From: sparky4 Date: Sat, 17 May 2014 21:52:24 +0000 (-0500) Subject: modified: 16/dos_gfx.cpp X-Git-Url: http://4ch.mooo.com/gitweb/?a=commitdiff_plain;h=54bce552ab1df8726450dce94ffeff37456f9566;p=16.git modified: 16/dos_gfx.cpp modified: 16/modex105/DEMOS/C/C_UTILS.H new file: 16/modex105/DEMOS/C/MODEX.ASM modified: 16/modex105/DEMOS/C/UTLS-ASM.BAT --- diff --git a/16/DOS_GFX.EXE b/16/DOS_GFX.EXE deleted file mode 100644 index 1f9808ce..00000000 Binary files a/16/DOS_GFX.EXE and /dev/null differ diff --git a/16/dos_gfx.cpp b/16/dos_gfx.cpp index 836382c8..fcedc7c1 100644 --- a/16/dos_gfx.cpp +++ b/16/dos_gfx.cpp @@ -626,7 +626,8 @@ int main(void) // puts("Press a key when ready..."); // getch(); - setvideo(1); +//++++0000 setvideo(1); +mxInit(); // screen savers /*while(d!=0){ // on! @@ -647,7 +648,9 @@ int main(void) } //end of screen savers doTest(); - setvideo(0); +//++++0000 setvideo(0); +mxTerm(); +mxGetVersion(); puts("Where to next? It's your move! wwww"); printf("bakapi ver. 1.04.09.01\nis made by sparky4i†ƒÖ…j feel free to use it ^^\nLicence: GPL v2\n"); return 0; diff --git a/16/modex105/DEMOS/C/C_UTILS.H b/16/modex105/DEMOS/C/C_UTILS.H index ed0e188f..051d4027 100644 --- a/16/modex105/DEMOS/C/C_UTILS.H +++ b/16/modex105/DEMOS/C/C_UTILS.H @@ -114,4 +114,5 @@ void far pascal init_random (void); int far pascal int_sqr (int X, int Round); int far pascal timer_count (void); -#endif \ No newline at end of file +#endif + diff --git a/16/modex105/DEMOS/C/MODEX.ASM b/16/modex105/DEMOS/C/MODEX.ASM new file mode 100644 index 00000000..2985fd80 --- /dev/null +++ b/16/modex105/DEMOS/C/MODEX.ASM @@ -0,0 +1,3295 @@ +;======================================================== +; MODEX.ASM - A Complete Mode X Library +; +; Version 1.04 Release, 3 May 1993, By Matt Pritchard +; With considerable input from Michael Abrash +; +; The following information is donated to the public domain in +; the hopes that save other programmers much frustration. +; +; If you do use this code in a product, it would be nice if +; you include a line like "Mode X routines by Matt Pritchard" +; in the credits. +; +; ========================================================= +; +; All of this code is designed to be assembled with MASM 5.10a +; but TASM 3.0 could be used as well. +; +; The routines contained are designed for use in a MEDIUM model +; program. All Routines are FAR, and is assumed that a DGROUP +; data segment exists and that DS will point to it on entry. +; +; For all routines, the AX, BX, CX, DX, ES and FLAGS registers +; will not be preserved, while the DS, BP, SI and DI registers +; will be preserved. +; +; Unless specifically noted, All Parameters are assumed to be +; "PASSED BY VALUE". That is, the actual value is placed on +; the stack. When a reference is passed it is assumed to be +; a near pointer to a variable in the DGROUP segment. +; +; Routines that return a single 16-Bit integer value will +; return that value in the AX register. +; +; This code will *NOT* run on an 8086/8088 because 80286+ +; specific instructions are used. If you have an 8088/86 +; and VGA, you can buy an 80386-40 motherboard for about +; $160 and move into the 90's. +; +; This code is reasonably optimized: Most drawing loops have +; been unrolled once and memory references are minimized by +; keeping stuff in registers when possible. +; +; Error Trapping varies by