in the DGROUP segment.\r
+;\r
+; Routines that return a single 16-Bit integer value will\r
+; return that value in the AX register.\r
+;\r
+; This code will *NOT* run on an 8086/8088 because 80286+\r
+; specific instructions are used. If you have an 8088/86\r
+; and VGA, you can buy an 80386-40 motherboard for about\r
+; $160 and move into the 90's.\r
+;\r
+; This code is reasonably optimized: Most drawing loops have\r
+; been unrolled once and memory references are minimized by\r
+; keeping stuff in registers when possible.\r
+;\r
+; Error Trapping varies by Routine. No Clipping is performed\r
+; so the caller should verify that all coordinates are valid.\r
+;\r
+; Several Macros are used to simplify common 2 or 3 instruction\r
+; sequences. Several Single letter Text Constants also\r
+; simplify common assembler expressions like "WORD PTR".\r
+;\r
+; ------------------ Mode X Variations ------------------\r
+;\r
+; Mode # Screen Size Max Pages Aspect Ratio (X:Y)\r
+;\r
+; 0 320 x 200 4 Pages 1.2:1\r
+; 1 320 x 400 2 Pages 2.4:1\r
+; 2 360 x 200 3 Pages 1.35:1\r
+; 3 360 x 400 1 Page 2.7:1\r
+; 4 320 x 240 3 Pages 1:1\r
+; 5 320 x 480 1 Page 2:1\r
+; 6 360 x 240 3 Pages 1.125:1\r
+; 7 360 x 480 1 Page 2.25:1\r
+;\r
+; -------------------- The Legal Stuff ------------------\r
+;\r
+; No warranty, either written or implied, is made as to\r
+; the accuracy and usability of this code product. Use\r
+; at your own risk. Batteries not included. Pepperoni\r
+; and extra cheese available for an additional charge.\r
+;\r
+; ----------------------- The Author --------------------\r
+;\r
+; Matt Pritchard is a paid programmer who'd rather be\r
+; writing games. He can be reached at: P.O. Box 140264,\r
+; Irving, TX 75014 USA. Michael Abrash is a living\r
+; god, who now works for Bill Gates (Microsoft).\r
+;\r
+; -------------------- Revision History -----------------\r
+; 4-12-93: v1.02 - SET_POINT & READ_POINT now saves DI\r
+; SET_MODEX now saves SI\r
+; 5-3-93: v1.04 - added LOAD_DAC_REGISTERS and\r
+; READ_DAC_REGISTERS. Expanded CLR Macro\r
+; to handle multiple registers\r
+;\r
+ \r
+ PAGE 255, 132\r
+ \r
+ .MODEL Medium\r
+ .286\r
+ \r
+ ; ===== MACROS =====\r
+ \r
+ ; Macro to OUT a 16 bit value to an I/O port\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
+ IFDIFI <Value>, <AX> ; If AX not setup\r
+ MOV AX, Value ; then Get Data Value\r
+ ENDIF\r
+ OUT DX, AX ; Set I/O Register(s)\r
+ENDM\r
+ \r
+ ; Macro to OUT a 8 bit value to an I/O Port\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
+ IFDIFI <Value>, <AL> ; If AL not Setup\r
+ MOV AL, Value ; then Get Data Value\r
+ ENDIF\r
+ OUT DX, AL ; Set I/O Register\r
+ENDM\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
+ ; 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
+ ; Macros to Decrement Counter & Jump on Condition\r
+ \r
+LOOPx MACRO Register, Destination\r
+ DEC Register ; Counter--\r
+ JNZ Destination ; Jump if not 0\r
+ENDM\r
+ \r
+LOOPjz MACRO Register, Destination\r
+ DEC Register ; Counter--\r
+ JZ Destination ; Jump if 0\r
+ENDM\r
+ \r
+ \r
+ ; ===== General Constants =====\r
+ \r
+ False EQU 0\r
+ True EQU -1\r
+ nil EQU 0\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
+ ; ===== VGA Register Values =====\r
+ \r
+ VGA_Segment EQU 0A000h ; Vga Memory Segment\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
+ SC_Data EQU 03C5h ; VGA Sequencer Data Port\r
+ CRTC_Index EQU 03D4h ; VGA CRT 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
+ 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
+ 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
+ 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
+ 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
+ LATCHES_ON EQU 00008h ; Bit Mask + Data from Latches\r
+ LATCHES_OFF EQU 0FF08h ; Bit Mask + Data from CPU\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
+ 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
+ ; Constants Specific for these routines\r
+ \r
+ NUM_MODES EQU 8 ; # of Mode X Variations\r
+ \r
+ ; Specific Mode Data Table format...\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_XSize DW ? ; X Size Displayed on screen\r
+ M_YSize DW ? ; Y Size Displayed on screen\r
+ M_XMax DW ? ; Maximum Possible X Size\r
+ M_YMax DW ? ; Maximum Possible Y Size\r
+ M_CRTC DW ? ; Table of CRTC register values\r
+Mode_Data_Table ENDS\r
+ \r
+ ; ===== DGROUP STORAGE NEEDED (42 BYTES) =====\r
+ \r
+ .DATA?\r
+ \r
+SCREEN_WIDTH DW 0 ; Width of a line in Bytes\r
+SCREEN_HEIGHT DW 0 ; Vertical Height in Pixels\r
+ \r
+LAST_PAGE DW 0 ; # of Display Pages\r
+PAGE_ADDR DW 4 DUP (0) ; Offsets to start of each page\r
+ \r
+PAGE_SIZE DW 0 ; Size of Page in Addr Bytes\r
+ \r
+DISPLAY_PAGE DW 0 ; Page # currently displayed\r
+ACTIVE_PAGE DW 0 ; Page # currently active\r
+ \r
+CURRENT_PAGE DW 0 ; Offset of current Page\r
+CURRENT_SEGMENT DW 0 ; Segment of VGA memory\r
+ \r
+CURRENT_XOFFSET DW 0 ; Current Display X Offset\r
+CURRENT_YOFFSET DW 0 ; Current Display Y Offset\r
+ \r
+CURRENT_MOFFSET DW 0 ; Current Start Offset\r
+ \r
+MAX_XOFFSET DW 0 ; Current Display X Offset\r
+MAX_YOFFSET DW 0 ; Current Display Y Offset\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
+ .CODE\r
+ \r
+ ; ===== DATA TABLES =====\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
+ ; Bit Mask Tables for Left/Right/Character Masks\r
+ \r
+Left_Clip_Mask DB 0FH, 0EH, 0CH, 08H\r
+ \r
+Right_Clip_Mask DB 01H, 03H, 07H, 0FH\r
+ \r
+ ; Bit Patterns for converting character fonts\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
+ ; CRTC Register Values for Various Configurations\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
+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
+MODE_320_Wide: ; CRTC Setup Data for 320 Horz Pixels\r
+ DW 05F00H ; Horz total\r
+ DW 04F01H ; Horz Displayed\r
+ DW 05002H ; Start Horz Blanking\r
+ DW 08203H ; End Horz Blanking\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
+MODE_360_Wide: ; CRTC Setup Data for 360 Horz Pixels\r
+ DW 06B00H ; Horz total\r
+ DW 05901H ; Horz Displayed\r
+ DW 05A02H ; Start Horz Blanking\r
+ DW 08E03H ; End Horz Blanking\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
+MODE_200_Tall:\r
+MODE_400_Tall: ; CRTC Setup Data for 200/400 Line modes\r
+ DW 0BF06H ; Vertical Total\r
+ DW 01F07H ; Overflow\r
+ DW 09C10H ; V Sync Start\r
+ DW 08E11H ; V Sync End/Prot Cr0 Cr7\r
+ DW 08F12H ; Vertical Displayed\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
+MODE_240_Tall:\r
+MODE_480_Tall: ; CRTC Setup Data for 240/480 Line modes\r
+ DW 00D06H ; Vertical Total\r
+ DW 03E07H ; Overflow\r
+ DW 0EA10H ; V Sync Start\r
+ DW 08C11H ; V Sync End/Prot Cr0 Cr7\r
+ DW 0DF12H ; Vertical Displayed\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
+ ; Table of Display Mode Tables\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
+ ; Table of Display Mode Components\r
+ \r
+MODE_320x200: ; Data for 320 by 200 Pixels\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
+ DW o MODE_320_Wide, o MODE_200_Tall\r
+ DW o MODE_Double_Line, nil\r
+ \r
+MODE_320x400: ; Data for 320 by 400 Pixels\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
+ DW o MODE_320_Wide, o MODE_400_Tall\r
+ DW o MODE_Single_Line, nil\r
+ \r
+MODE_360x240: ; Data for 360 by 240 Pixels\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
+ DW o MODE_360_Wide, o MODE_240_Tall\r
+ DW o MODE_Double_Line , nil\r
+ \r
+MODE_360x480: ; Data for 360 by 480 Pixels\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
+ DW o MODE_360_Wide, o MODE_480_Tall\r
+ DW o MODE_Single_Line , nil\r
+ \r
+MODE_320x240: ; Data for 320 by 240 Pixels\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
+ DW o MODE_320_Wide, o MODE_240_Tall\r
+ DW o MODE_Double_Line, nil\r
+ \r
+MODE_320x480: ; Data for 320 by 480 Pixels\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
+ DW o MODE_320_WIDE, o MODE_480_Tall\r
+ DW o MODE_Single_Line, nil\r
+ \r
+MODE_360x200: ; Data for 360 by 200 Pixels\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
+ DW o MODE_360_Wide, MODE_200_Tall\r
+ DW o MODE_Double_Line, nil\r
+ \r
+MODE_360x400: ; Data for 360 by 400 Pixels\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
+ DW o MODE_360_Wide, MODE_400_Tall\r
+ DW o MODE_Single_Line, nil\r
+ \r
+ \r
+ ; ===== MODE X SETUP ROUTINES =====\r
+ \r
+;======================================================\r
+;SET_VGA_MODEX% (ModeType%, MaxXPos%, MaxYpos%, Pages%)\r
+;======================================================\r
+;\r
+; Sets Up the specified version of Mode X. Allows for\r
+; the setup of multiple video pages, and a virtual\r
+; screen which can be larger than the displayed screen\r
+; (which can then be scrolled a pixel at a time)\r
+;\r
+; ENTRY: ModeType = Desired Screen Resolution (0-7)\r
+;\r
+; 0 = 320 x 200, 4 Pages max, 1.2:1 Aspect Ratio\r
+; 1 = 320 x 400, 2 Pages max, 2.4:1 Aspect Ratio\r
+; 2 = 360 x 200, 3 Pages max, 1.35:1 Aspect Ratio\r
+; 3 = 360 x 400, 1 Page max, 2.7:1 Aspect Ratio\r
+; 4 = 320 x 240, 3 Pages max, 1:1 Aspect Ratio\r
+; 5 = 320 x 480, 1 Page max, 2:1 Aspect Ratio\r
+; 6 = 360 x 240, 3 Pages max, 1.125:1 Aspect Ratio\r
+; 7 = 360 x 480, 1 Page max, 2.25:1 Aspect Ratio\r
+;\r
+; MaxXpos = The Desired Virtual Screen Width\r
+; MaxYpos = The Desired Virtual Screen Height\r
+; Pages = The Desired # of Video Pages\r
+;\r
+; EXIT: AX = Success Flag: 0 = Failure / -1= Success\r
+;\r
+ \r
+SVM_STACK STRUC\r
+ SVM_Table DW ? ; Offset of Mode Info Table\r
+ DW ?x4 ; 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
+ PUBLIC SET_VGA_MODEX\r
+ \r
+SET_VGA_MODEX PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ SUB SP, 2 ; Allocate workspace\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ ; Check Legality of Mode Request....\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
+ 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
+ ; Check # of Requested Display Pages\r
+ \r
+ MOV CX, [BP].SVM_Pages ; Get # of Requested Pages\r
+ CLR CH ; 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
+ ; Check Validity of X Size\r
+ \r
+ AND [BP].SVM_XSize, 0FFF8h ; X size Mod 8 Must = 0\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
+ ; Check Validity of Y Size\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
+ ; Enough memory to Fit it all?\r
+ \r
+ SHR AX, 2 ; # 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
+ 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
+@SVM_BadModeSetup:\r
+ \r
+ CLR AX ; Return Value = False\r
+ JMP @SVM_Exit ; Normal Exit\r
+ \r
+@SVM_Continue:\r
+ \r
+ MOV AX, 13H ; Start with Mode 13H\r
+ INT 10H ; Let BIOS Set Mode\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
+ 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
+ MOV DX, CRTC_INDEX ; Vga Crtc Registers\r
+ ADD SI, M_CRTC ; SI -> CRTC Parameter Data\r
+ \r
+ ; Load Tables of CRTC Parameters from List of Tables\r
+ \r
+@SVM_Setup_Table:\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
+@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
+ OUT DX, AX ; Reprogram VGA CRTC reg\r
+ JMP s @SVM_Setup_CRTC ; Process Next Table Entry\r
+ \r
+ ; Initialize Page & Scroll info, DI = 0\r
+ \r
+@SVM_Set_Data:\r
+ MOV DISPLAY_PAGE, DI ; Display Page = 0\r
+ MOV ACTIVE_PAGE, DI ; Active Page = 0\r
+ MOV CURRENT_PAGE, DI ; Current Page (Offset) = 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
+ MOV AX, VGA_SEGMENT ; Segment for VGA memory\r
+ MOV CURRENT_SEGMENT, AX ; Save for Future LES's\r
+ \r
+ ; Set Logical Screen Width, X Scroll and Our Data\r
+ \r
+ MOV SI, [BP].SVM_Table ; Get Saved Ptr to Mode Info\r
+ MOV AX, [BP].SVM_Xsize ; Get Display Width\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
+ MOV SCREEN_WIDTH, AX ; Save Width in Pixels\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
+ ; Setup Data table, Y Scroll, Misc for Other Routines\r
+ \r
+ MOV AX, [BP].SVM_Ysize ; Get Logical Screen Height\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
+ 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
+ MOV CX, [BP].SVM_Pages ; Get # of Pages\r
+ MOV LAST_PAGE, CX ; Save # of Pages\r
+ \r
+ CLR BX ; Page # = 0\r
+ MOV DX, BX ; Page 0 Offset = 0\r
+ \r
+@SVM_Set_Pages:\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
+ ; Clear VGA Memory\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
+ CLD ; Block Xfer Forwards\r
+ MOV CX, 8000H ; 32K * 4 * 2 = 256K\r
+ REP STOSW ; Clear dat memory!\r
+ \r
+ ; Setup Font Pointers\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
+ MOV CHARSET_LOW, BP ; Save Char Set Offset\r
+ MOV CHARSET_LOW+2, ES ; Save Char Set Segment\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
+ MOV CHARSET_HI, BP ; Save Char Set Offset\r
+ MOV CHARSET_HI+2, ES ; Save Char Set Segment\r
+ \r
+ MOV AX, True ; Return Success Code\r
+ \r
+@SVM_EXIT:\r
+ ADD SP, 2 ; Deallocate workspace\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ RET 8 ; Exit & Clean Up Stack\r
+ \r
+SET_VGA_MODEX ENDP\r
+ \r
+ \r
+;==================\r
+;SET_MODEX% (Mode%)\r
+;==================\r
+;\r
+; Quickie Mode Set - Sets Up Mode X to Default Configuration\r
+;\r
+; ENTRY: ModeType = Desired Screen Resolution (0-7)\r
+; (See SET_VGA_MODEX for list)\r
+;\r
+; EXIT: AX = Success Flag: 0 = Failure / -1= Success\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
+ PUBLIC SET_MODEX\r
+ \r
+SET_MODEX PROC FAR\r
+ \r
+ PUSHx BP, SI ; Preserve Important registers\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ CLR AX ; 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
+ PUSH BX ; Push Mode Parameter\r
+ \r
+ SHL BX, 1 ; Scale BX to word Index\r
+ MOV SI, w MODE_TABLE[BX] ; CS:SI -> Mode Info\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
+ PUSH AX ; Push # Pages\r
+ \r
+ CALL f SET_VGA_MODEX ; Set up Mode X!\r
+ \r
+@SMX_Exit:\r
+ POPx SI, BP ; Restore Registers\r
+ RET 2 ; Exit & Clean Up Stack\r
+ \r
+SET_MODEX ENDP\r
+ \r
+ \r
+ ; ===== BASIC GRAPHICS PRIMITIVES =====\r
+ \r
+;============================\r
+;CLEAR_VGA_SCREEN (ColorNum%)\r
+;============================\r
+;\r
+; Clears the active display page\r
+;\r
+; ENTRY: ColorNum = Color Value to fill the page with\r
+;\r
+; EXIT: No meaningful values returned\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
+ PUBLIC CLEAR_VGA_SCREEN\r
+ \r
+CLEAR_VGA_SCREEN PROC FAR\r
+ \r
+ PUSHx BP, DI ; Preserve Important Registers\r
+ MOV BP, SP ; Set up Stack Frame\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
+ MOV AL, [BP].CVS_COLOR ; Get Color\r
+ MOV AH, AL ; Copy for Word Write\r
+ CLD ; Block fill Forwards\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
+ RET 2 ; Exit & Clean Up Stack\r
+ \r
+CLEAR_VGA_SCREEN ENDP\r
+ \r
+ \r
+;===================================\r
+;SET_POINT (Xpos%, Ypos%, ColorNum%)\r
+;===================================\r
+;\r
+; Plots a single Pixel on the active display page\r
+;\r
+; ENTRY: Xpos = X position to plot pixel at\r
+; Ypos = Y position to plot pixel at\r
+; ColorNum = Color to plot pixel with\r
+;\r
+; EXIT: No meaningful values returned\r
+;\r
+ \r
+SP_STACK STRUC\r
+ DW ?,? ; BP, DI\r
+ DD ? ; Caller\r
+ SETP_Color DB ?,? ; Color of Point to Plot\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
+ PUBLIC SET_POINT\r
+ \r
+SET_POINT PROC FAR\r
+ \r
+ PUSHx BP, DI ; Preserve Registers\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
+ \r
+ MOV AX, [BP].SETP_Ypos ; Get Line # of Pixel\r
+ MUL SCREEN_WIDTH ; Get Offset to Start of Line\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
+ ADD BX, AX ; Offset = Width*Ypos + Xpos/4\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
+ 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
+ RET 6 ; Exit and Clean up Stack\r
+ \r
+SET_POINT ENDP\r
+ \r
+ \r
+;==========================\r
+;READ_POINT% (Xpos%, Ypos%)\r
+;==========================\r
+;\r
+; Read the color of a pixel from the Active Display Page\r
+;\r
+; ENTRY: Xpos = X position of pixel to read\r
+; Ypos = Y position of pixel to read\r
+;\r
+; EXIT: AX = Color of Pixel at (Xpos, Ypos)\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
+ PUBLIC READ_POINT\r
+ \r
+READ_POINT PROC FAR\r
+ \r
+ PUSHx BP, DI ; Preserve Registers\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
+ \r
+ MOV AX, [BP].RP_Ypos ; Get Line # of Pixel\r
+ MUL SCREEN_WIDTH ; Get Offset to Start of Line\r
+ \r
+ MOV BX, [BP].RP_Xpos ; Get Xpos\r
+ MOV CX, BX\r
+ SHR BX, 2 ; X offset (Bytes) = Xpos/4\r
+ ADD BX, AX ; Offset = Width*Ypos + Xpos/4\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
+ MOV AL, ES:[DI+BX] ; Get Color of Pixel\r
+ \r
+ POPx DI, BP ; Restore Saved Registers\r
+ RET 4 ; Exit and Clean up Stack\r
+ \r
+READ_POINT ENDP\r
+ \r
+ \r
+;======================================================\r
+;FILL_BLOCK (Xpos1%, Ypos1%, Xpos2%, Ypos2%, ColorNum%)\r
+;======================================================\r
+;\r
+; Fills a rectangular block on the active display Page\r
+;\r
+; ENTRY: Xpos1 = Left X position of area to fill\r
+; Ypos1 = Top Y position of area to fill\r
+; Xpos2 = Right X position of area to fill\r
+; Ypos2 = Bottom Y position of area to fill\r
+; ColorNum = Color to fill area with\r
+;\r
+; EXIT: No meaningful values returned\r
+;\r
+ \r
+FB_STACK STRUC\r
+ DW ?x4 ; 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_Xpos2 DW ? ; X 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
+ PUBLIC FILL_BLOCK\r
+ \r
+FILL_BLOCK PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
+ CLD ; Direction Flag = Forward\r
+ \r
+ OUT_8 SC_INDEX, MAP_MASK ; Set up for Plane Select\r
+ \r
+ ; Validate Pixel Coordinates\r
+ ; If necessary, Swap so X1 <= X2, Y1 <= Y2\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
+ MOV [BP].FB_Ypos1, BX ; Swap Y1 and Y2 and save Y1\r
+ XCHG AX, BX ; on stack for future use\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
+ MUL SCREEN_WIDTH ; Mul Y1 by Bytes per Line\r
+ ADD DI, AX ; DI = Start of Line Y1\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
+ MOV [BP].FB_Xpos2, AX ; Swap X1 AND X2 and save X2\r
+ XCHG AX, BX ; on stack for future use\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
+@FB_NOSWAP2:\r
+ MOV DX, AX ; DX = X1 (Pixel Position)\r
+ SHR DX, 2 ; DX/4 = Bytes into Line\r
+ ADD DI, DX ; DI = Addr of Upper-Left Corner\r
+ \r
+ MOV CX, BX ; CX = X2 (Pixel Position)\r
+ SHR CX, 2 ; 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
+@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
+ ; Draw "Left Edge" vertical strip of 1-3 pixels...\r
+ \r
+ OUT_8 SC_Data, Left_Clip_Mask[SI] ; Set Left Edge Plane Mask\r
+ \r
+ MOV SI, DI ; SI = Copy of Start Addr (UL)\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
+@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
+ 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
+@FB_LEFT_CONT:\r
+ \r
+ INC DI ; Point to Middle (or Right) Block\r
+ DEC CX ; Reset CX instead of JMP @FB_RIGHT\r
+ \r
+@FB_L_PLANE_FLUSH:\r
+ INC CX ; Add in Left band to middle block\r
+ \r
+ ; DI = Addr of 1st middle Pixel (band) to fill\r
+ ; CX = # of Bands to fill -1\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
+ ; Draw "Right Edge" vertical strip of 1-3 pixels...\r
+ \r
+ OUT_8 SC_Data, Right_Clip_Mask[SI] ; Right Edge Plane Mask\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
+ 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
+@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
+ 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
+@FB_RIGHT_CONT:\r
+ \r
+ DEC CX ; Minus 1 for Middle bands\r
+ JZ @FB_EXIT ; Uh.. no Middle bands...\r
+ \r
+@FB_R_EDGE_FLUSH:\r
+ \r
+ ; DI = Addr of Upper Left block to fill\r
+ ; CX = # of Bands to fill in (width)\r
+ \r
+ OUT_8 SC_Data, ALL_PLANES ; Write to All Planes\r
+ \r
+ MOV DX, SCREEN_WIDTH ; DX = DI Increment\r
+ SUB DX, CX ; = Screen_Width-# Planes Filled\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
+@FB_MIDDLE_LOOP:\r
+ REP STOSB ; Fill in entire line\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
+ JMP s @FB_EXIT ; Outa here\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 AL, Left_Clip_Mask[SI] ; Get Left Edge Mask\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
+ OUT_8 SC_Data, AL ; Clip For Left & Right Masks\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
+@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
+ 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
+@FB_EXIT:\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ RET 10 ; Exit and Clean up Stack\r
+ \r
+FILL_BLOCK ENDP\r
+ \r
+ \r
+;=====================================================\r
+;DRAW_LINE (Xpos1%, Ypos1%, Xpos2%, Ypos2%, ColorNum%)\r
+;=====================================================\r
+;\r
+; Draws a Line on the active display page\r
+;\r
+; ENTRY: Xpos1 = X position of first point on line\r
+; Ypos1 = Y position of first point on line\r
+; Xpos2 = X position of last point on line\r
+; Ypos2 = Y position of last point on line\r
+; ColorNum = Color to draw line with\r
+;\r
+; EXIT: No meaningful values returned\r
+;\r
+ \r
+DL_STACK STRUC\r
+ DW ?x3 ; DI, SI, BP\r
+ DD ? ; Caller\r
+ DL_ColorF DB ?,? ; Line Draw Color\r
+ DL_Ypos2 DW ? ; Y pos of last point\r
+ DL_Xpos2 DW ? ; X 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
+ PUBLIC DRAW_LINE\r
+ \r
+DRAW_LINE PROC FAR\r
+ \r
+ PUSHx BP, SI, DI ; Preserve Important Registers\r
+ MOV BP, SP ; Set up Stack Frame\r
+ CLD ; Direction Flag = Forward\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
+ ; Check Line Type\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
+ XCHG SI, DI ; X2 IS > X1, SO SWAP THEM\r
+ \r
+@DL_NOSWAP1:\r
+ \r
+ ; SI = X1, DI = X2\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
+ JMP @DL_BREZHAM ; Diagonal line... go do it...\r
+ \r
+ ; This Code draws a Horizontal Line in Mode X where:\r
+ ; SI = X1, DI = X2, and AX = Y1/Y2\r
+ \r
+@DL_HORZ:\r
+ \r
+ MUL SCREEN_WIDTH ; Offset = Ypos * Screen_Width\r
+ MOV DX, AX ; CX = Line offset into Page\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
+ 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
+ SUB CX, AX ; CX = # Of Bands (-1) to set\r
+ JNZ @DL_LONGLN ; jump if longer than one segment\r
+ \r
+ AND BL, BH ; otherwise, merge clip masks\r
+ \r
+@DL_LONGLN:\r
+ \r
+ OUT_8 SC_Data, BL ; Set the Left Clip Mask\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
+ JCXZ @DL_EXIT ; Done if only one Line Segment\r
+ \r
+ DEC CX ; CX = # of Middle Segments\r
+ JZ @DL_XRSEG ; If no middle segments....\r
+ \r
+ ; Draw Middle Segments\r
+ \r
+ OUT_8 DX, ALL_PLANES ; Write to ALL Planes\r
+ \r
+ MOV AL, BL ; Get Color from BL\r
+ REP STOSB ; Draw Middle (4 Pixel) Segments\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
+ JMP s @DL_EXIT ; We Are Done...\r
+ \r
+ \r
+ ; This Code Draws A Vertical Line. On entry:\r
+ ; CH = Line Color, SI & DI = X1\r
+ \r
+@DL_VLINE:\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
+ XCHG AX, SI ; Ok, NOW Y1 < Y2\r
+ \r
+@DL_NOSWAP2:\r
+ \r
+ SUB SI, AX ; SI = Line Height (Y2-Y1+1)\r
+ INC SI\r
+ \r
+ ; AX = Y1, DI = X1, Get offset into Page into AX\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
+ ADD AX, DI ; DI = Xpos/4 + ScreenWidth * Y1\r
+ \r
+ LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
+ ADD DI, AX ; Point to Pixel X1, Y1\r
+ \r
+ ;Select Plane\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
+ MOV AL, CH ; Get Saved Color\r
+ MOV BX, SCREEN_WIDTH ; Get Offset to Advance Line By\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
+ 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
+@DL_EXIT:\r
+ \r
+ JMP @DL_EXIT2 ; Done!\r
+ \r
+ ; This code Draws a diagonal line in Mode X\r
+ \r
+@DL_BREZHAM:\r
+ LES DI, d CURRENT_PAGE ; Point to Active VGA Page\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
+ CMP BX, AX ; Y2-Y1 is?\r
+ JNC @DL_DeltaYOK ; if Y2>=Y1 then goto...\r
+ \r
+ XCHG BX, AX ; Swap em...\r
+ MOV CX, [BP].DL_Xpos2 ; Get New Starting Xpos\r
+ \r
+@DL_DeltaYOK:\r
+ MUL SCREEN_WIDTH ; Offset = SCREEN_WIDTH * Y1\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
+ ADD DI, AX ; DI = Starting pos (X1,Y1)\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
+ PUSH AX ; Save Mask,Color...\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
+ 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
+ MOV BP, SCREEN_WIDTH ; Use BP for Line width to\r
+ ; to avoid extra memory access\r
+ \r
+ SUB DX, BX ; figure Delta_Y\r
+ JNC @DL_DeltaYOK2 ; jump if Y2 >= Y1\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
+@DL_DeltaYOK2:\r
+ MOV BX, 08000H ; seed for fraction accumulator\r
+ \r
+ SUB CX, AX ; figure Delta_X\r
+ JC @DL_DrawLeft ; if negative, go left\r
+ \r
+ JMP @DL_DrawRight ; Draw Line that slopes right\r
+ \r
+@DL_DrawLeft:\r
+ \r
+ NEG CX ; abs(Delta_X)\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
+ ; Draw a Shallow line to the left in Mode X\r
+ \r
+@DL_ShallowLeft:\r
+ CLR AX ; 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
+ 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
+ ; Loop (x2) to Draw Pixels, Move Left, and Maybe Down...\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
+ ADD SI, BX ; add numerator to accumulator\r
+ JNC @DL_SLLL2nc ; move down on carry\r
+ \r
+ ADD DI, BP ; Move Down one line...\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
+ MOV ES:[DI], AH ; set pixel\r
+ LOOPjz CX, @DL_SLLExit ; Delta_X--, Exit if done\r
+ \r
+ ADD SI, BX ; add numerator to accumulator,\r
+ JNC @DL_SLLL3nc ; move down on carry\r
+ \r
+ ADD DI, BP ; Move Down one line...\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
+ 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
+ JMP s @DL_SLLLoop ; loop until done\r
+ \r
+@DL_SLLExit:\r
+ JMP @DL_EXIT2 ; and exit\r
+ \r
+ ; Draw a steep line to the left in Mode X\r
+ \r
+@DL_SteepLeft:\r
+ CLR AX ; 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
+ 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
+ ; Loop (x2) to Draw Pixels, Move Down, and Maybe left\r
+ \r
+@DL_STLLoop:\r
+ \r
+ MOV ES:[DI], AH ; set first pixel\r
+ LOOPjz CX, @DL_STLExit ; Delta_Y--, Exit if done\r
+ \r
+ ADD SI, BX ; add numerator to accumulator\r
+ JNC @DL_STLnc2 ; No carry, just move down!\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
+@DL_STLnc2:\r
+ ADD DI, BP ; advance to next line.\r
+ \r
+ MOV ES:[DI], AH ; set pixel\r
+ LOOPjz CX, @DL_STLExit ; Delta_Y--, Exit if done\r
+ \r
+ ADD SI, BX ; add numerator to accumulator\r
+ JNC @DL_STLnc3 ; No carry, just move down!\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
+@DL_STLnc3:\r
+ ADD DI, BP ; advance to next line.\r
+ JMP s @DL_STLLoop ; Loop until done\r
+ \r
+@DL_STLExit:\r
+ JMP @DL_EXIT2 ; and exit\r
+ \r
+ ; Draw a line that goes to the Right...\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
+ ; Draw a Shallow line to the Right in Mode X\r
+ \r
+@DL_ShallowRight:\r
+ CLR AX ; 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
+ 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
+ ; Loop (x2) to Draw Pixels, Move Right, and Maybe Down...\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
+ ADD SI, BX ; add numerator to accumulator\r
+ JNC @DL_SLR2nc ; don't move down if carry not set\r
+ \r
+ ADD DI, BP ; Move Down one line...\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
+ MOV ES:[DI], AH ; set pixel\r
+ LOOPjz CX, @DL_SLRExit ; Delta_X--, Exit if done..\r
+ \r
+ ADD SI, BX ; add numerator to accumulator\r
+ JNC @DL_SLR3nc ; don't move down if carry not set\r
+ \r
+ ADD DI, BP ; Move Down one line...\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
+@DL_SLRExit:\r
+ JMP @DL_EXIT2 ; and exit\r
+ \r
+ ; Draw a Steep line to the Right in Mode X\r
+ \r
+@DL_SteepRight:\r
+ CLR AX ; 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
+ 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
+ ; Loop (x2) to Draw Pixels, Move Down, and Maybe Right\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
+ ADD SI, BX ; add numerator to accumulator\r
+ JNC @STRnc2 ; if no carry then just go down...\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
+@STRnc2:\r
+ ADD DI, BP ; advance to next line.\r
+ \r
+ MOV ES:[DI], AH ; set pixel\r
+ LOOPjz CX, @DL_EXIT2 ; Delta_Y--, Exit if Done\r
+ \r
+ ADD SI, BX ; add numerator to accumulator\r
+ JNC @STRnc3 ; if no carry then just go down...\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
+@STRnc3:\r
+ ADD DI, BP ; advance to next line.\r
+ JMP s @STRLoop ; loop till done\r
+ \r
+@DL_EXIT2:\r
+ POPx DI, SI, BP ; Restore Saved Registers\r
+ RET 10 ; Exit and Clean up Stack\r
+ \r
+DRAW_LINE ENDP\r
+ \r
+ \r
+ ; ===== DAC COLOR REGISTER ROUTINES =====\r
+ \r
+;=================================================\r
+;SET_DAC_REGISTER (Register%, Red%, Green%, Blue%)\r
+;=================================================\r
+;\r
+; Sets a single (RGB) Vga Palette Register\r
+;\r
+; ENTRY: Register = The DAC # to modify (0-255)\r
+; Red = The new Red Intensity (0-63)\r
+; Green = The new Green Intensity (0-63)\r
+; Blue = The new Blue Intensity (0-63)\r
+;\r
+; EXIT: No meaningful values returned\r
+;\r
+ \r
+SDR_STACK STRUC\r
+ DW ? ; BP\r
+ DD ? ; Caller\r
+ SDR_Blue DB ?,? ; Blue Data Value\r
+ SDR_Green DB ?,? ; Green Data Value\r
+ SDR_Red DB ?,? ; Red Data Value\r
+ SDR_Register DB ?,? ; Palette Register #\r
+SDR_STACK ENDS\r
+ \r
+ PUBLIC SET_DAC_REGISTER\r
+ \r
+SET_DAC_REGISTER PROC FAR\r
+ \r
+ PUSH BP ; Save BP\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ ; Select which DAC Register to modify\r
+ \r
+ OUT_8 DAC_WRITE_ADDR, [BP].SDR_Register\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
+ POP BP ; Restore Registers\r
+ RET 8 ; Exit & Clean Up Stack\r
+ \r
+SET_DAC_REGISTER ENDP\r
+ \r
+;====================================================\r
+;GET_DAC_REGISTER (Register%, &Red%, &Green%, &Blue%)\r
+;====================================================\r
+;\r
+; Reads the RGB Values of a single Vga Palette Register\r
+;\r
+; ENTRY: Register = The DAC # to read (0-255)\r
+; Red = Offset to Red Variable in DS\r
+; Green = Offset to Green Variable in DS\r
+; Blue = Offset to Blue Variable in DS\r
+;\r
+; EXIT: The values of the integer variables Red,\r
+; Green, and Blue are set to the values\r
+; taken from the specified DAC register.\r
+;\r
+ \r
+GDR_STACK STRUC\r
+ DW ? ; BP\r
+ DD ? ; Caller\r
+ GDR_Blue DW ? ; Addr of Blue Data Value in DS\r
+ GDR_Green DW ? ; Addr of Green Data Value in DS\r
+ GDR_Red DW ? ; Addr of Red Data Value in DS\r
+ GDR_Register DB ?,? ; Palette Register #\r
+GDR_STACK ENDS\r
+ \r
+ PUBLIC GET_DAC_REGISTER\r
+ \r
+GET_DAC_REGISTER PROC FAR\r
+ \r
+ PUSH BP ; Save BP\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ ; Select which DAC Register to read in\r
+ \r
+ OUT_8 DAC_READ_ADDR, [BP].GDR_Register\r
+ \r
+ MOV DX, PEL_DATA_REG ; Dac Data Register\r
+ CLR AX ; 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
+ IN AL, DX ; Read Green Value\r
+ MOV BX, [BP].GDR_Green ; Get Address of Green%\r
+ MOV [BX], AX ; *Green% = AX\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
+ POP BP ; Restore Registers\r
+ RET 8 ; Exit & Clean Up Stack\r
+ \r
+GET_DAC_REGISTER ENDP\r
+ \r
+ \r
+;===========================================================\r
+;LOAD_DAC_REGISTERS (SEG PalData, StartReg%, EndReg%, Sync%)\r
+;===========================================================\r
+;\r
+; Sets a Block of Vga Palette Registers\r
+;\r
+; ENTRY: PalData = Far Pointer to Block of palette data\r
+; StartReg = First Register # in range to set (0-255)\r
+; EndReg = Last Register # in Range to set (0-255)\r
+; Sync = Wait for Vertical Retrace Flag (Boolean)\r
+;\r
+; EXIT: No meaningful values returned\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
+LDR_STACK STRUC\r
+ DW ?x3 ; 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
+ PUBLIC LOAD_DAC_REGISTERS\r
+ \r
+LOAD_DAC_REGISTERS PROC FAR\r
+ \r
+ PUSHx BP, DS, SI ; Save Registers\r
+ mov BP, SP ; Set up Stack Frame\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
+ call f SYNC_DISPLAY ; wait for vsync\r
+ \r
+ ; Determine register #'s, size to copy, etc\r
+ \r
+@LDR_Load:\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
+ mov AL, [BP].LDR_StartReg ; Get Start Register\r
+ mov BL, [BP].LDR_EndReg ; Get End Register\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 OUTs forward\r
+ out DX, AL ; set up correct register #\r
+ \r
+ ; Load a block of DAC Registers\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
+ ret 10 ; Exit & Clean Up Stack\r
+ \r
+LOAD_DAC_REGISTERS ENDP\r
+ \r
+ \r
+;====================================================\r
+;READ_DAC_REGISTERS (SEG PalData, StartReg%, EndReg%)\r
+;====================================================\r
+;\r
+; Reads a Block of Vga Palette Registers\r
+;\r
+; ENTRY: PalData = Far Pointer to block to store palette data\r
+; StartReg = First Register # in range to read (0-255)\r
+; EndReg = Last Register # in Range to read (0-255)\r
+;\r
+; EXIT: No meaningful values returned\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
+RDR_STACK STRUC\r
+ DW ?x3 ; 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
+ PUBLIC READ_DAC_REGISTERS\r
+ \r
+READ_DAC_REGISTERS PROC FAR\r
+ \r
+ PUSHx BP, ES, DI ; Save Registers\r
+ mov BP, SP ; Set up Stack Frame\r
+ \r
+ ; Determine register #'s, size to copy, etc\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
+ mov AL, [BP].RDR_StartReg ; Get Start Register\r
+ mov BL, [BP].RDR_EndReg ; Get End Register\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
+ ; Read a block of DAC Registers\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
+ ret 8 ; Exit & Clean Up Stack\r
+ \r
+READ_DAC_REGISTERS ENDP\r
+ \r
+ \r
+ ; ===== PAGE FLIPPING AND SCROLLING ROUTINES =====\r
+ \r
+;=========================\r
+;SET_ACTIVE_PAGE (PageNo%)\r
+;=========================\r
+;\r
+; Sets the active display Page to be used for future drawing\r
+;\r
+; ENTRY: PageNo = Display Page to make active\r
+; (values: 0 to Number of Pages - 1)\r
+;\r
+; EXIT: No meaningful values returned\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
+ PUBLIC SET_ACTIVE_PAGE\r
+ \r
+SET_ACTIVE_PAGE PROC FAR\r
+ \r
+ PUSH BP ; Preserve Registers\r
+ MOV BP, SP ; Set up Stack Frame\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
+ MOV ACTIVE_PAGE, BX ; Set Active Page #\r
+ \r
+ SHL BX, 1 ; Scale Page # to Word\r
+ MOV AX, PAGE_ADDR[BX] ; Get offset to Page\r
+ \r
+ MOV CURRENT_PAGE, AX ; And set for future LES's\r
+ \r
+@SAP_Exit:\r
+ POP BP ; Restore Registers\r
+ RET 2 ; Exit and Clean up Stack\r
+ \r
+SET_ACTIVE_PAGE ENDP\r
+ \r
+ \r
+;================\r
+;GET_ACTIVE_PAGE%\r
+;================\r
+;\r
+; Returns the Video Page # currently used for Drawing\r
+;\r
+; ENTRY: No Parameters are passed\r
+;\r
+; EXIT: AX = Current Video Page used for Drawing\r
+;\r
+ \r
+ PUBLIC GET_ACTIVE_PAGE\r
+ \r
+GET_ACTIVE_PAGE PROC FAR\r
+ \r
+ MOV AX, ACTIVE_PAGE ; Get Active Page #\r
+ RET ; Exit and Clean up Stack\r
+ \r
+GET_ACTIVE_PAGE ENDP\r
+ \r
+ \r
+;===============================\r
+;SET_DISPLAY_PAGE (DisplayPage%)\r
+;===============================\r
+;\r
+; Sets the currently visible display page.\r
+; When called this routine syncronizes the display\r
+; to the vertical blank.\r
+;\r
+; ENTRY: PageNo = Display Page to show on the screen\r
+; (values: 0 to Number of Pages - 1)\r
+;\r
+; EXIT: No meaningful values returned\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
+ PUBLIC SET_DISPLAY_PAGE\r
+ \r
+SET_DISPLAY_PAGE PROC FAR\r
+ \r
+ PUSH BP ; Preserve Registers\r
+ MOV BP, SP ; Set up Stack Frame\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
+ MOV DISPLAY_PAGE, BX ; Set Display Page #\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
+ ; Wait if we are currently in a Vertical Retrace\r
+ \r
+ MOV DX, INPUT_1 ; Input Status #1 Register\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
+ ; Set the Start Display Address to the new page\r
+ \r
+ MOV DX, CRTC_Index ; We Change the VGA Sequencer\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
+ 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
+ ; Wait for a Vertical Retrace to smooth out things\r
+ \r
+ MOV DX, INPUT_1 ; Input Status #1 Register\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
+ ; Now Set Display Starting Address\r
+ \r
+ \r
+@SDP_Exit:\r
+ POP BP ; Restore Registers\r
+ RET 2 ; Exit and Clean up Stack\r
+ \r
+SET_DISPLAY_PAGE ENDP\r
+ \r
+ \r
+;=================\r
+;GET_DISPLAY_PAGE%\r
+;=================\r
+;\r
+; Returns the Video Page # currently displayed\r
+;\r
+; ENTRY: No Parameters are passed\r
+;\r
+; EXIT: AX = Current Video Page being displayed\r
+;\r
+ \r
+ PUBLIC GET_DISPLAY_PAGE\r
+ \r
+GET_DISPLAY_PAGE PROC FAR\r
+ \r
+ MOV AX, DISPLAY_PAGE ; Get Display Page #\r
+ RET ; Exit & Clean Up Stack\r
+ \r
+GET_DISPLAY_PAGE ENDP\r
+ \r
+ \r
+;=======================================\r
+;SET_WINDOW (DisplayPage%, Xpos%, Ypos%)\r
+;=======================================\r
+;\r
+; Since a Logical Screen can be larger than the Physical\r
+; Screen, Scrolling is possible. This routine sets the\r
+; Upper Left Corner of the Screen to the specified Pixel.\r
+; Also Sets the Display page to simplify combined page\r
+; flipping and scrolling. When called this routine\r
+; syncronizes the display to the vertical blank.\r
+;\r
+; ENTRY: DisplayPage = Display Page to show on the screen\r
+; Xpos = # of pixels to shift screen right\r
+; Ypos = # of lines to shift screen down\r
+;\r
+; EXIT: No meaningful values returned\r
+;\r
+ \r
+SW_STACK STRUC\r
+ DW ? ; BP\r
+ DD ? ; Caller\r
+ SW_Ypos DW ? ; Y pos of UL Screen Corner\r
+ SW_Xpos DW ? ; X pos of UL Screen Corner\r
+ SW_Page DW ? ; (new) Display Page\r
+SW_STACK ENDS\r
+ \r
+ PUBLIC SET_WINDOW\r
+ \r
+SET_WINDOW PROC FAR\r
+ \r
+ PUSH BP ; Preserve Registers\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ ; Check if our Scroll Offsets are Valid\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
+ 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
+ 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
+ ; Compute proper Display start address to use\r
+ \r
+ MUL SCREEN_WIDTH ; AX = YOffset * Line Width\r
+ SHR CX, 2 ; CX / 4 = Bytes into Line\r
+ ADD AX, CX ; AX = Offset of Upper Left Pixel\r
+ \r
+ MOV CURRENT_MOFFSET, AX ; Save Offset Info\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
+ MOV DX, INPUT_1 ; Input Status #1 Register\r
+ \r
+ ; Wait if we are currently in a Vertical Retrace\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
+ ; Set the Start Display Address to the new window\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
+ 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
+ ; Wait for a Vertical Retrace to smooth out things\r
+ \r
+ MOV DX, INPUT_1 ; Input Status #1 Register\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
+ ; Now Set the Horizontal Pixel Pan values\r
+ \r
+ OUT_8 ATTRIB_Ctrl, PIXEL_PAN_REG ; Select Pixel Pan Register\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
+@SW_Exit:\r
+ POP BP ; Restore Saved Registers\r
+ RET 6 ; Exit and Clean up Stack\r
+ \r
+SET_WINDOW ENDP\r
+ \r
+ \r
+;=============\r
+;GET_X_OFFSET%\r
+;=============\r
+;\r
+; Returns the X coordinate of the Pixel currently display\r
+; in the upper left corner of the display\r
+;\r
+; ENTRY: No Parameters are passed\r
+;\r
+; EXIT: AX = Current Horizontal Scroll Offset\r
+;\r
+ \r
+ PUBLIC GET_X_OFFSET\r
+ \r
+GET_X_OFFSET PROC FAR\r
+ \r
+ MOV AX, CURRENT_XOFFSET ; Get current horz offset\r
+ RET ; Exit & Clean Up Stack\r
+ \r
+GET_X_OFFSET ENDP\r
+ \r
+ \r
+;=============\r
+;GET_Y_OFFSET%\r
+;=============\r
+;\r
+; Returns the Y coordinate of the Pixel currently display\r
+; in the upper left corner of the display\r
+;\r
+; ENTRY: No Parameters are passed\r
+;\r
+; EXIT: AX = Current Vertical Scroll Offset\r
+;\r
+ \r
+ PUBLIC GET_Y_OFFSET\r
+ \r
+GET_Y_OFFSET PROC FAR\r
+ \r
+ MOV AX, CURRENT_YOFFSET ; Get current vertical offset\r
+ RET ; Exit & Clean Up Stack\r
+ \r
+GET_Y_OFFSET ENDP\r
+ \r
+ \r
+;============\r
+;SYNC_DISPLAY\r
+;============\r
+;\r
+; Pauses the computer until the next Vertical Retrace starts\r
+;\r
+; ENTRY: No Parameters are passed\r
+;\r
+; EXIT: No meaningful values returned\r
+;\r
+ \r
+ PUBLIC SYNC_DISPLAY\r
+ \r
+SYNC_DISPLAY PROC FAR\r
+ \r
+ MOV DX, INPUT_1 ; Input Status #1 Register\r
+ \r
+ ; Wait for any current retrace to end\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
+ ; Wait for the start of the next vertical retrace\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
+ RET ; Exit & Clean Up Stack\r
+ \r
+SYNC_DISPLAY ENDP\r
+ \r
+ \r
+ ; ===== TEXT DISPLAY ROUTINES =====\r
+ \r
+;==================================================\r
+;GPRINTC (CharNum%, Xpos%, Ypos%, ColorF%, ColorB%)\r
+;==================================================\r
+;\r
+; Draws an ASCII Text Character using the currently selected\r
+; 8x8 font on the active display page. It would be a simple\r
+; exercise to make this routine process variable height fonts.\r
+;\r
+; ENTRY: CharNum = ASCII character # to draw\r
+; Xpos = X position to draw Character at\r
+; Ypos = Y position of to draw Character at\r
+; ColorF = Color to draw text character in\r
+; ColorB = Color to set background to\r
+;\r
+; EXIT: No meaningful values returned\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
+ DD ? ; Caller\r
+ GPC_ColorB DB ?,? ; Background Color\r
+ GPC_ColorF DB ?,? ; Text Color\r
+ GPC_Ypos DW ? ; Y Position to Print at\r
+ GPC_Xpos DW ? ; X position to Print at\r
+ GPC_Char DB ?,? ; Character to Print\r
+GPC_STACK ENDS\r
+ \r
+ PUBLIC GPRINTC\r
+ \r
+GPRINTC PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ SUB SP, 8 ; Allocate WorkSpace on Stack\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ LES DI, d CURRENT_PAGE ; Point to Active VGA Page\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
+ MUL [BP].GPC_Ypos ; Start of Line = Ypos * Width\r
+ ADD DI, AX ; DI -> Start of Line Ypos\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
+ ADD DI, AX ; DI -> (Xpos, Ypos)\r
+ \r
+ ;Get Source ADDR of Character Bit Map & Save\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
+ 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
+@GPC_LowChar:\r
+ \r
+ MOV BX, CHARSET_LOW ; BX = Char Set Ptr:Offset\r
+ MOV DX, CHARSET_LOW+2 ; DX = Char Set Ptr:Segment\r
+ \r
+@GPC_Set_Char:\r
+ MOV [BP].GPC_T_SETS, DX ; Save Segment on Stack\r
+ \r
+ MOV AH, 0 ; Valid #'s are 0..127\r
+ SHL AX, 3 ; * 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
+ 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
+ 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
+ ;Get segment of character map\r
+ \r
+ OUT_8 SC_Index, MAP_MASK ; Setup Plane selections\r
+ INC DX ; DX -> SC_Data\r
+ \r
+ MOV AL, 08 ; 8 Lines to Process\r
+ MOV [BP].GPC_Lines, AL ; Save on Stack\r
+ \r
+ MOV DS, [BP].GPC_T_SETS ; Point to character set\r
+ \r
+@GPC_DECODE_CHAR_BYTE:\r
+ \r
+ MOV SI, [BP].GPC_T_SETO ; Get DS:SI = String\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
+ 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
+ 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
+@GPC_NO_LEFT1BITS:\r
+ XOR AL, CH ; Invert mask for Background\r
+ JZ @GPC_NO_LEFT0BITS ; Hey, no need for this\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
+ ;Now Do Middle/Last Band\r
+ \r
+@GPC_NO_LEFT0BITS:\r
+ INC DI ; Point to next Byte\r
+ ROL BX, 4 ; 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
+ 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
+@GPC_NO_MIDDLE1BITS:\r
+ XOR AL, ALL_PLANES ; Invert mask for Background\r
+ JZ @GPC_NO_MIDDLE0BITS ; Hey, no need for this\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
+@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
+ INC DI ; Point to next Byte\r
+ ROL BX, 4 ; 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
+ 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
+@GPC_NO_RIGHT1BITS:\r
+ \r
+ XOR AL, CH ; Invert mask for Background\r
+ JZ @GPC_NO_RIGHT0BITS ; Hey, no need for this\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
+@GPC_NO_RIGHT0BITS:\r
+ DEC DI ; Adjust for Next Line Advance\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
+ DEC [BP].GPC_Lines ; Count Down Lines\r
+ JZ @GPC_EXIT ; Ok... Done!\r
+ \r
+ JMP @GPC_DECODE_CHAR_BYTE ; Again! Hey!\r
+ \r
+@GPC_EXIT:\r
+ ADD SP, 08 ; Deallocate stack workspace\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ RET 10 ; Exit and Clean up Stack\r
+ \r
+GPRINTC ENDP\r
+ \r
+ \r
+;==========================================\r
+;TGPRINTC (CharNum%, Xpos%, Ypos%, ColorF%)\r
+;==========================================\r
+;\r
+; Transparently draws an ASCII Text Character using the\r
+; currently selected 8x8 font on the active display page.\r
+;\r
+; ENTRY: CharNum = ASCII character # to draw\r
+; Xpos = X position to draw Character at\r
+; Ypos = Y position of to draw Character at\r
+; ColorF = Color to draw text character in\r
+;\r
+; EXIT: No meaningful values returned\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
+ 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
+ PUBLIC TGPRINTC\r
+ \r
+TGPRINTC PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ SUB SP, 8 ; Allocate WorkSpace on Stack\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ LES DI, d CURRENT_PAGE ; Point to Active VGA Page\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
+ MUL [BP].TGP_Ypos ; Start of Line = Ypos * Width\r
+ ADD DI, AX ; DI -> Start of Line Ypos\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
+ ADD DI, AX ; DI -> (Xpos, Ypos)\r
+ \r
+ ;Get Source ADDR of Character Bit Map & Save\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
+ 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
+@TGP_LowChar:\r
+ \r
+ MOV BX, CHARSET_LOW ; BX = Char Set Ptr:Offset\r
+ MOV DX, CHARSET_LOW+2 ; DX = Char Set Ptr:Segment\r
+ \r
+@TGP_Set_Char:\r
+ MOV [BP].TGP_T_SETS, DX ; Save Segment on Stack\r
+ \r
+ MOV AH, 0 ; Valid #'s are 0..127\r
+ SHL AX, 3 ; * 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
+ 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
+ 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
+ ;Get segment of character map\r
+ \r
+ OUT_8 SC_Index, MAP_MASK ; Setup Plane selections\r
+ INC DX ; DX -> SC_Data\r
+ \r
+ MOV AL, 08 ; 8 Lines to Process\r
+ MOV [BP].TGP_Lines, AL ; Save on Stack\r
+ \r
+ MOV DS, [BP].TGP_T_SETS ; Point to character set\r
+ \r
+@TGP_DECODE_CHAR_BYTE:\r
+ \r
+ MOV SI, [BP].TGP_T_SETO ; Get DS:SI = String\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
+ MOV AH, [BP].TGP_ColorF ; Get Foreground Color\r
+ \r
+ CLR BL ; 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
+ OUT DX, AL ; Set up Screen Mask\r
+ MOV ES:[DI], AH ; Write Foreground color\r
+ \r
+ ;Now Do Middle/Last Band\r
+ \r
+@TGP_NO_LEFT1BITS:\r
+ \r
+ INC DI ; Point to next Byte\r
+ ROL BX, 4 ; 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
+ OUT DX, AL ; Set up Screen Mask\r
+ MOV ES:[DI], AH ; Write Foreground color\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
+ INC DI ; Point to next Byte\r
+ ROL BX, 4 ; 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
+ OUT DX, AL ; Set up Screen Mask\r
+ MOV ES:[DI], AH ; Write Foreground color\r
+ \r
+@TGP_NO_RIGHT1BITS:\r
+ \r
+ DEC DI ; Adjust for Next Line Advance\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
+ DEC [BP].TGP_Lines ; Count Down Lines\r
+ JZ @TGP_EXIT ; Ok... Done!\r
+ \r
+ JMP @TGP_DECODE_CHAR_BYTE ; Again! Hey!\r
+ \r
+@TGP_EXIT:\r
+ ADD SP, 08 ; Deallocate stack workspace\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ RET 8 ; Exit and Clean up Stack\r
+ \r
+TGPRINTC ENDP\r
+ \r
+ \r
+;===============================================================\r
+;PRINT_STR (SEG String, MaxLen%, Xpos%, Ypos%, ColorF%, ColorB%)\r
+;===============================================================\r
+;\r
+; Routine to quickly Print a null terminated ASCII string on the\r
+; active display page up to a maximum length.\r
+;\r
+; ENTRY: String = Far Pointer to ASCII string to print\r
+; MaxLen = # of characters to print if no null found\r
+; Xpos = X position to draw Text at\r
+; Ypos = Y position of to draw Text at\r
+; ColorF = Color to draw text in\r
+; ColorB = Color to set background to\r
+;\r
+; EXIT: No meaningful values returned\r
+;\r
+ \r
+PS_STACK STRUC\r
+ DW ?x4 ; DI, SI, DS, BP\r
+ DD ? ; Caller\r
+ PS_ColorB DW ? ; Background Color\r
+ PS_ColorF DW ? ; Text Color\r
+ PS_Ypos DW ? ; Y Position to Print at\r
+ PS_Xpos DW ? ; X position to Print at\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
+ PUBLIC PRINT_STR\r
+ \r
+PRINT_STR PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+@PS_Print_It:\r
+ \r
+ MOV CX, [BP].PS_Len ; Get Remaining text Length\r
+ JCXZ @PS_Exit ; Exit when out of text\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
+ DEC [BP].PS_Len ; Remaining Text length--\r
+ INC [BP].PS_Text ; Point to Next text char\r
+ \r
+ ; Set up Call to GPRINTC\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
+ MOV BX, [BP].PS_Ypos ; Get Ypos\r
+ PUSH BX ; Set Ypos Parameter\r
+ \r
+ MOV BX, [BP].PS_ColorF ; Get Text Color\r
+ PUSH BX ; Set ColorF Parameter\r
+ \r
+ MOV BX, [BP].PS_ColorB ; Get Background Color\r
+ PUSH BX ; Set ColorB Parameter\r
+ \r
+ CALL f GPRINTC ; Print Character!\r
+ JMP s @PS_Print_It ; Process next character\r
+ \r
+@PS_Exit:\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ RET 14 ; Exit and Clean up Stack\r
+ \r
+PRINT_STR ENDP\r
+ \r
+ \r
+;================================================================\r
+;TPRINT_STR (SEG String, MaxLen%, Xpos%, Ypos%, ColorF%, ColorB%)\r
+;================================================================\r
+;\r
+; Routine to quickly transparently Print a null terminated ASCII\r
+; string on the active display page up to a maximum length.\r
+;\r
+; ENTRY: String = Far Pointer to ASCII string to print\r
+; MaxLen = # of characters to print if no null found\r
+; Xpos = X position to draw Text at\r
+; Ypos = Y position of to draw Text at\r
+; ColorF = Color to draw text in\r
+;\r
+; EXIT: No meaningful values returned\r
+;\r
+ \r
+TPS_STACK STRUC\r
+ DW ?x4 ; DI, SI, DS, BP\r
+ DD ? ; Caller\r
+ TPS_ColorF DW ? ; Text Color\r
+ TPS_Ypos DW ? ; Y Position to Print at\r
+ TPS_Xpos DW ? ; X 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
+ PUBLIC TPRINT_STR\r
+ \r
+TPRINT_STR PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+@TPS_Print_It:\r
+ \r
+ MOV CX, [BP].TPS_Len ; Get Remaining text Length\r
+ JCXZ @TPS_Exit ; Exit when out of text\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
+ DEC [BP].TPS_Len ; Remaining Text length--\r
+ INC [BP].TPS_Text ; Point to Next text char\r
+ \r
+ ; Set up Call to TGPRINTC\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
+ MOV BX, [BP].TPS_Ypos ; Get Ypos\r
+ PUSH BX ; Set Ypos Parameter\r
+ \r
+ MOV BX, [BP].TPS_ColorF ; Get Text Color\r
+ PUSH BX ; Set ColorF Parameter\r
+ \r
+ CALL f TGPRINTC ; Print Character!\r
+ JMP s @TPS_Print_It ; Process next character\r
+ \r
+@TPS_Exit:\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ RET 12 ; Exit and Clean up Stack\r
+ \r
+TPRINT_STR ENDP\r
+ \r
+ \r
+;===========================================\r
+;SET_DISPLAY_FONT(SEG FontData, FontNumber%)\r
+;===========================================\r
+;\r
+; Allows the user to specify their own font data for\r
+; wither the lower or upper 128 characters.\r
+;\r
+; ENTRY: FontData = Far Pointer to Font Bitmaps\r
+; FontNumber = Which half of set this is\r
+; = 0, Lower 128 characters\r
+; = 1, Upper 128 characters\r
+;\r
+; EXIT: No meaningful values returned\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
+ PUBLIC SET_DISPLAY_FONT\r
+ \r
+SET_DISPLAY_FONT PROC FAR\r
+ \r
+ PUSH BP ; Preserve Registers\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ LES DI, [BP].SDF_Font ; Get Far Ptr to Font\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
+ MOV SI, o CHARSET_HI ; Ah, really it's 128-255\r
+ \r
+@SDF_Set_Font:\r
+ MOV [SI], DI ; Set Font Pointer Offset\r
+ MOV [SI+2], ES ; Set Font Pointer Segment\r
+ \r
+ POP BP ; Restore Registers\r
+ RET 6 ; We are Done.. Outa here\r
+ \r
+SET_DISPLAY_FONT ENDP\r
+ \r
+ \r
+ ; ===== BITMAP (SPRITE) DISPLAY ROUTINES =====\r
+ \r
+;======================================================\r
+;DRAW_BITMAP (SEG Image, Xpos%, Ypos%, Width%, Height%)\r
+;======================================================\r
+;\r
+; Draws a variable sized Graphics Bitmap such as a\r
+; picture or an Icon on the current Display Page in\r
+; Mode X. The Bitmap is stored in a linear byte array\r
+; corresponding to (0,0) (1,0), (2,0) .. (Width, Height)\r
+; This is the same linear manner as mode 13h graphics.\r
+;\r
+; ENTRY: Image = Far Pointer to Bitmap Data\r
+; Xpos = X position to Place Upper Left pixel at\r
+; Ypos = Y position to Place Upper Left pixel at\r
+; Width = Width of the Bitmap in Pixels\r
+; Height = Height of the Bitmap in Pixels\r
+;\r
+; EXIT: No meaningful values returned\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
+ DD ? ; Caller\r
+ DB_Height DW ? ; Height of Bitmap in Pixels\r
+ DB_Width DW ? ; Width of Bitmap in Pixels\r
+ DB_Ypos DW ? ; Y position to Draw Bitmap at\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
+ PUBLIC DRAW_BITMAP\r
+ \r
+DRAW_BITMAP PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ SUB SP, 10 ; Allocate workspace\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
+ CLD ; Direction Flag = Forward\r
+ \r
+ MOV AX, [BP].DB_Ypos ; Get UL Corner Ypos\r
+ MUL SCREEN_WIDTH ; AX = Offset to Line Ypos\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
+ 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
+ ; Compute line to line offset\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
+ MOV AX, SCREEN_WIDTH ; Get Screen Width\r
+ SUB AX, BX ; - (Bitmap Width/4)\r
+ \r
+ MOV [BP].DB_LineO, AX ; Save Line Width offset\r
+ MOV [BP].DB_PixCount, BX ; Minimum # pix to copy\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
+ 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
+@DB_COPY_PLANE:\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
+@DB_COPY_LINE:\r
+ MOV CX, [BP].DB_PixCount ; Min # to copy\r
+ \r
+ TEST CL, 0FCh ; 16+PixWide?\r
+ JZ @DB_COPY_REMAINDER ; Nope...\r
+ \r
+ ; Pixel Copy loop has been unrolled to x4\r
+ \r
+@DB_COPY_LOOP:\r
+ MOVSB ; Copy Bitmap Pixel\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
+ MOVSB ; Copy Bitmap Pixel\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
+ 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
+@DB_COPY_REMAINDER:\r
+ JCXZ @DB_NEXT_LINE ; Any Pixels left on line\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
+@DB_NEXT_LINE:\r
+ \r
+ ; any Partial Pixels? (some planes only)\r
+ \r
+ OR CX, [BP].DB_SkewFlag ; Get Skew Count\r
+ JZ @DB_NEXT2 ; if no partial pixels\r
+ \r
+ MOVSB ; Copy Bitmap Pixel\r
+ DEC DI ; Back up to align\r
+ DEC SI ; Back up to align\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
+ ; Copy Next Plane....\r
+ \r
+ DEC BL ; Planes to Go--\r
+ JZ @DB_Exit ; Hey! We are done\r
+ \r
+ ROL BH, 1 ; Next Plane in line...\r
+ OUT_8 SC_Data, BH ; Select Plane\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
+ SUB [BP].DB_SkewFlag, 1 ; Reduce Planes to Skew\r
+ ADC [BP].DB_SkewFlag, 0 ; Back to 0 if it was -1\r
+ \r
+ JMP s @DB_COPY_PLANE ; Go Copy the Next Plane\r
+ \r
+@DB_Exit:\r
+ ADD SP, 10 ; Deallocate workspace\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ RET 12 ; Exit and Clean up Stack\r
+ \r
+DRAW_BITMAP ENDP\r
+ \r
+ \r
+;=======================================================\r
+;TDRAW_BITMAP (SEG Image, Xpos%, Ypos%, Width%, Height%)\r
+;=======================================================\r
+;\r
+; Transparently Draws a variable sized Graphics Bitmap\r
+; such as a picture or an Icon on the current Display Page\r
+; in Mode X. Pixels with a value of 0 are not drawn,\r
+; leaving the previous "background" contents intact.\r
+;\r
+; The Bitmap format is the same as for the DRAW_BITMAP function.\r
+;\r
+; ENTRY: Image = Far Pointer to Bitmap Data\r
+; Xpos = X position to Place Upper Left pixel at\r
+; Ypos = Y position to Place Upper Left pixel at\r
+; Width = Width of the Bitmap in Pixels\r
+; Height = Height of the Bitmap in Pixels\r
+;\r
+; EXIT: No meaningful values returned\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
+ DD ? ; Caller\r
+ TB_Height DW ? ; Height of Bitmap in Pixels\r
+ TB_Width DW ? ; Width of Bitmap in Pixels\r
+ TB_Ypos DW ? ; Y position to Draw Bitmap at\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
+ PUBLIC TDRAW_BITMAP\r
+ \r
+TDRAW_BITMAP PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ SUB SP, 10 ; Allocate workspace\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
+ CLD ; Direction Flag = Forward\r
+ \r
+ MOV AX, [BP].TB_Ypos ; Get UL Corner Ypos\r
+ MUL SCREEN_WIDTH ; AX = Offset to Line Ypos\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
+ 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
+ ; Compute line to line offset\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
+ MOV AX, SCREEN_WIDTH ; Get Screen Width\r
+ SUB AX, BX ; - (Bitmap Width/4)\r
+ \r
+ MOV [BP].TB_LineO, AX ; Save Line Width offset\r
+ MOV [BP].TB_PixCount, BX ; Minimum # pix to copy\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
+ 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
+@TB_COPY_PLANE:\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
+ ; Here AH is set with the value to be considered\r
+ ; "Transparent". It can be changed!\r
+ \r
+ MOV AH, 0 ; Value to Detect 0\r
+ \r
+@TB_COPY_LINE:\r
+ MOV CX, [BP].TB_PixCount ; Min # to copy\r
+ \r
+ TEST CL, 0FCh ; 16+PixWide?\r
+ JZ @TB_COPY_REMAINDER ; Nope...\r
+ \r
+ ; Pixel Copy loop has been unrolled to x4\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
+@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
+@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
+@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
+@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
+@TB_COPY_REMAINDER:\r
+ JCXZ @TB_NEXT_LINE ; Any Pixels left on line\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
+@TB_SKIP_05:\r
+ INC DI ; Advance Dest Addr\r
+ LOOPx CX, @TB_COPY2 ; Pixels to Copy--, Loop until done\r
+ \r
+@TB_NEXT_LINE:\r
+ \r
+ ; any Partial Pixels? (some planes only)\r
+ \r
+ OR CX, [BP].TB_SkewFlag ; Get Skew Count\r
+ JZ @TB_NEXT2 ; if no partial pixels\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
+@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
+ ;Copy Next Plane....\r
+ \r
+ DEC BL ; Planes to Go--\r
+ JZ @TB_Exit ; Hey! We are done\r
+ \r
+ ROL BH, 1 ; Next Plane in line...\r
+ OUT_8 SC_Data, BH ; Select Plane\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
+ SUB [BP].TB_SkewFlag, 1 ; Reduce Planes to Skew\r
+ ADC [BP].TB_SkewFlag, 0 ; Back to 0 if it was -1\r
+ \r
+ JMP @TB_COPY_PLANE ; Go Copy the next Plane\r
+ \r
+@TB_Exit:\r
+ ADD SP, 10 ; Deallocate workspace\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ RET 12 ; Exit and Clean up Stack\r
+ \r
+TDRAW_BITMAP ENDP\r
+ \r
+ \r
+ ; ==== VIDEO MEMORY to VIDEO MEMORY COPY ROUTINES =====\r
+ \r
+;==================================\r
+;COPY_PAGE (SourcePage%, DestPage%)\r
+;==================================\r
+;\r
+; Duplicate on display page onto another\r
+;\r
+; ENTRY: SourcePage = Display Page # to Duplicate\r
+; DestPage = Display Page # to hold copy\r
+;\r
+; EXIT: No meaningful values returned\r
+;\r
+ \r
+CP_STACK STRUC\r
+ DW ?x4 ; DI, SI, DS, 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
+ PUBLIC COPY_PAGE\r
+ \r
+COPY_PAGE PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ MOV BP, SP ; Set up Stack Frame\r
+ CLD ; Block Xfer Forwards\r
+ \r
+ ; Make sure Page #'s are valid\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
+ 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
+ CMP AX, BX ; Pages #'s the same?\r
+ JE @CP_Exit ; if so, abort\r
+ \r
+ ; Setup DS:SI and ES:DI to Video Pages\r
+ \r
+ SHL BX, 1 ; Scale index to Word\r
+ MOV DI, PAGE_ADDR[BX] ; Offset to Dest Page\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
+ 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
+ ; Setup VGA registers for Mem to Mem copy\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
+ ; Note.. Do *NOT* use MOVSW or MOVSD - they will\r
+ ; Screw with the latches which are 8 bits x 4\r
+ \r
+ REP MOVSB ; Copy entire Page!\r
+ \r
+ ; Reset VGA for normal memory access\r
+ \r
+ OUT_16 GC_Index, LATCHES_OFF ; Data from Latches = off\r
+ \r
+@CP_Exit:\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ RET 4 ; Exit and Clean up Stack\r
+ \r
+COPY_PAGE ENDP\r
+ \r
+ \r
+;==========================================================================\r
+;COPY_BITMAP (SourcePage%, X1%, Y1%, X2%, Y2%, DestPage%, DestX1%, DestY1%)\r
+;==========================================================================\r
+;\r
+; Copies a Bitmap Image from one Display Page to Another\r
+; This Routine is Limited to copying Images with the same\r
+; Plane Alignment. To Work: (X1 MOD 4) must = (DestX1 MOD 4)\r
+; Copying an Image to the Same Page is supported, but results\r
+; may be defined when the when the rectangular areas\r
+; (X1, Y1) - (X2, Y2) and (DestX1, DestY1) -\r
+; (DestX1+(X2-X1), DestY1+(Y2-Y1)) overlap...\r
+; No Paramter checking to done to insure that\r
+; X2 >= X1 and Y2 >= Y1. Be Careful...\r
+;\r
+; ENTRY: SourcePage = Display Page # with Source Image\r
+; X1 = Upper Left Xpos of Source Image\r
+; Y1 = Upper Left Ypos of Source Image\r
+; X2 = Lower Right Xpos of Source Image\r
+; Y2 = Lower Right Ypos of Source Image\r
+; DestPage = Display Page # to copy Image to\r
+; DestX1 = Xpos to Copy UL Corner of Image to\r
+; DestY1 = Ypos to Copy UL Corner of Image to\r
+;\r
+; EXIT: AX = Success Flag: 0 = Failure / -1= Success\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
+ DD ? ; Caller\r
+ CB_DestY1 DW ? ; Destination Ypos\r
+ CB_DestX1 DW ? ; Destination Xpos\r
+ CB_DestP DW ? ; Page to Copy Bitmap To\r
+ CB_Y2 DW ? ; LR Ypos of Image\r
+ CB_X2 DW ? ; LR Xpos of Image\r
+ CB_Y1 DW ? ; UL Ypos of Image\r
+ CB_X1 DW ? ; UL Xpos of Image\r
+ CB_SourceP DW ? ; Page containing Source Bitmap\r
+CB_STACK ENDS\r
+ \r
+ PUBLIC COPY_BITMAP\r
+ \r
+COPY_BITMAP PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ SUB SP, 4 ; Allocate WorkSpace on Stack\r
+ MOV BP, SP ; Set up Stack Frame\r
+ \r
+ ; Prep Registers (and keep jumps short!)\r
+ \r
+ MOV ES, CURRENT_SEGMENT ; ES -> VGA Ram\r
+ CLD ; Block Xfer Forwards\r
+ \r
+ ; Make sure Parameters are valid\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
+ 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
+ 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
+ ; Setup for Copy processing\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
+ ; Compute Info About Images, Setup ES:SI & ES:DI\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
+ 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
+ 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
+ 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
+ ADD SI, AX ; SI = Byte Offset to (X1,Y1)\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
+ MOV AX, [BP].CB_DestY1 ; Get Dest Y1 Line\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
+ ADD DI, AX ; DI = Byte Offset to (D-X1,D-Y1)\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
+ 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
+@CB_Abort:\r
+ CLR AX ; Return False (Failure)\r
+ JMP @CB_Exit ; and Finish Up\r
+ \r
+ ; Copy when Left & Right Clip Masks overlap...\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 AL, Left_Clip_Mask[BX] ; Get Left Edge Mask\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
+ OUT_8 SC_Data, AL ; Clip For Left & Right Masks\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
+@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
+ 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
+@CB_One_Done:\r
+ JMP @CB_Finish ; Outa Here!\r
+ \r
+ ; Copy Left Edge of Bitmap\r
+ \r
+@CB_Left_Band:\r
+ \r
+ OUT_8 SC_Data, Left_Clip_Mask[BX] ; Set Left Edge Plane Mask\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
+@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
+ 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
+@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
+ ; Determine if Right Edge of Bitmap needs special copy\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
+ ; Copy Right Edge of Bitmap\r
+ \r
+@CB_Right_Band:\r
+ \r
+ OUT_8 SC_Data, Right_Clip_Mask[BX] ; Set Right Edge Plane Mask\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
+@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
+ 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
+@CB_Right_Done:\r
+ \r
+ ; Copy the Main Block of the Bitmap\r
+ \r
+@CB_Copy_Middle:\r
+ \r
+ MOV CX, [BP].CB_Width ; Get Width Remaining\r
+ JCXZ @CB_Finish ; Exit if Done\r
+ \r
+ OUT_8 SC_Data, ALL_PLANES ; Copy all Planes\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
+ ; Actual Copy Loop. REP MOVSB does the work\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
+ ADD SI, DX ; Adjust DS:SI to Next Line\r
+ ADD DI, DX ; Adjust ES:DI to Next Line\r
+ \r
+ MOV CX, BX ; Recharge Rep Count\r
+ REP MOVSB ; Move Bands\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
+@CB_Finish:\r
+ OUT_16 GC_Index, LATCHES_OFF ; Data from Latches = on\r
+ \r
+@CB_Exit:\r
+ ADD SP, 04 ; Deallocate stack workspace\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ RET 16 ; Exit and Clean up Stack\r
+ \r
+COPY_BITMAP ENDP\r
+ \r
+ END ; End of Code Segment\r
--- /dev/null
+ \r
+ ' ===== SCREEN RESOLUTIONS =====\r
+ \r
+CONST Mode320x200 = 0, Mode320x400 = 1\r
+CONST Mode360x200 = 2, Mode360x400 = 3\r
+CONST Mode320x240 = 4, Mode320x480 = 5\r
+CONST Mode360x240 = 6, Mode360x480 = 7\r
+ \r
+ ' ===== MODE X SETUP ROUTINES =====\r
+ \r
+DECLARE FUNCTION SET.VGA.MODEX% ALIAS "SET_VGA_MODEX" (BYVAL ModeType%, BYVAL MaxXpos%, BYVAL MaxYpos%, BYVAL Pages%)\r
+DECLARE FUNCTION SET.MODEX% ALIAS "SET_MODEX" (BYVAL Mode%)\r
+ \r
+ ' ===== BASIC GRAPHICS PRIMITIVES =====\r
+ \r
+DECLARE SUB CLEAR.VGA.SCREEN ALIAS "CLEAR_VGA_SCREEN" (BYVAL ColorNum%)\r
+DECLARE SUB SET.POINT ALIAS "SET_POINT" (BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorNum%)\r
+DECLARE FUNCTION READ.POINT% ALIAS "READ_POINT" (BYVAL Xpos%, BYVAL Ypos%)\r
+DECLARE SUB FILL.BLOCK ALIAS "FILL_BLOCK" (BYVAL Xpos1%, BYVAL Ypos1%, BYVAL Xpos2%, BYVAL Ypos2%, BYVAL ColorNum%)\r
+DECLARE SUB DRAW.LINE ALIAS "DRAW_LINE" (BYVAL Xpos1%, BYVAL Ypos1%, BYVAL Xpos2%, BYVAL Ypos2%, BYVAL ColorNum%)\r
+ \r
+ ' ===== DAC COLOR REGISTER ROUTINES =====\r
+ \r
+DECLARE SUB SET.DAC.REGISTER ALIAS "SET_DAC_REGISTER" (BYVAL RegNo%, BYVAL Red%, BYVAL Green%, BYVAL Blue%)\r
+DECLARE SUB GET.DAC.REGISTER ALIAS "GET_DAC_REGISTER" (BYVAL RegNo%, Red%, Green%, Blue%)\r
+DECLARE SUB LOAD.DAC.REGISTERS ALIAS "LOAD_DAC_REGISTERS" (SEG PalData AS ANY, BYVAL StartReg%, BYVAL EndReg%, BYVAL VSync%)\r
+DECLARE SUB READ.DAC.REGISTERS ALIAS "READ_DAC_REGISTERS" (SEG PalData AS ANY, BYVAL StartReg%, BYVAL EndReg%)\r
+ \r
+ \r
+ ' ===== PAGE FLIPPING AND SCROLLING ROUTINES =====\r
+ \r
+DECLARE SUB SET.ACTIVE.PAGE ALIAS "SET_ACTIVE_PAGE" (BYVAL PageNo%)\r
+DECLARE FUNCTION GET.ACTIVE.PAGE% ALIAS "GET_ACTIVE_PAGE"\r
+DECLARE SUB SET.DISPLAY.PAGE ALIAS "SET_DISPLAY_PAGE" (BYVAL PageNo%)\r
+DECLARE FUNCTION GET.DISPLAY.PAGE% ALIAS "GET_DISPLAY_PAGE"\r
+DECLARE SUB SET.WINDOW ALIAS "SET_WINDOW" (BYVAL DisplayPage%, BYVAL XOffset%, BYVAL YOffset%)\r
+DECLARE FUNCTION GET.X.OFFSET% ALIAS "GET_X_OFFSET" ()\r
+DECLARE FUNCTION GET.Y.OFFSET% ALIAS "GET_Y_OFFSET" ()\r
+DECLARE SUB SYNC.DISPLAY ALIAS "SYNC_DISPLAY"\r
+ \r
+ ' ===== TEXT DISPLAY ROUTINES =====\r
+ \r
+DECLARE SUB GPRINTC (BYVAL CharacterNum%, BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorF%, BYVAL ColorB%)\r
+DECLARE SUB TGPRINTC (BYVAL CharacterNum%, BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorF%)\r
+DECLARE SUB PRINT.STR ALIAS "PRINT_STR" (BYVAL StrSeg%, BYVAL StrOfs%, BYVAL MaxLen%, BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorF%, BYVAL ColorB%)\r
+DECLARE SUB TPRINT.STR ALIAS "TPRINT_STR" (BYVAL StrSeg%, BYVAL StrOfs%, BYVAL MaxLen%, BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorF%)\r
+DECLARE SUB SET.DISPLAY.FONT ALIAS "SET_DISPLAY_FONT" (SEG FontData AS ANY, BYVAL FontNumber%)\r
+ \r
+ ' ===== BITMAP (SPRITE) DISPLAY ROUTINES =====\r
+ \r
+DECLARE SUB DRAW.BITMAP ALIAS "DRAW_BITMAP" (SEG Image AS ANY, BYVAL Xpos%, BYVAL Ypos%, BYVAL xWidth%, BYVAL Height%)\r
+DECLARE SUB TDRAW.BITMAP ALIAS "TDRAW_BITMAP" (SEG Image AS ANY, BYVAL Xpos%, BYVAL Ypos%, BYVAL xWidth%, BYVAL Height%)\r
+ \r
+ ' ==== VIDEO MEMORY to VIDEO MEMORY COPY ROUTINES =====\r
+ \r
+DECLARE SUB COPY.PAGE ALIAS "COPY_PAGE" (BYVAL SourcePage%, BYVAL DestPage%)\r
+DECLARE SUB COPY.BITMAP ALIAS "COPY_BITMAP" (BYVAL SourcePage%, BYVAL X1%, BYVAL Y1%, BYVAL X2%, BYVAL Y2%, BYVAL DestPage%, BYVAL DestX1%, BYVAL DestY1%)\r
+ \r
+ \r
+ \r
+ \r
+ \r
+ \r
--- /dev/null
+ \r
+#ifndef __MODEX_H\r
+#define __MODEX_H\r
+ \r
+ /* ===== SCREEN RESOLUTIONS ===== */\r
+ \r
+#define Mode_320x200 0\r
+#define Mode_320x400 1\r
+#define Mode_360x200 2\r
+#define Mode_360x400 3\r
+#define Mode_320x240 4\r
+#define Mode_320x480 5\r
+#define Mode_360x240 6\r
+#define Mode_360x480 7\r
+ \r
+ /* ===== MODE X SETUP ROUTINES ===== */\r
+ \r
+int far pascal set_vga_modex (int Mode, int MaxXpos, int MaxYpos, int Pages);\r
+int far pascal set_modex (int Mode);\r
+ \r
+ /* ===== BASIC GRAPHICS PRIMITIVES ===== */\r
+ \r
+void far pascal clear_vga_screen (int Color);\r
+void far pascal set_point (int Xpos, int Ypos, int Color);\r
+int far pascal read_point (int Xpos, int Ypos);\r
+void far pascal fill_block (int Xpos1, int Ypos1, int Xpos2, int Ypos2,\r
+ int Color);\r
+void far pascal draw_line (int Xpos1, int Ypos1, int Xpos2, int Ypos2,\r
+ int Color);\r
+ \r
+ /* ===== DAC COLOR REGISTER ROUTINES ===== */\r
+ \r
+void far pascal set_dac_register (int RegNo, int Red, int Green, int Blue);\r
+void far pascal get_dac_register (int RegNo, int* Red, int* Green, int* Blue);\r
+void far pascal load_dac_registers (char far *PalData, int StartReg,\r
+ int EndReg, int VSync);\r
+void far pascal readd_dac_registers (char far *PalData, int StartReg,\r
+ int EndReg);\r
+ \r
+ /* ===== PAGE FLIPPING AND SCROLLING ROUTINES ===== */\r
+ \r
+void far pascal set_active_page (int PageNo);\r
+int far pascal get_active_page (void);\r
+void far pascal set_display_page (int PageNo);\r
+int far pascal get_display_page (void);\r
+void far pascal set_window (int DisplayPage, int XOffset, int YOffset);\r
+int far pascal get_x_offset (void);\r
+int far pascal get_y_offset (void);\r
+void far pascal sync_display (void);\r
+ \r
+ /* ===== TEXT DISPLAY ROUTINES ===== */\r
+ \r
+void far pascal gprintc (int CharNum, int Xpos, int Ypos, int ColorF,\r
+ int ColorB);\r
+void far pascal tgprintc (int CharNum, int Xpos, int Ypos, int ColorF);\r
+void far pascal print_str (char far *Text, int MaxLen, int Xpos, int Ypos,\r
+ int ColorF, int ColorB);\r
+void far pascal tprint_str (char far *Text, int MaxLen, int Xpos, int Ypos,\r
+ int ColorF);\r
+void far pascal set_display_font (char far *FontData, int FontNumber);\r
+ \r
+ /* ===== BITMAP (SPRITE) DISPLAY ROUTINES ===== */\r
+ \r
+void far pascal draw_bitmap (char far *Image, int Xpos, int Ypos,\r
+ int Width, int Height);\r
+void far pascal tdraw_bitmap (char far *Image, int Xpos, int Ypos,\r
+ int Width, int Height);\r
+ \r
+ /* ==== VIDEO MEMORY to VIDEO MEMORY COPY ROUTINES ===== */\r
+ \r
+void far pascal copy_page (int SourcePage, int DestPage);\r
+void far pascal copy_bitmap (int SourcePage, int X1, int Y1, int X2, int Y2,\r
+ int DestPage, int DestX1, int DestY1);\r
+ \r
+ \r
+#endif\r
--- /dev/null
+Microsoft (R) Macro Assembler Version 6.11 06/22/14 14:00:02\r
+modex.asm Page 1 - 1\r
+\r
+\r
+ ;========================================================\r
+ ; MODEX.ASM - A Complete Mode X Library\r
+ ;\r
+ ; Version 1.04 Release, 3 May 1993, By Matt Pritchard\r
+ ; With considerable input from Michael Abrash\r
+ ;\r
+ ; The following information is donated to the public domain in\r
+ ; the hopes that save other programmers much frustration.\r
+ ;\r
+ ; If you do use this code in a product, it would be nice if\r
+ ; you include a line like "Mode X routines by Matt Pritchard"\r
+ ; in the credits.\r
+ ;\r
+ ; =========================================================\r
+ ;\r
+ ; All of this code is designed to be assembled with MASM 5.10a\r
+ ; but TASM 3.0 could be used as well.\r
+ ;\r
+ ; The routines contained are designed for use in a MEDIUM model\r
+ ; program. All Routines are FAR, and is assumed that a DGROUP\r
+ ; data segment exists and that DS will point to it on entry.\r
+ ;\r
+ ; For all routines, the AX, BX, CX, DX, ES and FLAGS registers\r
+ ; will not be preserved, while the DS, BP, SI and DI registers\r
+ ; will be preserved.\r
+ ;\r
+ ; Unless specifically noted, All Parameters are assumed to be\r
+ ; "PASSED BY VALUE". That is, the actual value is placed on\r
+ ; the stack. When a reference is passed it is assumed to be\r
+ ; a near pointer to a variable in the DGROUP segment.\r
+ ;\r
+ ; Routines that return a single 16-Bit integer value will\r
+ ; return that value in the AX register.\r
+ ;\r
+ ; This code will *NOT* run on an 8086/8088 because 80286+\r
+ ; specific instructions are used. If you have an 8088/86\r
+ ; and VGA, you can buy an 80386-40 motherboard for about\r
+ ; $160 and move into the 90's.\r
+ ;\r
+ ; This code is reasonably optimized: Most drawing loops have\r
+ ; been unrolled once and memory references are minimized by\r
+ ; keeping stuff in registers when possible.\r
+ ;\r
+ ; Error Trapping varies by Routine. No Clipping is performed\r
+ ; so the caller should verify that all coordinates are valid.\r
+ ;\r
+ ; Several Macros are used to simplify common 2 or 3 instruction\r
+ ; sequences. Several Single letter Text Constants also\r
+ ; simplify common assembler expressions like "WORD PTR".\r
+ ;\r
+ ; ------------------ Mode X Variations ------------------\r
+ ;\r
+ ; Mode # Screen Size Max Pages Aspect Ratio (X:Y)\r
+ ;\r
+ ; 0 320 x 200 4 Pages 1.2:1\r
+ ; 1 320 x 400 2 Pages 2.4:1\r
+ ; 2 360 x 200 3 Pages 1.35:1\r
+ ; 3 360 x 400 1 Page 2.7:1\r
+ ; 4 320 x 240 3 Pages 1:1\r
+ ; 5 320 x 480 1 Page 2:1\r
+ ; 6 360 x 240 3 Pages 1.125:1\r
+ ; 7 360 x 480 1 Page 2.25:1\r
+ ;\r
+ ; -------------------- The Legal Stuff ------------------\r
+ ;\r
+ ; No warranty, either written or implied, is made as to\r
+ ; the accuracy and usability of this code product. Use\r
+ ; at your own risk. Batteries not included. Pepperoni\r
+ ; and extra cheese available for an additional charge.\r
+ ;\r
+ ; ----------------------- The Author --------------------\r
+ ;\r
+ ; Matt Pritchard is a paid programmer who'd rather be\r
+ ; writing games. He can be reached at: P.O. Box 140264,\r
+ ; Irving, TX 75014 USA. Michael Abrash is a living\r
+ ; god, who now works for Bill Gates (Microsoft).\r
+ ;\r
+ ; -------------------- Revision History -----------------\r
+ ; 4-12-93: v1.02 - SET_POINT & READ_POINT now saves DI\r
+ ; SET_MODEX now saves SI\r
+ ; 5-3-93: v1.04 - added LOAD_DAC_REGISTERS and\r
+ ; READ_DAC_REGISTERS. Expanded CLR Macro\r
+ ; to handle multiple registers\r
+ ;\r
+ \r
+ PAGE 255, 132\r
+ \r
+ .MODEL Medium\r
+ .286\r
+ \r
+ ; ===== MACROS =====\r
+ \r
+ ; Macro to OUT a 16 bit value to an I/O port\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
+ IFDIFI <Value>, <AX> ; If AX not setup\r
+ MOV AX, Value ; then Get Data Value\r
+ ENDIF\r
+ OUT DX, AX ; Set I/O Register(s)\r
+ ENDM\r
+ \r
+ ; Macro to OUT a 8 bit value to an I/O Port\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
+ IFDIFI <Value>, <AL> ; If AL not Setup\r
+ MOV AL, Value ; then Get Data Value\r
+ ENDIF\r
+ OUT DX, AL ; Set I/O Register\r
+ ENDM\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
+ ; 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
+ ; Macros to Decrement Counter & Jump on Condition\r
+ \r
+ LOOPx MACRO Register, Destination\r
+ DEC Register ; Counter--\r
+ JNZ Destination ; Jump if not 0\r
+ ENDM\r
+ \r
+ LOOPjz MACRO Register, Destination\r
+ DEC Register ; Counter--\r
+ JZ Destination ; Jump if 0\r
+ ENDM\r
+ \r
+ \r
+ ; ===== General Constants =====\r
+ \r
+ = 0000 False EQU 0\r
+ =-0001 True EQU -1\r
+ = 0000 nil EQU 0\r
+ \r
+ = BYTE PTR b EQU BYTE PTR\r
+ = WORD PTR w EQU WORD PTR\r
+ = DWORD PTR d EQU DWORD PTR\r
+ = OFFSET o EQU OFFSET\r
+ = FAR PTR f EQU FAR PTR\r
+ = SHORT s EQU SHORT\r
+ = ?,?,?,? ?x4 EQU <?,?,?,?>\r
+ = ?,?,? ?x3 EQU <?,?,?>\r
+ \r
+ ; ===== VGA Register Values =====\r
+ \r
+ = A000 VGA_Segment EQU 0A000h ; Vga Memory Segment\r
+ \r
+ = 03C0 ATTRIB_Ctrl EQU 03C0h ; VGA Attribute Controller\r
+ = 03CE GC_Index EQU 03CEh ; VGA Graphics Controller\r
+ = 03C4 SC_Index EQU 03C4h ; VGA Sequencer Controller\r
+ = 03C5 SC_Data EQU 03C5h ; VGA Sequencer Data Port\r
+ = 03D4 CRTC_Index EQU 03D4h ; VGA CRT Controller\r
+ = 03D5 CRTC_Data EQU 03D5h ; VGA CRT Controller Data\r
+ = 03C2 MISC_OUTPUT EQU 03C2h ; VGA Misc Register\r
+ = 03DA INPUT_1 EQU 03DAh ; Input Status #1 Register\r
+ \r
+ = 03C8 DAC_WRITE_ADDR EQU 03C8h ; VGA DAC Write Addr Register\r
+ = 03C7 DAC_READ_ADDR EQU 03C7h ; VGA DAC Read Addr Register\r
+ = 03C9 PEL_DATA_REG EQU 03C9h ; VGA DAC/PEL data Register R/W\r
+ \r
+ = 0033 PIXEL_PAN_REG EQU 033h ; Attrib Index: Pixel Pan Reg\r
+ = 0002 MAP_MASK EQU 002h ; Sequ Index: Write Map Mask reg\r
+ = 0004 READ_MAP EQU 004h ; GC Index: Read Map Register\r
+ = 000C START_DISP_HI EQU 00Ch ; CRTC Index: Display Start Hi\r
+ = 000D START_DISP_LO EQU 00Dh ; CRTC Index: Display Start Lo\r
+ \r
+ = 0102 MAP_MASK_PLANE1 EQU 00102h ; Map Register + Plane 1\r
+ = 1102 MAP_MASK_PLANE2 EQU 01102h ; Map Register + Plane 1\r
+ = 0F02 ALL_PLANES_ON EQU 00F02h ; Map Register + All Bit Planes\r
+ \r
+ = 0604 CHAIN4_OFF EQU 00604h ; Chain 4 mode Off\r
+ = 0100 ASYNC_RESET EQU 00100h ; (A)synchronous Reset\r
+ = 0300 SEQU_RESTART EQU 00300h ; Sequencer Restart\r
+ \r
+ = 0008 LATCHES_ON EQU 00008h ; Bit Mask + Data from Latches\r
+ = FF08 LATCHES_OFF EQU 0FF08h ; Bit Mask + Data from CPU\r
+ \r
+ = 0008 VERT_RETRACE EQU 08h ; INPUT_1: Vertical Retrace Bit\r
+ = 0003 PLANE_BITS EQU 03h ; Bits 0-1 of Xpos = Plane #\r
+ = 000F ALL_PLANES EQU 0Fh ; All Bit Planes Selected\r
+ = 000F CHAR_BITS EQU 0Fh ; Bits 0-3 of Character Data\r
+ \r
+ = 1130 GET_CHAR_PTR EQU 01130h ; VGA BIOS Func: Get Char Set\r
+ = 0003 ROM_8x8_Lo EQU 03h ; ROM 8x8 Char Set Lo Pointer\r
+ = 0004 ROM_8x8_Hi EQU 04h ; ROM 8x8 Char Set Hi Pointer\r
+ \r
+ ; Constants Specific for these routines\r
+ \r
+ = 0008 NUM_MODES EQU 8 ; # of Mode X Variations\r
+ \r
+ ; Specific Mode Data Table format...\r
+ \r
+ 000C Mode_Data_Table STRUC\r
+ 0000 00 M_MiscR DB ? ; Value of MISC_OUTPUT register\r
+ 0001 00 M_Pages DB ? ; Maximum Possible # of pages\r
+ 0002 0000 M_XSize DW ? ; X Size Displayed on screen\r
+ 0004 0000 M_YSize DW ? ; Y Size Displayed on screen\r
+ 0006 0000 M_XMax DW ? ; Maximum Possible X Size\r
+ 0008 0000 M_YMax DW ? ; Maximum Possible Y Size\r
+ 000A 0000 M_CRTC DW ? ; Table of CRTC register values\r
+ Mode_Data_Table ENDS\r
+ \r
+ ; ===== DGROUP STORAGE NEEDED (42 BYTES) =====\r
+ \r
+ 0000 .DATA?\r
+ \r
+ 0000 0000 SCREEN_WIDTH DW 0 ; Width of a line in Bytes\r
+ 0002 0000 SCREEN_HEIGHT DW 0 ; Vertical Height in Pixels\r
+ \r
+ 0004 0000 LAST_PAGE DW 0 ; # of Display Pages\r
+ 0006 0004 [ PAGE_ADDR DW 4 DUP (0) ; Offsets to start of each page\r
+ 0000\r
+ ]\r
+ \r
+ 000E 0000 PAGE_SIZE DW 0 ; Size of Page in Addr Bytes\r
+ \r
+ 0010 0000 DISPLAY_PAGE DW 0 ; Page # currently displayed\r
+ 0012 0000 ACTIVE_PAGE DW 0 ; Page # currently active\r
+ \r
+ 0014 0000 CURRENT_PAGE DW 0 ; Offset of current Page\r
+ 0016 0000 CURRENT_SEGMENT DW 0 ; Segment of VGA memory\r
+ \r
+ 0018 0000 CURRENT_XOFFSET DW 0 ; Current Display X Offset\r
+ 001A 0000 CURRENT_YOFFSET DW 0 ; Current Display Y Offset\r
+ \r
+ 001C 0000 CURRENT_MOFFSET DW 0 ; Current Start Offset\r
+ \r
+ 001E 0000 MAX_XOFFSET DW 0 ; Current Display X Offset\r
+ 0020 0000 MAX_YOFFSET DW 0 ; Current Display Y Offset\r
+ \r
+ 0022 0000 0000 CHARSET_LOW DW 0, 0 ; Far Ptr to Char Set: 0-127\r
+ 0026 0000 0000 CHARSET_HI DW 0, 0 ; Far Ptr to Char Set: 128-255\r
+ \r
+ 0000 .CODE\r
+ \r
+ ; ===== DATA TABLES =====\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
+ ; Bit Mask Tables for Left/Right/Character Masks\r
+ \r
+ 0000 0F 0E 0C 08 Left_Clip_Mask DB 0FH, 0EH, 0CH, 08H\r
+ \r
+ 0004 01 03 07 0F Right_Clip_Mask DB 01H, 03H, 07H, 0FH\r
+ \r
+ ; Bit Patterns for converting character fonts\r
+ \r
+ 0008 00 08 04 0C 02 0A Char_Plane_Data DB 00H,08H,04H,0CH,02H,0AH,06H,0EH\r
+ 06 0E\r
+ 0010 01 09 05 0D 03 0B DB 01H,09H,05H,0DH,03H,0BH,07H,0FH\r
+ 07 0F\r
+ \r
+ ; CRTC Register Values for Various Configurations\r
+ \r
+ 0018 MODE_Single_Line: ; CRTC Setup Data for 400/480 Line modes\r
+ 0018 4009 DW 04009H ; Cell Height (1 Scan Line)\r
+ 001A 0014 DW 00014H ; Dword Mode off\r
+ 001C E317 DW 0E317H ; turn on Byte Mode\r
+ 001E 0000 DW nil ; End of CRTC Data for 400/480 Line Mode\r
+ \r
+ 0020 MODE_Double_Line: ; CRTC Setup Data for 200/240 Line modes\r
+ 0020 4109 DW 04109H ; Cell Height (2 Scan Lines)\r
+ 0022 0014 DW 00014H ; Dword Mode off\r
+ 0024 E317 DW 0E317H ; turn on Byte Mode\r
+ 0026 0000 DW nil ; End of CRTC Data for 200/240 Line Mode\r
+ \r
+ 0028 MODE_320_Wide: ; CRTC Setup Data for 320 Horz Pixels\r
+ 0028 5F00 DW 05F00H ; Horz total\r
+ 002A 4F01 DW 04F01H ; Horz Displayed\r
+ 002C 5002 DW 05002H ; Start Horz Blanking\r
+ 002E 8203 DW 08203H ; End Horz Blanking\r
+ 0030 5404 DW 05404H ; Start H Sync\r
+ 0032 8005 DW 08005H ; End H Sync\r
+ 0034 0000 DW nil ; End of CRTC Data for 320 Horz pixels\r
+ \r
+ 0036 MODE_360_Wide: ; CRTC Setup Data for 360 Horz Pixels\r
+ 0036 6B00 DW 06B00H ; Horz total\r
+ 0038 5901 DW 05901H ; Horz Displayed\r
+ 003A 5A02 DW 05A02H ; Start Horz Blanking\r
+ 003C 8E03 DW 08E03H ; End Horz Blanking\r
+ 003E 5E04 DW 05E04H ; Start H Sync\r
+ 0040 8A05 DW 08A05H ; End H Sync\r
+ 0042 0000 DW nil ; End of CRTC Data for 360 Horz pixels\r
+ \r
+ 0044 MODE_200_Tall:\r
+ 0044 MODE_400_Tall: ; CRTC Setup Data for 200/400 Line modes\r
+ 0044 BF06 DW 0BF06H ; Vertical Total\r
+ 0046 1F07 DW 01F07H ; Overflow\r
+ 0048 9C10 DW 09C10H ; V Sync Start\r
+ 004A 8E11 DW 08E11H ; V Sync End/Prot Cr0 Cr7\r
+ 004C 8F12 DW 08F12H ; Vertical Displayed\r
+ 004E 9615 DW 09615H ; V Blank Start\r
+ 0050 B916 DW 0B916H ; V Blank End\r
+ 0052 0000 DW nil ; End of CRTC Data for 200/400 Lines\r
+ \r
+ 0054 MODE_240_Tall:\r
+ 0054 MODE_480_Tall: ; CRTC Setup Data for 240/480 Line modes\r
+ 0054 0D06 DW 00D06H ; Vertical Total\r
+ 0056 3E07 DW 03E07H ; Overflow\r
+ 0058 EA10 DW 0EA10H ; V Sync Start\r
+ 005A 8C11 DW 08C11H ; V Sync End/Prot Cr0 Cr7\r
+ 005C DF12 DW 0DF12H ; Vertical Displayed\r
+ 005E E715 DW 0E715H ; V Blank Start\r
+ 0060 0616 DW 00616H ; V Blank End\r
+ 0062 0000 DW nil ; End of CRTC Data for 240/480 Lines\r
+ \r
+ ; Table of Display Mode Tables\r
+ \r
+ 0064 MODE_TABLE:\r
+ 0064 0074 R 0086 R DW o MODE_320x200, o MODE_320x400\r
+ 0068 00E0 R 00F2 R DW o MODE_360x200, o MODE_360x400\r
+ 006C 00BC R 00CE R DW o MODE_320x240, o MODE_320x480\r
+\fMicrosoft (R) Macro Assembler Version 6.11 06/22/14 14:00:02\r
+modex.asm Page 2 - 1\r
+\r
+\r
+ 0070 0098 R 00AA R DW o MODE_360x240, o MODE_360x480\r
+ \r
+ ; Table of Display Mode Components\r
+ \r
+ 0074 MODE_320x200: ; Data for 320 by 200 Pixels\r
+ \r
+ 0074 63 DB 063h ; 400 scan Lines & 25 Mhz Clock\r
+ 0075 04 DB 4 ; Maximum of 4 Pages\r
+ 0076 0140 00C8 DW 320, 200 ; Displayed Pixels (X,Y)\r
+ 007A 0516 0330 DW 1302, 816 ; Max Possible X and Y Sizes\r
+ \r
+ 007E 0028 R 0044 R DW o MODE_320_Wide, o MODE_200_Tall\r
+ 0082 0020 R 0000 DW o MODE_Double_Line, nil\r
+ \r
+ 0086 MODE_320x400: ; Data for 320 by 400 Pixels\r
+ \r
+ 0086 63 DB 063h ; 400 scan Lines & 25 Mhz Clock\r
+ 0087 02 DB 2 ; Maximum of 2 Pages\r
+ 0088 0140 0190 DW 320, 400 ; Displayed Pixels X,Y\r
+ 008C 0288 0330 DW 648, 816 ; Max Possible X and Y Sizes\r
+ \r
+ 0090 0028 R 0044 R DW o MODE_320_Wide, o MODE_400_Tall\r
+ 0094 0018 R 0000 DW o MODE_Single_Line, nil\r
+ \r
+ 0098 MODE_360x240: ; Data for 360 by 240 Pixels\r
+ \r
+ 0098 E7 DB 0E7h ; 480 scan Lines & 28 Mhz Clock\r
+ 0099 03 DB 3 ; Maximum of 3 Pages\r
+ 009A 0168 00F0 DW 360, 240 ; Displayed Pixels X,Y\r
+ 009E 0444 02D8 DW 1092, 728 ; Max Possible X and Y Sizes\r
+ \r
+ 00A2 0036 R 0054 R DW o MODE_360_Wide, o MODE_240_Tall\r
+ 00A6 0020 R 0000 DW o MODE_Double_Line , nil\r
+ \r
+ 00AA MODE_360x480: ; Data for 360 by 480 Pixels\r
+ \r
+ 00AA E7 DB 0E7h ; 480 scan Lines & 28 Mhz Clock\r
+ 00AB 01 DB 1 ; Only 1 Page Possible\r
+ 00AC 0168 01E0 DW 360, 480 ; Displayed Pixels X,Y\r
+ 00B0 0220 02D8 DW 544, 728 ; Max Possible X and Y Sizes\r
+ \r
+ 00B4 0036 R 0054 R DW o MODE_360_Wide, o MODE_480_Tall\r
+ 00B8 0018 R 0000 DW o MODE_Single_Line , nil\r
+ \r
+ 00BC MODE_320x240: ; Data for 320 by 240 Pixels\r
+ \r
+ 00BC E3 DB 0E3h ; 480 scan Lines & 25 Mhz Clock\r
+ 00BD 03 DB 3 ; Maximum of 3 Pages\r
+ 00BE 0140 00F0 DW 320, 240 ; Displayed Pixels X,Y\r
+ 00C2 0440 0332 DW 1088, 818 ; Max Possible X and Y Sizes\r
+ \r
+ 00C6 0028 R 0054 R DW o MODE_320_Wide, o MODE_240_Tall\r
+ 00CA 0020 R 0000 DW o MODE_Double_Line, nil\r
+ \r
+ 00CE MODE_320x480: ; Data for 320 by 480 Pixels\r
+ \r
+ 00CE E3 DB 0E3h ; 480 scan Lines & 25 Mhz Clock\r
+ 00CF 01 DB 1 ; Only 1 Page Possible\r
+ 00D0 0140 01E0 DW 320, 480 ; Displayed Pixels X,Y\r
+ 00D4 021C 0332 DW 540, 818 ; Max Possible X and Y Sizes\r
+ \r
+ 00D8 0028 R 0054 R DW o MODE_320_WIDE, o MODE_480_Tall\r
+ 00DC 0018 R 0000 DW o MODE_Single_Line, nil\r
+ \r
+ 00E0 MODE_360x200: ; Data for 360 by 200 Pixels\r
+ \r
+ 00E0 67 DB 067h ; 400 scan Lines & 28 Mhz Clock\r
+ 00E1 03 DB 3 ; Maximum of 3 Pages\r
+ 00E2 0168 00C8 DW 360, 200 ; Displayed Pixels (X,Y)\r
+ 00E6 0516 02D8 DW 1302, 728 ; Max Possible X and Y Sizes\r
+ \r
+ 00EA 0036 R 0044 R DW o MODE_360_Wide, MODE_200_Tall\r
+ 00EE 0020 R 0000 DW o MODE_Double_Line, nil\r
+ \r
+ 00F2 MODE_360x400: ; Data for 360 by 400 Pixels\r
+ \r
+ 00F2 67 DB 067h ; 400 scan Lines & 28 Mhz Clock\r
+ 00F3 01 DB 1 ; Maximum of 1 Pages\r
+ 00F4 0168 0190 DW 360, 400 ; Displayed Pixels X,Y\r
+ 00F8 0288 0330 DW 648, 816 ; Max Possible X and Y Sizes\r
+ \r
+ 00FC 0036 R 0044 R DW o MODE_360_Wide, MODE_400_Tall\r
+ 0100 0018 R 0000 DW o MODE_Single_Line, nil\r
+ \r
+ \r
+ ; ===== MODE X SETUP ROUTINES =====\r
+ \r
+ ;======================================================\r
+ ;SET_VGA_MODEX% (ModeType%, MaxXPos%, MaxYpos%, Pages%)\r
+ ;======================================================\r
+ ;\r
+ ; Sets Up the specified version of Mode X. Allows for\r
+ ; the setup of multiple video pages, and a virtual\r
+ ; screen which can be larger than the displayed screen\r
+ ; (which can then be scrolled a pixel at a time)\r
+ ;\r
+ ; ENTRY: ModeType = Desired Screen Resolution (0-7)\r
+ ;\r
+ ; 0 = 320 x 200, 4 Pages max, 1.2:1 Aspect Ratio\r
+ ; 1 = 320 x 400, 2 Pages max, 2.4:1 Aspect Ratio\r
+ ; 2 = 360 x 200, 3 Pages max, 1.35:1 Aspect Ratio\r
+ ; 3 = 360 x 400, 1 Page max, 2.7:1 Aspect Ratio\r
+ ; 4 = 320 x 240, 3 Pages max, 1:1 Aspect Ratio\r
+ ; 5 = 320 x 480, 1 Page max, 2:1 Aspect Ratio\r
+ ; 6 = 360 x 240, 3 Pages max, 1.125:1 Aspect Ratio\r
+ ; 7 = 360 x 480, 1 Page max, 2.25:1 Aspect Ratio\r
+ ;\r
+ ; MaxXpos = The Desired Virtual Screen Width\r
+ ; MaxYpos = The Desired Virtual Screen Height\r
+ ; Pages = The Desired # of Video Pages\r
+ ;\r
+ ; EXIT: AX = Success Flag: 0 = Failure / -1= Success\r
+ ;\r
+ \r
+ 0016 SVM_STACK STRUC\r
+ 0000 0000 SVM_Table DW ? ; Offset of Mode Info Table\r
+ 0002 0000 0000 0000 DW ?x4 ; DI, SI, DS, BP\r
+ 0000\r
+ 000A 00000000 DD ? ; Caller\r
+ 000E 0000 SVM_Pages DW ? ; # of Screen Pages desired\r
+ 0010 0000 SVM_Ysize DW ? ; Vertical Screen Size Desired\r
+ 0012 0000 SVM_Xsize DW ? ; Horizontal Screen Size Desired\r
+ 0014 0000 SVM_Mode DW ? ; Display Resolution Desired\r
+ SVM_STACK ENDS\r
+ \r
+ PUBLIC SET_VGA_MODEX\r
+ \r
+ 0104 SET_VGA_MODEX PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ 0104 55 1 PUSH BP ; Save R1\r
+ 0105 1E 2 PUSH DS ; Save R1\r
+ 0106 56 3 PUSH SI ; Save R1\r
+ 0107 57 4 PUSH DI ; Save R1\r
+ 0108 83 EC 02 SUB SP, 2 ; Allocate workspace\r
+ 010B 8B EC MOV BP, SP ; Set up Stack Frame\r
+ \r
+ ; Check Legality of Mode Request....\r
+ \r
+ 010D 8B 5E 14 MOV BX, [BP].SVM_Mode ; Get Requested Mode #\r
+ 0110 83 FB 08 CMP BX, NUM_MODES ; Is it 0..7?\r
+ 0113 73 47 JAE @SVM_BadModeSetup ; If Not, Error out\r
+ \r
+ 0115 D1 E3 SHL BX, 1 ; Scale BX\r
+ 0117 2E: 8B B7 0064 R MOV SI, w MODE_TABLE[BX] ; CS:SI -> Mode Info\r
+ 011C 89 76 00 MOV [BP].SVM_Table, SI ; Save ptr for later use\r
+ \r
+ ; Check # of Requested Display Pages\r
+ \r
+ 011F 8B 4E 0E MOV CX, [BP].SVM_Pages ; Get # of Requested Pages\r
+ CLR CH ; Set Hi Word = 0!\r
+ 0122 32 ED 1 XOR CH, CH ; Set Register = 0\r
+ 0124 2E: 3A 4C 01 CMP CL, CS:[SI].M_Pages ; Check # Pages for mode\r
+ 0128 77 32 JA @SVM_BadModeSetup ; Report Error if too Many Pages\r
+ 012A E3 30 JCXZ @SVM_BadModeSetup ; Report Error if 0 Pages\r
+ \r
+ ; Check Validity of X Size\r
+ \r
+ 012C 83 66 12 F8 AND [BP].SVM_XSize, 0FFF8h ; X size Mod 8 Must = 0\r
+ \r
+ 0130 8B 46 12 MOV AX, [BP].SVM_XSize ; Get Logical Screen Width\r
+ 0133 2E: 3B 44 02 CMP AX, CS:[SI].M_XSize ; Check against Displayed X\r
+ 0137 72 23 JB @SVM_BadModeSetup ; Report Error if too small\r
+ 0139 2E: 3B 44 06 CMP AX, CS:[SI].M_XMax ; Check against Max X\r
+ 013D 77 1D JA @SVM_BadModeSetup ; Report Error if too big\r
+ \r
+ ; Check Validity of Y Size\r
+ \r
+ 013F 8B 5E 10 MOV BX, [BP].SVM_YSize ; Get Logical Screen Height\r
+ 0142 2E: 3B 5C 04 CMP BX, CS:[SI].M_YSize ; Check against Displayed Y\r
+ 0146 72 14 JB @SVM_BadModeSetup ; Report Error if too small\r
+ 0148 2E: 3B 5C 08 CMP BX, CS:[SI].M_YMax ; Check against Max Y\r
+ 014C 77 0E JA @SVM_BadModeSetup ; Report Error if too big\r
+ \r
+ ; Enough memory to Fit it all?\r
+ \r
+ 014E C1 E8 02 SHR AX, 2 ; # of Bytes:Line = XSize/4\r
+ 0151 F7 E1 MUL CX ; AX = Bytes/Line * Pages\r
+ 0153 F7 E3 MUL BX ; DX:AX = Total VGA mem needed\r
+ 0155 71 0A JNO @SVM_Continue ; Exit if Total Size > 256K\r
+ \r
+ 0157 4A DEC DX ; Was it Exactly 256K???\r
+ 0158 0B D0 OR DX, AX ; (DX = 1, AX = 0000)\r
+ 015A 74 05 JZ @SVM_Continue ; if so, it's valid...\r
+ \r
+ 015C @SVM_BadModeSetup:\r
+ \r
+ CLR AX ; Return Value = False\r
+ 015C 33 C0 1 XOR AX, AX ; Set Register = 0\r
+ 015E E9 00E6 JMP @SVM_Exit ; Normal Exit\r
+ \r
+ 0161 @SVM_Continue:\r
+ \r
+ 0161 B8 0013 MOV AX, 13H ; Start with Mode 13H\r
+ 0164 CD 10 INT 10H ; Let BIOS Set Mode\r
+ \r
+ OUT_16 SC_INDEX, CHAIN4_OFF ; Disable Chain 4 Mode\r
+ 0166 BA 03C4 1 MOV DX, SC_INDEX ; then Select Register\r
+ 0169 B8 0604 1 MOV AX, CHAIN4_OFF ; then Get Data Value\r
+ 016C EF 1 OUT DX, AX ; Set I/O Register(s)\r
+ OUT_16 SC_INDEX, ASYNC_RESET ; (A)synchronous Reset\r
+ 016D BA 03C4 1 MOV DX, SC_INDEX ; then Select Register\r
+ 0170 B8 0100 1 MOV AX, ASYNC_RESET ; then Get Data Value\r
+ 0173 EF 1 OUT DX, AX ; Set I/O Register(s)\r
+ OUT_8 MISC_OUTPUT, CS:[SI].M_MiscR ; Set New Timing/Size\r
+ 0174 BA 03C2 1 MOV DX, MISC_OUTPUT ; then Select Register\r
+ 0177 2E: 8A 04 1 MOV AL, CS:[SI].M_MiscR ; then Get Data Value\r
+ 017A EE 1 OUT DX, AL ; Set I/O Register\r
+ OUT_16 SC_INDEX, SEQU_RESTART ; Restart Sequencer ...\r
+ 017B BA 03C4 1 MOV DX, SC_INDEX ; then Select Register\r
+ 017E B8 0300 1 MOV AX, SEQU_RESTART ; then Get Data Value\r
+ 0181 EF 1 OUT DX, AX ; Set I/O Register(s)\r
+ \r
+ OUT_8 CRTC_INDEX, 11H ; Select Vert Retrace End Register\r
+ 0182 BA 03D4 1 MOV DX, CRTC_INDEX ; then Select Register\r
+ 0185 B0 11 1 MOV AL, 11H ; then Get Data Value\r
+ 0187 EE 1 OUT DX, AL ; Set I/O Register\r
+ 0188 42 INC DX ; Point to Data\r
+ 0189 EC IN AL, DX ; Get Value, Bit 7 = Protect\r
+ 018A 24 7F AND AL, 7FH ; Mask out Write Protect\r
+ 018C EE OUT DX, AL ; And send it back\r
+ \r
+ 018D BA 03D4 MOV DX, CRTC_INDEX ; Vga Crtc Registers\r
+ 0190 83 C6 0A ADD SI, M_CRTC ; SI -> CRTC Parameter Data\r
+ \r
+ ; Load Tables of CRTC Parameters from List of Tables\r
+ \r
+ 0193 @SVM_Setup_Table:\r
+ \r
+ 0193 2E: 8B 3C MOV DI, CS:[SI] ; Get Pointer to CRTC Data Tbl\r
+ 0196 83 C6 02 ADD SI, 2 ; Point to next Ptr Entry\r
+ 0199 0B FF OR DI, DI ; A nil Ptr means that we have\r
+ 019B 74 0D JZ @SVM_Set_Data ; finished CRTC programming\r
+ \r
+ 019D @SVM_Setup_CRTC:\r
+ 019D 2E: 8B 05 MOV AX, CS:[DI] ; Get CRTC Data from Table\r
+ 01A0 83 C7 02 ADD DI, 2 ; Advance Pointer\r
+ 01A3 0B C0 OR AX, AX ; At End of Data Table?\r
+ 01A5 74 EC JZ @SVM_Setup_Table ; If so, Exit & get next Table\r
+ \r
+ 01A7 EF OUT DX, AX ; Reprogram VGA CRTC reg\r
+ 01A8 EB F3 JMP s @SVM_Setup_CRTC ; Process Next Table Entry\r
+ \r
+ ; Initialize Page & Scroll info, DI = 0\r
+ \r
+ 01AA @SVM_Set_Data:\r
+ 01AA 89 3E 0010 R MOV DISPLAY_PAGE, DI ; Display Page = 0\r
+ 01AE 89 3E 0012 R MOV ACTIVE_PAGE, DI ; Active Page = 0\r
+ 01B2 89 3E 0014 R MOV CURRENT_PAGE, DI ; Current Page (Offset) = 0\r
+ 01B6 89 3E 0018 R MOV CURRENT_XOFFSET, DI ; Horz Scroll Index = 0\r
+ 01BA 89 3E 001A R MOV CURRENT_YOFFSET, DI ; Vert Scroll Index = 0\r
+\fMicrosoft (R) Macro Assembler Version 6.11 06/22/14 14:00:02\r
+modex.asm Page 3 - 1\r
+\r
+\r
+ 01BE 89 3E 001C R MOV CURRENT_MOFFSET, DI ; Memory Scroll Index = 0\r
+ \r
+ 01C2 B8 A000 MOV AX, VGA_SEGMENT ; Segment for VGA memory\r
+ 01C5 A3 0016 R MOV CURRENT_SEGMENT, AX ; Save for Future LES's\r
+ \r
+ ; Set Logical Screen Width, X Scroll and Our Data\r
+ \r
+ 01C8 8B 76 00 MOV SI, [BP].SVM_Table ; Get Saved Ptr to Mode Info\r
+ 01CB 8B 46 12 MOV AX, [BP].SVM_Xsize ; Get Display Width\r
+ \r
+ 01CE 8B C8 MOV CX, AX ; CX = Logical Width\r
+ 01D0 2E: 2B 4C 02 SUB CX, CS:[SI].M_XSize ; CX = Max X Scroll Value\r
+ 01D4 89 0E 001E R MOV MAX_XOFFSET, CX ; Set Maximum X Scroll\r
+ \r
+ 01D8 C1 E8 02 SHR AX, 2 ; Bytes = Pixels / 4\r
+ 01DB A3 0000 R MOV SCREEN_WIDTH, AX ; Save Width in Pixels\r
+ \r
+ 01DE D1 E8 SHR AX, 1 ; Offset Value = Bytes / 2\r
+ 01E0 B4 13 MOV AH, 13h ; CRTC Offset Register Index\r
+ 01E2 86 C4 XCHG AL, AH ; Switch format for OUT\r
+ 01E4 EF OUT DX, AX ; Set VGA CRTC Offset Reg\r
+ \r
+ ; Setup Data table, Y Scroll, Misc for Other Routines\r
+ \r
+ 01E5 8B 46 10 MOV AX, [BP].SVM_Ysize ; Get Logical Screen Height\r
+ \r
+ 01E8 8B C8 MOV CX, AX ; CX = Logical Height\r
+ 01EA 2E: 2B 5C 04 SUB BX, CS:[SI].M_YSize ; CX = Max Y Scroll Value\r
+ 01EE 89 0E 0020 R MOV MAX_YOFFSET, CX ; Set Maximum Y Scroll\r
+ \r
+ 01F2 A3 0002 R MOV SCREEN_HEIGHT, AX ; Save Height in Pixels\r
+ 01F5 F7 26 0000 R MUL SCREEN_WIDTH ; AX = Page Size in Bytes,\r
+ 01F9 A3 000E R MOV PAGE_SIZE, AX ; Save Page Size\r
+ \r
+ 01FC 8B 4E 0E MOV CX, [BP].SVM_Pages ; Get # of Pages\r
+ 01FF 89 0E 0004 R MOV LAST_PAGE, CX ; Save # of Pages\r
+ \r
+ CLR BX ; Page # = 0\r
+ 0203 33 DB 1 XOR BX, BX ; Set Register = 0\r
+ 0205 8B D3 MOV DX, BX ; Page 0 Offset = 0\r
+ \r
+ 0207 @SVM_Set_Pages:\r
+ \r
+ 0207 89 97 0006 R MOV PAGE_ADDR[BX], DX ; Set Page #(BX) Offset\r
+ 020B 83 C3 02 ADD BX, 2 ; Page#++\r
+ 020E 03 D0 ADD DX, AX ; Compute Addr of Next Page\r
+ LOOPx CX, @SVM_Set_Pages ; Loop until all Pages Set\r
+ 0210 49 1 DEC CX ; Counter--\r
+ 0211 75 F4 1 JNZ @SVM_Set_Pages ; Jump if not 0\r
+ \r
+ ; Clear VGA Memory\r
+ \r
+ OUT_16 SC_INDEX, ALL_PLANES_ON ; Select All Planes\r
+ 0213 BA 03C4 1 MOV DX, SC_INDEX ; then Select Register\r
+ 0216 B8 0F02 1 MOV AX, ALL_PLANES_ON ; then Get Data Value\r
+ 0219 EF 1 OUT DX, AX ; Set I/O Register(s)\r
+ 021A C4 3E 0014 R LES DI, d CURRENT_PAGE ; -> Start of VGA memory\r
+ \r
+ CLR AX ; AX = 0\r
+ 021E 33 C0 1 XOR AX, AX ; Set Register = 0\r
+ 0220 FC CLD ; Block Xfer Forwards\r
+ 0221 B9 8000 MOV CX, 8000H ; 32K * 4 * 2 = 256K\r
+ 0224 F3/ AB REP STOSW ; Clear dat memory!\r
+ \r
+ ; Setup Font Pointers\r
+ \r
+ 0226 B7 03 MOV BH, ROM_8x8_Lo ; Ask for 8x8 Font, 0-127\r
+ 0228 B8 1130 MOV AX, GET_CHAR_PTR ; Service to Get Pointer\r
+ 022B CD 10 INT 10h ; Call VGA BIOS\r
+ \r
+ 022D 89 2E 0022 R MOV CHARSET_LOW, BP ; Save Char Set Offset\r
+ 0231 8C 06 0024 R MOV CHARSET_LOW+2, ES ; Save Char Set Segment\r
+ \r
+ 0235 B7 04 MOV BH, ROM_8x8_Hi ; Ask for 8x8 Font, 128-255\r
+ 0237 B8 1130 MOV AX, GET_CHAR_PTR ; Service to Get Pointer\r
+ 023A CD 10 INT 10h ; Call VGA BIOS\r
+ \r
+ 023C 89 2E 0026 R MOV CHARSET_HI, BP ; Save Char Set Offset\r
+ 0240 8C 06 0028 R MOV CHARSET_HI+2, ES ; Save Char Set Segment\r
+ \r
+ 0244 B8 FFFF MOV AX, True ; Return Success Code\r
+ \r
+ 0247 @SVM_EXIT:\r
+ 0247 83 C4 02 ADD SP, 2 ; Deallocate workspace\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ 024A 5F 1 POP DI ; Restore R1\r
+ 024B 5E 2 POP SI ; Restore R1\r
+ 024C 1F 3 POP DS ; Restore R1\r
+ 024D 5D 4 POP BP ; Restore R1\r
+ 024E CA 0008 RET 8 ; Exit & Clean Up Stack\r
+ \r
+ 0251 SET_VGA_MODEX ENDP\r
+ \r
+ \r
+ ;==================\r
+ ;SET_MODEX% (Mode%)\r
+ ;==================\r
+ ;\r
+ ; Quickie Mode Set - Sets Up Mode X to Default Configuration\r
+ ;\r
+ ; ENTRY: ModeType = Desired Screen Resolution (0-7)\r
+ ; (See SET_VGA_MODEX for list)\r
+ ;\r
+ ; EXIT: AX = Success Flag: 0 = Failure / -1= Success\r
+ ;\r
+ \r
+ 000A SM_STACK STRUC\r
+ 0000 0000 0000 DW ?,? ; BP, SI\r
+ 0004 00000000 DD ? ; Caller\r
+ 0008 0000 SM_Mode DW ? ; Desired Screen Resolution\r
+ SM_STACK ENDS\r
+ \r
+ PUBLIC SET_MODEX\r
+ \r
+ 0251 SET_MODEX PROC FAR\r
+ \r
+ PUSHx BP, SI ; Preserve Important registers\r
+ 0251 55 1 PUSH BP ; Save R1\r
+ 0252 56 2 PUSH SI ; Save R1\r
+ 0253 8B EC MOV BP, SP ; Set up Stack Frame\r
+ \r
+ CLR AX ; Assume Failure\r
+ 0255 33 C0 1 XOR AX, AX ; Set Register = 0\r
+ 0257 8B 5E 08 MOV BX, [BP].SM_Mode ; Get Desired Mode #\r
+ 025A 83 FB 08 CMP BX, NUM_MODES ; Is it a Valid Mode #?\r
+ 025D 73 1C JAE @SMX_Exit ; If Not, don't Bother\r
+ \r
+ 025F 53 PUSH BX ; Push Mode Parameter\r
+ \r
+ 0260 D1 E3 SHL BX, 1 ; Scale BX to word Index\r
+ 0262 2E: 8B B7 0064 R MOV SI, w MODE_TABLE[BX] ; CS:SI -> Mode Info\r
+ \r
+ 0267 2E: FF 74 02 PUSH CS:[SI].M_XSize ; Push Default X Size\r
+ 026B 2E: FF 74 04 PUSH CS:[SI].M_Ysize ; Push Default Y size\r
+ 026F 2E: 8A 44 01 MOV AL, CS:[SI].M_Pages ; Get Default # of Pages\r
+ CLR AH ; Hi Byte = 0\r
+ 0273 32 E4 1 XOR AH, AH ; Set Register = 0\r
+ 0275 50 PUSH AX ; Push # Pages\r
+ \r
+ 0276 9A ---- 0104 R CALL f SET_VGA_MODEX ; Set up Mode X!\r
+ \r
+ 027B @SMX_Exit:\r
+ POPx SI, BP ; Restore Registers\r
+ 027B 5E 1 POP SI ; Restore R1\r
+ 027C 5D 2 POP BP ; Restore R1\r
+ 027D CA 0002 RET 2 ; Exit & Clean Up Stack\r
+ \r
+ 0280 SET_MODEX ENDP\r
+ \r
+ \r
+ ; ===== BASIC GRAPHICS PRIMITIVES =====\r
+ \r
+ ;============================\r
+ ;CLEAR_VGA_SCREEN (ColorNum%)\r
+ ;============================\r
+ ;\r
+ ; Clears the active display page\r
+ ;\r
+ ; ENTRY: ColorNum = Color Value to fill the page with\r
+ ;\r
+ ; EXIT: No meaningful values returned\r
+ ;\r
+ \r
+ 000A CVS_STACK STRUC\r
+ 0000 0000 0000 DW ?,? ; DI, BP\r
+ 0004 00000000 DD ? ; Caller\r
+ 0008 00 00 CVS_COLOR DB ?,? ; Color to Set Screen to\r
+ CVS_STACK ENDS\r
+ \r
+ PUBLIC CLEAR_VGA_SCREEN\r
+ \r
+ 0280 CLEAR_VGA_SCREEN PROC FAR\r
+ \r
+ PUSHx BP, DI ; Preserve Important Registers\r
+ 0280 55 1 PUSH BP ; Save R1\r
+ 0281 57 2 PUSH DI ; Save R1\r
+ 0282 8B EC MOV BP, SP ; Set up Stack Frame\r
+ \r
+ OUT_16 SC_INDEX, ALL_PLANES_ON ; Select All Planes\r
+ 0284 BA 03C4 1 MOV DX, SC_INDEX ; then Select Register\r
+ 0287 B8 0F02 1 MOV AX, ALL_PLANES_ON ; then Get Data Value\r
+ 028A EF 1 OUT DX, AX ; Set I/O Register(s)\r
+ 028B C4 3E 0014 R LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
+ \r
+ 028F 8A 46 08 MOV AL, [BP].CVS_COLOR ; Get Color\r
+ 0292 8A E0 MOV AH, AL ; Copy for Word Write\r
+ 0294 FC CLD ; Block fill Forwards\r
+ \r
+ 0295 8B 0E 000E R MOV CX, PAGE_SIZE ; Get Size of Page\r
+ 0299 D1 E9 SHR CX, 1 ; Divide by 2 for Words\r
+ 029B F3/ AB REP STOSW ; Block Fill VGA memory\r
+ \r
+ POPx DI, BP ; Restore Saved Registers\r
+ 029D 5F 1 POP DI ; Restore R1\r
+ 029E 5D 2 POP BP ; Restore R1\r
+ 029F CA 0002 RET 2 ; Exit & Clean Up Stack\r
+ \r
+ 02A2 CLEAR_VGA_SCREEN ENDP\r
+ \r
+ \r
+ ;===================================\r
+ ;SET_POINT (Xpos%, Ypos%, ColorNum%)\r
+ ;===================================\r
+ ;\r
+ ; Plots a single Pixel on the active display page\r
+ ;\r
+ ; ENTRY: Xpos = X position to plot pixel at\r
+ ; Ypos = Y position to plot pixel at\r
+ ; ColorNum = Color to plot pixel with\r
+ ;\r
+ ; EXIT: No meaningful values returned\r
+ ;\r
+ \r
+ 000E SP_STACK STRUC\r
+ 0000 0000 0000 DW ?,? ; BP, DI\r
+ 0004 00000000 DD ? ; Caller\r
+ 0008 00 00 SETP_Color DB ?,? ; Color of Point to Plot\r
+ 000A 0000 SETP_Ypos DW ? ; Y pos of Point to Plot\r
+ 000C 0000 SETP_Xpos DW ? ; X pos of Point to Plot\r
+ SP_STACK ENDS\r
+ \r
+ PUBLIC SET_POINT\r
+ \r
+ 02A2 SET_POINT PROC FAR\r
+ \r
+ PUSHx BP, DI ; Preserve Registers\r
+ 02A2 55 1 PUSH BP ; Save R1\r
+ 02A3 57 2 PUSH DI ; Save R1\r
+ 02A4 8B EC MOV BP, SP ; Set up Stack Frame\r
+ \r
+ 02A6 C4 3E 0014 R LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
+ \r
+ 02AA 8B 46 0A MOV AX, [BP].SETP_Ypos ; Get Line # of Pixel\r
+ 02AD F7 26 0000 R MUL SCREEN_WIDTH ; Get Offset to Start of Line\r
+ \r
+ 02B1 8B 5E 0C MOV BX, [BP].SETP_Xpos ; Get Xpos\r
+ 02B4 8B CB MOV CX, BX ; Copy to extract Plane # from\r
+ 02B6 C1 EB 02 SHR BX, 2 ; X offset (Bytes) = Xpos/4\r
+ 02B9 03 D8 ADD BX, AX ; Offset = Width*Ypos + Xpos/4\r
+ \r
+ 02BB B8 0102 MOV AX, MAP_MASK_PLANE1 ; Map Mask & Plane Select Register\r
+ 02BE 80 E1 03 AND CL, PLANE_BITS ; Get Plane Bits\r
+ 02C1 D2 E4 SHL AH, CL ; Get Plane Select Value\r
+ OUT_16 SC_Index, AX ; Select Plane\r
+ 02C3 BA 03C4 1 MOV DX, SC_Index ; then Select Register\r
+ 02C6 EF 1 OUT DX, AX ; Set I/O Register(s)\r
+ \r
+ 02C7 8A 46 08 MOV AL,[BP].SETP_Color ; Get Pixel Color\r
+ 02CA 26: 88 01 MOV ES:[DI+BX], AL ; Draw Pixel\r
+ \r
+ POPx DI, BP ; Restore Saved Registers\r
+\fMicrosoft (R) Macro Assembler Version 6.11 06/22/14 14:00:02\r
+modex.asm Page 4 - 1\r
+\r
+\r
+ 02CD 5F 1 POP DI ; Restore R1\r
+ 02CE 5D 2 POP BP ; Restore R1\r
+ 02CF CA 0006 RET 6 ; Exit and Clean up Stack\r
+ \r
+ 02D2 SET_POINT ENDP\r
+ \r
+ \r
+ ;==========================\r
+ ;READ_POINT% (Xpos%, Ypos%)\r
+ ;==========================\r
+ ;\r
+ ; Read the color of a pixel from the Active Display Page\r
+ ;\r
+ ; ENTRY: Xpos = X position of pixel to read\r
+ ; Ypos = Y position of pixel to read\r
+ ;\r
+ ; EXIT: AX = Color of Pixel at (Xpos, Ypos)\r
+ ;\r
+ \r
+ 000C RP_STACK STRUC\r
+ 0000 0000 0000 DW ?,? ; BP, DI\r
+ 0004 00000000 DD ? ; Caller\r
+ 0008 0000 RP_Ypos DW ? ; Y pos of Point to Read\r
+ 000A 0000 RP_Xpos DW ? ; X pos of Point to Read\r
+ RP_STACK ENDS\r
+ \r
+ PUBLIC READ_POINT\r
+ \r
+ 02D2 READ_POINT PROC FAR\r
+ \r
+ PUSHx BP, DI ; Preserve Registers\r
+ 02D2 55 1 PUSH BP ; Save R1\r
+ 02D3 57 2 PUSH DI ; Save R1\r
+ 02D4 8B EC MOV BP, SP ; Set up Stack Frame\r
+ \r
+ 02D6 C4 3E 0014 R LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
+ \r
+ 02DA 8B 46 08 MOV AX, [BP].RP_Ypos ; Get Line # of Pixel\r
+ 02DD F7 26 0000 R MUL SCREEN_WIDTH ; Get Offset to Start of Line\r
+ \r
+ 02E1 8B 5E 0A MOV BX, [BP].RP_Xpos ; Get Xpos\r
+ 02E4 8B CB MOV CX, BX\r
+ 02E6 C1 EB 02 SHR BX, 2 ; X offset (Bytes) = Xpos/4\r
+ 02E9 03 D8 ADD BX, AX ; Offset = Width*Ypos + Xpos/4\r
+ \r
+ 02EB B0 04 MOV AL, READ_MAP ; GC Read Mask Register\r
+ 02ED 8A E1 MOV AH, CL ; Get Xpos\r
+ 02EF 80 E4 03 AND AH, PLANE_BITS ; & mask out Plane #\r
+ OUT_16 GC_INDEX, AX ; Select Plane to read in\r
+ 02F2 BA 03CE 1 MOV DX, GC_INDEX ; then Select Register\r
+ 02F5 EF 1 OUT DX, AX ; Set I/O Register(s)\r
+ \r
+ CLR AH ; Clear Return Value Hi byte\r
+ 02F6 32 E4 1 XOR AH, AH ; Set Register = 0\r
+ 02F8 26: 8A 01 MOV AL, ES:[DI+BX] ; Get Color of Pixel\r
+ \r
+ POPx DI, BP ; Restore Saved Registers\r
+ 02FB 5F 1 POP DI ; Restore R1\r
+ 02FC 5D 2 POP BP ; Restore R1\r
+ 02FD CA 0004 RET 4 ; Exit and Clean up Stack\r
+ \r
+ 0300 READ_POINT ENDP\r
+ \r
+ \r
+ ;======================================================\r
+ ;FILL_BLOCK (Xpos1%, Ypos1%, Xpos2%, Ypos2%, ColorNum%)\r
+ ;======================================================\r
+ ;\r
+ ; Fills a rectangular block on the active display Page\r
+ ;\r
+ ; ENTRY: Xpos1 = Left X position of area to fill\r
+ ; Ypos1 = Top Y position of area to fill\r
+ ; Xpos2 = Right X position of area to fill\r
+ ; Ypos2 = Bottom Y position of area to fill\r
+ ; ColorNum = Color to fill area with\r
+ ;\r
+ ; EXIT: No meaningful values returned\r
+ ;\r
+ \r
+ 0016 FB_STACK STRUC\r
+ 0000 0000 0000 0000 DW ?x4 ; DS, DI, SI, BP\r
+ 0000\r
+ 0008 00000000 DD ? ; Caller\r
+ 000C 00 00 FB_Color DB ?,? ; Fill Color\r
+ 000E 0000 FB_Ypos2 DW ? ; Y pos of Lower Right Pixel\r
+ 0010 0000 FB_Xpos2 DW ? ; X pos of Lower Right Pixel\r
+ 0012 0000 FB_Ypos1 DW ? ; Y pos of Upper Left Pixel\r
+ 0014 0000 FB_Xpos1 DW ? ; X pos of Upper Left Pixel\r
+ FB_STACK ENDS\r
+ \r
+ PUBLIC FILL_BLOCK\r
+ \r
+ 0300 FILL_BLOCK PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ 0300 55 1 PUSH BP ; Save R1\r
+ 0301 1E 2 PUSH DS ; Save R1\r
+ 0302 56 3 PUSH SI ; Save R1\r
+ 0303 57 4 PUSH DI ; Save R1\r
+ 0304 8B EC MOV BP, SP ; Set up Stack Frame\r
+ \r
+ 0306 C4 3E 0014 R LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
+ 030A FC CLD ; Direction Flag = Forward\r
+ \r
+ OUT_8 SC_INDEX, MAP_MASK ; Set up for Plane Select\r
+ 030B BA 03C4 1 MOV DX, SC_INDEX ; then Select Register\r
+ 030E B0 02 1 MOV AL, MAP_MASK ; then Get Data Value\r
+ 0310 EE 1 OUT DX, AL ; Set I/O Register\r
+ \r
+ ; Validate Pixel Coordinates\r
+ ; If necessary, Swap so X1 <= X2, Y1 <= Y2\r
+ \r
+ 0311 8B 46 12 MOV AX, [BP].FB_Ypos1 ; AX = Y1 is Y1< Y2?\r
+ 0314 8B 5E 0E MOV BX, [BP].FB_Ypos2 ; BX = Y2\r
+ 0317 3B C3 CMP AX, BX\r
+ 0319 7E 04 JLE @FB_NOSWAP1\r
+ \r
+ 031B 89 5E 12 MOV [BP].FB_Ypos1, BX ; Swap Y1 and Y2 and save Y1\r
+ 031E 93 XCHG AX, BX ; on stack for future use\r
+ \r
+ 031F @FB_NOSWAP1:\r
+ 031F 2B D8 SUB BX, AX ; Get Y width\r
+ 0321 43 INC BX ; Add 1 to avoid 0 value\r
+ 0322 89 5E 0E MOV [BP].FB_Ypos2, BX ; Save in Ypos2\r
+ \r
+ 0325 F7 26 0000 R MUL SCREEN_WIDTH ; Mul Y1 by Bytes per Line\r
+ 0329 03 F8 ADD DI, AX ; DI = Start of Line Y1\r
+ \r
+ 032B 8B 46 14 MOV AX, [BP].FB_Xpos1 ; Check X1 <= X2\r
+ 032E 8B 5E 10 MOV BX, [BP].FB_Xpos2 ;\r
+ 0331 3B C3 CMP AX, BX\r
+ 0333 7E 04 JLE @FB_NOSWAP2 ; Skip Ahead if Ok\r
+ \r
+ 0335 89 46 10 MOV [BP].FB_Xpos2, AX ; Swap X1 AND X2 and save X2\r
+ 0338 93 XCHG AX, BX ; on stack for future use\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
+ 0339 @FB_NOSWAP2:\r
+ 0339 8B D0 MOV DX, AX ; DX = X1 (Pixel Position)\r
+ 033B C1 EA 02 SHR DX, 2 ; DX/4 = Bytes into Line\r
+ 033E 03 FA ADD DI, DX ; DI = Addr of Upper-Left Corner\r
+ \r
+ 0340 8B CB MOV CX, BX ; CX = X2 (Pixel Position)\r
+ 0342 C1 E9 02 SHR CX, 2 ; CX/4 = Bytes into Line\r
+ \r
+ 0345 3B D1 CMP DX, CX ; Start and end in same band?\r
+ 0347 75 03 JNE @FB_NORMAL ; if not, check for l & r edges\r
+ 0349 E9 0086 JMP @FB_ONE_BAND_ONLY ; if so, then special processing\r
+ \r
+ 034C @FB_NORMAL:\r
+ 034C 2B CA SUB CX, DX ; CX = # bands -1\r
+ 034E 8B F0 MOV SI, AX ; SI = PLANE#(X1)\r
+ 0350 83 E6 03 AND SI, PLANE_BITS ; if Left edge is aligned then\r
+ 0353 74 27 JZ @FB_L_PLANE_FLUSH ; no special processing..\r
+ \r
+ ; Draw "Left Edge" vertical strip of 1-3 pixels...\r
+ \r
+ OUT_8 SC_Data, Left_Clip_Mask[SI] ; Set Left Edge Plane Mask\r
+ 0355 BA 03C5 1 MOV DX, SC_Data ; then Select Register\r
+ 0358 2E: 8A 84 0000 R 1 MOV AL, Left_Clip_Mask[SI] ; then Get Data Value\r
+ 035D EE 1 OUT DX, AL ; Set I/O Register\r
+ \r
+ 035E 8B F7 MOV SI, DI ; SI = Copy of Start Addr (UL)\r
+ \r
+ 0360 8B 56 0E MOV DX, [BP].FB_Ypos2 ; Get # of Lines to draw\r
+ 0363 8A 46 0C MOV AL, [BP].FB_Color ; Get Fill Color\r
+ 0366 8B 1E 0000 R MOV BX, SCREEN_WIDTH ; Get Vertical increment Value\r
+ \r
+ 036A @FB_LEFT_LOOP:\r
+ 036A 26: 88 04 MOV ES:[SI], AL ; Fill in Left Edge Pixels\r
+ 036D 03 F3 ADD SI, BX ; Point to Next Line (Below)\r
+ LOOPjz DX, @FB_LEFT_CONT ; Exit loop if all Lines Drawn\r
+ 036F 4A 1 DEC DX ; Counter--\r
+ 0370 74 08 1 JZ @FB_LEFT_CONT ; Jump if 0\r
+ \r
+ 0372 26: 88 04 MOV ES:[SI], AL ; Fill in Left Edge Pixels\r
+ 0375 03 F3 ADD SI, BX ; Point to Next Line (Below)\r
+ LOOPx DX, @FB_LEFT_LOOP ; loop until left strip is drawn\r
+ 0377 4A 1 DEC DX ; Counter--\r
+ 0378 75 F0 1 JNZ @FB_LEFT_LOOP ; Jump if not 0\r
+ \r
+ 037A @FB_LEFT_CONT:\r
+ \r
+ 037A 47 INC DI ; Point to Middle (or Right) Block\r
+ 037B 49 DEC CX ; Reset CX instead of JMP @FB_RIGHT\r
+ \r
+ 037C @FB_L_PLANE_FLUSH:\r
+ 037C 41 INC CX ; Add in Left band to middle block\r
+ \r
+ ; DI = Addr of 1st middle Pixel (band) to fill\r
+ ; CX = # of Bands to fill -1\r
+ \r
+ 037D @FB_RIGHT:\r
+ 037D 8B 76 10 MOV SI, [BP].FB_Xpos2 ; Get Xpos2\r
+ 0380 83 E6 03 AND SI, PLANE_BITS ; Get Plane values\r
+ 0383 83 FE 03 CMP SI, 0003 ; Plane = 3?\r
+ 0386 74 2B JE @FB_R_EDGE_FLUSH ; Hey, add to middle\r
+ \r
+ ; Draw "Right Edge" vertical strip of 1-3 pixels...\r
+ \r
+ OUT_8 SC_Data, Right_Clip_Mask[SI] ; Right Edge Plane Mask\r
+ 0388 BA 03C5 1 MOV DX, SC_Data ; then Select Register\r
+ 038B 2E: 8A 84 0004 R 1 MOV AL, Right_Clip_Mask[SI] ; then Get Data Value\r
+ 0390 EE 1 OUT DX, AL ; Set I/O Register\r
+ \r
+ 0391 8B F7 MOV SI, DI ; Get Addr of Left Edge\r
+ 0393 03 F1 ADD SI, CX ; Add Width-1 (Bands)\r
+ 0395 4E DEC SI ; To point to top of Right Edge\r
+ \r
+ 0396 8B 56 0E MOV DX, [BP].FB_Ypos2 ; Get # of Lines to draw\r
+ 0399 8A 46 0C MOV AL, [BP].FB_Color ; Get Fill Color\r
+ 039C 8B 1E 0000 R MOV BX, SCREEN_WIDTH ; Get Vertical increment Value\r
+ \r
+ 03A0 @FB_RIGHT_LOOP:\r
+ 03A0 26: 88 04 MOV ES:[SI], AL ; Fill in Right Edge Pixels\r
+ 03A3 03 F3 ADD SI, BX ; Point to Next Line (Below)\r
+ LOOPjz DX, @FB_RIGHT_CONT ; Exit loop if all Lines Drawn\r
+ 03A5 4A 1 DEC DX ; Counter--\r
+ 03A6 74 08 1 JZ @FB_RIGHT_CONT ; Jump if 0\r
+ \r
+ 03A8 26: 88 04 MOV ES:[SI], AL ; Fill in Right Edge Pixels\r
+ 03AB 03 F3 ADD SI, BX ; Point to Next Line (Below)\r
+ LOOPx DX, @FB_RIGHT_LOOP ; loop until left strip is drawn\r
+ 03AD 4A 1 DEC DX ; Counter--\r
+ 03AE 75 F0 1 JNZ @FB_RIGHT_LOOP ; Jump if not 0\r
+ \r
+ 03B0 @FB_RIGHT_CONT:\r
+ \r
+ 03B0 49 DEC CX ; Minus 1 for Middle bands\r
+ 03B1 74 51 JZ @FB_EXIT ; Uh.. no Middle bands...\r
+ \r
+ 03B3 @FB_R_EDGE_FLUSH:\r
+ \r
+ ; DI = Addr of Upper Left block to fill\r
+ ; CX = # of Bands to fill in (width)\r
+ \r
+ OUT_8 SC_Data, ALL_PLANES ; Write to All Planes\r
+ 03B3 BA 03C5 1 MOV DX, SC_Data ; then Select Register\r
+ 03B6 B0 0F 1 MOV AL, ALL_PLANES ; then Get Data Value\r
+ 03B8 EE 1 OUT DX, AL ; Set I/O Register\r
+ \r
+ 03B9 8B 16 0000 R MOV DX, SCREEN_WIDTH ; DX = DI Increment\r
+ 03BD 2B D1 SUB DX, CX ; = Screen_Width-# Planes Filled\r
+ \r
+ 03BF 8B D9 MOV BX, CX ; BX = Quick Refill for CX\r
+ 03C1 8B 76 0E MOV SI, [BP].FB_Ypos2 ; SI = # of Line to Fill\r
+ 03C4 8A 46 0C MOV AL, [BP].FB_Color ; Get Fill Color\r
+\fMicrosoft (R) Macro Assembler Version 6.11 06/22/14 14:00:02\r
+modex.asm Page 5 - 1\r
+\r
+\r
+ \r
+ 03C7 @FB_MIDDLE_LOOP:\r
+ 03C7 F3/ AA REP STOSB ; Fill in entire line\r
+ \r
+ 03C9 8B CB MOV CX, BX ; Recharge CX (Line Width)\r
+ 03CB 03 FA ADD DI, DX ; Point to start of Next Line\r
+ LOOPx SI, @FB_MIDDLE_LOOP ; Loop until all lines drawn\r
+ 03CD 4E 1 DEC SI ; Counter--\r
+ 03CE 75 F7 1 JNZ @FB_MIDDLE_LOOP ; Jump if not 0\r
+ \r
+ 03D0 EB 32 JMP s @FB_EXIT ; Outa here\r
+ \r
+ 03D2 @FB_ONE_BAND_ONLY:\r
+ 03D2 8B F0 MOV SI, AX ; Get Left Clip Mask, Save X1\r
+ 03D4 83 E6 03 AND SI, PLANE_BITS ; Mask out Row #\r
+ 03D7 2E: 8A 84 0000 R MOV AL, Left_Clip_Mask[SI] ; Get Left Edge Mask\r
+ 03DC 8B F3 MOV SI, BX ; Get Right Clip Mask, Save X2\r
+ 03DE 83 E6 03 AND SI, PLANE_BITS ; Mask out Row #\r
+ 03E1 2E: 22 84 0004 R AND AL, Right_Clip_Mask[SI] ; Get Right Edge Mask byte\r
+ \r
+ OUT_8 SC_Data, AL ; Clip For Left & Right Masks\r
+ 03E6 BA 03C5 1 MOV DX, SC_Data ; then Select Register\r
+ 03E9 EE 1 OUT DX, AL ; Set I/O Register\r
+ \r
+ 03EA 8B 4E 0E MOV CX, [BP].FB_Ypos2 ; Get # of Lines to draw\r
+ 03ED 8A 46 0C MOV AL, [BP].FB_Color ; Get Fill Color\r
+ 03F0 8B 1E 0000 R MOV BX, SCREEN_WIDTH ; Get Vertical increment Value\r
+ \r
+ 03F4 @FB_ONE_LOOP:\r
+ 03F4 26: 88 05 MOV ES:[DI], AL ; Fill in Pixels\r
+ 03F7 03 FB ADD DI, BX ; Point to Next Line (Below)\r
+ LOOPjz CX, @FB_EXIT ; Exit loop if all Lines Drawn\r
+ 03F9 49 1 DEC CX ; Counter--\r
+ 03FA 74 08 1 JZ @FB_EXIT ; Jump if 0\r
+ \r
+ 03FC 26: 88 05 MOV ES:[DI], AL ; Fill in Pixels\r
+ 03FF 03 FB ADD DI, BX ; Point to Next Line (Below)\r
+ LOOPx CX, @FB_ONE_LOOP ; loop until left strip is drawn\r
+ 0401 49 1 DEC CX ; Counter--\r
+ 0402 75 F0 1 JNZ @FB_ONE_LOOP ; Jump if not 0\r
+ \r
+ 0404 @FB_EXIT:\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ 0404 5F 1 POP DI ; Restore R1\r
+ 0405 5E 2 POP SI ; Restore R1\r
+ 0406 1F 3 POP DS ; Restore R1\r
+ 0407 5D 4 POP BP ; Restore R1\r
+ 0408 CA 000A RET 10 ; Exit and Clean up Stack\r
+ \r
+ 040B FILL_BLOCK ENDP\r
+ \r
+ \r
+ ;=====================================================\r
+ ;DRAW_LINE (Xpos1%, Ypos1%, Xpos2%, Ypos2%, ColorNum%)\r
+ ;=====================================================\r
+ ;\r
+ ; Draws a Line on the active display page\r
+ ;\r
+ ; ENTRY: Xpos1 = X position of first point on line\r
+ ; Ypos1 = Y position of first point on line\r
+ ; Xpos2 = X position of last point on line\r
+ ; Ypos2 = Y position of last point on line\r
+ ; ColorNum = Color to draw line with\r
+ ;\r
+ ; EXIT: No meaningful values returned\r
+ ;\r
+ \r
+ 0014 DL_STACK STRUC\r
+ 0000 0000 0000 0000 DW ?x3 ; DI, SI, BP\r
+ 0006 00000000 DD ? ; Caller\r
+ 000A 00 00 DL_ColorF DB ?,? ; Line Draw Color\r
+ 000C 0000 DL_Ypos2 DW ? ; Y pos of last point\r
+ 000E 0000 DL_Xpos2 DW ? ; X pos of last point\r
+ 0010 0000 DL_Ypos1 DW ? ; Y pos of first point\r
+ 0012 0000 DL_Xpos1 DW ? ; X pos of first point\r
+ DL_STACK ENDS\r
+ \r
+ PUBLIC DRAW_LINE\r
+ \r
+ 040B DRAW_LINE PROC FAR\r
+ \r
+ PUSHx BP, SI, DI ; Preserve Important Registers\r
+ 040B 55 1 PUSH BP ; Save R1\r
+ 040C 56 2 PUSH SI ; Save R1\r
+ 040D 57 3 PUSH DI ; Save R1\r
+ 040E 8B EC MOV BP, SP ; Set up Stack Frame\r
+ 0410 FC CLD ; Direction Flag = Forward\r
+ \r
+ OUT_8 SC_INDEX, MAP_MASK ; Set up for Plane Select\r
+ 0411 BA 03C4 1 MOV DX, SC_INDEX ; then Select Register\r
+ 0414 B0 02 1 MOV AL, MAP_MASK ; then Get Data Value\r
+ 0416 EE 1 OUT DX, AL ; Set I/O Register\r
+ 0417 8A 6E 0A MOV CH, [BP].DL_ColorF ; Save Line Color in CH\r
+ \r
+ ; Check Line Type\r
+ \r
+ 041A 8B 76 12 MOV SI, [BP].DL_Xpos1 ; AX = X1 is X1< X2?\r
+ 041D 8B 7E 0E MOV DI, [BP].DL_Xpos2 ; DX = X2\r
+ 0420 3B F7 CMP SI, DI ; Is X1 < X2\r
+ 0422 74 5D JE @DL_VLINE ; If X1=X2, Draw Vertical Line\r
+ 0424 7C 02 JL @DL_NOSWAP1 ; If X1 < X2, don't swap\r
+ \r
+ 0426 87 F7 XCHG SI, DI ; X2 IS > X1, SO SWAP THEM\r
+ \r
+ 0428 @DL_NOSWAP1:\r
+ \r
+ ; SI = X1, DI = X2\r
+ \r
+ 0428 8B 46 10 MOV AX, [BP].DL_Ypos1 ; AX = Y1 is Y1 <> Y2?\r
+ 042B 3B 46 0C CMP AX, [BP].DL_Ypos2 ; Y1 = Y2?\r
+ 042E 74 03 JE @DL_HORZ ; If so, Draw a Horizontal Line\r
+ \r
+ 0430 E9 0094 JMP @DL_BREZHAM ; Diagonal line... go do it...\r
+ \r
+ ; This Code draws a Horizontal Line in Mode X where:\r
+ ; SI = X1, DI = X2, and AX = Y1/Y2\r
+ \r
+ 0433 @DL_HORZ:\r
+ \r
+ 0433 F7 26 0000 R MUL SCREEN_WIDTH ; Offset = Ypos * Screen_Width\r
+ 0437 8B D0 MOV DX, AX ; CX = Line offset into Page\r
+ \r
+ 0439 8B C6 MOV AX, SI ; Get Left edge, Save X1\r
+ 043B 83 E6 03 AND SI, PLANE_BITS ; Mask out Row #\r
+ 043E 2E: 8A 9C 0000 R MOV BL, Left_Clip_Mask[SI] ; Get Left Edge Mask\r
+ 0443 8B CF MOV CX, DI ; Get Right edge, Save X2\r
+ 0445 83 E7 03 AND DI, PLANE_BITS ; Mask out Row #\r
+ 0448 2E: 8A BD 0004 R MOV BH, Right_Clip_Mask[DI] ; Get Right Edge Mask byte\r
+ \r
+ 044D C1 E8 02 SHR AX, 2 ; Get X1 Byte # (=X1/4)\r
+ 0450 C1 E9 02 SHR CX, 2 ; Get X2 Byte # (=X2/4)\r
+ \r
+ 0453 C4 3E 0014 R LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
+ 0457 03 FA ADD DI, DX ; Point to Start of Line\r
+ 0459 03 F8 ADD DI, AX ; Point to Pixel X1\r
+ \r
+ 045B 2B C8 SUB CX, AX ; CX = # Of Bands (-1) to set\r
+ 045D 75 02 JNZ @DL_LONGLN ; jump if longer than one segment\r
+ \r
+ 045F 22 DF AND BL, BH ; otherwise, merge clip masks\r
+ \r
+ 0461 @DL_LONGLN:\r
+ \r
+ OUT_8 SC_Data, BL ; Set the Left Clip Mask\r
+ 0461 BA 03C5 1 MOV DX, SC_Data ; then Select Register\r
+ 0464 8A C3 1 MOV AL, BL ; then Get Data Value\r
+ 0466 EE 1 OUT DX, AL ; Set I/O Register\r
+ \r
+ 0467 8A 46 0A MOV AL, [BP].DL_ColorF ; Get Line Color\r
+ 046A 8A D8 MOV BL, AL ; BL = Copy of Line Color\r
+ 046C AA STOSB ; Set Left (1-4) Pixels\r
+ \r
+ 046D E3 55 JCXZ @DL_EXIT ; Done if only one Line Segment\r
+ \r
+ 046F 49 DEC CX ; CX = # of Middle Segments\r
+ 0470 74 07 JZ @DL_XRSEG ; If no middle segments....\r
+ \r
+ ; Draw Middle Segments\r
+ \r
+ OUT_8 DX, ALL_PLANES ; Write to ALL Planes\r
+ 0472 B0 0F 1 MOV AL, ALL_PLANES ; then Get Data Value\r
+ 0474 EE 1 OUT DX, AL ; Set I/O Register\r
+ \r
+ 0475 8A C3 MOV AL, BL ; Get Color from BL\r
+ 0477 F3/ AA REP STOSB ; Draw Middle (4 Pixel) Segments\r
+ \r
+ 0479 @DL_XRSEG:\r
+ OUT_8 DX, BH ; Select Planes for Right Clip Mask\r
+ 0479 8A C7 1 MOV AL, BH ; then Get Data Value\r
+ 047B EE 1 OUT DX, AL ; Set I/O Register\r
+ 047C 8A C3 MOV AL, BL ; Get Color Value\r
+ 047E AA STOSB ; Draw Right (1-4) Pixels\r
+ \r
+ 047F EB 43 JMP s @DL_EXIT ; We Are Done...\r
+ \r
+ \r
+ ; This Code Draws A Vertical Line. On entry:\r
+ ; CH = Line Color, SI & DI = X1\r
+ \r
+ 0481 @DL_VLINE:\r
+ \r
+ 0481 8B 46 10 MOV AX, [BP].DL_Ypos1 ; AX = Y1\r
+ 0484 8B 76 0C MOV SI, [BP].DL_Ypos2 ; SI = Y2\r
+ 0487 3B C6 CMP AX, SI ; Is Y1 < Y2?\r
+ 0489 7E 01 JLE @DL_NOSWAP2 ; if so, Don't Swap them\r
+ \r
+ 048B 96 XCHG AX, SI ; Ok, NOW Y1 < Y2\r
+ \r
+ 048C @DL_NOSWAP2:\r
+ \r
+ 048C 2B F0 SUB SI, AX ; SI = Line Height (Y2-Y1+1)\r
+ 048E 46 INC SI\r
+ \r
+ ; AX = Y1, DI = X1, Get offset into Page into AX\r
+ \r
+ 048F F7 26 0000 R MUL SCREEN_WIDTH ; Offset = Y1 (AX) * Screen Width\r
+ 0493 8B D7 MOV DX, DI ; Copy Xpos into DX\r
+ 0495 C1 EF 02 SHR DI, 2 ; DI = Xpos/4\r
+ 0498 03 C7 ADD AX, DI ; DI = Xpos/4 + ScreenWidth * Y1\r
+ \r
+ 049A C4 3E 0014 R LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
+ 049E 03 F8 ADD DI, AX ; Point to Pixel X1, Y1\r
+ \r
+ ;Select Plane\r
+ \r
+ 04A0 8A CA MOV CL, DL ; CL = Save X1\r
+ 04A2 80 E1 03 AND CL, PLANE_BITS ; Get X1 MOD 4 (Plane #)\r
+ 04A5 B8 0102 MOV AX, MAP_MASK_PLANE1 ; Code to set Plane #1\r
+ 04A8 D2 E4 SHL AH, CL ; Change to Correct Plane #\r
+ OUT_16 SC_Index, AX ; Select Plane\r
+ 04AA BA 03C4 1 MOV DX, SC_Index ; then Select Register\r
+ 04AD EF 1 OUT DX, AX ; Set I/O Register(s)\r
+ \r
+ 04AE 8A C5 MOV AL, CH ; Get Saved Color\r
+ 04B0 8B 1E 0000 R MOV BX, SCREEN_WIDTH ; Get Offset to Advance Line By\r
+ \r
+ 04B4 @DL_VLoop:\r
+ 04B4 26: 88 05 MOV ES:[DI], AL ; Draw Single Pixel\r
+ 04B7 03 FB ADD DI, BX ; Point to Next Line\r
+ LOOPjz SI, @DL_EXIT ; Lines--, Exit if done\r
+ 04B9 4E 1 DEC SI ; Counter--\r
+ 04BA 74 08 1 JZ @DL_EXIT ; Jump if 0\r
+ \r
+ 04BC 26: 88 05 MOV ES:[DI], AL ; Draw Single Pixel\r
+ 04BF 03 FB ADD DI, BX ; Point to Next Line\r
+ LOOPx SI, @DL_VLoop ; Lines--, Loop until Done\r
+ 04C1 4E 1 DEC SI ; Counter--\r
+ 04C2 75 F0 1 JNZ @DL_VLoop ; Jump if not 0\r
+ \r
+ 04C4 @DL_EXIT:\r
+ \r
+ 04C4 E9 0157 JMP @DL_EXIT2 ; Done!\r
+ \r
+ ; This code Draws a diagonal line in Mode X\r
+ \r
+ 04C7 @DL_BREZHAM:\r
+ 04C7 C4 3E 0014 R LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
+ \r
+ 04CB 8B 46 10 MOV AX, [BP].DL_Ypos1 ; get Y1 value\r
+ 04CE 8B 5E 0C MOV BX, [BP].DL_Ypos2 ; get Y2 value\r
+ 04D1 8B 4E 12 MOV CX, [BP].DL_Xpos1 ; Get Starting Xpos\r
+ \r
+ 04D4 3B D8 CMP BX, AX ; Y2-Y1 is?\r
+ 04D6 73 04 JNC @DL_DeltaYOK ; if Y2>=Y1 then goto...\r
+ \r
+ 04D8 93 XCHG BX, AX ; Swap em...\r
+ 04D9 8B 4E 0E MOV CX, [BP].DL_Xpos2 ; Get New Starting Xpos\r
+ \r
+ 04DC @DL_DeltaYOK:\r
+ 04DC F7 26 0000 R MUL SCREEN_WIDTH ; Offset = SCREEN_WIDTH * Y1\r
+ \r
+\fMicrosoft (R) Macro Assembler Version 6.11 06/22/14 14:00:02\r
+modex.asm Page 6 - 1\r
+\r
+\r
+ 04E0 03 F8 ADD DI, AX ; DI -> Start of Line Y1 on Page\r
+ 04E2 8B C1 MOV AX, CX ; AX = Xpos (X1)\r
+ 04E4 C1 E8 02 SHR AX, 2 ; /4 = Byte Offset into Line\r
+ 04E7 03 F8 ADD DI, AX ; DI = Starting pos (X1,Y1)\r
+ \r
+ 04E9 B0 11 MOV AL, 11h ; Staring Mask\r
+ 04EB 80 E1 03 AND CL, PLANE_BITS ; Get Plane #\r
+ 04EE D2 E0 SHL AL, CL ; and shift into place\r
+ 04F0 8A 66 0A MOV AH, [BP].DL_ColorF ; Color in Hi Bytes\r
+ \r
+ 04F3 50 PUSH AX ; Save Mask,Color...\r
+ \r
+ 04F4 8A E0 MOV AH, AL ; Plane # in AH\r
+ 04F6 B0 02 MOV AL, MAP_MASK ; Select Plane Register\r
+ OUT_16 SC_Index, AX ; Select initial plane\r
+ 04F8 BA 03C4 1 MOV DX, SC_Index ; then Select Register\r
+ 04FB EF 1 OUT DX, AX ; Set I/O Register(s)\r
+ \r
+ 04FC 8B 46 12 MOV AX, [BP].DL_Xpos1 ; get X1 value\r
+ 04FF 8B 5E 10 MOV BX, [BP].DL_Ypos1 ; get Y1 value\r
+ 0502 8B 4E 0E MOV CX, [BP].DL_Xpos2 ; get X2 value\r
+ 0505 8B 56 0C MOV DX, [BP].DL_Ypos2 ; get Y2 value\r
+ \r
+ 0508 8B 2E 0000 R MOV BP, SCREEN_WIDTH ; Use BP for Line width to\r
+ ; to avoid extra memory access\r
+ \r
+ 050C 2B D3 SUB DX, BX ; figure Delta_Y\r
+ 050E 73 05 JNC @DL_DeltaYOK2 ; jump if Y2 >= Y1\r
+ \r
+ 0510 03 DA ADD BX, DX ; put Y2 into Y1\r
+ 0512 F7 DA NEG DX ; abs(Delta_Y)\r
+ 0514 91 XCHG AX, CX ; and exchange X1 and X2\r
+ \r
+ 0515 @DL_DeltaYOK2:\r
+ 0515 BB 8000 MOV BX, 08000H ; seed for fraction accumulator\r
+ \r
+ 0518 2B C8 SUB CX, AX ; figure Delta_X\r
+ 051A 72 03 JC @DL_DrawLeft ; if negative, go left\r
+ \r
+ 051C E9 0084 JMP @DL_DrawRight ; Draw Line that slopes right\r
+ \r
+ 051F @DL_DrawLeft:\r
+ \r
+ 051F F7 D9 NEG CX ; abs(Delta_X)\r
+ \r
+ 0521 3B CA CMP CX, DX ; is Delta_X < Delta_Y?\r
+ 0523 72 41 JB @DL_SteepLeft ; yes, so go do steep line\r
+ ; (Delta_Y iterations)\r
+ \r
+ ; Draw a Shallow line to the left in Mode X\r
+ \r
+ 0525 @DL_ShallowLeft:\r
+ CLR AX ; zero low word of Delta_Y * 10000h\r
+ 0525 33 C0 1 XOR AX, AX ; Set Register = 0\r
+ 0527 2B C2 SUB AX, DX ; DX:AX <- DX * 0FFFFh\r
+ 0529 83 DA 00 SBB DX, 0 ; include carry\r
+ 052C F7 F1 DIV CX ; divide by Delta_X\r
+ \r
+ 052E 8B F3 MOV SI, BX ; SI = Accumulator\r
+ 0530 8B D8 MOV BX, AX ; BX = Add fraction\r
+ 0532 58 POP AX ; Get Color, Bit mask\r
+ 0533 BA 03C5 MOV DX, SC_Data ; Sequence controller data register\r
+ 0536 41 INC CX ; Inc Delta_X so we can unroll loop\r
+ \r
+ ; Loop (x2) to Draw Pixels, Move Left, and Maybe Down...\r
+ \r
+ 0537 @DL_SLLLoop:\r
+ 0537 26: 88 25 MOV ES:[DI], AH ; set first pixel, plane data set up\r
+ LOOPjz CX, @DL_SLLExit ; Delta_X--, Exit if done\r
+ 053A 49 1 DEC CX ; Counter--\r
+ 053B 74 26 1 JZ @DL_SLLExit ; Jump if 0\r
+ \r
+ 053D 03 F3 ADD SI, BX ; add numerator to accumulator\r
+ 053F 73 02 JNC @DL_SLLL2nc ; move down on carry\r
+ \r
+ 0541 03 FD ADD DI, BP ; Move Down one line...\r
+ \r
+ 0543 @DL_SLLL2nc:\r
+ 0543 4F DEC DI ; Left one addr\r
+ 0544 D0 C8 ROR AL, 1 ; Move Left one plane, back on 0 1 2\r
+ 0546 3C 87 CMP AL, 87h ; wrap?, if AL <88 then Carry set\r
+ 0548 83 D7 00 ADC DI, 0 ; Adjust Address: DI = DI + Carry\r
+ 054B EE OUT DX, AL ; Set up New Bit Plane mask\r
+ \r
+ 054C 26: 88 25 MOV ES:[DI], AH ; set pixel\r
+ LOOPjz CX, @DL_SLLExit ; Delta_X--, Exit if done\r
+ 054F 49 1 DEC CX ; Counter--\r
+ 0550 74 11 1 JZ @DL_SLLExit ; Jump if 0\r
+ \r
+ 0552 03 F3 ADD SI, BX ; add numerator to accumulator,\r
+ 0554 73 02 JNC @DL_SLLL3nc ; move down on carry\r
+ \r
+ 0556 03 FD ADD DI, BP ; Move Down one line...\r
+ \r
+ 0558 @DL_SLLL3nc: ; Now move left a pixel...\r
+ 0558 4F DEC DI ; Left one addr\r
+ 0559 D0 C8 ROR AL, 1 ; Move Left one plane, back on 0 1 2\r
+ 055B 3C 87 CMP AL, 87h ; Wrap?, if AL <88 then Carry set\r
+ 055D 83 D7 00 ADC DI, 0 ; Adjust Address: DI = DI + Carry\r
+ 0560 EE OUT DX, AL ; Set up New Bit Plane mask\r
+ 0561 EB D4 JMP s @DL_SLLLoop ; loop until done\r
+ \r
+ 0563 @DL_SLLExit:\r
+ 0563 E9 00B8 JMP @DL_EXIT2 ; and exit\r
+ \r
+ ; Draw a steep line to the left in Mode X\r
+ \r
+ 0566 @DL_SteepLeft:\r
+ CLR AX ; zero low word of Delta_Y * 10000h\r
+ 0566 33 C0 1 XOR AX, AX ; Set Register = 0\r
+ 0568 87 D1 XCHG DX, CX ; Delta_Y switched with Delta_X\r
+ 056A F7 F1 DIV CX ; divide by Delta_Y\r
+ \r
+ 056C 8B F3 MOV SI, BX ; SI = Accumulator\r
+ 056E 8B D8 MOV BX, AX ; BX = Add Fraction\r
+ 0570 58 POP AX ; Get Color, Bit mask\r
+ 0571 BA 03C5 MOV DX, SC_Data ; Sequence controller data register\r
+ 0574 41 INC CX ; Inc Delta_Y so we can unroll loop\r
+ \r
+ ; Loop (x2) to Draw Pixels, Move Down, and Maybe left\r
+ \r
+ 0575 @DL_STLLoop:\r
+ \r
+ 0575 26: 88 25 MOV ES:[DI], AH ; set first pixel\r
+ LOOPjz CX, @DL_STLExit ; Delta_Y--, Exit if done\r
+ 0578 49 1 DEC CX ; Counter--\r
+ 0579 74 26 1 JZ @DL_STLExit ; Jump if 0\r
+ \r
+ 057B 03 F3 ADD SI, BX ; add numerator to accumulator\r
+ 057D 73 09 JNC @DL_STLnc2 ; No carry, just move down!\r
+ \r
+ 057F 4F DEC DI ; Move Left one addr\r
+ 0580 D0 C8 ROR AL, 1 ; Move Left one plane, back on 0 1 2\r
+ 0582 3C 87 CMP AL, 87h ; Wrap?, if AL <88 then Carry set\r
+ 0584 83 D7 00 ADC DI, 0 ; Adjust Address: DI = DI + Carry\r
+ 0587 EE OUT DX, AL ; Set up New Bit Plane mask\r
+ \r
+ 0588 @DL_STLnc2:\r
+ 0588 03 FD ADD DI, BP ; advance to next line.\r
+ \r
+ 058A 26: 88 25 MOV ES:[DI], AH ; set pixel\r
+ LOOPjz CX, @DL_STLExit ; Delta_Y--, Exit if done\r
+ 058D 49 1 DEC CX ; Counter--\r
+ 058E 74 11 1 JZ @DL_STLExit ; Jump if 0\r
+ \r
+ 0590 03 F3 ADD SI, BX ; add numerator to accumulator\r
+ 0592 73 09 JNC @DL_STLnc3 ; No carry, just move down!\r
+ \r
+ 0594 4F DEC DI ; Move Left one addr\r
+ 0595 D0 C8 ROR AL, 1 ; Move Left one plane, back on 0 1 2\r
+ 0597 3C 87 CMP AL, 87h ; Wrap?, if AL <88 then Carry set\r
+ 0599 83 D7 00 ADC DI, 0 ; Adjust Address: DI = DI + Carry\r
+ 059C EE OUT DX, AL ; Set up New Bit Plane mask\r
+ \r
+ 059D @DL_STLnc3:\r
+ 059D 03 FD ADD DI, BP ; advance to next line.\r
+ 059F EB D4 JMP s @DL_STLLoop ; Loop until done\r
+ \r
+ 05A1 @DL_STLExit:\r
+ 05A1 EB 7B JMP @DL_EXIT2 ; and exit\r
+ \r
+ ; Draw a line that goes to the Right...\r
+ \r
+ 05A3 @DL_DrawRight:\r
+ 05A3 3B CA CMP CX, DX ; is Delta_X < Delta_Y?\r
+ 05A5 72 3E JB @DL_SteepRight ; yes, so go do steep line\r
+ ; (Delta_Y iterations)\r
+ \r
+ ; Draw a Shallow line to the Right in Mode X\r
+ \r
+ 05A7 @DL_ShallowRight:\r
+ CLR AX ; zero low word of Delta_Y * 10000h\r
+ 05A7 33 C0 1 XOR AX, AX ; Set Register = 0\r
+ 05A9 2B C2 SUB AX, DX ; DX:AX <- DX * 0FFFFh\r
+ 05AB 83 DA 00 SBB DX, 0 ; include carry\r
+ 05AE F7 F1 DIV CX ; divide by Delta_X\r
+ \r
+ 05B0 8B F3 MOV SI, BX ; SI = Accumulator\r
+ 05B2 8B D8 MOV BX, AX ; BX = Add Fraction\r
+ 05B4 58 POP AX ; Get Color, Bit mask\r
+ 05B5 BA 03C5 MOV DX, SC_Data ; Sequence controller data register\r
+ 05B8 41 INC CX ; Inc Delta_X so we can unroll loop\r
+ \r
+ ; Loop (x2) to Draw Pixels, Move Right, and Maybe Down...\r
+ \r
+ 05B9 @DL_SLRLoop:\r
+ 05B9 26: 88 25 MOV ES:[DI], AH ; set first pixel, mask is set up\r
+ LOOPjz CX, @DL_SLRExit ; Delta_X--, Exit if done..\r
+ 05BC 49 1 DEC CX ; Counter--\r
+ 05BD 74 24 1 JZ @DL_SLRExit ; Jump if 0\r
+ \r
+ 05BF 03 F3 ADD SI, BX ; add numerator to accumulator\r
+ 05C1 73 02 JNC @DL_SLR2nc ; don't move down if carry not set\r
+ \r
+ 05C3 03 FD ADD DI, BP ; Move Down one line...\r
+ \r
+ 05C5 @DL_SLR2nc: ; Now move right a pixel...\r
+ 05C5 D0 C0 ROL AL, 1 ; Move Right one addr if Plane = 0\r
+ 05C7 3C 12 CMP AL, 12h ; Wrap? if AL >12 then Carry not set\r
+ 05C9 83 D7 00 ADC DI, 0 ; Adjust Address: DI = DI + Carry\r
+ 05CC EE OUT DX, AL ; Set up New Bit Plane mask\r
+ \r
+ 05CD 26: 88 25 MOV ES:[DI], AH ; set pixel\r
+ LOOPjz CX, @DL_SLRExit ; Delta_X--, Exit if done..\r
+ 05D0 49 1 DEC CX ; Counter--\r
+ 05D1 74 10 1 JZ @DL_SLRExit ; Jump if 0\r
+ \r
+ 05D3 03 F3 ADD SI, BX ; add numerator to accumulator\r
+ 05D5 73 02 JNC @DL_SLR3nc ; don't move down if carry not set\r
+ \r
+ 05D7 03 FD ADD DI, BP ; Move Down one line...\r
+ \r
+ 05D9 @DL_SLR3nc:\r
+ 05D9 D0 C0 ROL AL, 1 ; Move Right one addr if Plane = 0\r
+ 05DB 3C 12 CMP AL, 12h ; Wrap? if AL >12 then Carry not set\r
+ 05DD 83 D7 00 ADC DI, 0 ; Adjust Address: DI = DI + Carry\r
+ 05E0 EE OUT DX, AL ; Set up New Bit Plane mask\r
+ 05E1 EB D6 JMP s @DL_SLRLoop ; loop till done\r
+ \r
+ 05E3 @DL_SLRExit:\r
+ 05E3 EB 39 JMP @DL_EXIT2 ; and exit\r
+ \r
+ ; Draw a Steep line to the Right in Mode X\r
+ \r
+ 05E5 @DL_SteepRight:\r
+ CLR AX ; zero low word of Delta_Y * 10000h\r
+ 05E5 33 C0 1 XOR AX, AX ; Set Register = 0\r
+ 05E7 87 D1 XCHG DX, CX ; Delta_Y switched with Delta_X\r
+ 05E9 F7 F1 DIV CX ; divide by Delta_Y\r
+ \r
+ 05EB 8B F3 MOV SI, BX ; SI = Accumulator\r
+ 05ED 8B D8 MOV BX, AX ; BX = Add Fraction\r
+ 05EF 58 POP AX ; Get Color, Bit mask\r
+ 05F0 BA 03C5 MOV DX, SC_Data ; Sequence controller data register\r
+ 05F3 41 INC CX ; Inc Delta_Y so we can unroll loop\r
+ \r
+ ; Loop (x2) to Draw Pixels, Move Down, and Maybe Right\r
+ \r
+ 05F4 @STRLoop:\r
+ 05F4 26: 88 25 MOV ES:[DI], AH ; set first pixel, mask is set up\r
+ LOOPjz CX, @DL_EXIT2 ; Delta_Y--, Exit if Done\r
+ 05F7 49 1 DEC CX ; Counter--\r
+ 05F8 74 24 1 JZ @DL_EXIT2 ; Jump if 0\r
+ \r
+ 05FA 03 F3 ADD SI, BX ; add numerator to accumulator\r
+ 05FC 73 08 JNC @STRnc2 ; if no carry then just go down...\r
+ \r
+ 05FE D0 C0 ROL AL, 1 ; Move Right one addr if Plane = 0\r
+ 0600 3C 12 CMP AL, 12h ; Wrap? if AL >12 then Carry not set\r
+ 0602 83 D7 00 ADC DI, 0 ; Adjust Address: DI = DI + Carry\r
+ 0605 EE OUT DX, AL ; Set up New Bit Plane mask\r
+\fMicrosoft (R) Macro Assembler Version 6.11 06/22/14 14:00:02\r
+modex.asm Page 7 - 1\r
+\r
+\r
+ \r
+ 0606 @STRnc2:\r
+ 0606 03 FD ADD DI, BP ; advance to next line.\r
+ \r
+ 0608 26: 88 25 MOV ES:[DI], AH ; set pixel\r
+ LOOPjz CX, @DL_EXIT2 ; Delta_Y--, Exit if Done\r
+ 060B 49 1 DEC CX ; Counter--\r
+ 060C 74 10 1 JZ @DL_EXIT2 ; Jump if 0\r
+ \r
+ 060E 03 F3 ADD SI, BX ; add numerator to accumulator\r
+ 0610 73 08 JNC @STRnc3 ; if no carry then just go down...\r
+ \r
+ 0612 D0 C0 ROL AL, 1 ; Move Right one addr if Plane = 0\r
+ 0614 3C 12 CMP AL, 12h ; Wrap? if AL >12 then Carry not set\r
+ 0616 83 D7 00 ADC DI, 0 ; Adjust Address: DI = DI + Carry\r
+ 0619 EE OUT DX, AL ; Set up New Bit Plane mask\r
+ \r
+ 061A @STRnc3:\r
+ 061A 03 FD ADD DI, BP ; advance to next line.\r
+ 061C EB D6 JMP s @STRLoop ; loop till done\r
+ \r
+ 061E @DL_EXIT2:\r
+ POPx DI, SI, BP ; Restore Saved Registers\r
+ 061E 5F 1 POP DI ; Restore R1\r
+ 061F 5E 2 POP SI ; Restore R1\r
+ 0620 5D 3 POP BP ; Restore R1\r
+ 0621 CA 000A RET 10 ; Exit and Clean up Stack\r
+ \r
+ 0624 DRAW_LINE ENDP\r
+ \r
+ \r
+ ; ===== DAC COLOR REGISTER ROUTINES =====\r
+ \r
+ ;=================================================\r
+ ;SET_DAC_REGISTER (Register%, Red%, Green%, Blue%)\r
+ ;=================================================\r
+ ;\r
+ ; Sets a single (RGB) Vga Palette Register\r
+ ;\r
+ ; ENTRY: Register = The DAC # to modify (0-255)\r
+ ; Red = The new Red Intensity (0-63)\r
+ ; Green = The new Green Intensity (0-63)\r
+ ; Blue = The new Blue Intensity (0-63)\r
+ ;\r
+ ; EXIT: No meaningful values returned\r
+ ;\r
+ \r
+ 000E SDR_STACK STRUC\r
+ 0000 0000 DW ? ; BP\r
+ 0002 00000000 DD ? ; Caller\r
+ 0006 00 00 SDR_Blue DB ?,? ; Blue Data Value\r
+ 0008 00 00 SDR_Green DB ?,? ; Green Data Value\r
+ 000A 00 00 SDR_Red DB ?,? ; Red Data Value\r
+ 000C 00 00 SDR_Register DB ?,? ; Palette Register #\r
+ SDR_STACK ENDS\r
+ \r
+ PUBLIC SET_DAC_REGISTER\r
+ \r
+ 0624 SET_DAC_REGISTER PROC FAR\r
+ \r
+ 0624 55 PUSH BP ; Save BP\r
+ 0625 8B EC MOV BP, SP ; Set up Stack Frame\r
+ \r
+ ; Select which DAC Register to modify\r
+ \r
+ OUT_8 DAC_WRITE_ADDR, [BP].SDR_Register\r
+ 0627 BA 03C8 1 MOV DX, DAC_WRITE_ADDR ; then Select Register\r
+ 062A 8A 46 0C 1 MOV AL, [BP].SDR_Register ; then Get Data Value\r
+ 062D EE 1 OUT DX, AL ; Set I/O Register\r
+ \r
+ 062E BA 03C9 MOV DX, PEL_DATA_REG ; Dac Data Register\r
+ OUT_8 DX, [BP].SDR_Red ; Set Red Intensity\r
+ 0631 8A 46 0A 1 MOV AL, [BP].SDR_Red ; then Get Data Value\r
+ 0634 EE 1 OUT DX, AL ; Set I/O Register\r
+ OUT_8 DX, [BP].SDR_Green ; Set Green Intensity\r
+ 0635 8A 46 08 1 MOV AL, [BP].SDR_Green ; then Get Data Value\r
+ 0638 EE 1 OUT DX, AL ; Set I/O Register\r
+ OUT_8 DX, [BP].SDR_Blue ; Set Blue Intensity\r
+ 0639 8A 46 06 1 MOV AL, [BP].SDR_Blue ; then Get Data Value\r
+ 063C EE 1 OUT DX, AL ; Set I/O Register\r
+ \r
+ 063D 5D POP BP ; Restore Registers\r
+ 063E CA 0008 RET 8 ; Exit & Clean Up Stack\r
+ \r
+ 0641 SET_DAC_REGISTER ENDP\r
+ \r
+ ;====================================================\r
+ ;GET_DAC_REGISTER (Register%, &Red%, &Green%, &Blue%)\r
+ ;====================================================\r
+ ;\r
+ ; Reads the RGB Values of a single Vga Palette Register\r
+ ;\r
+ ; ENTRY: Register = The DAC # to read (0-255)\r
+ ; Red = Offset to Red Variable in DS\r
+ ; Green = Offset to Green Variable in DS\r
+ ; Blue = Offset to Blue Variable in DS\r
+ ;\r
+ ; EXIT: The values of the integer variables Red,\r
+ ; Green, and Blue are set to the values\r
+ ; taken from the specified DAC register.\r
+ ;\r
+ \r
+ 000E GDR_STACK STRUC\r
+ 0000 0000 DW ? ; BP\r
+ 0002 00000000 DD ? ; Caller\r
+ 0006 0000 GDR_Blue DW ? ; Addr of Blue Data Value in DS\r
+ 0008 0000 GDR_Green DW ? ; Addr of Green Data Value in DS\r
+ 000A 0000 GDR_Red DW ? ; Addr of Red Data Value in DS\r
+ 000C 00 00 GDR_Register DB ?,? ; Palette Register #\r
+ GDR_STACK ENDS\r
+ \r
+ PUBLIC GET_DAC_REGISTER\r
+ \r
+ 0641 GET_DAC_REGISTER PROC FAR\r
+ \r
+ 0641 55 PUSH BP ; Save BP\r
+ 0642 8B EC MOV BP, SP ; Set up Stack Frame\r
+ \r
+ ; Select which DAC Register to read in\r
+ \r
+ OUT_8 DAC_READ_ADDR, [BP].GDR_Register\r
+ 0644 BA 03C7 1 MOV DX, DAC_READ_ADDR ; then Select Register\r
+ 0647 8A 46 0C 1 MOV AL, [BP].GDR_Register ; then Get Data Value\r
+ 064A EE 1 OUT DX, AL ; Set I/O Register\r
+ \r
+ 064B BA 03C9 MOV DX, PEL_DATA_REG ; Dac Data Register\r
+ CLR AX ; Clear AX\r
+ 064E 33 C0 1 XOR AX, AX ; Set Register = 0\r
+ \r
+ 0650 EC IN AL, DX ; Read Red Value\r
+ 0651 8B 5E 0A MOV BX, [BP].GDR_Red ; Get Address of Red%\r
+ 0654 89 07 MOV [BX], AX ; *Red% = AX\r
+ \r
+ 0656 EC IN AL, DX ; Read Green Value\r
+ 0657 8B 5E 08 MOV BX, [BP].GDR_Green ; Get Address of Green%\r
+ 065A 89 07 MOV [BX], AX ; *Green% = AX\r
+ \r
+ 065C EC IN AL, DX ; Read Blue Value\r
+ 065D 8B 5E 06 MOV BX, [BP].GDR_Blue ; Get Address of Blue%\r
+ 0660 89 07 MOV [BX], AX ; *Blue% = AX\r
+ \r
+ 0662 5D POP BP ; Restore Registers\r
+ 0663 CA 0008 RET 8 ; Exit & Clean Up Stack\r
+ \r
+ 0666 GET_DAC_REGISTER ENDP\r
+ \r
+ \r
+ ;===========================================================\r
+ ;LOAD_DAC_REGISTERS (SEG PalData, StartReg%, EndReg%, Sync%)\r
+ ;===========================================================\r
+ ;\r
+ ; Sets a Block of Vga Palette Registers\r
+ ;\r
+ ; ENTRY: PalData = Far Pointer to Block of palette data\r
+ ; StartReg = First Register # in range to set (0-255)\r
+ ; EndReg = Last Register # in Range to set (0-255)\r
+ ; Sync = Wait for Vertical Retrace Flag (Boolean)\r
+ ;\r
+ ; EXIT: No meaningful values returned\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
+ 0014 LDR_STACK STRUC\r
+ 0000 0000 0000 0000 DW ?x3 ; BP, DS, SI\r
+ 0006 00000000 DD ? ; Caller\r
+ 000A 0000 LDR_Sync DW ? ; Vertical Sync Flag\r
+ 000C 00 00 LDR_EndReg DB ?,? ; Last Register #\r
+ 000E 00 00 LDR_StartReg DB ?,? ; First Register #\r
+ 0010 00000000 LDR_PalData DD ? ; Far Ptr to Palette Data\r
+ LDR_STACK ENDS\r
+ \r
+ PUBLIC LOAD_DAC_REGISTERS\r
+ \r
+ 0666 LOAD_DAC_REGISTERS PROC FAR\r
+ \r
+ PUSHx BP, DS, SI ; Save Registers\r
+ 0666 55 1 PUSH BP ; Save R1\r
+ 0667 1E 2 PUSH DS ; Save R1\r
+ 0668 56 3 PUSH SI ; Save R1\r
+ 0669 8B EC mov BP, SP ; Set up Stack Frame\r
+ \r
+ 066B 8B 46 0A mov AX, [BP].LDR_Sync ; Get Vertical Sync Flag\r
+ 066E 0B C0 or AX, AX ; is Sync Flag = 0?\r
+ 0670 74 05 jz @LDR_Load ; if so, skip call\r
+ \r
+ 0672 9A ---- 0795 R call f SYNC_DISPLAY ; wait for vsync\r
+ \r
+ ; Determine register #'s, size to copy, etc\r
+ \r
+ 0677 @LDR_Load:\r
+ \r
+ 0677 C5 76 10 lds SI, [BP].LDR_PalData ; DS:SI -> Palette Data\r
+ 067A BA 03C8 mov DX, DAC_WRITE_ADDR ; DAC register # selector\r
+ \r
+ CLR AX, BX ; Clear for byte loads\r
+ 067D 33 C0 1 XOR AX, AX ; Set Register = 0\r
+ 067F 33 DB 2 XOR BX, BX ; Set Register = 0\r
+ 0681 8A 46 0E mov AL, [BP].LDR_StartReg ; Get Start Register\r
+ 0684 8A 5E 0C mov BL, [BP].LDR_EndReg ; Get End Register\r
+ \r
+ 0687 2B D8 sub BX, AX ; BX = # of DAC registers -1\r
+ 0689 43 inc BX ; BX = # of DAC registers\r
+ 068A 8B CB mov CX, BX ; CX = # of DAC registers\r
+ 068C 03 CB add CX, BX ; CX = " " * 2\r
+ 068E 03 CB add CX, BX ; CX = " " * 3\r
+ 0690 FC cld ; Block OUTs forward\r
+ 0691 EE out DX, AL ; set up correct register #\r
+ \r
+ ; Load a block of DAC Registers\r
+ \r
+ 0692 BA 03C9 mov DX, PEL_DATA_REG ; Dac Data Register\r
+ \r
+ 0695 F3/ 6E rep outsb ; block set DAC registers\r
+ \r
+ POPx SI, DS, BP ; Restore Registers\r
+ 0697 5E 1 POP SI ; Restore R1\r
+ 0698 1F 2 POP DS ; Restore R1\r
+ 0699 5D 3 POP BP ; Restore R1\r
+ 069A CA 000A ret 10 ; Exit & Clean Up Stack\r
+ \r
+ 069D LOAD_DAC_REGISTERS ENDP\r
+ \r
+ \r
+ ;====================================================\r
+ ;READ_DAC_REGISTERS (SEG PalData, StartReg%, EndReg%)\r
+ ;====================================================\r
+ ;\r
+ ; Reads a Block of Vga Palette Registers\r
+ ;\r
+ ; ENTRY: PalData = Far Pointer to block to store palette data\r
+ ; StartReg = First Register # in range to read (0-255)\r
+ ; EndReg = Last Register # in Range to read (0-255)\r
+ ;\r
+ ; EXIT: No meaningful values returned\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
+ 0012 RDR_STACK STRUC\r
+ 0000 0000 0000 0000 DW ?x3 ; BP, ES, DI\r
+ 0006 00000000 DD ? ; Caller\r
+ 000A 00 00 RDR_EndReg DB ?,? ; Last Register #\r
+ 000C 00 00 RDR_StartReg DB ?,? ; First Register #\r
+ 000E 00000000 RDR_PalData DD ? ; Far Ptr to Palette Data\r
+ RDR_STACK ENDS\r
+ \r
+ PUBLIC READ_DAC_REGISTERS\r
+ \r
+\fMicrosoft (R) Macro Assembler Version 6.11 06/22/14 14:00:02\r
+modex.asm Page 8 - 1\r
+\r
+\r
+ 069D READ_DAC_REGISTERS PROC FAR\r
+ \r
+ PUSHx BP, ES, DI ; Save Registers\r
+ 069D 55 1 PUSH BP ; Save R1\r
+ 069E 06 2 PUSH ES ; Save R1\r
+ 069F 57 3 PUSH DI ; Save R1\r
+ 06A0 8B EC mov BP, SP ; Set up Stack Frame\r
+ \r
+ ; Determine register #'s, size to copy, etc\r
+ \r
+ 06A2 C4 7E 0E les DI, [BP].RDR_PalData ; ES:DI -> Palette Buffer\r
+ 06A5 BA 03C7 mov DX, DAC_READ_ADDR ; DAC register # selector\r
+ \r
+ CLR AX, BX ; Clear for byte loads\r
+ 06A8 33 C0 1 XOR AX, AX ; Set Register = 0\r
+ 06AA 33 DB 2 XOR BX, BX ; Set Register = 0\r
+ 06AC 8A 46 0C mov AL, [BP].RDR_StartReg ; Get Start Register\r
+ 06AF 8A 5E 0A mov BL, [BP].RDR_EndReg ; Get End Register\r
+ \r
+ 06B2 2B D8 sub BX, AX ; BX = # of DAC registers -1\r
+ 06B4 43 inc BX ; BX = # of DAC registers\r
+ 06B5 8B CB mov CX, BX ; CX = # of DAC registers\r
+ 06B7 03 CB add CX, BX ; CX = " " * 2\r
+ 06B9 03 CB add CX, BX ; CX = " " * 3\r
+ 06BB FC cld ; Block INs forward\r
+ \r
+ ; Read a block of DAC Registers\r
+ \r
+ 06BC EE out DX, AL ; set up correct register #\r
+ 06BD BA 03C9 mov DX, PEL_DATA_REG ; Dac Data Register\r
+ \r
+ 06C0 F3/ 6C rep insb ; block read DAC registers\r
+ \r
+ POPx DI, ES, BP ; Restore Registers\r
+\r
+ 06C2 5F 1 POP DI ; Restore R1\r
+ 06C3 07 2 POP ES ; Restore R1\r
+ 06C4 5D 3 POP BP ; Restore R1\r
+ 06C5 CA 0008 ret 8 ; Exit & Clean Up Stack\r
+ \r
+ 06C8 READ_DAC_REGISTERS ENDP\r
+ \r
+ \r
+ ; ===== PAGE FLIPPING AND SCROLLING ROUTINES =====\r
+ \r
+ ;=========================\r
+ ;SET_ACTIVE_PAGE (PageNo%)\r
+ ;=========================\r
+ ;\r
+ ; Sets the active display Page to be used for future drawing\r
+ ;\r
+ ; ENTRY: PageNo = Display Page to make active\r
+ ; (values: 0 to Number of Pages - 1)\r
+ ;\r
+ ; EXIT: No meaningful values returned\r
+ ;\r
+ \r
+ 0008 SAP_STACK STRUC\r
+ 0000 0000 DW ? ; BP\r
+ 0002 00000000 DD ? ; Caller\r
+ 0006 0000 SAP_Page DW ? ; Page # for Drawing\r
+ SAP_STACK ENDS\r
+ \r
+ PUBLIC SET_ACTIVE_PAGE\r
+ \r
+ 06C8 SET_ACTIVE_PAGE PROC FAR\r
+ \r
+ 06C8 55 PUSH BP ; Preserve Registers\r
+ 06C9 8B EC MOV BP, SP ; Set up Stack Frame\r
+ \r
+ 06CB 8B 5E 06 MOV BX, [BP].SAP_Page ; Get Desired Page #\r
+ 06CE 3B 1E 0004 R CMP BX, LAST_PAGE ; Is Page # Valid?\r
+ 06D2 73 0D JAE @SAP_Exit ; IF Not, Do Nothing\r
+ \r
+ 06D4 89 1E 0012 R MOV ACTIVE_PAGE, BX ; Set Active Page #\r
+ \r
+ 06D8 D1 E3 SHL BX, 1 ; Scale Page # to Word\r
+ 06DA 8B 87 0006 R MOV AX, PAGE_ADDR[BX] ; Get offset to Page\r
+ \r
+ 06DE A3 0014 R MOV CURRENT_PAGE, AX ; And set for future LES's\r
+ \r
+ 06E1 @SAP_Exit:\r
+ 06E1 5D POP BP ; Restore Registers\r
+ 06E2 CA 0002 RET 2 ; Exit and Clean up Stack\r
+ \r
+ 06E5 SET_ACTIVE_PAGE ENDP\r
+ \r
+ \r
+ ;================\r
+ ;GET_ACTIVE_PAGE%\r
+ ;================\r
+ ;\r
+ ; Returns the Video Page # currently used for Drawing\r
+ ;\r
+ ; ENTRY: No Parameters are passed\r
+ ;\r
+ ; EXIT: AX = Current Video Page used for Drawing\r
+ ;\r
+ \r
+ PUBLIC GET_ACTIVE_PAGE\r
+ \r
+ 06E5 GET_ACTIVE_PAGE PROC FAR\r
+ \r
+ 06E5 A1 0012 R MOV AX, ACTIVE_PAGE ; Get Active Page #\r
+ 06E8 CB RET ; Exit and Clean up Stack\r
+ \r
+ 06E9 GET_ACTIVE_PAGE ENDP\r
+ \r
+ \r
+ ;===============================\r
+ ;SET_DISPLAY_PAGE (DisplayPage%)\r
+ ;===============================\r
+ ;\r
+ ; Sets the currently visible display page.\r
+ ; When called this routine syncronizes the display\r
+ ; to the vertical blank.\r
+ ;\r
+ ; ENTRY: PageNo = Display Page to show on the screen\r
+ ; (values: 0 to Number of Pages - 1)\r
+ ;\r
+ ; EXIT: No meaningful values returned\r
+ ;\r
+ \r
+ 0008 SDP_STACK STRUC\r
+ 0000 0000 DW ? ; BP\r
+ 0002 00000000 DD ? ; Caller\r
+ 0006 0000 SDP_Page DW ? ; Page # to Display...\r
+ SDP_STACK ENDS\r
+ \r
+ PUBLIC SET_DISPLAY_PAGE\r
+ \r
+ 06E9 SET_DISPLAY_PAGE PROC FAR\r
+ \r
+ 06E9 55 PUSH BP ; Preserve Registers\r
+ 06EA 8B EC MOV BP, SP ; Set up Stack Frame\r
+ \r
+ 06EC 8B 5E 06 MOV BX, [BP].SDP_Page ; Get Desired Page #\r
+ 06EF 3B 1E 0004 R CMP BX, LAST_PAGE ; Is Page # Valid?\r
+ 06F3 73 2B JAE @SDP_Exit ; IF Not, Do Nothing\r
+ \r
+ 06F5 89 1E 0010 R MOV DISPLAY_PAGE, BX ; Set Display Page #\r
+ \r
+ 06F9 D1 E3 SHL BX, 1 ; Scale Page # to Word\r
+ 06FB 8B 8F 0006 R MOV CX, PAGE_ADDR[BX] ; Get offset in memory to Page\r
+ 06FF 03 0E 001C R ADD CX, CURRENT_MOFFSET ; Adjust for any scrolling\r
+ \r
+ ; Wait if we are currently in a Vertical Retrace\r
+ \r
+ 0703 BA 03DA MOV DX, INPUT_1 ; Input Status #1 Register\r
+ \r
+ 0706 @DP_WAIT0:\r
+ 0706 EC IN AL, DX ; Get VGA status\r
+ 0707 24 08 AND AL, VERT_RETRACE ; In Display mode yet?\r
+ 0709 75 FB JNZ @DP_WAIT0 ; If Not, wait for it\r
+ \r
+ ; Set the Start Display Address to the new page\r
+ \r
+ 070B BA 03D4 MOV DX, CRTC_Index ; We Change the VGA Sequencer\r
+ \r
+ 070E B0 0D MOV AL, START_DISP_LO ; Display Start Low Register\r
+ 0710 8A E1 MOV AH, CL ; Low 8 Bits of Start Addr\r
+ 0712 EF OUT DX, AX ; Set Display Addr Low\r
+ \r
+ 0713 B0 0C MOV AL, START_DISP_HI ; Display Start High Register\r
+ 0715 8A E5 MOV AH, CH ; High 8 Bits of Start Addr\r
+ 0717 EF OUT DX, AX ; Set Display Addr High\r
+ \r
+ ; Wait for a Vertical Retrace to smooth out things\r
+ \r
+ 0718 BA 03DA MOV DX, INPUT_1 ; Input Status #1 Register\r
+ \r
+ 071B @DP_WAIT1:\r
+ 071B EC IN AL, DX ; Get VGA status\r
+ 071C 24 08 AND AL, VERT_RETRACE ; Vertical Retrace Start?\r
+ 071E 74 FB JZ @DP_WAIT1 ; If Not, wait for it\r
+ \r
+ ; Now Set Display Starting Address\r
+ \r
+ \r
+ 0720 @SDP_Exit:\r
+ 0720 5D POP BP ; Restore Registers\r
+ 0721 CA 0002 RET 2 ; Exit and Clean up Stack\r
+ \r
+ 0724 SET_DISPLAY_PAGE ENDP\r
+ \r
+ \r
+ ;=================\r
+ ;GET_DISPLAY_PAGE%\r
+ ;=================\r
+ ;\r
+ ; Returns the Video Page # currently displayed\r
+ ;\r
+ ; ENTRY: No Parameters are passed\r
+ ;\r
+ ; EXIT: AX = Current Video Page being displayed\r
+ ;\r
+ \r
+ PUBLIC GET_DISPLAY_PAGE\r
+ \r
+ 0724 GET_DISPLAY_PAGE PROC FAR\r
+ \r
+ 0724 A1 0010 R MOV AX, DISPLAY_PAGE ; Get Display Page #\r
+ 0727 CB RET ; Exit & Clean Up Stack\r
+ \r
+ 0728 GET_DISPLAY_PAGE ENDP\r
+ \r
+ \r
+ ;=======================================\r
+ ;SET_WINDOW (DisplayPage%, Xpos%, Ypos%)\r
+ ;=======================================\r
+ ;\r
+ ; Since a Logical Screen can be larger than the Physical\r
+ ; Screen, Scrolling is possible. This routine sets the\r
+ ; Upper Left Corner of the Screen to the specified Pixel.\r
+ ; Also Sets the Display page to simplify combined page\r
+ ; flipping and scrolling. When called this routine\r
+ ; syncronizes the display to the vertical blank.\r
+ ;\r
+ ; ENTRY: DisplayPage = Display Page to show on the screen\r
+ ; Xpos = # of pixels to shift screen right\r
+ ; Ypos = # of lines to shift screen down\r
+ ;\r
+ ; EXIT: No meaningful values returned\r
+ ;\r
+ \r
+ 000C SW_STACK STRUC\r
+ 0000 0000 DW ? ; BP\r
+ 0002 00000000 DD ? ; Caller\r
+ 0006 0000 SW_Ypos DW ? ; Y pos of UL Screen Corner\r
+ 0008 0000 SW_Xpos DW ? ; X pos of UL Screen Corner\r
+ 000A 0000 SW_Page DW ? ; (new) Display Page\r
+ SW_STACK ENDS\r
+ \r
+ PUBLIC SET_WINDOW\r
+ \r
+ 0728 SET_WINDOW PROC FAR\r
+ \r
+ 0728 55 PUSH BP ; Preserve Registers\r
+ 0729 8B EC MOV BP, SP ; Set up Stack Frame\r
+ \r
+ ; Check if our Scroll Offsets are Valid\r
+ \r
+ 072B 8B 5E 0A MOV BX, [BP].SW_Page ; Get Desired Page #\r
+ 072E 3B 1E 0004 R CMP BX, LAST_PAGE ; Is Page # Valid?\r
+ 0732 73 55 JAE @SW_Exit ; IF Not, Do Nothing\r
+ \r
+ 0734 8B 46 06 MOV AX, [BP].SW_Ypos ; Get Desired Y Offset\r
+ 0737 3B 06 0020 R CMP AX, MAX_YOFFSET ; Is it Within Limits?\r
+ 073B 77 4C JA @SW_Exit ; if not, exit\r
+ \r
+ 073D 8B 4E 08 MOV CX, [BP].SW_Xpos ; Get Desired X Offset\r
+ 0740 3B 0E 001E R CMP CX, MAX_XOFFSET ; Is it Within Limits?\r
+\fMicrosoft (R) Macro Assembler Version 6.11 06/22/14 14:00:02\r
+modex.asm Page 9 - 1\r
+\r
+\r
+ 0744 77 43 JA @SW_Exit ; if not, exit\r
+ \r
+ ; Compute proper Display start address to use\r
+ \r
+ 0746 F7 26 0000 R MUL SCREEN_WIDTH ; AX = YOffset * Line Width\r
+ 074A C1 E9 02 SHR CX, 2 ; CX / 4 = Bytes into Line\r
+ 074D 03 C1 ADD AX, CX ; AX = Offset of Upper Left Pixel\r
+ \r
+ 074F A3 001C R MOV CURRENT_MOFFSET, AX ; Save Offset Info\r
+ \r
+ 0752 89 1E 0010 R MOV DISPLAY_PAGE, BX ; Set Current Page #\r
+ 0756 D1 E3 SHL BX, 1 ; Scale Page # to Word\r
+ 0758 03 87 0006 R ADD AX, PAGE_ADDR[BX] ; Get offset in VGA to Page\r
+ 075C 8B D8 MOV BX, AX ; BX = Desired Display Start\r
+ \r
+ 075E BA 03DA MOV DX, INPUT_1 ; Input Status #1 Register\r
+ \r
+ ; Wait if we are currently in a Vertical Retrace\r
+ \r
+ 0761 @SW_WAIT0:\r
+ 0761 EC IN AL, DX ; Get VGA status\r
+ 0762 24 08 AND AL, VERT_RETRACE ; In Display mode yet?\r
+ 0764 75 FB JNZ @SW_WAIT0 ; If Not, wait for it\r
+ \r
+ ; Set the Start Display Address to the new window\r
+ \r
+ 0766 BA 03D4 MOV DX, CRTC_Index ; We Change the VGA Sequencer\r
+ 0769 B0 0D MOV AL, START_DISP_LO ; Display Start Low Register\r
+ 076B 8A E3 MOV AH, BL ; Low 8 Bits of Start Addr\r
+ 076D EF OUT DX, AX ; Set Display Addr Low\r
+ \r
+ 076E B0 0C MOV AL, START_DISP_HI ; Display Start High Register\r
+ 0770 8A E7 MOV AH, BH ; High 8 Bits of Start Addr\r
+ 0772 EF OUT DX, AX ; Set Display Addr High\r
+ \r
+ ; Wait for a Vertical Retrace to smooth out things\r
+ \r
+ 0773 BA 03DA MOV DX, INPUT_1 ; Input Status #1 Register\r
+ \r
+ 0776 @SW_WAIT1:\r
+ 0776 EC IN AL, DX ; Get VGA status\r
+ 0777 24 08 AND AL, VERT_RETRACE ; Vertical Retrace Start?\r
+ 0779 74 FB JZ @SW_WAIT1 ; If Not, wait for it\r
+ \r
+ ; Now Set the Horizontal Pixel Pan values\r
+ \r
+ OUT_8 ATTRIB_Ctrl, PIXEL_PAN_REG ; Select Pixel Pan Register\r
+ 077B BA 03C0 1 MOV DX, ATTRIB_Ctrl ; then Select Register\r
+ 077E B0 33 1 MOV AL, PIXEL_PAN_REG ; then Get Data Value\r
+ 0780 EE 1 OUT DX, AL ; Set I/O Register\r
+ \r
+ 0781 8B 46 08 MOV AX, [BP].SW_Xpos ; Get Desired X Offset\r
+ 0784 24 03 AND AL, 03 ; Get # of Pixels to Pan (0-3)\r
+ 0786 D0 E0 SHL AL, 1 ; Shift for 256 Color Mode\r
+ 0788 EE OUT DX, AL ; Fine tune the display!\r
+ \r
+ 0789 @SW_Exit:\r
+ 0789 5D POP BP ; Restore Saved Registers\r
+ 078A CA 0006 RET 6 ; Exit and Clean up Stack\r
+ \r
+ 078D SET_WINDOW ENDP\r
+ \r
+ \r
+ ;=============\r
+ ;GET_X_OFFSET%\r
+ ;=============\r
+ ;\r
+ ; Returns the X coordinate of the Pixel currently display\r
+ ; in the upper left corner of the display\r
+ ;\r
+ ; ENTRY: No Parameters are passed\r
+ ;\r
+ ; EXIT: AX = Current Horizontal Scroll Offset\r
+ ;\r
+ \r
+ PUBLIC GET_X_OFFSET\r
+ \r
+ 078D GET_X_OFFSET PROC FAR\r
+ \r
+ 078D A1 0018 R MOV AX, CURRENT_XOFFSET ; Get current horz offset\r
+ 0790 CB RET ; Exit & Clean Up Stack\r
+ \r
+ 0791 GET_X_OFFSET ENDP\r
+ \r
+ \r
+ ;=============\r
+ ;GET_Y_OFFSET%\r
+ ;=============\r
+ ;\r
+ ; Returns the Y coordinate of the Pixel currently display\r
+ ; in the upper left corner of the display\r
+ ;\r
+ ; ENTRY: No Parameters are passed\r
+ ;\r
+ ; EXIT: AX = Current Vertical Scroll Offset\r
+ ;\r
+ \r
+ PUBLIC GET_Y_OFFSET\r
+ \r
+ 0791 GET_Y_OFFSET PROC FAR\r
+ \r
+ 0791 A1 001A R MOV AX, CURRENT_YOFFSET ; Get current vertical offset\r
+ 0794 CB RET ; Exit & Clean Up Stack\r
+ \r
+ 0795 GET_Y_OFFSET ENDP\r
+ \r
+ \r
+ ;============\r
+ ;SYNC_DISPLAY\r
+ ;============\r
+ ;\r
+ ; Pauses the computer until the next Vertical Retrace starts\r
+ ;\r
+ ; ENTRY: No Parameters are passed\r
+ ;\r
+ ; EXIT: No meaningful values returned\r
+ ;\r
+ \r
+ PUBLIC SYNC_DISPLAY\r
+ \r
+ 0795 SYNC_DISPLAY PROC FAR\r
+ \r
+ 0795 BA 03DA MOV DX, INPUT_1 ; Input Status #1 Register\r
+ \r
+ ; Wait for any current retrace to end\r
+ \r
+ 0798 @SD_WAIT0:\r
+ 0798 EC IN AL, DX ; Get VGA status\r
+ 0799 24 08 AND AL, VERT_RETRACE ; In Display mode yet?\r
+ 079B 75 FB JNZ @SD_WAIT0 ; If Not, wait for it\r
+ \r
+ ; Wait for the start of the next vertical retrace\r
+ \r
+ 079D @SD_WAIT1:\r
+ 079D EC IN AL, DX ; Get VGA status\r
+ 079E 24 08 AND AL, VERT_RETRACE ; Vertical Retrace Start?\r
+ 07A0 74 FB JZ @SD_WAIT1 ; If Not, wait for it\r
+ \r
+ 07A2 CB RET ; Exit & Clean Up Stack\r
+ \r
+ 07A3 SYNC_DISPLAY ENDP\r
+ \r
+ \r
+ ; ===== TEXT DISPLAY ROUTINES =====\r
+ \r
+ ;==================================================\r
+ ;GPRINTC (CharNum%, Xpos%, Ypos%, ColorF%, ColorB%)\r
+ ;==================================================\r
+ ;\r
+ ; Draws an ASCII Text Character using the currently selected\r
+ ; 8x8 font on the active display page. It would be a simple\r
+ ; exercise to make this routine process variable height fonts.\r
+ ;\r
+ ; ENTRY: CharNum = ASCII character # to draw\r
+ ; Xpos = X position to draw Character at\r
+ ; Ypos = Y position of to draw Character at\r
+ ; ColorF = Color to draw text character in\r
+ ; ColorB = Color to set background to\r
+ ;\r
+ ; EXIT: No meaningful values returned\r
+ ;\r
+ \r
+ 001E GPC_STACK STRUC\r
+ 0000 0000 GPC_Width DW ? ; Screen Width-1\r
+ 0002 00 00 GPC_Lines DB ?,? ; Scan lines to Decode\r
+ 0004 0000 GPC_T_SETS DW ? ; Saved Charset Segment\r
+ 0006 0000 GPC_T_SETO DW ? ; Saved Charset Offset\r
+ 0008 0000 0000 0000 DW ?x4 ; DI, SI, DS, BP\r
+ 0000\r
+ 0010 00000000 DD ? ; Caller\r
+ 0014 00 00 GPC_ColorB DB ?,? ; Background Color\r
+ 0016 00 00 GPC_ColorF DB ?,? ; Text Color\r
+ 0018 0000 GPC_Ypos DW ? ; Y Position to Print at\r
+ 001A 0000 GPC_Xpos DW ? ; X position to Print at\r
+ 001C 00 00 GPC_Char DB ?,? ; Character to Print\r
+ GPC_STACK ENDS\r
+ \r
+ PUBLIC GPRINTC\r
+ \r
+ 07A3 GPRINTC PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ 07A3 55 1 PUSH BP ; Save R1\r
+ 07A4 1E 2 PUSH DS ; Save R1\r
+ 07A5 56 3 PUSH SI ; Save R1\r
+ 07A6 57 4 PUSH DI ; Save R1\r
+ 07A7 83 EC 08 SUB SP, 8 ; Allocate WorkSpace on Stack\r
+ 07AA 8B EC MOV BP, SP ; Set up Stack Frame\r
+ \r
+ 07AC C4 3E 0014 R LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
+ \r
+ 07B0 A1 0000 R MOV AX, SCREEN_WIDTH ; Get Logical Line Width\r
+ 07B3 8B D8 MOV BX, AX ; BX = Screen Width\r
+ 07B5 4B DEC BX ; = Screen Width-1\r
+ 07B6 89 5E 00 MOV [BP].GPC_Width, BX ; Save for later use\r
+ \r
+ 07B9 F7 66 18 MUL [BP].GPC_Ypos ; Start of Line = Ypos * Width\r
+ 07BC 03 F8 ADD DI, AX ; DI -> Start of Line Ypos\r
+ \r
+ 07BE 8B 46 1A MOV AX, [BP].GPC_Xpos ; Get Xpos of Character\r
+ 07C1 8B C8 MOV CX, AX ; Save Copy of Xpos\r
+ 07C3 C1 E8 02 SHR AX, 2 ; Bytes into Line = Xpos/4\r
+ 07C6 03 F8 ADD DI, AX ; DI -> (Xpos, Ypos)\r
+ \r
+ ;Get Source ADDR of Character Bit Map & Save\r
+ \r
+ 07C8 8A 46 1C MOV AL, [BP].GPC_Char ; Get Character #\r
+ 07CB A8 80 TEST AL, 080h ; Is Hi Bit Set?\r
+ 07CD 74 0C JZ @GPC_LowChar ; Nope, use low char set ptr\r
+ \r
+ 07CF 24 7F AND AL, 07Fh ; Mask Out Hi Bit\r
+ 07D1 8B 1E 0026 R MOV BX, CHARSET_HI ; BX = Char Set Ptr:Offset\r
+ 07D5 8B 16 0028 R MOV DX, CHARSET_HI+2 ; DX = Char Set Ptr:Segment\r
+ 07D9 EB 08 JMP s @GPC_Set_Char ; Go Setup Character Ptr\r
+ \r
+ 07DB @GPC_LowChar:\r
+ \r
+ 07DB 8B 1E 0022 R MOV BX, CHARSET_LOW ; BX = Char Set Ptr:Offset\r
+ 07DF 8B 16 0024 R MOV DX, CHARSET_LOW+2 ; DX = Char Set Ptr:Segment\r
+ \r
+ 07E3 @GPC_Set_Char:\r
+ 07E3 89 56 04 MOV [BP].GPC_T_SETS, DX ; Save Segment on Stack\r
+ \r
+ 07E6 B4 00 MOV AH, 0 ; Valid #'s are 0..127\r
+ 07E8 C1 E0 03 SHL AX, 3 ; * 8 Bytes Per Bitmap\r
+ 07EB 03 D8 ADD BX, AX ; BX = Offset of Selected char\r
+ 07ED 89 5E 06 MOV [BP].GPC_T_SETO, BX ; Save Offset on Stack\r
+ \r
+ 07F0 83 E1 03 AND CX, PLANE_BITS ; Get Plane #\r
+ 07F3 B5 0F MOV CH, ALL_PLANES ; Get Initial Plane mask\r
+ 07F5 D2 E5 SHL CH, CL ; And shift into position\r
+ 07F7 80 E5 0F AND CH, ALL_PLANES ; And mask to lower nibble\r
+ \r
+ 07FA B0 04 MOV AL, 04 ; 4-Plane # = # of initial\r
+ 07FC 2A C1 SUB AL, CL ; shifts to align bit mask\r
+ 07FE 8A C8 MOV CL, AL ; Shift Count for SHL\r
+ \r
+ ;Get segment of character map\r
+ \r
+ OUT_8 SC_Index, MAP_MASK ; Setup Plane selections\r
+ 0800 BA 03C4 1 MOV DX, SC_Index ; then Select Register\r
+ 0803 B0 02 1 MOV AL, MAP_MASK ; then Get Data Value\r
+ 0805 EE 1 OUT DX, AL ; Set I/O Register\r
+ 0806 42 INC DX ; DX -> SC_Data\r
+ \r
+ 0807 B0 08 MOV AL, 08 ; 8 Lines to Process\r
+ 0809 88 46 02 MOV [BP].GPC_Lines, AL ; Save on Stack\r
+ \r
+ 080C 8E 5E 04 MOV DS, [BP].GPC_T_SETS ; Point to character set\r
+ \r
+ 080F @GPC_DECODE_CHAR_BYTE:\r
+\fMicrosoft (R) Macro Assembler Version 6.11 06/22/14 14:00:02\r
+modex.asm Page 10 - 1\r
+\r
+\r
+ \r
+ 080F 8B 76 06 MOV SI, [BP].GPC_T_SETO ; Get DS:SI = String\r
+ \r
+ 0812 8A 3C MOV BH, [SI] ; Get Bit Map\r
+ 0814 46 INC SI ; Point to Next Line\r
+ 0815 89 76 06 MOV [BP].GPC_T_SETO, SI ; And save new Pointer...\r
+ \r
+ CLR AX ; Clear AX\r
+ 0818 33 C0 1 XOR AX, AX ; Set Register = 0\r
+ \r
+ CLR BL ; Clear BL\r
+ 081A 32 DB 1 XOR BL, BL ; Set Register = 0\r
+ 081C D3 C3 ROL BX, CL ; BL holds left edge bits\r
+ 081E 8B F3 MOV SI, BX ; Use as Table Index\r
+ 0820 83 E6 0F AND SI, CHAR_BITS ; Get Low Bits\r
+ 0823 2E: 8A 84 0008 R MOV AL, Char_Plane_Data[SI] ; Get Mask in AL\r
+ 0828 74 07 JZ @GPC_NO_LEFT1BITS ; Skip if No Pixels to set\r
+ \r
+ 082A 8A 66 16 MOV AH, [BP].GPC_ColorF ; Get Foreground Color\r
+ 082D EE OUT DX, AL ; Set up Screen Mask\r
+ 082E 26: 88 25 MOV ES:[DI], AH ; Write Foreground color\r
+ \r
+ 0831 @GPC_NO_LEFT1BITS:\r
+ 0831 32 C5 XOR AL, CH ; Invert mask for Background\r
+ 0833 74 07 JZ @GPC_NO_LEFT0BITS ; Hey, no need for this\r
+ \r
+ 0835 8A 66 14 MOV AH, [BP].GPC_ColorB ; Get background Color\r
+ 0838 EE OUT DX, AL ; Set up Screen Mask\r
+ 0839 26: 88 25 MOV ES:[DI], AH ; Write Foreground color\r
+ \r
+ ;Now Do Middle/Last Band\r
+ \r
+ 083C @GPC_NO_LEFT0BITS:\r
+ 083C 47 INC DI ; Point to next Byte\r
+ 083D C1 C3 04 ROL BX, 4 ; Shift 4 bits\r
+ \r
+ 0840 8B F3 MOV SI, BX ; Make Lookup Pointer\r
+ 0842 83 E6 0F AND SI, CHAR_BITS ; Get Low Bits\r
+ 0845 2E: 8A 84 0008 R MOV AL, Char_Plane_Data[SI] ; Get Mask in AL\r
+ 084A 74 07 JZ @GPC_NO_MIDDLE1BITS ; Skip if no pixels to set\r
+ \r
+ 084C 8A 66 16 MOV AH, [BP].GPC_ColorF ; Get Foreground Color\r
+ 084F EE OUT DX, AL ; Set up Screen Mask\r
+ 0850 26: 88 25 MOV ES:[DI], AH ; Write Foreground color\r
+ \r
+ 0853 @GPC_NO_MIDDLE1BITS:\r
+ 0853 34 0F XOR AL, ALL_PLANES ; Invert mask for Background\r
+ 0855 74 07 JZ @GPC_NO_MIDDLE0BITS ; Hey, no need for this\r
+ \r
+ 0857 8A 66 14 MOV AH, [BP].GPC_ColorB ; Get background Color\r
+ 085A EE OUT DX, AL ; Set up Screen Mask\r
+ 085B 26: 88 25 MOV ES:[DI], AH ; Write Foreground color\r
+ \r
+ 085E @GPC_NO_MIDDLE0BITS:\r
+ 085E 80 F5 0F XOR CH, ALL_PLANES ; Invert Clip Mask\r
+ 0861 80 F9 04 CMP CL, 4 ; Aligned by 4?\r
+ 0864 74 23 JZ @GPC_NEXT_LINE ; If so, Exit now..\r
+ \r
+ 0866 47 INC DI ; Point to next Byte\r
+ 0867 C1 C3 04 ROL BX, 4 ; Shift 4 bits\r
+ \r
+ 086A 8B F3 MOV SI, BX ; Make Lookup Pointer\r
+ 086C 83 E6 0F AND SI, CHAR_BITS ; Get Low Bits\r
+ 086F 2E: 8A 84 0008 R MOV AL, Char_Plane_Data[SI] ; Get Mask in AL\r
+ 0874 74 07 JZ @GPC_NO_RIGHT1BITS ; Skip if No Pixels to set\r
+ \r
+ 0876 8A 66 16 MOV AH, [BP].GPC_ColorF ; Get Foreground Color\r
+ 0879 EE OUT DX, AL ; Set up Screen Mask\r
+ 087A 26: 88 25 MOV ES:[DI], AH ; Write Foreground color\r
+ \r
+ 087D @GPC_NO_RIGHT1BITS:\r
+ \r
+ 087D 32 C5 XOR AL, CH ; Invert mask for Background\r
+ 087F 74 07 JZ @GPC_NO_RIGHT0BITS ; Hey, no need for this\r
+ \r
+ 0881 8A 66 14 MOV AH, [BP].GPC_ColorB ; Get background Color\r
+ 0884 EE OUT DX, AL ; Set up Screen Mask\r
+ 0885 26: 88 25 MOV ES:[DI], AH ; Write Foreground color\r
+ \r
+ 0888 @GPC_NO_RIGHT0BITS:\r
+ 0888 4F DEC DI ; Adjust for Next Line Advance\r
+ \r
+ 0889 @GPC_NEXT_LINE:\r
+ 0889 03 7E 00 ADD DI, [BP].GPC_Width ; Point to Next Line\r
+ 088C 80 F5 0F XOR CH, CHAR_BITS ; Flip the Clip mask back\r
+ \r
+ 088F FE 4E 02 DEC [BP].GPC_Lines ; Count Down Lines\r
+ 0892 74 03 JZ @GPC_EXIT ; Ok... Done!\r
+ \r
+ 0894 E9 FF78 JMP @GPC_DECODE_CHAR_BYTE ; Again! Hey!\r
+ \r
+ 0897 @GPC_EXIT:\r
+ 0897 83 C4 08 ADD SP, 08 ; Deallocate stack workspace\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ 089A 5F 1 POP DI ; Restore R1\r
+ 089B 5E 2 POP SI ; Restore R1\r
+ 089C 1F 3 POP DS ; Restore R1\r
+ 089D 5D 4 POP BP ; Restore R1\r
+ 089E CA 000A RET 10 ; Exit and Clean up Stack\r
+ \r
+ 08A1 GPRINTC ENDP\r
+ \r
+ \r
+ ;==========================================\r
+ ;TGPRINTC (CharNum%, Xpos%, Ypos%, ColorF%)\r
+ ;==========================================\r
+ ;\r
+ ; Transparently draws an ASCII Text Character using the\r
+ ; currently selected 8x8 font on the active display page.\r
+ ;\r
+ ; ENTRY: CharNum = ASCII character # to draw\r
+ ; Xpos = X position to draw Character at\r
+ ; Ypos = Y position of to draw Character at\r
+ ; ColorF = Color to draw text character in\r
+ ;\r
+ ; EXIT: No meaningful values returned\r
+ ;\r
+ \r
+ 001C TGP_STACK STRUC\r
+ 0000 0000 TGP_Width DW ? ; Screen Width-1\r
+ 0002 00 00 TGP_Lines DB ?,? ; Scan lines to Decode\r
+ 0004 0000 TGP_T_SETS DW ? ; Saved Charset Segment\r
+ 0006 0000 TGP_T_SETO DW ? ; Saved Charset Offset\r
+ 0008 0000 0000 0000 DW ?x4 ; DI, SI, DS, BP\r
+ 0000\r
+ 0010 00000000 DD ? ; Caller\r
+ 0014 00 00 TGP_ColorF DB ?,? ; Text Color\r
+ 0016 0000 TGP_Ypos DW ? ; Y Position to Print at\r
+ 0018 0000 TGP_Xpos DW ? ; X position to Print at\r
+ 001A 00 00 TGP_Char DB ?,? ; Character to Print\r
+ TGP_STACK ENDS\r
+ \r
+ PUBLIC TGPRINTC\r
+ \r
+ 08A1 TGPRINTC PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ 08A1 55 1 PUSH BP ; Save R1\r
+ 08A2 1E 2 PUSH DS ; Save R1\r
+ 08A3 56 3 PUSH SI ; Save R1\r
+ 08A4 57 4 PUSH DI ; Save R1\r
+ 08A5 83 EC 08 SUB SP, 8 ; Allocate WorkSpace on Stack\r
+ 08A8 8B EC MOV BP, SP ; Set up Stack Frame\r
+ \r
+ 08AA C4 3E 0014 R LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
+ \r
+ 08AE A1 0000 R MOV AX, SCREEN_WIDTH ; Get Logical Line Width\r
+ 08B1 8B D8 MOV BX, AX ; BX = Screen Width\r
+ 08B3 4B DEC BX ; = Screen Width-1\r
+ 08B4 89 5E 00 MOV [BP].TGP_Width, BX ; Save for later use\r
+ \r
+ 08B7 F7 66 16 MUL [BP].TGP_Ypos ; Start of Line = Ypos * Width\r
+ 08BA 03 F8 ADD DI, AX ; DI -> Start of Line Ypos\r
+ \r
+ 08BC 8B 46 18 MOV AX, [BP].TGP_Xpos ; Get Xpos of Character\r
+ 08BF 8B C8 MOV CX, AX ; Save Copy of Xpos\r
+ 08C1 C1 E8 02 SHR AX, 2 ; Bytes into Line = Xpos/4\r
+ 08C4 03 F8 ADD DI, AX ; DI -> (Xpos, Ypos)\r
+ \r
+ ;Get Source ADDR of Character Bit Map & Save\r
+ \r
+ 08C6 8A 46 1A MOV AL, [BP].TGP_Char ; Get Character #\r
+ 08C9 A8 80 TEST AL, 080h ; Is Hi Bit Set?\r
+ 08CB 74 0C JZ @TGP_LowChar ; Nope, use low char set ptr\r
+ \r
+ 08CD 24 7F AND AL, 07Fh ; Mask Out Hi Bit\r
+ 08CF 8B 1E 0026 R MOV BX, CHARSET_HI ; BX = Char Set Ptr:Offset\r
+ 08D3 8B 16 0028 R MOV DX, CHARSET_HI+2 ; DX = Char Set Ptr:Segment\r
+ 08D7 EB 08 JMP s @TGP_Set_Char ; Go Setup Character Ptr\r
+ \r
+ 08D9 @TGP_LowChar:\r
+ \r
+ 08D9 8B 1E 0022 R MOV BX, CHARSET_LOW ; BX = Char Set Ptr:Offset\r
+ 08DD 8B 16 0024 R MOV DX, CHARSET_LOW+2 ; DX = Char Set Ptr:Segment\r
+ \r
+ 08E1 @TGP_Set_Char:\r
+ 08E1 89 56 04 MOV [BP].TGP_T_SETS, DX ; Save Segment on Stack\r
+ \r
+ 08E4 B4 00 MOV AH, 0 ; Valid #'s are 0..127\r
+ 08E6 C1 E0 03 SHL AX, 3 ; * 8 Bytes Per Bitmap\r
+ 08E9 03 D8 ADD BX, AX ; BX = Offset of Selected char\r
+ 08EB 89 5E 06 MOV [BP].TGP_T_SETO, BX ; Save Offset on Stack\r
+ \r
+ 08EE 83 E1 03 AND CX, PLANE_BITS ; Get Plane #\r
+ 08F1 B5 0F MOV CH, ALL_PLANES ; Get Initial Plane mask\r
+ 08F3 D2 E5 SHL CH, CL ; And shift into position\r
+ 08F5 80 E5 0F AND CH, ALL_PLANES ; And mask to lower nibble\r
+ \r
+ 08F8 B0 04 MOV AL, 04 ; 4-Plane # = # of initial\r
+ 08FA 2A C1 SUB AL, CL ; shifts to align bit mask\r
+ 08FC 8A C8 MOV CL, AL ; Shift Count for SHL\r
+ \r
+ ;Get segment of character map\r
+ \r
+ OUT_8 SC_Index, MAP_MASK ; Setup Plane selections\r
+ 08FE BA 03C4 1 MOV DX, SC_Index ; then Select Register\r
+ 0901 B0 02 1 MOV AL, MAP_MASK ; then Get Data Value\r
+ 0903 EE 1 OUT DX, AL ; Set I/O Register\r
+ 0904 42 INC DX ; DX -> SC_Data\r
+ \r
+ 0905 B0 08 MOV AL, 08 ; 8 Lines to Process\r
+ 0907 88 46 02 MOV [BP].TGP_Lines, AL ; Save on Stack\r
+ \r
+ 090A 8E 5E 04 MOV DS, [BP].TGP_T_SETS ; Point to character set\r
+ \r
+ 090D @TGP_DECODE_CHAR_BYTE:\r
+ \r
+ 090D 8B 76 06 MOV SI, [BP].TGP_T_SETO ; Get DS:SI = String\r
+ \r
+ 0910 8A 3C MOV BH, [SI] ; Get Bit Map\r
+ 0912 46 INC SI ; Point to Next Line\r
+ 0913 89 76 06 MOV [BP].TGP_T_SETO, SI ; And save new Pointer...\r
+ \r
+ 0916 8A 66 14 MOV AH, [BP].TGP_ColorF ; Get Foreground Color\r
+ \r
+ CLR BL ; Clear BL\r
+ 0919 32 DB 1 XOR BL, BL ; Set Register = 0\r
+ 091B D3 C3 ROL BX, CL ; BL holds left edge bits\r
+ 091D 8B F3 MOV SI, BX ; Use as Table Index\r
+ 091F 83 E6 0F AND SI, CHAR_BITS ; Get Low Bits\r
+ 0922 2E: 8A 84 0008 R MOV AL, Char_Plane_Data[SI] ; Get Mask in AL\r
+ 0927 74 04 JZ @TGP_NO_LEFT1BITS ; Skip if No Pixels to set\r
+ \r
+ 0929 EE OUT DX, AL ; Set up Screen Mask\r
+ 092A 26: 88 25 MOV ES:[DI], AH ; Write Foreground color\r
+ \r
+ ;Now Do Middle/Last Band\r
+ \r
+ 092D @TGP_NO_LEFT1BITS:\r
+ \r
+ 092D 47 INC DI ; Point to next Byte\r
+ 092E C1 C3 04 ROL BX, 4 ; Shift 4 bits\r
+ \r
+ 0931 8B F3 MOV SI, BX ; Make Lookup Pointer\r
+ 0933 83 E6 0F AND SI, CHAR_BITS ; Get Low Bits\r
+ 0936 2E: 8A 84 0008 R MOV AL, Char_Plane_Data[SI] ; Get Mask in AL\r
+ 093B 74 04 JZ @TGP_NO_MIDDLE1BITS ; Skip if no pixels to set\r
+ \r
+ 093D EE OUT DX, AL ; Set up Screen Mask\r
+ 093E 26: 88 25 MOV ES:[DI], AH ; Write Foreground color\r
+ \r
+ 0941 @TGP_NO_MIDDLE1BITS:\r
+ 0941 80 F5 0F XOR CH, ALL_PLANES ; Invert Clip Mask\r
+ 0944 80 F9 04 CMP CL, 4 ; Aligned by 4?\r
+ 0947 74 15 JZ @TGP_NEXT_LINE ; If so, Exit now..\r
+ \r
+ 0949 47 INC DI ; Point to next Byte\r
+ 094A C1 C3 04 ROL BX, 4 ; Shift 4 bits\r
+ \r
+ 094D 8B F3 MOV SI, BX ; Make Lookup Pointer\r
+ 094F 83 E6 0F AND SI, CHAR_BITS ; Get Low Bits\r
+\fMicrosoft (R) Macro Assembler Version 6.11 06/22/14 14:00:02\r
+modex.asm Page 11 - 1\r
+\r
+\r
+ 0952 2E: 8A 84 0008 R MOV AL, Char_Plane_Data[SI] ; Get Mask in AL\r
+ 0957 74 04 JZ @TGP_NO_RIGHT1BITS ; Skip if No Pixels to set\r
+ \r
+ 0959 EE OUT DX, AL ; Set up Screen Mask\r
+ 095A 26: 88 25 MOV ES:[DI], AH ; Write Foreground color\r
+ \r
+ 095D @TGP_NO_RIGHT1BITS:\r
+ \r
+ 095D 4F DEC DI ; Adjust for Next Line Advance\r
+ \r
+ 095E @TGP_NEXT_LINE:\r
+ 095E 03 7E 00 ADD DI, [BP].TGP_Width ; Point to Next Line\r
+ 0961 80 F5 0F XOR CH, CHAR_BITS ; Flip the Clip mask back\r
+ \r
+ 0964 FE 4E 02 DEC [BP].TGP_Lines ; Count Down Lines\r
+ 0967 74 02 JZ @TGP_EXIT ; Ok... Done!\r
+ \r
+ 0969 EB A2 JMP @TGP_DECODE_CHAR_BYTE ; Again! Hey!\r
+ \r
+ 096B @TGP_EXIT:\r
+ 096B 83 C4 08 ADD SP, 08 ; Deallocate stack workspace\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ 096E 5F 1 POP DI ; Restore R1\r
+ 096F 5E 2 POP SI ; Restore R1\r
+ 0970 1F 3 POP DS ; Restore R1\r
+ 0971 5D 4 POP BP ; Restore R1\r
+ 0972 CA 0008 RET 8 ; Exit and Clean up Stack\r
+ \r
+ 0975 TGPRINTC ENDP\r
+ \r
+ \r
+ ;===============================================================\r
+ ;PRINT_STR (SEG String, MaxLen%, Xpos%, Ypos%, ColorF%, ColorB%)\r
+ ;===============================================================\r
+ ;\r
+ ; Routine to quickly Print a null terminated ASCII string on the\r
+ ; active display page up to a maximum length.\r
+ ;\r
+ ; ENTRY: String = Far Pointer to ASCII string to print\r
+ ; MaxLen = # of characters to print if no null found\r
+ ; Xpos = X position to draw Text at\r
+ ; Ypos = Y position of to draw Text at\r
+ ; ColorF = Color to draw text in\r
+ ; ColorB = Color to set background to\r
+ ;\r
+ ; EXIT: No meaningful values returned\r
+ ;\r
+ \r
+ 001A PS_STACK STRUC\r
+ 0000 0000 0000 0000 DW ?x4 ; DI, SI, DS, BP\r
+ 0000\r
+ 0008 00000000 DD ? ; Caller\r
+ 000C 0000 PS_ColorB DW ? ; Background Color\r
+ 000E 0000 PS_ColorF DW ? ; Text Color\r
+ 0010 0000 PS_Ypos DW ? ; Y Position to Print at\r
+ 0012 0000 PS_Xpos DW ? ; X position to Print at\r
+ 0014 0000 PS_Len DW ? ; Maximum Length of string to print\r
+ 0016 0000 0000 PS_Text DW ?,? ; Far Ptr to Text String\r
+ PS_STACK ENDS\r
+ \r
+ PUBLIC PRINT_STR\r
+ \r
+ 0975 PRINT_STR PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ 0975 55 1 PUSH BP ; Save R1\r
+ 0976 1E 2 PUSH DS ; Save R1\r
+ 0977 56 3 PUSH SI ; Save R1\r
+ 0978 57 4 PUSH DI ; Save R1\r
+ 0979 8B EC MOV BP, SP ; Set up Stack Frame\r
+ \r
+ 097B @PS_Print_It:\r
+ \r
+ 097B 8B 4E 14 MOV CX, [BP].PS_Len ; Get Remaining text Length\r
+ 097E E3 2F JCXZ @PS_Exit ; Exit when out of text\r
+ \r
+ 0980 C4 7E 16 LES DI, d [BP].PS_Text ; ES:DI -> Current Char in Text\r
+ 0983 26: 8A 05 MOV AL, ES:[DI] ; AL = Text Character\r
+ 0986 25 00FF AND AX, 00FFh ; Clear High Word\r
+ 0989 74 24 JZ @PS_Exit ; Exit if null character\r
+ \r
+ 098B FF 4E 14 DEC [BP].PS_Len ; Remaining Text length--\r
+ 098E FF 46 16 INC [BP].PS_Text ; Point to Next text char\r
+ \r
+ ; Set up Call to GPRINTC\r
+ \r
+ 0991 50 PUSH AX ; Set Character Parameter\r
+ 0992 8B 5E 12 MOV BX, [BP].PS_Xpos ; Get Xpos\r
+ 0995 53 PUSH BX ; Set Xpos Parameter\r
+ 0996 83 C3 08 ADD BX, 8 ; Advance 1 Char to Right\r
+ 0999 89 5E 12 MOV [BP].PS_Xpos, BX ; Save for next time through\r
+ \r
+ 099C 8B 5E 10 MOV BX, [BP].PS_Ypos ; Get Ypos\r
+ 099F 53 PUSH BX ; Set Ypos Parameter\r
+ \r
+ 09A0 8B 5E 0E MOV BX, [BP].PS_ColorF ; Get Text Color\r
+ 09A3 53 PUSH BX ; Set ColorF Parameter\r
+ \r
+ 09A4 8B 5E 0C MOV BX, [BP].PS_ColorB ; Get Background Color\r
+ 09A7 53 PUSH BX ; Set ColorB Parameter\r
+ \r
+ 09A8 9A ---- 07A3 R CALL f GPRINTC ; Print Character!\r
+ 09AD EB CC JMP s @PS_Print_It ; Process next character\r
+ \r
+ 09AF @PS_Exit:\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ 09AF 5F 1 POP DI ; Restore R1\r
+ 09B0 5E 2 POP SI ; Restore R1\r
+ 09B1 1F 3 POP DS ; Restore R1\r
+ 09B2 5D 4 POP BP ; Restore R1\r
+ 09B3 CA 000E RET 14 ; Exit and Clean up Stack\r
+ \r
+ 09B6 PRINT_STR ENDP\r
+ \r
+ \r
+ ;================================================================\r
+ ;TPRINT_STR (SEG String, MaxLen%, Xpos%, Ypos%, ColorF%, ColorB%)\r
+ ;================================================================\r
+ ;\r
+ ; Routine to quickly transparently Print a null terminated ASCII\r
+ ; string on the active display page up to a maximum length.\r
+ ;\r
+ ; ENTRY: String = Far Pointer to ASCII string to print\r
+ ; MaxLen = # of characters to print if no null found\r
+ ; Xpos = X position to draw Text at\r
+ ; Ypos = Y position of to draw Text at\r
+ ; ColorF = Color to draw text in\r
+ ;\r
+ ; EXIT: No meaningful values returned\r
+ ;\r
+ \r
+ 0018 TPS_STACK STRUC\r
+ 0000 0000 0000 0000 DW ?x4 ; DI, SI, DS, BP\r
+ 0000\r
+ 0008 00000000 DD ? ; Caller\r
+ 000C 0000 TPS_ColorF DW ? ; Text Color\r
+ 000E 0000 TPS_Ypos DW ? ; Y Position to Print at\r
+ 0010 0000 TPS_Xpos DW ? ; X position to Print at\r
+ 0012 0000 TPS_Len DW ? ; Maximum Length of string to print\r
+ 0014 0000 0000 TPS_Text DW ?,? ; Far Ptr to Text String\r
+ TPS_STACK ENDS\r
+ \r
+ PUBLIC TPRINT_STR\r
+ \r
+ 09B6 TPRINT_STR PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ 09B6 55 1 PUSH BP ; Save R1\r
+ 09B7 1E 2 PUSH DS ; Save R1\r
+ 09B8 56 3 PUSH SI ; Save R1\r
+ 09B9 57 4 PUSH DI ; Save R1\r
+ 09BA 8B EC MOV BP, SP ; Set up Stack Frame\r
+ \r
+ 09BC @TPS_Print_It:\r
+ \r
+ 09BC 8B 4E 12 MOV CX, [BP].TPS_Len ; Get Remaining text Length\r
+ 09BF E3 2B JCXZ @TPS_Exit ; Exit when out of text\r
+ \r
+ 09C1 C4 7E 14 LES DI, d [BP].TPS_Text ; ES:DI -> Current Char in Text\r
+ 09C4 26: 8A 05 MOV AL, ES:[DI] ; AL = Text Character\r
+ 09C7 25 00FF AND AX, 00FFh ; Clear High Word\r
+ 09CA 74 20 JZ @TPS_Exit ; Exit if null character\r
+ \r
+ 09CC FF 4E 12 DEC [BP].TPS_Len ; Remaining Text length--\r
+ 09CF FF 46 14 INC [BP].TPS_Text ; Point to Next text char\r
+ \r
+ ; Set up Call to TGPRINTC\r
+ \r
+ 09D2 50 PUSH AX ; Set Character Parameter\r
+ 09D3 8B 5E 10 MOV BX, [BP].TPS_Xpos ; Get Xpos\r
+ 09D6 53 PUSH BX ; Set Xpos Parameter\r
+ 09D7 83 C3 08 ADD BX, 8 ; Advance 1 Char to Right\r
+ 09DA 89 5E 10 MOV [BP].TPS_Xpos, BX ; Save for next time through\r
+ \r
+ 09DD 8B 5E 0E MOV BX, [BP].TPS_Ypos ; Get Ypos\r
+ 09E0 53 PUSH BX ; Set Ypos Parameter\r
+ \r
+ 09E1 8B 5E 0C MOV BX, [BP].TPS_ColorF ; Get Text Color\r
+ 09E4 53 PUSH BX ; Set ColorF Parameter\r
+ \r
+ 09E5 9A ---- 08A1 R CALL f TGPRINTC ; Print Character!\r
+ 09EA EB D0 JMP s @TPS_Print_It ; Process next character\r
+ \r
+ 09EC @TPS_Exit:\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ 09EC 5F 1 POP DI ; Restore R1\r
+ 09ED 5E 2 POP SI ; Restore R1\r
+ 09EE 1F 3 POP DS ; Restore R1\r
+ 09EF 5D 4 POP BP ; Restore R1\r
+ 09F0 CA 000C RET 12 ; Exit and Clean up Stack\r
+ \r
+ 09F3 TPRINT_STR ENDP\r
+ \r
+ \r
+ ;===========================================\r
+ ;SET_DISPLAY_FONT(SEG FontData, FontNumber%)\r
+ ;===========================================\r
+ ;\r
+ ; Allows the user to specify their own font data for\r
+ ; wither the lower or upper 128 characters.\r
+ ;\r
+ ; ENTRY: FontData = Far Pointer to Font Bitmaps\r
+ ; FontNumber = Which half of set this is\r
+ ; = 0, Lower 128 characters\r
+ ; = 1, Upper 128 characters\r
+ ;\r
+ ; EXIT: No meaningful values returned\r
+ ;\r
+ \r
+ 000C SDF_STACK STRUC\r
+ 0000 0000 DW ? ; BP\r
+ 0002 00000000 DD ? ; Caller\r
+ 0006 0000 SDF_Which DW ? ; Hi Table/Low Table Flag\r
+ 0008 00000000 SDF_Font DD ? ; Far Ptr to Font Table\r
+ SDF_STACK ENDS\r
+ \r
+ PUBLIC SET_DISPLAY_FONT\r
+ \r
+ 09F3 SET_DISPLAY_FONT PROC FAR\r
+ \r
+ 09F3 55 PUSH BP ; Preserve Registers\r
+ 09F4 8B EC MOV BP, SP ; Set up Stack Frame\r
+ \r
+ 09F6 C4 7E 08 LES DI, [BP].SDF_Font ; Get Far Ptr to Font\r
+ \r
+ 09F9 BE 0022 R MOV SI, o CHARSET_LOW ; Assume Lower 128 chars\r
+ 09FC F7 46 06 0001 TEST [BP].SDF_Which, 1 ; Font #1 selected?\r
+ 0A01 74 03 JZ @SDF_Set_Font ; If not, skip ahead\r
+ \r
+ 0A03 BE 0026 R MOV SI, o CHARSET_HI ; Ah, really it's 128-255\r
+ \r
+ 0A06 @SDF_Set_Font:\r
+ 0A06 89 3C MOV [SI], DI ; Set Font Pointer Offset\r
+ 0A08 8C 44 02 MOV [SI+2], ES ; Set Font Pointer Segment\r
+ \r
+ 0A0B 5D POP BP ; Restore Registers\r
+ 0A0C CA 0006 RET 6 ; We are Done.. Outa here\r
+ \r
+ 0A0F SET_DISPLAY_FONT ENDP\r
+ \r
+ \r
+ ; ===== BITMAP (SPRITE) DISPLAY ROUTINES =====\r
+ \r
+ ;======================================================\r
+ ;DRAW_BITMAP (SEG Image, Xpos%, Ypos%, Width%, Height%)\r
+ ;======================================================\r
+ ;\r
+ ; Draws a variable sized Graphics Bitmap such as a\r
+ ; picture or an Icon on the current Display Page in\r
+ ; Mode X. The Bitmap is stored in a linear byte array\r
+ ; corresponding to (0,0) (1,0), (2,0) .. (Width, Height)\r
+\fMicrosoft (R) Macro Assembler Version 6.11 06/22/14 14:00:02\r
+modex.asm Page 12 - 1\r
+\r
+\r
+ ; This is the same linear manner as mode 13h graphics.\r
+ ;\r
+ ; ENTRY: Image = Far Pointer to Bitmap Data\r
+ ; Xpos = X position to Place Upper Left pixel at\r
+ ; Ypos = Y position to Place Upper Left pixel at\r
+ ; Width = Width of the Bitmap in Pixels\r
+ ; Height = Height of the Bitmap in Pixels\r
+ ;\r
+ ; EXIT: No meaningful values returned\r
+ ;\r
+ \r
+ 0022 DB_STACK STRUC\r
+ 0000 0000 DB_LineO DW ? ; Offset to Next Line\r
+ 0002 0000 DB_PixCount DW ? ; (Minimum) # of Pixels/Line\r
+ 0004 0000 DB_Start DW ? ; Addr of Upper Left Pixel\r
+ 0006 0000 DB_PixSkew DW ? ; # of bytes to Adjust EOL\r
+ 0008 0000 DB_SkewFlag DW ? ; Extra Pix on Plane Flag\r
+ 000A 0000 0000 0000 DW ?x4 ; DI, SI, DS, BP\r
+ 0000\r
+ 0012 00000000 DD ? ; Caller\r
+ 0016 0000 DB_Height DW ? ; Height of Bitmap in Pixels\r
+ 0018 0000 DB_Width DW ? ; Width of Bitmap in Pixels\r
+ 001A 0000 DB_Ypos DW ? ; Y position to Draw Bitmap at\r
+ 001C 0000 DB_Xpos DW ? ; X position to Draw Bitmap at\r
+ 001E 00000000 DB_Image DD ? ; Far Pointer to Graphics Bitmap\r
+ DB_STACK ENDS\r
+ \r
+ PUBLIC DRAW_BITMAP\r
+ \r
+ 0A0F DRAW_BITMAP PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ 0A0F 55 1 PUSH BP ; Save R1\r
+ 0A10 1E 2 PUSH DS ; Save R1\r
+ 0A11 56 3 PUSH SI ; Save R1\r
+ 0A12 57 4 PUSH DI ; Save R1\r
+ 0A13 83 EC 0A SUB SP, 10 ; Allocate workspace\r
+ 0A16 8B EC MOV BP, SP ; Set up Stack Frame\r
+ \r
+ 0A18 C4 3E 0014 R LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
+ 0A1C FC CLD ; Direction Flag = Forward\r
+ \r
+ 0A1D 8B 46 1A MOV AX, [BP].DB_Ypos ; Get UL Corner Ypos\r
+ 0A20 F7 26 0000 R MUL SCREEN_WIDTH ; AX = Offset to Line Ypos\r
+ \r
+ 0A24 8B 5E 1C MOV BX, [BP].DB_Xpos ; Get UL Corner Xpos\r
+ 0A27 8A CB MOV CL, BL ; Save Plane # in CL\r
+ 0A29 C1 EB 02 SHR BX, 2 ; Xpos/4 = Offset Into Line\r
+ \r
+ 0A2C 03 F8 ADD DI, AX ; ES:DI -> Start of Line\r
+ 0A2E 03 FB ADD DI, BX ; ES:DI -> Upper Left Pixel\r
+ 0A30 89 7E 04 MOV [BP].DB_Start, DI ; Save Starting Addr\r
+ \r
+ ; Compute line to line offset\r
+ \r
+ 0A33 8B 5E 18 MOV BX, [BP].DB_Width ; Get Width of Image\r
+ 0A36 8B D3 MOV DX, BX ; Save Copy in DX\r
+ 0A38 C1 EB 02 SHR BX, 2 ; /4 = width in bands\r
+ 0A3B A1 0000 R MOV AX, SCREEN_WIDTH ; Get Screen Width\r
+ 0A3E 2B C3 SUB AX, BX ; - (Bitmap Width/4)\r
+ \r
+ 0A40 89 46 00 MOV [BP].DB_LineO, AX ; Save Line Width offset\r
+ 0A43 89 5E 02 MOV [BP].DB_PixCount, BX ; Minimum # pix to copy\r
+ \r
+ 0A46 83 E2 03 AND DX, PLANE_BITS ; Get "partial band" size (0-3)\r
+ 0A49 89 56 06 MOV [BP].DB_PixSkew, DX ; Also End of Line Skew\r
+ 0A4C 89 56 08 MOV [BP].DB_SkewFlag, DX ; Save as Flag/Count\r
+ \r
+ 0A4F 83 E1 03 AND CX, PLANE_BITS ; CL = Starting Plane #\r
+ 0A52 B8 1102 MOV AX, MAP_MASK_PLANE2 ; Plane Mask & Plane Select\r
+ 0A55 D2 E4 SHL AH, CL ; Select correct Plane\r
+ OUT_16 SC_Index, AX ; Select Plane...\r
+ 0A57 BA 03C4 1 MOV DX, SC_Index ; then Select Register\r
+ 0A5A EF 1 OUT DX, AX ; Set I/O Register(s)\r
+ 0A5B 8A FC MOV BH, AH ; BH = Saved Plane Mask\r
+ 0A5D B3 04 MOV BL, 4 ; BL = Planes to Copy\r
+ \r
+ 0A5F @DB_COPY_PLANE:\r
+ \r
+ 0A5F C5 76 1E LDS SI, [BP].DB_Image ; DS:SI-> Source Image\r
+ 0A62 8B 56 16 MOV DX, [BP].DB_Height ; # of Lines to Copy\r
+ 0A65 8B 7E 04 MOV DI, [BP].DB_Start ; ES:DI-> Dest pos\r
+ \r
+ 0A68 @DB_COPY_LINE:\r
+ 0A68 8B 4E 02 MOV CX, [BP].DB_PixCount ; Min # to copy\r
+ \r
+ 0A6B F6 C1 FC TEST CL, 0FCh ; 16+PixWide?\r
+ 0A6E 74 18 JZ @DB_COPY_REMAINDER ; Nope...\r
+ \r
+ ; Pixel Copy loop has been unrolled to x4\r
+ \r
+ 0A70 @DB_COPY_LOOP:\r
+ 0A70 A4 MOVSB ; Copy Bitmap Pixel\r
+ 0A71 83 C6 03 ADD SI, 3 ; Skip to Next Byte in same plane\r
+ 0A74 A4 MOVSB ; Copy Bitmap Pixel\r
+ 0A75 83 C6 03 ADD SI, 3 ; Skip to Next Byte in same plane\r
+ 0A78 A4 MOVSB ; Copy Bitmap Pixel\r
+ 0A79 83 C6 03 ADD SI, 3 ; Skip to Next Byte in same plane\r
+ 0A7C A4 MOVSB ; Copy Bitmap Pixel\r
+ 0A7D 83 C6 03 ADD SI, 3 ; Skip to Next Byte in same plane\r
+ \r
+ 0A80 80 E9 04 SUB CL, 4 ; Pixels to Copy=-4\r
+ 0A83 F6 C1 FC TEST CL, 0FCh ; 4+ Pixels Left?\r
+ 0A86 75 E8 JNZ @DB_COPY_LOOP ; if so, do another block\r
+ \r
+ 0A88 @DB_COPY_REMAINDER:\r
+ 0A88 E3 07 JCXZ @DB_NEXT_LINE ; Any Pixels left on line\r
+ \r
+ 0A8A @DB_COPY2:\r
+ 0A8A A4 MOVSB ; Copy Bitmap Pixel\r
+ 0A8B 83 C6 03 ADD SI,3 ; Skip to Next Byte in same plane\r
+ LOOPx CX, @DB_COPY2 ; Pixels to Copy--, Loop until done\r
+ 0A8E 49 1 DEC CX ; Counter--\r
+ 0A8F 75 F9 1 JNZ @DB_COPY2 ; Jump if not 0\r
+ \r
+ 0A91 @DB_NEXT_LINE:\r
+ \r
+ ; any Partial Pixels? (some planes only)\r
+ \r
+ 0A91 0B 4E 08 OR CX, [BP].DB_SkewFlag ; Get Skew Count\r
+ 0A94 74 03 JZ @DB_NEXT2 ; if no partial pixels\r
+ \r
+ 0A96 A4 MOVSB ; Copy Bitmap Pixel\r
+ 0A97 4F DEC DI ; Back up to align\r
+ 0A98 4E DEC SI ; Back up to align\r
+ \r
+ 0A99 @DB_NEXT2:\r
+ 0A99 03 76 06 ADD SI, [BP].DB_PixSkew ; Adjust Skew\r
+ 0A9C 03 7E 00 ADD DI, [BP].DB_LineO ; Set to Next Display Line\r
+ LOOPx DX, @DB_COPY_LINE ; Lines to Copy--, Loop if more\r
+ 0A9F 4A 1 DEC DX ; Counter--\r
+ 0AA0 75 C6 1 JNZ @DB_COPY_LINE ; Jump if not 0\r
+ \r
+ ; Copy Next Plane....\r
+ \r
+ 0AA2 FE CB DEC BL ; Planes to Go--\r
+ 0AA4 74 1B JZ @DB_Exit ; Hey! We are done\r
+ \r
+ 0AA6 D0 C7 ROL BH, 1 ; Next Plane in line...\r
+ OUT_8 SC_Data, BH ; Select Plane\r
+ 0AA8 BA 03C5 1 MOV DX, SC_Data ; then Select Register\r
+ 0AAB 8A C7 1 MOV AL, BH ; then Get Data Value\r
+ 0AAD EE 1 OUT DX, AL ; Set I/O Register\r
+ \r
+ 0AAE 3C 12 CMP AL, 12h ; Carry Set if AL=11h\r
+ 0AB0 83 56 04 00 ADC [BP].DB_Start, 0 ; Screen Addr =+Carry\r
+ 0AB4 FF 46 1E INC w [BP].DB_Image ; Start @ Next Byte\r
+ \r
+ 0AB7 83 6E 08 01 SUB [BP].DB_SkewFlag, 1 ; Reduce Planes to Skew\r
+ 0ABB 83 56 08 00 ADC [BP].DB_SkewFlag, 0 ; Back to 0 if it was -1\r
+ \r
+ 0ABF EB 9E JMP s @DB_COPY_PLANE ; Go Copy the Next Plane\r
+ \r
+ 0AC1 @DB_Exit:\r
+ 0AC1 83 C4 0A ADD SP, 10 ; Deallocate workspace\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ 0AC4 5F 1 POP DI ; Restore R1\r
+ 0AC5 5E 2 POP SI ; Restore R1\r
+ 0AC6 1F 3 POP DS ; Restore R1\r
+ 0AC7 5D 4 POP BP ; Restore R1\r
+ 0AC8 CA 000C RET 12 ; Exit and Clean up Stack\r
+ \r
+ 0ACB DRAW_BITMAP ENDP\r
+ \r
+ \r
+ ;=======================================================\r
+ ;TDRAW_BITMAP (SEG Image, Xpos%, Ypos%, Width%, Height%)\r
+ ;=======================================================\r
+ ;\r
+ ; Transparently Draws a variable sized Graphics Bitmap\r
+ ; such as a picture or an Icon on the current Display Page\r
+ ; in Mode X. Pixels with a value of 0 are not drawn,\r
+ ; leaving the previous "background" contents intact.\r
+ ;\r
+ ; The Bitmap format is the same as for the DRAW_BITMAP function.\r
+ ;\r
+ ; ENTRY: Image = Far Pointer to Bitmap Data\r
+ ; Xpos = X position to Place Upper Left pixel at\r
+ ; Ypos = Y position to Place Upper Left pixel at\r
+ ; Width = Width of the Bitmap in Pixels\r
+ ; Height = Height of the Bitmap in Pixels\r
+ ;\r
+ ; EXIT: No meaningful values returned\r
+ ;\r
+ \r
+ 0022 TB_STACK STRUC\r
+ 0000 0000 TB_LineO DW ? ; Offset to Next Line\r
+ 0002 0000 TB_PixCount DW ? ; (Minimum) # of Pixels/Line\r
+ 0004 0000 TB_Start DW ? ; Addr of Upper Left Pixel\r
+ 0006 0000 TB_PixSkew DW ? ; # of bytes to Adjust EOL\r
+ 0008 0000 TB_SkewFlag DW ? ; Extra Pix on Plane Flag\r
+ 000A 0000 0000 0000 DW ?x4 ; DI, SI, DS, BP\r
+ 0000\r
+ 0012 00000000 DD ? ; Caller\r
+ 0016 0000 TB_Height DW ? ; Height of Bitmap in Pixels\r
+ 0018 0000 TB_Width DW ? ; Width of Bitmap in Pixels\r
+ 001A 0000 TB_Ypos DW ? ; Y position to Draw Bitmap at\r
+ 001C 0000 TB_Xpos DW ? ; X position to Draw Bitmap at\r
+ 001E 00000000 TB_Image DD ? ; Far Pointer to Graphics Bitmap\r
+ TB_STACK ENDS\r
+ \r
+ PUBLIC TDRAW_BITMAP\r
+ \r
+ 0ACB TDRAW_BITMAP PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ 0ACB 55 1 PUSH BP ; Save R1\r
+ 0ACC 1E 2 PUSH DS ; Save R1\r
+ 0ACD 56 3 PUSH SI ; Save R1\r
+ 0ACE 57 4 PUSH DI ; Save R1\r
+ 0ACF 83 EC 0A SUB SP, 10 ; Allocate workspace\r
+ 0AD2 8B EC MOV BP, SP ; Set up Stack Frame\r
+ \r
+ 0AD4 C4 3E 0014 R LES DI, d CURRENT_PAGE ; Point to Active VGA Page\r
+ 0AD8 FC CLD ; Direction Flag = Forward\r
+ \r
+ 0AD9 8B 46 1A MOV AX, [BP].TB_Ypos ; Get UL Corner Ypos\r
+ 0ADC F7 26 0000 R MUL SCREEN_WIDTH ; AX = Offset to Line Ypos\r
+ \r
+ 0AE0 8B 5E 1C MOV BX, [BP].TB_Xpos ; Get UL Corner Xpos\r
+ 0AE3 8A CB MOV CL, BL ; Save Plane # in CL\r
+ 0AE5 C1 EB 02 SHR BX, 2 ; Xpos/4 = Offset Into Line\r
+ \r
+ 0AE8 03 F8 ADD DI, AX ; ES:DI -> Start of Line\r
+ 0AEA 03 FB ADD DI, BX ; ES:DI -> Upper Left Pixel\r
+ 0AEC 89 7E 04 MOV [BP].TB_Start, DI ; Save Starting Addr\r
+ \r
+ ; Compute line to line offset\r
+ \r
+ 0AEF 8B 5E 18 MOV BX, [BP].TB_Width ; Get Width of Image\r
+ 0AF2 8B D3 MOV DX, BX ; Save Copy in DX\r
+ 0AF4 C1 EB 02 SHR BX, 2 ; /4 = width in bands\r
+ 0AF7 A1 0000 R MOV AX, SCREEN_WIDTH ; Get Screen Width\r
+ 0AFA 2B C3 SUB AX, BX ; - (Bitmap Width/4)\r
+ \r
+ 0AFC 89 46 00 MOV [BP].TB_LineO, AX ; Save Line Width offset\r
+ 0AFF 89 5E 02 MOV [BP].TB_PixCount, BX ; Minimum # pix to copy\r
+ \r
+ 0B02 83 E2 03 AND DX, PLANE_BITS ; Get "partial band" size (0-3)\r
+ 0B05 89 56 06 MOV [BP].TB_PixSkew, DX ; Also End of Line Skew\r
+ 0B08 89 56 08 MOV [BP].TB_SkewFlag, DX ; Save as Flag/Count\r
+ \r
+ 0B0B 83 E1 03 AND CX, PLANE_BITS ; CL = Starting Plane #\r
+ 0B0E B8 1102 MOV AX, MAP_MASK_PLANE2 ; Plane Mask & Plane Select\r
+ 0B11 D2 E4 SHL AH, CL ; Select correct Plane\r
+ OUT_16 SC_Index, AX ; Select Plane...\r
+ 0B13 BA 03C4 1 MOV DX, SC_Index ; then Select Register\r
+ 0B16 EF 1 OUT DX, AX ; Set I/O Register(s)\r
+ 0B17 8A FC MOV BH, AH ; BH = Saved Plane Mask\r
+ 0B19 B3 04 MOV BL, 4 ; BL = Planes to Copy\r
+ \r
+\fMicrosoft (R) Macro Assembler Version 6.11 06/22/14 14:00:02\r
+modex.asm Page 13 - 1\r
+\r
+\r
+ 0B1B @TB_COPY_PLANE:\r
+ \r
+ 0B1B C5 76 1E LDS SI, [BP].TB_Image ; DS:SI-> Source Image\r
+ 0B1E 8B 56 16 MOV DX, [BP].TB_Height ; # of Lines to Copy\r
+ 0B21 8B 7E 04 MOV DI, [BP].TB_Start ; ES:DI-> Dest pos\r
+ \r
+ ; Here AH is set with the value to be considered\r
+ ; "Transparent". It can be changed!\r
+ \r
+ 0B24 B4 00 MOV AH, 0 ; Value to Detect 0\r
+ \r
+ 0B26 @TB_COPY_LINE:\r
+ 0B26 8B 4E 02 MOV CX, [BP].TB_PixCount ; Min # to copy\r
+ \r
+ 0B29 F6 C1 FC TEST CL, 0FCh ; 16+PixWide?\r
+ 0B2C 74 3A JZ @TB_COPY_REMAINDER ; Nope...\r
+ \r
+ ; Pixel Copy loop has been unrolled to x4\r
+ \r
+ 0B2E @TB_COPY_LOOP:\r
+ 0B2E AC LODSB ; Get Pixel Value in AL\r
+ 0B2F 83 C6 03 ADD SI, 3 ; Skip to Next Byte in same plane\r
+ 0B32 38 E0 CMP AL, AH ; It is "Transparent"?\r
+ 0B34 74 03 JE @TB_SKIP_01 ; Skip ahead if so\r
+ 0B36 26: 88 05 MOV ES:[DI], AL ; Copy Pixel to VGA screen\r
+ \r
+ 0B39 @TB_SKIP_01:\r
+ 0B39 AC LODSB ; Get Pixel Value in AL\r
+ 0B3A 83 C6 03 ADD SI, 3 ; Skip to Next Byte in same plane\r
+ 0B3D 38 E0 CMP AL, AH ; It is "Transparent"?\r
+ 0B3F 74 04 JE @TB_SKIP_02 ; Skip ahead if so\r
+ 0B41 26: 88 45 01 MOV ES:[DI+1], AL ; Copy Pixel to VGA screen\r
+ \r
+ 0B45 @TB_SKIP_02:\r
+ 0B45 AC LODSB ; Get Pixel Value in AL\r
+ 0B46 83 C6 03 ADD SI, 3 ; Skip to Next Byte in same plane\r
+ 0B49 38 E0 CMP AL, AH ; It is "Transparent"?\r
+ 0B4B 74 04 JE @TB_SKIP_03 ; Skip ahead if so\r
+ 0B4D 26: 88 45 02 MOV ES:[DI+2], AL ; Copy Pixel to VGA screen\r
+ \r
+ 0B51 @TB_SKIP_03:\r
+ 0B51 AC LODSB ; Get Pixel Value in AL\r
+ 0B52 83 C6 03 ADD SI, 3 ; Skip to Next Byte in same plane\r
+ 0B55 38 E0 CMP AL, AH ; It is "Transparent"?\r
+ 0B57 74 04 JE @TB_SKIP_04 ; Skip ahead if so\r
+ 0B59 26: 88 45 03 MOV ES:[DI+3], AL ; Copy Pixel to VGA screen\r
+ \r
+ 0B5D @TB_SKIP_04:\r
+ 0B5D 83 C7 04 ADD DI, 4 ; Adjust Pixel Write Location\r
+ 0B60 80 E9 04 SUB CL, 4 ; Pixels to Copy=-4\r
+ 0B63 F6 C1 FC TEST CL, 0FCh ; 4+ Pixels Left?\r
+ 0B66 75 C6 JNZ @TB_COPY_LOOP ; if so, do another block\r
+ \r
+ 0B68 @TB_COPY_REMAINDER:\r
+ 0B68 E3 0F JCXZ @TB_NEXT_LINE ; Any Pixels left on line\r
+ \r
+ 0B6A @TB_COPY2:\r
+ 0B6A AC LODSB ; Get Pixel Value in AL\r
+ 0B6B 83 C6 03 ADD SI, 3 ; Skip to Next Byte in same plane\r
+ 0B6E 38 E0 CMP AL, AH ; It is "Transparent"?\r
+ 0B70 74 03 JE @TB_SKIP_05 ; Skip ahead if so\r
+ 0B72 26: 88 05 MOV ES:[DI], AL ; Copy Pixel to VGA screen\r
+ \r
+ 0B75 @TB_SKIP_05:\r
+ 0B75 47 INC DI ; Advance Dest Addr\r
+ LOOPx CX, @TB_COPY2 ; Pixels to Copy--, Loop until done\r
+ 0B76 49 1 DEC CX ; Counter--\r
+ 0B77 75 F1 1 JNZ @TB_COPY2 ; Jump if not 0\r
+ \r
+ 0B79 @TB_NEXT_LINE:\r
+ \r
+ ; any Partial Pixels? (some planes only)\r
+ \r
+ 0B79 0B 4E 08 OR CX, [BP].TB_SkewFlag ; Get Skew Count\r
+ 0B7C 74 09 JZ @TB_NEXT2 ; if no partial pixels\r
+ \r
+ 0B7E AC LODSB ; Get Pixel Value in AL\r
+ 0B7F 4E DEC SI ; Backup to Align\r
+ 0B80 38 E0 CMP AL, AH ; It is "Transparent"?\r
+ 0B82 74 03 JE @TB_NEXT2 ; Skip ahead if so\r
+ 0B84 26: 88 05 MOV ES:[DI], AL ; Copy Pixel to VGA screen\r
+ \r
+ 0B87 @TB_NEXT2:\r
+ 0B87 03 76 06 ADD SI, [BP].TB_PixSkew ; Adjust Skew\r
+ 0B8A 03 7E 00 ADD DI, [BP].TB_LineO ; Set to Next Display Line\r
+ LOOPx DX, @TB_COPY_LINE ; Lines to Copy--, Loop if More\r
+ 0B8D 4A 1 DEC DX ; Counter--\r
+ 0B8E 75 96 1 JNZ @TB_COPY_LINE ; Jump if not 0\r
+ \r
+ ;Copy Next Plane....\r
+ \r
+ 0B90 FE CB DEC BL ; Planes to Go--\r
+ 0B92 74 1C JZ @TB_Exit ; Hey! We are done\r
+ \r
+ 0B94 D0 C7 ROL BH, 1 ; Next Plane in line...\r
+ OUT_8 SC_Data, BH ; Select Plane\r
+ 0B96 BA 03C5 1 MOV DX, SC_Data ; then Select Register\r
+ 0B99 8A C7 1 MOV AL, BH ; then Get Data Value\r
+ 0B9B EE 1 OUT DX, AL ; Set I/O Register\r
+ \r
+ 0B9C 3C 12 CMP AL, 12h ; Carry Set if AL=11h\r
+ 0B9E 83 56 04 00 ADC [BP].TB_Start, 0 ; Screen Addr =+Carry\r
+ 0BA2 FF 46 1E INC w [BP].TB_Image ; Start @ Next Byte\r
+ \r
+ 0BA5 83 6E 08 01 SUB [BP].TB_SkewFlag, 1 ; Reduce Planes to Skew\r
+ 0BA9 83 56 08 00 ADC [BP].TB_SkewFlag, 0 ; Back to 0 if it was -1\r
+ \r
+ 0BAD E9 FF6B JMP @TB_COPY_PLANE ; Go Copy the next Plane\r
+ \r
+ 0BB0 @TB_Exit:\r
+ 0BB0 83 C4 0A ADD SP, 10 ; Deallocate workspace\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ 0BB3 5F 1 POP DI ; Restore R1\r
+ 0BB4 5E 2 POP SI ; Restore R1\r
+ 0BB5 1F 3 POP DS ; Restore R1\r
+ 0BB6 5D 4 POP BP ; Restore R1\r
+ 0BB7 CA 000C RET 12 ; Exit and Clean up Stack\r
+ \r
+ 0BBA TDRAW_BITMAP ENDP\r
+ \r
+ \r
+ ; ==== VIDEO MEMORY to VIDEO MEMORY COPY ROUTINES =====\r
+ \r
+ ;==================================\r
+ ;COPY_PAGE (SourcePage%, DestPage%)\r
+ ;==================================\r
+ ;\r
+ ; Duplicate on display page onto another\r
+ ;\r
+ ; ENTRY: SourcePage = Display Page # to Duplicate\r
+ ; DestPage = Display Page # to hold copy\r
+ ;\r
+ ; EXIT: No meaningful values returned\r
+ ;\r
+ \r
+ 0010 CP_STACK STRUC\r
+ 0000 0000 0000 0000 DW ?x4 ; DI, SI, DS, BP\r
+ 0000\r
+ 0008 00000000 DD ? ; Caller\r
+ 000C 0000 CP_DestP DW ? ; Page to hold copied image\r
+ 000E 0000 CP_SourceP DW ? ; Page to Make copy from\r
+ CP_STACK ENDS\r
+ \r
+ PUBLIC COPY_PAGE\r
+ \r
+ 0BBA COPY_PAGE PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ 0BBA 55 1 PUSH BP ; Save R1\r
+ 0BBB 1E 2 PUSH DS ; Save R1\r
+ 0BBC 56 3 PUSH SI ; Save R1\r
+ 0BBD 57 4 PUSH DI ; Save R1\r
+ 0BBE 8B EC MOV BP, SP ; Set up Stack Frame\r
+ 0BC0 FC CLD ; Block Xfer Forwards\r
+ \r
+ ; Make sure Page #'s are valid\r
+ \r
+ 0BC1 8B 46 0E MOV AX, [BP].CP_SourceP ; Get Source Page #\r
+ 0BC4 3B 06 0004 R CMP AX, LAST_PAGE ; is it > Max Page #?\r
+ 0BC8 73 3D JAE @CP_Exit ; if so, abort\r
+ \r
+ 0BCA 8B 5E 0C MOV BX, [BP].CP_DestP ; Get Destination Page #\r
+ 0BCD 3B 1E 0004 R CMP BX, LAST_PAGE ; is it > Max Page #?\r
+ 0BD1 73 34 JAE @CP_Exit ; if so, abort\r
+ \r
+ 0BD3 3B C3 CMP AX, BX ; Pages #'s the same?\r
+ 0BD5 74 30 JE @CP_Exit ; if so, abort\r
+ \r
+ ; Setup DS:SI and ES:DI to Video Pages\r
+ \r
+ 0BD7 D1 E3 SHL BX, 1 ; Scale index to Word\r
+ 0BD9 8B BF 0006 R MOV DI, PAGE_ADDR[BX] ; Offset to Dest Page\r
+ \r
+ 0BDD 8B D8 MOV BX, AX ; Index to Source page\r
+ 0BDF D1 E3 SHL BX, 1 ; Scale index to Word\r
+ 0BE1 8B B7 0006 R MOV SI, PAGE_ADDR[BX] ; Offset to Source Page\r
+ \r
+ 0BE5 8B 0E 000E R MOV CX, PAGE_SIZE ; Get size of Page\r
+ 0BE9 A1 0016 R MOV AX, CURRENT_SEGMENT ; Get Video Mem Segment\r
+ 0BEC 8E C0 MOV ES, AX ; ES:DI -> Dest Page\r
+ 0BEE 8E D8 MOV DS, AX ; DS:SI -> Source Page\r
+ \r
+ ; Setup VGA registers for Mem to Mem copy\r
+ \r
+ OUT_16 GC_Index, LATCHES_ON ; Data from Latches = on\r
+ 0BF0 BA 03CE 1 MOV DX, GC_Index ; then Select Register\r
+ 0BF3 B8 0008 1 MOV AX, LATCHES_ON ; then Get Data Value\r
+ 0BF6 EF 1 OUT DX, AX ; Set I/O Register(s)\r
+ OUT_16 SC_Index, ALL_PLANES_ON ; Copy all Planes\r
+ 0BF7 BA 03C4 1 MOV DX, SC_Index ; then Select Register\r
+ 0BFA B8 0F02 1 MOV AX, ALL_PLANES_ON ; then Get Data Value\r
+ 0BFD EF 1 OUT DX, AX ; Set I/O Register(s)\r
+ \r
+ ; Note.. Do *NOT* use MOVSW or MOVSD - they will\r
+ ; Screw with the latches which are 8 bits x 4\r
+ \r
+ 0BFE F3/ A4 REP MOVSB ; Copy entire Page!\r
+ \r
+ ; Reset VGA for normal memory access\r
+ \r
+ OUT_16 GC_Index, LATCHES_OFF ; Data from Latches = off\r
+ 0C00 BA 03CE 1 MOV DX, GC_Index ; then Select Register\r
+ 0C03 B8 FF08 1 MOV AX, LATCHES_OFF ; then Get Data Value\r
+ 0C06 EF 1 OUT DX, AX ; Set I/O Register(s)\r
+ \r
+ 0C07 @CP_Exit:\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ 0C07 5F 1 POP DI ; Restore R1\r
+ 0C08 5E 2 POP SI ; Restore R1\r
+ 0C09 1F 3 POP DS ; Restore R1\r
+ 0C0A 5D 4 POP BP ; Restore R1\r
+ 0C0B CA 0004 RET 4 ; Exit and Clean up Stack\r
+ \r
+ 0C0E COPY_PAGE ENDP\r
+ \r
+ \r
+ ;==========================================================================\r
+ ;COPY_BITMAP (SourcePage%, X1%, Y1%, X2%, Y2%, DestPage%, DestX1%, DestY1%)\r
+ ;==========================================================================\r
+ ;\r
+ ; Copies a Bitmap Image from one Display Page to Another\r
+ ; This Routine is Limited to copying Images with the same\r
+ ; Plane Alignment. To Work: (X1 MOD 4) must = (DestX1 MOD 4)\r
+ ; Copying an Image to the Same Page is supported, but results\r
+ ; may be defined when the when the rectangular areas\r
+ ; (X1, Y1) - (X2, Y2) and (DestX1, DestY1) -\r
+ ; (DestX1+(X2-X1), DestY1+(Y2-Y1)) overlap...\r
+ ; No Paramter checking to done to insure that\r
+ ; X2 >= X1 and Y2 >= Y1. Be Careful...\r
+ ;\r
+ ; ENTRY: SourcePage = Display Page # with Source Image\r
+ ; X1 = Upper Left Xpos of Source Image\r
+ ; Y1 = Upper Left Ypos of Source Image\r
+ ; X2 = Lower Right Xpos of Source Image\r
+ ; Y2 = Lower Right Ypos of Source Image\r
+ ; DestPage = Display Page # to copy Image to\r
+ ; DestX1 = Xpos to Copy UL Corner of Image to\r
+ ; DestY1 = Ypos to Copy UL Corner of Image to\r
+ ;\r
+ ; EXIT: AX = Success Flag: 0 = Failure / -1= Success\r
+ ;\r
+ \r
+ 0020 CB_STACK STRUC\r
+ 0000 0000 CB_Height DW ? ; Height of Image in Lines\r
+ 0002 0000 CB_Width DW ? ; Width of Image in "bands"\r
+ 0004 0000 0000 0000 DW ?x4 ; DI, SI, DS, BP\r
+ 0000\r
+ 000C 00000000 DD ? ; Caller\r
+ 0010 0000 CB_DestY1 DW ? ; Destination Ypos\r
+ 0012 0000 CB_DestX1 DW ? ; Destination Xpos\r
+ 0014 0000 CB_DestP DW ? ; Page to Copy Bitmap To\r
+\fMicrosoft (R) Macro Assembler Version 6.11 06/22/14 14:00:02\r
+modex.asm Page 14 - 1\r
+\r
+\r
+ 0016 0000 CB_Y2 DW ? ; LR Ypos of Image\r
+ 0018 0000 CB_X2 DW ? ; LR Xpos of Image\r
+ 001A 0000 CB_Y1 DW ? ; UL Ypos of Image\r
+ 001C 0000 CB_X1 DW ? ; UL Xpos of Image\r
+ 001E 0000 CB_SourceP DW ? ; Page containing Source Bitmap\r
+ CB_STACK ENDS\r
+ \r
+ PUBLIC COPY_BITMAP\r
+ \r
+ 0C0E COPY_BITMAP PROC FAR\r
+ \r
+ PUSHx BP, DS, SI, DI ; Preserve Important Registers\r
+ 0C0E 55 1 PUSH BP ; Save R1\r
+ 0C0F 1E 2 PUSH DS ; Save R1\r
+ 0C10 56 3 PUSH SI ; Save R1\r
+ 0C11 57 4 PUSH DI ; Save R1\r
+ 0C12 83 EC 04 SUB SP, 4 ; Allocate WorkSpace on Stack\r
+ 0C15 8B EC MOV BP, SP ; Set up Stack Frame\r
+ \r
+ ; Prep Registers (and keep jumps short!)\r
+ \r
+ 0C17 8E 06 0016 R MOV ES, CURRENT_SEGMENT ; ES -> VGA Ram\r
+ 0C1B FC CLD ; Block Xfer Forwards\r
+ \r
+ ; Make sure Parameters are valid\r
+ \r
+ 0C1C 8B 5E 1E MOV BX, [BP].CB_SourceP ; Get Source Page #\r
+ 0C1F 3B 1E 0004 R CMP BX, LAST_PAGE ; is it > Max Page #?\r
+ 0C23 73 7D JAE @CB_Abort ; if so, abort\r
+ \r
+ 0C25 8B 4E 14 MOV CX, [BP].CB_DestP ; Get Destination Page #\r
+ 0C28 3B 0E 0004 R CMP CX, LAST_PAGE ; is it > Max Page #?\r
+ 0C2C 73 74 JAE @CB_Abort ; if so, abort\r
+ \r
+ 0C2E 8B 46 1C MOV AX, [BP].CB_X1 ; Get Source X1\r
+ 0C31 33 46 12 XOR AX, [BP].CB_DestX1 ; Compare Bits 0-1\r
+ 0C34 83 E0 03 AND AX, PLANE_BITS ; Check Plane Bits\r
+ 0C37 75 69 JNZ @CB_Abort ; They should cancel out\r
+ \r
+ ; Setup for Copy processing\r
+ \r
+ OUT_8 SC_INDEX, MAP_MASK ; Set up for Plane Select\r
+ 0C39 BA 03C4 1 MOV DX, SC_INDEX ; then Select Register\r
+ 0C3C B0 02 1 MOV AL, MAP_MASK ; then Get Data Value\r
+ 0C3E EE 1 OUT DX, AL ; Set I/O Register\r
+ OUT_16 GC_Index, LATCHES_ON ; Data from Latches = on\r
+ 0C3F BA 03CE 1 MOV DX, GC_Index ; then Select Register\r
+ 0C42 B8 0008 1 MOV AX, LATCHES_ON ; then Get Data Value\r
+ 0C45 EF 1 OUT DX, AX ; Set I/O Register(s)\r
+ \r
+ ; Compute Info About Images, Setup ES:SI & ES:DI\r
+ \r
+ 0C46 8B 46 16 MOV AX, [BP].CB_Y2 ; Height of Bitmap in lines\r
+ 0C49 2B 46 1A SUB AX, [BP].CB_Y1 ; is Y2 - Y1 + 1\r
+ 0C4C 40 INC AX ; (add 1 since were not 0 based)\r
+ 0C4D 89 46 00 MOV [BP].CB_Height, AX ; Save on Stack for later use\r
+ \r
+ 0C50 8B 46 18 MOV AX, [BP].CB_X2 ; Get # of "Bands" of 4 Pixels\r
+ 0C53 8B 56 1C MOV DX, [BP].CB_X1 ; the Bitmap Occupies as X2-X1\r
+ 0C56 C1 E8 02 SHR AX, 2 ; Get X2 Band (X2 / 4)\r
+ 0C59 C1 EA 02 SHR DX, 2 ; Get X1 Band (X1 / 4)\r
+ 0C5C 2B C2 SUB AX, DX ; AX = # of Bands - 1\r
+ 0C5E 40 INC AX ; AX = # of Bands\r
+ 0C5F 89 46 02 MOV [BP].CB_Width, AX ; Save on Stack for later use\r
+ \r
+ 0C62 D1 E3 SHL BX, 1 ; Scale Source Page to Word\r
+ 0C64 8B B7 0006 R MOV SI, PAGE_ADDR[BX] ; SI = Offset of Source Page\r
+ 0C68 8B 46 1A MOV AX, [BP].CB_Y1 ; Get Source Y1 Line\r
+ 0C6B F7 26 0000 R MUL SCREEN_WIDTH ; AX = Offset to Line Y1\r
+ 0C6F 03 F0 ADD SI, AX ; SI = Offset to Line Y1\r
+ 0C71 8B 46 1C MOV AX, [BP].CB_X1 ; Get Source X1\r
+ 0C74 C1 E8 02 SHR AX, 2 ; X1 / 4 = Byte offset\r
+ 0C77 03 F0 ADD SI, AX ; SI = Byte Offset to (X1,Y1)\r
+ \r
+ 0C79 8B D9 MOV BX, CX ; Dest Page Index to BX\r
+ 0C7B D1 E3 SHL BX, 1 ; Scale Source Page to Word\r
+ 0C7D 8B BF 0006 R MOV DI, PAGE_ADDR[BX] ; DI = Offset of Dest Page\r
+ 0C81 8B 46 10 MOV AX, [BP].CB_DestY1 ; Get Dest Y1 Line\r
+ 0C84 F7 26 0000 R MUL SCREEN_WIDTH ; AX = Offset to Line Y1\r
+ 0C88 03 F8 ADD DI, AX ; DI = Offset to Line Y1\r
+ 0C8A 8B 46 12 MOV AX, [BP].CB_DestX1 ; Get Dest X1\r
+ 0C8D C1 E8 02 SHR AX, 2 ; X1 / 4 = Byte offset\r
+ 0C90 03 F8 ADD DI, AX ; DI = Byte Offset to (D-X1,D-Y1)\r
+ \r
+ 0C92 8B 4E 02 MOV CX, [BP].CB_Width ; CX = Width of Image (Bands)\r
+ 0C95 49 DEC CX ; CX = 1?\r
+ 0C96 74 0F JE @CB_Only_One_Band ; 0 Means Image Width of 1 Band\r
+ \r
+ 0C98 8B 5E 1C MOV BX, [BP].CB_X1 ; Get Source X1\r
+ 0C9B 83 E3 03 AND BX, PLANE_BITS ; Aligned? (bits 0-1 = 00?)\r
+ 0C9E 74 70 JZ @CB_Check_Right ; if so, check right alignment\r
+ 0CA0 75 41 JNZ @CB_Left_Band ; not aligned? well..\r
+ \r
+ 0CA2 @CB_Abort:\r
+ CLR AX ; Return False (Failure)\r
+ 0CA2 33 C0 1 XOR AX, AX ; Set Register = 0\r
+ 0CA4 E9 00D7 JMP @CB_Exit ; and Finish Up\r
+ \r
+ ; Copy when Left & Right Clip Masks overlap...\r
+ \r
+ 0CA7 @CB_Only_One_Band:\r
+ 0CA7 8B 5E 1C MOV BX, [BP].CB_X1 ; Get Left Clip Mask\r
+ 0CAA 83 E3 03 AND BX, PLANE_BITS ; Mask out Row #\r
+ 0CAD 2E: 8A 87 0000 R MOV AL, Left_Clip_Mask[BX] ; Get Left Edge Mask\r
+ 0CB2 8B 5E 18 MOV BX, [BP].CB_X2 ; Get Right Clip Mask\r
+ 0CB5 83 E3 03 AND BX, PLANE_BITS ; Mask out Row #\r
+ 0CB8 2E: 22 87 0004 R AND AL, Right_Clip_Mask[BX] ; Get Right Edge Mask byte\r
+ \r
+ OUT_8 SC_Data, AL ; Clip For Left & Right Masks\r
+ 0CBD BA 03C5 1 MOV DX, SC_Data ; then Select Register\r
+ 0CC0 EE 1 OUT DX, AL ; Set I/O Register\r
+ \r
+ 0CC1 8B 4E 00 MOV CX, [BP].CB_Height ; CX = # of Lines to Copy\r
+ 0CC4 8B 16 0000 R MOV DX, SCREEN_WIDTH ; DX = Width of Screen\r
+ CLR BX ; BX = Offset into Image\r
+ 0CC8 33 DB 1 XOR BX, BX ; Set Register = 0\r
+ \r
+ 0CCA @CB_One_Loop:\r
+ 0CCA 26: 8A 00 MOV AL, ES:[SI+BX] ; Load Latches\r
+ 0CCD 26: 88 01 MOV ES:[DI+BX], AL ; Unload Latches\r
+ 0CD0 03 DA ADD BX, DX ; Advance Offset to Next Line\r
+ LOOPjz CX, @CB_One_Done ; Exit Loop if Finished\r
+ 0CD2 49 1 DEC CX ; Counter--\r
+ 0CD3 74 0B 1 JZ @CB_One_Done ; Jump if 0\r
+ \r
+ 0CD5 26: 8A 00 MOV AL, ES:[SI+BX] ; Load Latches\r
+ 0CD8 26: 88 01 MOV ES:[DI+BX], AL ; Unload Latches\r
+ 0CDB 03 DA ADD BX, DX ; Advance Offset to Next Line\r
+ LOOPx CX, @CB_One_Loop ; Loop until Finished\r
+ 0CDD 49 1 DEC CX ; Counter--\r
+ 0CDE 75 EA 1 JNZ @CB_One_Loop ; Jump if not 0\r
+ \r
+ 0CE0 @CB_One_Done:\r
+ 0CE0 E9 0094 JMP @CB_Finish ; Outa Here!\r
+ \r
+ ; Copy Left Edge of Bitmap\r
+ \r
+ 0CE3 @CB_Left_Band:\r
+ \r
+ OUT_8 SC_Data, Left_Clip_Mask[BX] ; Set Left Edge Plane Mask\r
+ 0CE3 BA 03C5 1 MOV DX, SC_Data ; then Select Register\r
+ 0CE6 2E: 8A 87 0000 R 1 MOV AL, Left_Clip_Mask[BX] ; then Get Data Value\r
+ 0CEB EE 1 OUT DX, AL ; Set I/O Register\r
+ \r
+ 0CEC 8B 4E 00 MOV CX, [BP].CB_Height ; CX = # of Lines to Copy\r
+ 0CEF 8B 16 0000 R MOV DX, SCREEN_WIDTH ; DX = Width of Screen\r
+ CLR BX ; BX = Offset into Image\r
+ 0CF3 33 DB 1 XOR BX, BX ; Set Register = 0\r
+ \r
+ 0CF5 @CB_Left_Loop:\r
+ 0CF5 26: 8A 00 MOV AL, ES:[SI+BX] ; Load Latches\r
+ 0CF8 26: 88 01 MOV ES:[DI+BX], AL ; Unload Latches\r
+ 0CFB 03 DA ADD BX, DX ; Advance Offset to Next Line\r
+ LOOPjz CX, @CB_Left_Done ; Exit Loop if Finished\r
+ 0CFD 49 1 DEC CX ; Counter--\r
+ 0CFE 74 0B 1 JZ @CB_Left_Done ; Jump if 0\r
+ \r
+ 0D00 26: 8A 00 MOV AL, ES:[SI+BX] ; Load Latches\r
+ 0D03 26: 88 01 MOV ES:[DI+BX], AL ; Unload Latches\r
+ 0D06 03 DA ADD BX, DX ; Advance Offset to Next Line\r
+ LOOPx CX, @CB_Left_Loop ; Loop until Finished\r
+ 0D08 49 1 DEC CX ; Counter--\r
+ 0D09 75 EA 1 JNZ @CB_Left_Loop ; Jump if not 0\r
+ \r
+ 0D0B @CB_Left_Done:\r
+ 0D0B 47 INC DI ; Move Dest Over 1 band\r
+ 0D0C 46 INC SI ; Move Source Over 1 band\r
+ 0D0D FF 4E 02 DEC [BP].CB_Width ; Band Width--\r
+ \r
+ ; Determine if Right Edge of Bitmap needs special copy\r
+ \r
+ 0D10 @CB_Check_Right:\r
+ 0D10 8B 5E 18 MOV BX, [BP].CB_X2 ; Get Source X2\r
+ 0D13 83 E3 03 AND BX, PLANE_BITS ; Aligned? (bits 0-1 = 11?)\r
+ 0D16 80 FB 03 CMP BL, 03h ; Plane = 3?\r
+ 0D19 74 2C JE @CB_Copy_Middle ; Copy the Middle then!\r
+ \r
+ ; Copy Right Edge of Bitmap\r
+ \r
+ 0D1B @CB_Right_Band:\r
+ \r
+ OUT_8 SC_Data, Right_Clip_Mask[BX] ; Set Right Edge Plane Mask\r
+ 0D1B BA 03C5 1 MOV DX, SC_Data ; then Select Register\r
+ 0D1E 2E: 8A 87 0004 R 1 MOV AL, Right_Clip_Mask[BX] ; then Get Data Value\r
+ 0D23 EE 1 OUT DX, AL ; Set I/O Register\r
+ \r
+ 0D24 FF 4E 02 DEC [BP].CB_Width ; Band Width--\r
+ 0D27 8B 4E 00 MOV CX, [BP].CB_Height ; CX = # of Lines to Copy\r
+ 0D2A 8B 16 0000 R MOV DX, SCREEN_WIDTH ; DX = Width of Screen\r
+ 0D2E 8B 5E 02 MOV BX, [BP].CB_Width ; BX = Offset to Right Edge\r
+ \r
+ 0D31 @CB_Right_Loop:\r
+ 0D31 26: 8A 00 MOV AL, ES:[SI+BX] ; Load Latches\r
+ 0D34 26: 88 01 MOV ES:[DI+BX], AL ; Unload Latches\r
+ 0D37 03 DA ADD BX, DX ; Advance Offset to Next Line\r
+ LOOPjz CX, @CB_Right_Done ; Exit Loop if Finished\r
+ 0D39 49 1 DEC CX ; Counter--\r
+ 0D3A 74 0B 1 JZ @CB_Right_Done ; Jump if 0\r
+ \r
+ 0D3C 26: 8A 00 MOV AL, ES:[SI+BX] ; Load Latches\r
+ 0D3F 26: 88 01 MOV ES:[DI+BX], AL ; Unload Latches\r
+ 0D42 03 DA ADD BX, DX ; Advance Offset to Next Line\r
+ LOOPx CX, @CB_Right_Loop ; Loop until Finished\r
+ 0D44 49 1 DEC CX ; Counter--\r
+ 0D45 75 EA 1 JNZ @CB_Right_Loop ; Jump if not 0\r
+ \r
+ 0D47 @CB_Right_Done:\r
+ \r
+ ; Copy the Main Block of the Bitmap\r
+ \r
+ 0D47 @CB_Copy_Middle:\r
+ \r
+ 0D47 8B 4E 02 MOV CX, [BP].CB_Width ; Get Width Remaining\r
+ 0D4A E3 2B JCXZ @CB_Finish ; Exit if Done\r
+ \r
+ OUT_8 SC_Data, ALL_PLANES ; Copy all Planes\r
+ 0D4C BA 03C5 1 MOV DX, SC_Data ; then Select Register\r
+ 0D4F B0 0F 1 MOV AL, ALL_PLANES ; then Get Data Value\r
+ 0D51 EE 1 OUT DX, AL ; Set I/O Register\r
+ \r
+ 0D52 8B 16 0000 R MOV DX, SCREEN_WIDTH ; Get Width of Screen minus\r
+ 0D56 2B D1 SUB DX, CX ; Image width (for Adjustment)\r
+ 0D58 8B 46 00 MOV AX, [BP].CB_Height ; AX = # of Lines to Copy\r
+ 0D5B 8B D9 MOV BX, CX ; BX = Quick REP reload count\r
+ 0D5D 8C C1 MOV CX, ES ; Move VGA Segment\r
+ 0D5F 8E D9 MOV DS, CX ; Into DS\r
+ \r
+ ; Actual Copy Loop. REP MOVSB does the work\r
+ \r
+ 0D61 @CB_Middle_Copy:\r
+ 0D61 8B CB MOV CX, BX ; Recharge Rep Count\r
+ 0D63 F3/ A4 REP MOVSB ; Move Bands\r
+ LOOPjz AX, @CB_Finish ; Exit Loop if Finished\r
+ 0D65 48 1 DEC AX ; Counter--\r
+ 0D66 74 0F 1 JZ @CB_Finish ; Jump if 0\r
+ \r
+ 0D68 03 F2 ADD SI, DX ; Adjust DS:SI to Next Line\r
+ 0D6A 03 FA ADD DI, DX ; Adjust ES:DI to Next Line\r
+ \r
+ 0D6C 8B CB MOV CX, BX ; Recharge Rep Count\r
+ 0D6E F3/ A4 REP MOVSB ; Move Bands\r
+ \r
+ 0D70 03 F2 ADD SI, DX ; Adjust DS:SI to Next Line\r
+ 0D72 03 FA ADD DI, DX ; Adjust ES:DI to Next Line\r
+ LOOPx AX, @CB_Middle_Copy ; Copy Lines until Done\r
+ 0D74 48 1 DEC AX ; Counter--\r
+ 0D75 75 EA 1 JNZ @CB_Middle_Copy ; Jump if not 0\r
+ \r
+ 0D77 @CB_Finish:\r
+ OUT_16 GC_Index, LATCHES_OFF ; Data from Latches = on\r
+ 0D77 BA 03CE 1 MOV DX, GC_Index ; then Select Register\r
+\fMicrosoft (R) Macro Assembler Version 6.11 06/22/14 14:00:02\r
+modex.asm Page 15 - 1\r
+\r
+\r
+ 0D7A B8 FF08 1 MOV AX, LATCHES_OFF ; then Get Data Value\r
+ 0D7D EF 1 OUT DX, AX ; Set I/O Register(s)\r
+ \r
+ 0D7E @CB_Exit:\r
+ 0D7E 83 C4 04 ADD SP, 04 ; Deallocate stack workspace\r
+ POPx DI, SI, DS, BP ; Restore Saved Registers\r
+ 0D81 5F 1 POP DI ; Restore R1\r
+ 0D82 5E 2 POP SI ; Restore R1\r
+ 0D83 1F 3 POP DS ; Restore R1\r
+ 0D84 5D 4 POP BP ; Restore R1\r
+ 0D85 CA 0010 RET 16 ; Exit and Clean up Stack\r
+ \r
+ 0D88 COPY_BITMAP ENDP\r
+ \r
+ END ; End of Code Segment\r
+\fMicrosoft (R) Macro Assembler Version 6.11 06/22/14 14:00:02\r
+modex.asm Symbols 16 - 1\r
+\r
+\r
+\r
+\r
+Macros:\r
+\r
+ N a m e Type\r
+\r
+CLR . . . . . . . . . . . . . . Proc\r
+LOOPjz . . . . . . . . . . . . . Proc\r
+LOOPx . . . . . . . . . . . . . Proc\r
+OUT_16 . . . . . . . . . . . . . Proc\r
+OUT_8 . . . . . . . . . . . . . Proc\r
+POPx . . . . . . . . . . . . . . Proc\r
+PUSHx . . . . . . . . . . . . . Proc\r
+\fMicrosoft (R) Macro Assembler Version 6.11 06/22/14 14:00:02\r
+modex.asm Symbols 17 - 1\r
+\r
+\r
+\r
+\r
+Structures and Unions:\r
+\r
+ N a m e Size\r
+ Offset Type\r
+\r
+CB_STACK . . . . . . . . . . . . 0020\r
+ CB_Height . . . . . . . . . . 0000 Word\r
+ CB_Width . . . . . . . . . . . 0002 Word\r
+ CB_DestY1 . . . . . . . . . . 0010 Word\r
+ CB_DestX1 . . . . . . . . . . 0012 Word\r
+ CB_DestP . . . . . . . . . . . 0014 Word\r
+ CB_Y2 . . . . . . . . . . . . 0016 Word\r
+ CB_X2 . . . . . . . . . . . . 0018 Word\r
+ CB_Y1 . . . . . . . . . . . . 001A Word\r
+ CB_X1 . . . . . . . . . . . . 001C Word\r
+ CB_SourceP . . . . . . . . . . 001E Word\r
+CP_STACK . . . . . . . . . . . . 0010\r
+ CP_DestP . . . . . . . . . . . 000C Word\r
+ CP_SourceP . . . . . . . . . . 000E Word\r
+CVS_STACK . . . . . . . . . . . 000A\r
+ CVS_COLOR . . . . . . . . . . 0008 Byte\r
+DB_STACK . . . . . . . . . . . . 0022\r
+ DB_LineO . . . . . . . . . . . 0000 Word\r
+ DB_PixCount . . . . . . . . . 0002 Word\r
+ DB_Start . . . . . . . . . . . 0004 Word\r
+ DB_PixSkew . . . . . . . . . . 0006 Word\r
+ DB_SkewFlag . . . . . . . . . 0008 Word\r
+ DB_Height . . . . . . . . . . 0016 Word\r
+ DB_Width . . . . . . . . . . . 0018 Word\r
+ DB_Ypos . . . . . . . . . . . 001A Word\r
+ DB_Xpos . . . . . . . . . . . 001C Word\r
+ DB_Image . . . . . . . . . . . 001E DWord\r
+DL_STACK . . . . . . . . . . . . 0014\r
+ DL_ColorF . . . . . . . . . . 000A Byte\r
+ DL_Ypos2 . . . . . . . . . . . 000C Word\r
+ DL_Xpos2 . . . . . . . . . . . 000E Word\r
+ DL_Ypos1 . . . . . . . . . . . 0010 Word\r
+ DL_Xpos1 . . . . . . . . . . . 0012 Word\r
+FB_STACK . . . . . . . . . . . . 0016\r
+ FB_Color . . . . . . . . . . . 000C Byte\r
+ FB_Ypos2 . . . . . . . . . . . 000E Word\r
+ FB_Xpos2 . . . . . . . . . . . 0010 Word\r
+ FB_Ypos1 . . . . . . . . . . . 0012 Word\r
+ FB_Xpos1 . . . . . . . . . . . 0014 Word\r
+GDR_STACK . . . . . . . . . . . 000E\r
+ GDR_Blue . . . . . . . . . . . 0006 Word\r
+ GDR_Green . . . . . . . . . . 0008 Word\r
+ GDR_Red . . . . . . . . . . . 000A Word\r
+ GDR_Register . . . . . . . . . 000C Byte\r
+GPC_STACK . . . . . . . . . . . 001E\r
+ GPC_Width . . . . . . . . . . 0000 Word\r
+ GPC_Lines . . . . . . . . . . 0002 Byte\r
+ GPC_T_SETS . . . . . . . . . . 0004 Word\r
+ GPC_T_SETO . . . . . . . . . . 0006 Word\r
+ GPC_ColorB . . . . . . . . . . 0014 Byte\r
+ GPC_ColorF . . . . . . . . . . 0016 Byte\r
+ GPC_Ypos . . . . . . . . . . . 0018 Word\r
+ GPC_Xpos . . . . . . . . . . . 001A Word\r
+ GPC_Char . . . . . . . . . . . 001C Byte\r
+LDR_STACK . . . . . . . . . . . 0014\r
+ LDR_Sync . . . . . . . . . . . 000A Word\r
+ LDR_EndReg . . . . . . . . . . 000C Byte\r
+ LDR_StartReg . . . . . . . . . 000E Byte\r
+ LDR_PalData . . . . . . . . . 0010 DWord\r
+Mode_Data_Table . . . . . . . . 000C\r
+ M_MiscR . . . . . . . . . . . 0000 Byte\r
+ M_Pages . . . . . . . . . . . 0001 Byte\r
+ M_XSize . . . . . . . . . . . 0002 Word\r
+ M_YSize . . . . . . . . . . . 0004 Word\r
+ M_XMax . . . . . . . . . . . . 0006 Word\r
+ M_YMax . . . . . . . . . . . . 0008 Word\r
+ M_CRTC . . . . . . . . . . . . 000A Word\r
+PS_STACK . . . . . . . . . . . . 001A\r
+ PS_ColorB . . . . . . . . . . 000C Word\r
+ PS_ColorF . . . . . . . . . . 000E Word\r
+ PS_Ypos . . . . . . . . . . . 0010 Word\r
+ PS_Xpos . . . . . . . . . . . 0012 Word\r
+ PS_Len . . . . . . . . . . . . 0014 Word\r
+ PS_Text . . . . . . . . . . . 0016 Word\r
+RDR_STACK . . . . . . . . . . . 0012\r
+ RDR_EndReg . . . . . . . . . . 000A Byte\r
+ RDR_StartReg . . . . . . . . . 000C Byte\r
+ RDR_PalData . . . . . . . . . 000E DWord\r
+RP_STACK . . . . . . . . . . . . 000C\r
+ RP_Ypos . . . . . . . . . . . 0008 Word\r
+ RP_Xpos . . . . . . . . . . . 000A Word\r
+SAP_STACK . . . . . . . . . . . 0008\r
+ SAP_Page . . . . . . . . . . . 0006 Word\r
+SDF_STACK . . . . . . . . . . . 000C\r
+ SDF_Which . . . . . . . . . . 0006 Word\r
+ SDF_Font . . . . . . . . . . . 0008 DWord\r
+SDP_STACK . . . . . . . . . . . 0008\r
+ SDP_Page . . . . . . . . . . . 0006 Word\r
+SDR_STACK . . . . . . . . . . . 000E\r
+ SDR_Blue . . . . . . . . . . . 0006 Byte\r
+ SDR_Green . . . . . . . . . . 0008 Byte\r
+ SDR_Red . . . . . . . . . . . 000A Byte\r
+ SDR_Register . . . . . . . . . 000C Byte\r
+SM_STACK . . . . . . . . . . . . 000A\r
+ SM_Mode . . . . . . . . . . . 0008 Word\r
+SP_STACK . . . . . . . . . . . . 000E\r
+ SETP_Color . . . . . . . . . . 0008 Byte\r
+ SETP_Ypos . . . . . . . . . . 000A Word\r
+ SETP_Xpos . . . . . . . . . . 000C Word\r
+SVM_STACK . . . . . . . . . . . 0016\r
+ SVM_Table . . . . . . . . . . 0000 Word\r
+ SVM_Pages . . . . . . . . . . 000E Word\r
+ SVM_Ysize . . . . . . . . . . 0010 Word\r
+ SVM_Xsize . . . . . . . . . . 0012 Word\r
+ SVM_Mode . . . . . . . . . . . 0014 Word\r
+SW_STACK . . . . . . . . . . . . 000C\r
+ SW_Ypos . . . . . . . . . . . 0006 Word\r
+ SW_Xpos . . . . . . . . . . . 0008 Word\r
+ SW_Page . . . . . . . . . . . 000A Word\r
+TB_STACK . . . . . . . . . . . . 0022\r
+ TB_LineO . . . . . . . . . . . 0000 Word\r
+ TB_PixCount . . . . . . . . . 0002 Word\r
+ TB_Start . . . . . . . . . . . 0004 Word\r
+ TB_PixSkew . . . . . . . . . . 0006 Word\r
+ TB_SkewFlag . . . . . . . . . 0008 Word\r
+ TB_Height . . . . . . . . . . 0016 Word\r
+ TB_Width . . . . . . . . . . . 0018 Word\r
+ TB_Ypos . . . . . . . . . . . 001A Word\r
+ TB_Xpos . . . . . . . . . . . 001C Word\r
+ TB_Image . . . . . . . . . . . 001E DWord\r
+TGP_STACK . . . . . . . . . . . 001C\r
+ TGP_Width . . . . . . . . . . 0000 Word\r
+ TGP_Lines . . . . . . . . . . 0002 Byte\r
+ TGP_T_SETS . . . . . . . . . . 0004 Word\r
+ TGP_T_SETO . . . . . . . . . . 0006 Word\r
+ TGP_ColorF . . . . . . . . . . 0014 Byte\r
+ TGP_Ypos . . . . . . . . . . . 0016 Word\r
+ TGP_Xpos . . . . . . . . . . . 0018 Word\r
+ TGP_Char . . . . . . . . . . . 001A Byte\r
+TPS_STACK . . . . . . . . . . . 0018\r
+ TPS_ColorF . . . . . . . . . . 000C Word\r
+ TPS_Ypos . . . . . . . . . . . 000E Word\r
+ TPS_Xpos . . . . . . . . . . . 0010 Word\r
+ TPS_Len . . . . . . . . . . . 0012 Word\r
+ TPS_Text . . . . . . . . . . . 0014 Word\r
+\fMicrosoft (R) Macro Assembler Version 6.11 06/22/14 14:00:02\r
+modex.asm Symbols 18 - 1\r
+\r
+\r
+\r
+\r
+Segments and Groups:\r
+\r
+ N a m e Size Length Align Combine Class\r
+\r
+DGROUP . . . . . . . . . . . . . GROUP\r
+_DATA . . . . . . . . . . . . . 16 Bit 0000 Word Public 'DATA' \r
+_BSS . . . . . . . . . . . . . . 16 Bit 002A Word Public 'BSS' \r
+MODEX_TEXT . . . . . . . . . . . 16 Bit 0D88 Word Public 'CODE' \r
+\fMicrosoft (R) Macro Assembler Version 6.11 06/22/14 14:00:02\r
+modex.asm Symbols 19 - 1\r
+\r
+\r
+\r
+\r
+Procedures, parameters and locals:\r
+\r
+ N a m e Type Value Attr\r
+\r
+CLEAR_VGA_SCREEN . . . . . . . . P Far 0280 MODEX_TEXT Length= 0022 Public\r
+COPY_BITMAP . . . . . . . . . . P Far 0C0E MODEX_TEXT Length= 017E Public\r
+COPY_PAGE . . . . . . . . . . . P Far 0BBA MODEX_TEXT Length= 0054 Public\r
+DRAW_BITMAP . . . . . . . . . . P Far 0A0F MODEX_TEXT Length= 00BC Public\r
+DRAW_LINE . . . . . . . . . . . P Far 040B MODEX_TEXT Length= 02A7 Public\r
+FILL_BLOCK . . . . . . . . . . . P Far 0300 MODEX_TEXT Length= 010B Public\r
+GET_ACTIVE_PAGE . . . . . . . . P Far 06E5 MODEX_TEXT Length= 0004 Public\r
+GET_DAC_REGISTER . . . . . . . . P Far 0641 MODEX_TEXT Length= 0025 Public\r
+GET_DISPLAY_PAGE . . . . . . . . P Far 0724 MODEX_TEXT Length= 0004 Public\r
+GET_X_OFFSET . . . . . . . . . . P Far 078D MODEX_TEXT Length= 0004 Public\r
+GET_Y_OFFSET . . . . . . . . . . P Far 0791 MODEX_TEXT Length= 0004 Public\r
+GPRINTC . . . . . . . . . . . . P Far 07A3 MODEX_TEXT Length= 00FE Public\r
+LOAD_DAC_REGISTERS . . . . . . . P Far 0666 MODEX_TEXT Length= 0037 Public\r
+PRINT_STR . . . . . . . . . . . P Far 0975 MODEX_TEXT Length= 0041 Public\r
+READ_DAC_REGISTERS . . . . . . . P Far 069D MODEX_TEXT Length= 002B Public\r
+READ_POINT . . . . . . . . . . . P Far 02D2 MODEX_TEXT Length= 002E Public\r
+SET_ACTIVE_PAGE . . . . . . . . P Far 06C8 MODEX_TEXT Length= 001D Public\r
+SET_DAC_REGISTER . . . . . . . . P Far 0624 MODEX_TEXT Length= 001D Public\r
+SET_DISPLAY_FONT . . . . . . . . P Far 09F3 MODEX_TEXT Length= 001C Public\r
+SET_DISPLAY_PAGE . . . . . . . . P Far 06E9 MODEX_TEXT Length= 003B Public\r
+SET_MODEX . . . . . . . . . . . P Far 0251 MODEX_TEXT Length= 002F Public\r
+SET_POINT . . . . . . . . . . . P Far 02A2 MODEX_TEXT Length= 0030 Public\r
+SET_VGA_MODEX . . . . . . . . . P Far 0104 MODEX_TEXT Length= 014D Public\r
+SET_WINDOW . . . . . . . . . . . P Far 0728 MODEX_TEXT Length= 0065 Public\r
+SYNC_DISPLAY . . . . . . . . . . P Far 0795 MODEX_TEXT Length= 000E Public\r
+TDRAW_BITMAP . . . . . . . . . . P Far 0ACB MODEX_TEXT Length= 00EF Public\r
+TGPRINTC . . . . . . . . . . . . P Far 08A1 MODEX_TEXT Length= 00D4 Public\r
+TPRINT_STR . . . . . . . . . . . P Far 09B6 MODEX_TEXT Length= 003D Public\r
+\fMicrosoft (R) Macro Assembler Version 6.11 06/22/14 14:00:02\r
+modex.asm Symbols 20 - 1\r
+\r
+\r
+\r
+\r
+Symbols:\r
+\r
+ N a m e Type Value Attr\r
+\r
+?x3 . . . . . . . . . . . . . . Text ?,?,?\r
+?x4 . . . . . . . . . . . . . . Text ?,?,?,?\r
+@CB_Abort . . . . . . . . . . . L Near 0CA2 MODEX_TEXT \r
+@CB_Check_Right . . . . . . . . L Near 0D10 MODEX_TEXT \r
+@CB_Copy_Middle . . . . . . . . L Near 0D47 MODEX_TEXT \r
+@CB_Exit . . . . . . . . . . . . L Near 0D7E MODEX_TEXT \r
+@CB_Finish . . . . . . . . . . . L Near 0D77 MODEX_TEXT \r
+@CB_Left_Band . . . . . . . . . L Near 0CE3 MODEX_TEXT \r
+@CB_Left_Done . . . . . . . . . L Near 0D0B MODEX_TEXT \r
+@CB_Left_Loop . . . . . . . . . L Near 0CF5 MODEX_TEXT \r
+@CB_Middle_Copy . . . . . . . . L Near 0D61 MODEX_TEXT \r
+@CB_One_Done . . . . . . . . . . L Near 0CE0 MODEX_TEXT \r
+@CB_One_Loop . . . . . . . . . . L Near 0CCA MODEX_TEXT \r
+@CB_Only_One_Band . . . . . . . L Near 0CA7 MODEX_TEXT \r
+@CB_Right_Band . . . . . . . . . L Near 0D1B MODEX_TEXT \r
+@CB_Right_Done . . . . . . . . . L Near 0D47 MODEX_TEXT \r
+@CB_Right_Loop . . . . . . . . . L Near 0D31 MODEX_TEXT \r
+@CP_Exit . . . . . . . . . . . . L Near 0C07 MODEX_TEXT \r
+@CodeSize . . . . . . . . . . . Number 0001h \r
+@DB_COPY2 . . . . . . . . . . . L Near 0A8A MODEX_TEXT \r
+@DB_COPY_LINE . . . . . . . . . L Near 0A68 MODEX_TEXT \r
+@DB_COPY_LOOP . . . . . . . . . L Near 0A70 MODEX_TEXT \r
+@DB_COPY_PLANE . . . . . . . . . L Near 0A5F MODEX_TEXT \r
+@DB_COPY_REMAINDER . . . . . . . L Near 0A88 MODEX_TEXT \r
+@DB_Exit . . . . . . . . . . . . L Near 0AC1 MODEX_TEXT \r
+@DB_NEXT2 . . . . . . . . . . . L Near 0A99 MODEX_TEXT \r
+@DB_NEXT_LINE . . . . . . . . . L Near 0A91 MODEX_TEXT \r
+@DL_BREZHAM . . . . . . . . . . L Near 04C7 MODEX_TEXT \r
+@DL_DeltaYOK2 . . . . . . . . . L Near 0515 MODEX_TEXT \r
+@DL_DeltaYOK . . . . . . . . . . L Near 04DC MODEX_TEXT \r
+@DL_DrawLeft . . . . . . . . . . L Near 051F MODEX_TEXT \r
+@DL_DrawRight . . . . . . . . . L Near 05A3 MODEX_TEXT \r
+@DL_EXIT2 . . . . . . . . . . . L Near 061E MODEX_TEXT \r
+@DL_EXIT . . . . . . . . . . . . L Near 04C4 MODEX_TEXT \r
+@DL_HORZ . . . . . . . . . . . . L Near 0433 MODEX_TEXT \r
+@DL_LONGLN . . . . . . . . . . . L Near 0461 MODEX_TEXT \r
+@DL_NOSWAP1 . . . . . . . . . . L Near 0428 MODEX_TEXT \r
+@DL_NOSWAP2 . . . . . . . . . . L Near 048C MODEX_TEXT \r
+@DL_SLLExit . . . . . . . . . . L Near 0563 MODEX_TEXT \r
+@DL_SLLL2nc . . . . . . . . . . L Near 0543 MODEX_TEXT \r
+@DL_SLLL3nc . . . . . . . . . . L Near 0558 MODEX_TEXT \r
+@DL_SLLLoop . . . . . . . . . . L Near 0537 MODEX_TEXT \r
+@DL_SLR2nc . . . . . . . . . . . L Near 05C5 MODEX_TEXT \r
+@DL_SLR3nc . . . . . . . . . . . L Near 05D9 MODEX_TEXT \r
+@DL_SLRExit . . . . . . . . . . L Near 05E3 MODEX_TEXT \r
+@DL_SLRLoop . . . . . . . . . . L Near 05B9 MODEX_TEXT \r
+@DL_STLExit . . . . . . . . . . L Near 05A1 MODEX_TEXT \r
+@DL_STLLoop . . . . . . . . . . L Near 0575 MODEX_TEXT \r
+@DL_STLnc2 . . . . . . . . . . . L Near 0588 MODEX_TEXT \r
+@DL_STLnc3 . . . . . . . . . . . L Near 059D MODEX_TEXT \r
+@DL_ShallowLeft . . . . . . . . L Near 0525 MODEX_TEXT \r
+@DL_ShallowRight . . . . . . . . L Near 05A7 MODEX_TEXT \r
+@DL_SteepLeft . . . . . . . . . L Near 0566 MODEX_TEXT \r
+@DL_SteepRight . . . . . . . . . L Near 05E5 MODEX_TEXT \r
+@DL_VLINE . . . . . . . . . . . L Near 0481 MODEX_TEXT \r
+@DL_VLoop . . . . . . . . . . . L Near 04B4 MODEX_TEXT \r
+@DL_XRSEG . . . . . . . . . . . L Near 0479 MODEX_TEXT \r
+@DP_WAIT0 . . . . . . . . . . . L Near 0706 MODEX_TEXT \r
+@DP_WAIT1 . . . . . . . . . . . L Near 071B MODEX_TEXT \r
+@DataSize . . . . . . . . . . . Number 0000h \r
+@FB_EXIT . . . . . . . . . . . . L Near 0404 MODEX_TEXT \r
+@FB_LEFT_CONT . . . . . . . . . L Near 037A MODEX_TEXT \r
+@FB_LEFT_LOOP . . . . . . . . . L Near 036A MODEX_TEXT \r
+@FB_L_PLANE_FLUSH . . . . . . . L Near 037C MODEX_TEXT \r
+@FB_MIDDLE_LOOP . . . . . . . . L Near 03C7 MODEX_TEXT \r
+@FB_NORMAL . . . . . . . . . . . L Near 034C MODEX_TEXT \r
+@FB_NOSWAP1 . . . . . . . . . . L Near 031F MODEX_TEXT \r
+@FB_NOSWAP2 . . . . . . . . . . L Near 0339 MODEX_TEXT \r
+@FB_ONE_BAND_ONLY . . . . . . . L Near 03D2 MODEX_TEXT \r
+@FB_ONE_LOOP . . . . . . . . . . L Near 03F4 MODEX_TEXT \r
+@FB_RIGHT_CONT . . . . . . . . . L Near 03B0 MODEX_TEXT \r
+@FB_RIGHT_LOOP . . . . . . . . . L Near 03A0 MODEX_TEXT \r
+@FB_RIGHT . . . . . . . . . . . L Near 037D MODEX_TEXT \r
+@FB_R_EDGE_FLUSH . . . . . . . . L Near 03B3 MODEX_TEXT \r
+@GPC_DECODE_CHAR_BYTE . . . . . L Near 080F MODEX_TEXT \r
+@GPC_EXIT . . . . . . . . . . . L Near 0897 MODEX_TEXT \r
+@GPC_LowChar . . . . . . . . . . L Near 07DB MODEX_TEXT \r
+@GPC_NEXT_LINE . . . . . . . . . L Near 0889 MODEX_TEXT \r
+@GPC_NO_LEFT0BITS . . . . . . . L Near 083C MODEX_TEXT \r
+@GPC_NO_LEFT1BITS . . . . . . . L Near 0831 MODEX_TEXT \r
+@GPC_NO_MIDDLE0BITS . . . . . . L Near 085E MODEX_TEXT \r
+@GPC_NO_MIDDLE1BITS . . . . . . L Near 0853 MODEX_TEXT \r
+@GPC_NO_RIGHT0BITS . . . . . . . L Near 0888 MODEX_TEXT \r
+@GPC_NO_RIGHT1BITS . . . . . . . L Near 087D MODEX_TEXT \r
+@GPC_Set_Char . . . . . . . . . L Near 07E3 MODEX_TEXT \r
+@Interface . . . . . . . . . . . Number 0000h \r
+@LDR_Load . . . . . . . . . . . L Near 0677 MODEX_TEXT \r
+@Model . . . . . . . . . . . . . Number 0004h \r
+@PS_Exit . . . . . . . . . . . . L Near 09AF MODEX_TEXT \r
+@PS_Print_It . . . . . . . . . . L Near 097B MODEX_TEXT \r
+@SAP_Exit . . . . . . . . . . . L Near 06E1 MODEX_TEXT \r
+@SDF_Set_Font . . . . . . . . . L Near 0A06 MODEX_TEXT \r
+@SDP_Exit . . . . . . . . . . . L Near 0720 MODEX_TEXT \r
+@SD_WAIT0 . . . . . . . . . . . L Near 0798 MODEX_TEXT \r
+@SD_WAIT1 . . . . . . . . . . . L Near 079D MODEX_TEXT \r
+@SMX_Exit . . . . . . . . . . . L Near 027B MODEX_TEXT \r
+@STRLoop . . . . . . . . . . . . L Near 05F4 MODEX_TEXT \r
+@STRnc2 . . . . . . . . . . . . L Near 0606 MODEX_TEXT \r
+@STRnc3 . . . . . . . . . . . . L Near 061A MODEX_TEXT \r
+@SVM_BadModeSetup . . . . . . . L Near 015C MODEX_TEXT \r
+@SVM_Continue . . . . . . . . . L Near 0161 MODEX_TEXT \r
+@SVM_EXIT . . . . . . . . . . . L Near 0247 MODEX_TEXT \r
+@SVM_Set_Data . . . . . . . . . L Near 01AA MODEX_TEXT \r
+@SVM_Set_Pages . . . . . . . . . L Near 0207 MODEX_TEXT \r
+@SVM_Setup_CRTC . . . . . . . . L Near 019D MODEX_TEXT \r
+@SVM_Setup_Table . . . . . . . . L Near 0193 MODEX_TEXT \r
+@SW_Exit . . . . . . . . . . . . L Near 0789 MODEX_TEXT \r
+@SW_WAIT0 . . . . . . . . . . . L Near 0761 MODEX_TEXT \r
+@SW_WAIT1 . . . . . . . . . . . L Near 0776 MODEX_TEXT \r
+@TB_COPY2 . . . . . . . . . . . L Near 0B6A MODEX_TEXT \r
+@TB_COPY_LINE . . . . . . . . . L Near 0B26 MODEX_TEXT \r
+@TB_COPY_LOOP . . . . . . . . . L Near 0B2E MODEX_TEXT \r
+@TB_COPY_PLANE . . . . . . . . . L Near 0B1B MODEX_TEXT \r
+@TB_COPY_REMAINDER . . . . . . . L Near 0B68 MODEX_TEXT \r
+@TB_Exit . . . . . . . . . . . . L Near 0BB0 MODEX_TEXT \r
+@TB_NEXT2 . . . . . . . . . . . L Near 0B87 MODEX_TEXT \r
+@TB_NEXT_LINE . . . . . . . . . L Near 0B79 MODEX_TEXT \r
+@TB_SKIP_01 . . . . . . . . . . L Near 0B39 MODEX_TEXT \r
+@TB_SKIP_02 . . . . . . . . . . L Near 0B45 MODEX_TEXT \r
+@TB_SKIP_03 . . . . . . . . . . L Near 0B51 MODEX_TEXT \r
+@TB_SKIP_04 . . . . . . . . . . L Near 0B5D MODEX_TEXT \r
+@TB_SKIP_05 . . . . . . . . . . L Near 0B75 MODEX_TEXT \r
+@TGP_DECODE_CHAR_BYTE . . . . . L Near 090D MODEX_TEXT \r
+@TGP_EXIT . . . . . . . . . . . L Near 096B MODEX_TEXT \r
+@TGP_LowChar . . . . . . . . . . L Near 08D9 MODEX_TEXT \r
+@TGP_NEXT_LINE . . . . . . . . . L Near 095E MODEX_TEXT \r
+@TGP_NO_LEFT1BITS . . . . . . . L Near 092D MODEX_TEXT \r
+@TGP_NO_MIDDLE1BITS . . . . . . L Near 0941 MODEX_TEXT \r
+@TGP_NO_RIGHT1BITS . . . . . . . L Near 095D MODEX_TEXT \r
+@TGP_Set_Char . . . . . . . . . L Near 08E1 MODEX_TEXT \r
+@TPS_Exit . . . . . . . . . . . L Near 09EC MODEX_TEXT \r
+@TPS_Print_It . . . . . . . . . L Near 09BC MODEX_TEXT \r
+@code . . . . . . . . . . . . . Text MODEX_TEXT\r
+@data . . . . . . . . . . . . . Text DGROUP\r
+@fardata? . . . . . . . . . . . Text FAR_BSS\r
+@fardata . . . . . . . . . . . . Text FAR_DATA\r
+@stack . . . . . . . . . . . . . Text DGROUP\r
+ACTIVE_PAGE . . . . . . . . . . Word 0012 _BSS \r
+ALL_PLANES_ON . . . . . . . . . Number 0F02h \r
+ALL_PLANES . . . . . . . . . . . Number 000Fh \r
+ASYNC_RESET . . . . . . . . . . Number 0100h \r
+ATTRIB_Ctrl . . . . . . . . . . Number 03C0h \r
+CHAIN4_OFF . . . . . . . . . . . Number 0604h \r
+CHARSET_HI . . . . . . . . . . . Word 0026 _BSS \r
+CHARSET_LOW . . . . . . . . . . Word 0022 _BSS \r
+CHAR_BITS . . . . . . . . . . . Number 000Fh \r
+CRTC_Data . . . . . . . . . . . Number 03D5h \r
+CRTC_Index . . . . . . . . . . . Number 03D4h \r
+CURRENT_MOFFSET . . . . . . . . Word 001C _BSS \r
+CURRENT_PAGE . . . . . . . . . . Word 0014 _BSS \r
+CURRENT_SEGMENT . . . . . . . . Word 0016 _BSS \r
+CURRENT_XOFFSET . . . . . . . . Word 0018 _BSS \r
+CURRENT_YOFFSET . . . . . . . . Word 001A _BSS \r
+Char_Plane_Data . . . . . . . . Byte 0008 MODEX_TEXT \r
+DAC_READ_ADDR . . . . . . . . . Number 03C7h \r
+DAC_WRITE_ADDR . . . . . . . . . Number 03C8h \r
+DISPLAY_PAGE . . . . . . . . . . Word 0010 _BSS \r
+False . . . . . . . . . . . . . Number 0000h \r
+GC_Index . . . . . . . . . . . . Number 03CEh \r
+GET_CHAR_PTR . . . . . . . . . . Number 1130h \r
+INPUT_1 . . . . . . . . . . . . Number 03DAh \r
+LAST_PAGE . . . . . . . . . . . Word 0004 _BSS \r
+LATCHES_OFF . . . . . . . . . . Number FF08h \r
+LATCHES_ON . . . . . . . . . . . Number 0008h \r
+Left_Clip_Mask . . . . . . . . . Byte 0000 MODEX_TEXT \r
+MAP_MASK_PLANE1 . . . . . . . . Number 0102h \r
+MAP_MASK_PLANE2 . . . . . . . . Number 1102h \r
+MAP_MASK . . . . . . . . . . . . Number 0002h \r
+MAX_XOFFSET . . . . . . . . . . Word 001E _BSS \r
+MAX_YOFFSET . . . . . . . . . . Word 0020 _BSS \r
+MISC_OUTPUT . . . . . . . . . . Number 03C2h \r
+MODE_200_Tall . . . . . . . . . L Near 0044 MODEX_TEXT \r
+MODE_240_Tall . . . . . . . . . L Near 0054 MODEX_TEXT \r
+MODE_320_Wide . . . . . . . . . L Near 0028 MODEX_TEXT \r
+MODE_320x200 . . . . . . . . . . L Near 0074 MODEX_TEXT \r
+MODE_320x240 . . . . . . . . . . L Near 00BC MODEX_TEXT \r
+MODE_320x400 . . . . . . . . . . L Near 0086 MODEX_TEXT \r
+MODE_320x480 . . . . . . . . . . L Near 00CE MODEX_TEXT \r
+MODE_360_Wide . . . . . . . . . L Near 0036 MODEX_TEXT \r
+MODE_360x200 . . . . . . . . . . L Near 00E0 MODEX_TEXT \r
+MODE_360x240 . . . . . . . . . . L Near 0098 MODEX_TEXT \r
+MODE_360x400 . . . . . . . . . . L Near 00F2 MODEX_TEXT \r
+MODE_360x480 . . . . . . . . . . L Near 00AA MODEX_TEXT \r
+MODE_400_Tall . . . . . . . . . L Near 0044 MODEX_TEXT \r
+MODE_480_Tall . . . . . . . . . L Near 0054 MODEX_TEXT \r
+MODE_Double_Line . . . . . . . . L Near 0020 MODEX_TEXT \r
+MODE_Single_Line . . . . . . . . L Near 0018 MODEX_TEXT \r
+MODE_TABLE . . . . . . . . . . . L Near 0064 MODEX_TEXT \r
+NUM_MODES . . . . . . . . . . . Number 0008h \r
+PAGE_ADDR . . . . . . . . . . . Word 0006 _BSS \r
+PAGE_SIZE . . . . . . . . . . . Word 000E _BSS \r
+PEL_DATA_REG . . . . . . . . . . Number 03C9h \r
+PIXEL_PAN_REG . . . . . . . . . Number 0033h \r
+PLANE_BITS . . . . . . . . . . . Number 0003h \r
+READ_MAP . . . . . . . . . . . . Number 0004h \r
+ROM_8x8_Hi . . . . . . . . . . . Number 0004h \r
+ROM_8x8_Lo . . . . . . . . . . . Number 0003h \r
+Right_Clip_Mask . . . . . . . . Byte 0004 MODEX_TEXT \r
+SCREEN_HEIGHT . . . . . . . . . Word 0002 _BSS \r
+SCREEN_WIDTH . . . . . . . . . . Word 0000 _BSS \r
+SC_Data . . . . . . . . . . . . Number 03C5h \r
+SC_Index . . . . . . . . . . . . Number 03C4h \r
+SEQU_RESTART . . . . . . . . . . Number 0300h \r
+START_DISP_HI . . . . . . . . . Number 000Ch \r
+START_DISP_LO . . . . . . . . . Number 000Dh \r
+True . . . . . . . . . . . . . . Number -0001h \r
+VERT_RETRACE . . . . . . . . . . Number 0008h \r
+VGA_Segment . . . . . . . . . . Number A000h \r
+b . . . . . . . . . . . . . . . Text BYTE PTR\r
+d . . . . . . . . . . . . . . . Text DWORD PTR\r
+f . . . . . . . . . . . . . . . Text FAR PTR\r
+nil . . . . . . . . . . . . . . Number 0000h \r
+o . . . . . . . . . . . . . . . Text OFFSET\r
+s . . . . . . . . . . . . . . . Text SHORT\r
+w . . . . . . . . . . . . . . . Text WORD PTR\r
+\r
+ 0 Warnings\r
+ 0 Errors\r
--- /dev/null
+\r
+PACKING LIST FOR MODEX104\r
+\r
+DIRECTORY: \ - The Mode X Library versoon 1.04 \r
+\r
+ASM BAT 26 05-14-93 6:00p - Batch File to Assemble MODEX.ASM\r
+MODE-X TXT 2135 05-14-93 6:00p - File Describing MODE X Routines\r
+MODEX ASM 117039 05-14-93 6:00p - Assembly source to Mode X Library\r
+MODEX BI 3238 05-14-93 6:00p - Include File for BASIC/PDS\r
+MODEX H 2943 05-14-93 6:00p - Include File for C/C++\r
+MODEX OBJ 5208 05-14-93 6:00p - The Mode X Library\r
+README DOC 3259 05-14-93 6:00p - Information on this Product\r
+PACKING LST 4767 05-14-93 6:00p - This File\r
+\r
+DIRECTORY: \DEMOS - Mode X Demos\r
+\r
+CHARDEMO EXE 13066 05-14-93 6:00p - Demo of Multiple Fonts & Color Cycling\r
+TEST6 EXE 19990 05-14-93 6:00p - Main Mode X Demo\r
+ROM_8X8 FNT 1024 05-14-93 6:00p - Font for CHARDEMO.EXE\r
+SPACEAGE FNT 1024 05-14-93 6:00p - Font for CHARDEMO.EXE\r
+SYSTEM FNT 1024 05-14-93 6:00p - Font for CHARDEMO.EXE\r
+\r
+DIRECTORY: \DEMOS\BASIC7 - Demo Sources for Microsoft BASIC 7.1 (PDS)\r
+\r
+MAKE-LIB BAT 166 05-14-93 6:00p - Batch File to make MODEX.LIB/.QLB\r
+MODEX BI 3238 05-14-93 6:00p - Include File for MODE X Library\r
+MODEX LIB 7189 05-14-93 6:00p - Mode X & Utility Libraries for QBX\r
+MODEX OBJ 5208 05-14-93 6:00p - Mode X Library - Object File\r
+MODEX QLB 11141 05-14-93 6:00p - Mode X & Utility Quick Library\r
+TEST6 BAS 12733 05-14-93 6:00p - Main Demo Source Code (TEST6.EXE)\r
+UASM-BC7 BAT 43 05-14-93 6:00p - Batch file to Make UTILS.OBJ for QBX\r
+UTILS ASM 8506 05-14-93 6:00p - Basic Utilities - Assembler source\r
+UTILS BI 2028 05-14-93 6:00p - Basic Utilities - Basic Includes\r
+UTILS OBJ 681 05-14-93 6:00p - Basic Utilities - Object File\r
+CHARDEMO BAS 3431 05-14-93 6:00p - Source to CHARDEMO.EXE\r
+\r
+DIRECTORY: \DEMOS\C - Demo Sources for Borland C/C++\r
+\r
+C_UTILS ASM 8782 05-14-93 6:00p - C Utilities - Assembler source\r
+C_UTILS H 2623 05-14-93 6:00p - C Utilities - C Includes\r
+C_UTILS OBJ 648 05-14-93 6:00p - C Utilities - Object File\r
+MODEX H 2943 05-14-93 6:00p - Mode X Library C Incldues\r
+MODEX OBJ 5208 05-14-93 6:00p - Mode X Library\r
+UTLS-ASM BAT 36 05-14-93 6:00p - Batch File to Make C_UTILS.OBJ\r
+X-DEMO C 15085 05-14-93 6:00p - Source to Main Demo (TEST6) in C\r
+X-DEMO EXE 41090 05-14-93 6:00p - C Version of Main Demo\r
+X-DEMO PRJ 5188 05-14-93 6:00p - Borland C Project file\r
+\r
+DIRECTORY: \DEMOS\PASCAL - Demo Sources for Turbo Pascal\r
+\r
+TEST5 PAS 15873 05-14-93 6:00p - Source for a TP Version of TEST6.EXE\r
+\r
+DIRECTORY: \DEMOS\QB45 - Demo Sources for Microsoft QuickBASIC 4.5\r
+\r
+MAKE-LIB BAT 164 05-14-93 6:00p - Batch File to make MODEX.LIB/.QLB\r
+MODEX BI 3238 05-14-93 6:00p - Include File for MODE X Library\r
+MODEX LIB 7189 05-14-93 6:00p - Mode X & Utility Libraries for QB45\r
+MODEX OBJ 5208 05-14-93 6:00p - Mode X Library - Object File\r
+MODEX QLB 9739 05-14-93 6:00p - Mode X & Utility Quick Library/QB45\r
+TEST6A BAS 12743 05-14-93 6:00p - Main Demo Source Code (TEST6.EXE)\r
+TEST6A EXE 40544 05-14-93 6:00p - QB45 Version of Main Demo\r
+UASM-QB4 BAT 30 05-14-93 6:00p - Batch file to Make UTILS.OBJ for QB45\r
+UTILS ASM 8506 05-14-93 6:00p - Basic Utilities - Assembler source\r
+UTILS BI 2028 05-14-93 6:00p - Basic Utilities - Basic Includes\r
+UTILS OBJ 628 05-14-93 6:00p - Basic Utilities - Object File\r
+\r
+DIRECTORY: \FONTEDIT - Font Editor\r
+\r
+CSEDIT EXE 39242 05-14-93 6:00p - Font Editor Program\r
+CSEDIT DOC 8629 05-14-93 6:00p - Font Editor Documentation\r
+CHARSETS CS 2144 05-14-93 6:00p - Internal Fonts for Editor\r
+MOUSEIMG CS 128 05-14-93 6:00p - Mouse Pointers for Editor\r
+PALETTE CS 768 05-14-93 6:00p - Palette for Editor\r
+INVERSE FNT 1024 05-14-93 6:00p - Sample Font\r
+ROM_8X8 FNT 1024 05-14-93 6:00p - Sample Font\r
+SPACEAGE FNT 1024 05-14-93 6:00p - Sample Font\r
+SYSTEM FNT 1024 05-14-93 6:00p - Sample Font\r
+\r
+DIRECTORY: \PALEDIT - Palette Editor\r
+\r
+PALEDIT EXE 31954 05-14-93 6:00p - Palette Editor Program\r
+PALEDIT DOC 6688 05-14-93 6:00p - Palette Editor Documentation\r
+CHARSETS CS 2144 05-14-93 6:00p - Internal Fonts for Editor\r
+MOUSEIMG CS 128 05-14-93 6:00p - Mouse Pointers for Editor\r
+GAMECOLR PAL 768 05-14-93 6:00p - Sample Palette\r
+PRIME PAL 768 05-14-93 6:00p - Sample Palette\r
+RGB PAL 768 05-14-93 6:00p - Sample Palette\r
--- /dev/null
+ \r
+PALEDIT - A Simple VGA 256 Color Palette Editor\r
+ \r
+ \r
+PALEDIT is distributed with MODEXnnn.ZIP, the general purpose MODE X\r
+Library for VGA Graphics.\r
+ \r
+WHAT YOU NEED TO RUN PALEDIT:\r
+ \r
+ * A Vga Monitor\r
+ * A Microsoft Compatible Mouse\r
+ \r
+ A Mouse is most definitely required, as the keyboard is used for\r
+ nothing except entering file names.\r
+ \r
+FILES NEEDED IN THE CURRENT DIRECTORY:\r
+ \r
+ PALEDIT.EXE - The Palette Editor Program\r
+ CHARSETS.CS - The Palette Editor's Internal Fonts\r
+ MOUSEIMG.CS - The Palette Editor's Mouse Pointer\r
+ \r
+SAMPLE PALETTE FILE THAT SHOULD BE INCLUDED:\r
+ \r
+ RGB.PAL - A Simple Palette with Reds, Greens, and Blues\r
+ PRIME.PAL - A Simple Palette\r
+ GAMECOLR.PAL - A Bright Palette from a Game of mine.\r
+ \r
+WHAT IT EDITS:\r
+ \r
+ The VGA DAC Registers, all 256 of them.\r
+ \r
+HOW IT WORKS/FEATURES:\r
+ \r
+ PALEDIT allows the user to see the entire VGA Palette of 256 colors\r
+ and select and modify the RED, GREEN, and BLUE values of any individual\r
+ color (DAC) register. The entire group of 256 colors can be saved to\r
+ a disk file for later retrieval.\r
+ \r
+ Individual "SLIDERS" show the current RED, GREEN, and BLUE color\r
+ components of the current color and allow them to be changed.\r
+ \r
+ The Following operations can be performed.\r
+ \r
+ * Raise, Lower, and set the RED, GREEN, or BLUE components.\r
+ * Copy the current RGB values to another Color (DAC) Register\r
+ * Brighten the selected color\r
+ * Darken and selected color\r
+ * Reset the selected color to its original state\r
+ * Blend an entire range of colors, creating a smooth\r
+ Transition from one color to another\r
+ * Optionally Lock out the first 16 colors to prevent\r
+ Accidental Modification\r
+ \r
+DESCRIPTION OF OBJECTS/FEATURES FROM THE TOP DOWN:\r
+ \r
+ COLOR SLIDERS: In the upper left of the screen there are\r
+ Three Rectangular Boxes: One for each primary color:\r
+ RED, GREEN, and BLUE. Each Box has an arrow at each\r
+ end, and a scale bar in the middle, connecting the two\r
+ arrows. The scale bar is much like a thermometer,\r
+ indicating how much of that color is in the selected\r
+ color. To the right of each Box, the name of the color\r
+ is indicated, along with the content color in the form\r
+ of a number from 0 to 63; where 0 means none of that\r
+ color goes into making the selected color, and 63 means\r
+ that the selected color is saturated with that color.\r
+ \r
+ Clicking the mouse on the slider's left arrow box will\r
+ decrease the amount of that primary color in the selected\r
+ color. Holding the mouse button down will reduce the\r
+ color value all the way to 0.\r
+ \r
+ Clicking the mouse on the slider's right arrow box will\r
+ increase the amount of that primary color in the selected\r
+ color. Holding the mouse button down will increase the\r
+ color value all the way to 63.\r
+ \r
+ Clicking the mouse on the scale bar will set the amount\r
+ of that primary color to the value the represents that\r
+ position on the slider.\r
+ \r
+ LOCK Button: Clicking the button toggles the lockout of the\r
+ first 16 colors. When they are locked out, they can not\r
+ be modified, and when selected the word "LOCKED" will\r
+ appear below the color # on the Color Information Display.\r
+ \r
+ LOAD Button: Clicking this button will load the Palette file\r
+ that is named in the Palette File name box. If no name is\r
+ given or no such file exists, then nothing will be loaded.\r
+ \r
+ SAVE Button: Clicking this button will save the current Palette\r
+ in a file using the name given in the Palette File Name Box.\r
+ If a Valid name is not provided, nothing will be saved.\r
+ \r
+ QUIT Button: Clicking this button will return you to DOS.\r
+ Nothing is saved, and no confirmation is given.\r
+ \r
+ \r
+ Color Information Display: This Box is on the left side of the\r
+ Screen, below the Color Sliders. It shows the number of the\r
+ currently selected color (from 0 to 255) and indicates if\r
+ that color is locked. To the right of this box is a big\r
+ square showing the current color.\r
+ \r
+ LIGHTER Button: Clicking this button will make the selected\r
+ color brighter.\r
+ \r
+ DARKER Button: Clicking this button will make the selected\r
+ color darker.\r
+ \r
+ RESET Button: Clicking this button will restore the selected\r
+ color to the value it had when it was first selected.\r
+ \r
+ BLEND Button: Clicking this button will let you Blend a range\r
+ of colors together. One end of the range of colors is the\r
+ currently selected color. After Clicking the BLEND button.\r
+ You must click on the color at the other end of the range\r
+ in the Palette Display Box. All of the colors in between\r
+ those two colors will be changed to represent a gradual\r
+ transition from the color at one end to the color at the\r
+ other end.\r
+ \r
+ PALETTE FILE NAME BOX: This Text Box is used to enter the name\r
+ of a Palette file to load or the name to save the current\r
+ Palette as. Just click on the Box, and it will change color\r
+ and a flashing cursor will appear. Now you type in a filename\r
+ or edit the existing filename. Press <RETURN> or click\r
+ outside the text box to end editing.\r
+ \r
+ PALETTE DISPLAY BOX: This Box shows all 256 colors in an array\r
+ of 32 by 8 color blocks. The Currently Selected Color will\r
+ have a Box around it. Clicking on a color with the Left\r
+ Mouse button will make that color the new currently selected\r
+ color. Clicking on a color with the Right Mouse Button will\r
+ copy the color value from the old selected color to it, before\r
+ it is made the new selected color.\r
+ \r
+ Message Bar: At the very bottom of the screen, this Bar will display\r
+ information and messages for various functions.\r
+ \r
+PALETTE FILE FORMAT:\r
+ \r
+ BINARY image, in order of VGA DAC (Color) Number. 3 Bytes Per\r
+ Color, 256 Colors. 768 Bytes total. The Files will be exactly\r
+ 768 bytes in size.\r
+ \r
+ COLOR:\r
+ RED: 1 BYTE\r
+ GREEN: 1 BYTE\r
+ BLUE: 1 BYTE\r
+ \r
+ PALETTE: Array (0 to 255) of COLOR\r
+ \r
+COMMENTS, QUESTIONS, BUG REPORTS, etc:\r
+ \r
+ Send the to the Author: Matt Pritchard\r
+ \r
+ Through the 80xxx Fidonet Echo or\r
+ \r
+ Matt Pritchard\r
+ P.O. Box 140264\r
+ Irving, TX 75014\r
+ \r
+CREDITS:\r
+ \r
+ This Palette Editor was written in QuickBASIC 4.5\r
--- /dev/null
+\r
+=========================================================================\r
+ þ þ þþþþþ þþþþ þþþþþ þ þ þ þþþþþ þ þ \r
+ þþ þþ þ þ þ þ þ þ þ þþ þ þ þ þ\r
+ þ þ þ þ þ þ þ þþþþ þ þ þ þ þ þþþþþ\r
+ þ þ þ þ þ þ þ þ þ þ þ þ þ\r
+ þ þ þþþþþ þþþþ þþþþþ þ þ þþþþþ þþ þþþþþ þ\r
+=========================================================================\r
+ MODE X 1.04\r
+=========================================================================\r
+ Library & Editors by Matt Pritchard: Release 1.04 on 14 Mar 93\r
+=========================================================================\r
+\r
+MODEX104 is a library of high performance assembler routines for setting,\r
+accessing, and manipulating the Undocumented 256 Color Modes available in\r
+all VGA adaptors.\r
+\r
+MODEX104 includes the following elements:\r
+\r
+ MODE X Library - A library of MODE X routines written in assembly.\r
+\r
+ FONT EDITOR - An editor for creating and modifying fonts for use by\r
+ The MODE X Library.\r
+\r
+ PALETTE EDITOR - An editor for creating and modifying palettes for\r
+ use in VGA 256 Color modes.\r
+\r
+ MODE X Demos - Programs that show off the various features of the\r
+ MODE X Library\r
+\r
+ MODE X Demo Source - The Full source code for the MODE X Demos for \r
+ the following Languages: Microsoft QuickBASIC 4.5,\r
+ Microsoft BASIC 7.1 PDS, Borland C/C++ 3.1,\r
+ and Borland Turbo Pascal.\r
+\r
+THE LEGAL STUFF:\r
+\r
+ The Mode X Library has been placed into the Public Domain by the\r
+ Author (Matt Pritchard). The Font Editor and Palette Editor are also\r
+ placed into the Public Domain by the Author (Matt Pritchard). The\r
+ Source Code to the above editors is not in the Public Domain.\r
+\r
+ The Mode X Demos and the Mode X Demo Sources have been placed into the\r
+ Public domain by the Author (Matt Pritchard).\r
+\r
+ The Mode X Library may be used freely in any non commerical product.\r
+ It would be nice if the author was credited for the contribution, \r
+ but it is not necessary. No $$$ involved.\r
+ \r
+ The Mode X Library may be used freely in a commercial product, *IF*\r
+ the author (Matt Pritchard) is credited for the contribution. That's\r
+ it. No $$$ involved.\r
+\r
+ The Mode X Library should not be re-sold or modified and re-sold.\r
+ No fee in excess of $5 should be charged for duplication of this\r
+ Library.\r
+\r
+CONTRIBUTORS: The following people have contributed to this effort.\r
+\r
+ Michael Abrash - He told us all how to do it in the first place.\r
+ Scott Wyatt - He ported the Main Demo code to Turbo Pascal.\r
+\r
+THE AUTHOR:\r
+\r
+ The author of MODEX104 is Matt Pritchard.\r
+ All Questions and correspondance can be directed to:\r
+\r
+ "Matt Pritchard" on Fido Net ECHO Conference: 80xxx\r
+\r
+ or mailed to: Matt Pritchard\r
+ P.O. Box 140264\r
+ Irving, TX 75014-0264\r
+\r
+ Questions, Inquiries, Comments, Donations, etc are quite welcome.\r
+\r
+\r