Routine. No Clipping is performed +; so the caller should verify that all coordinates are valid. +; +; Several Macros are used to simplify common 2 or 3 instruction +; sequences. Several Single letter Text Constants also +; simplify common assembler expressions like "WORD PTR". +; +; ------------------ Mode X Variations ------------------ +; +; Mode # Screen Size Max Pages Aspect Ratio (X:Y) +; +; 0 320 x 200 4 Pages 1.2:1 +; 1 320 x 400 2 Pages 2.4:1 +; 2 360 x 200 3 Pages 1.35:1 +; 3 360 x 400 1 Page 2.7:1 +; 4 320 x 240 3 Pages 1:1 +; 5 320 x 480 1 Page 2:1 +; 6 360 x 240 3 Pages 1.125:1 +; 7 360 x 480 1 Page 2.25:1 +; +; -------------------- The Legal Stuff ------------------ +; +; No warranty, either written or implied, is made as to +; the accuracy and usability of this code product. Use +; at your own risk. Batteries not included. Pepperoni +; and extra cheese available for an additional charge. +; +; ----------------------- The Author -------------------- +; +; Matt Pritchard is a paid programmer who'd rather be +; writing games. He can be reached at: P.O. Box 140264, +; Irving, TX 75014 USA. Michael Abrash is a living +; god, who now works for Bill Gates (Microsoft). +; +; -------------------- Revision History ----------------- +; 4-12-93: v1.02 - SET_POINT & READ_POINT now saves DI +; SET_MODEX now saves SI +; 5-3-93: v1.04 - added LOAD_DAC_REGISTERS and +; READ_DAC_REGISTERS. Expanded CLR Macro +; to handle multiple registers +; + + PAGE 255, 132 + + .MODEL Medium + .286 + + ; ===== MACROS ===== + + ; Macro to OUT a 16 bit value to an I/O port + +OUT_16 MACRO Register, Value + IFDIFI , ; If DX not setup + MOV DX, Register ; then Select Register + ENDIF + IFDIFI , ; If AX not setup + MOV AX, Value ; then Get Data Value + ENDIF + OUT DX, AX ; Set I/O Register(s) +ENDM + + ; Macro to OUT a 8 bit value to an I/O Port + +OUT_8 MACRO Register, Value + IFDIFI , ; If DX not setup + MOV DX, Register ; then Select Register + ENDIF + IFDIFI , ; If AL not Setup + MOV AL, Value ; then Get Data Value + ENDIF + OUT DX, AL ; Set I/O Register +ENDM + + ; macros to PUSH and POP multiple registers + +PUSHx MACRO R1, R2, R3, R4, R5, R6, R7, R8 + IFNB + PUSH R1 ; Save R1 + PUSHx R2, R3, R4, R5, R6, R7, R8 + ENDIF +ENDM + +POPx MACRO R1, R2, R3, R4, R5, R6, R7, R8 + IFNB + POP R1 ; Restore R1 + POPx R2, R3, R4, R5, R6, R7, R8 + ENDIF +ENDM + + ; Macro to Clear Registers to 0 + +CLR MACRO Register, R2, R3, R4, R5, R6 + IFNB + XOR Register, Register ; Set Register = 0 + CLR R2, R3, R4, R5, R6 + ENDIF +ENDM + + ; Macros to Decrement Counter & Jump on Condition + +LOOPx MACRO Register, Destination + DEC Register ; Counter-- + JNZ Destination ; Jump if not 0 +ENDM + +LOOPjz MACRO Register, Destination + DEC Register ; Counter-- + JZ Destination ; Jump if 0 +ENDM + + + ; ===== General Constants ===== + + False EQU 0 + True EQU -1 + nil EQU 0 + + b EQU BYTE PTR + w EQU WORD PTR + d EQU DWORD PTR + o EQU OFFSET + f EQU FAR PTR + s EQU SHORT + ?x4 EQU + ?x3 EQU + + ; ===== VGA Register Values ===== + + VGA_Segment EQU 0A000h ; Vga Memory Segment + + ATTRIB_Ctrl EQU 03C0h ; VGA Attribute Controller + GC_Index EQU 03CEh ; VGA Graphics Controller + SC_Index EQU 03C4h ; VGA Sequencer Controller + SC_Data EQU 03C5h ; VGA Sequencer Data Port + CRTC_Index EQU 03D4h ; VGA CRT Controller + CRTC_Data EQU 03D5h ; VGA CRT Controller Data + MISC_OUTPUT EQU 03C2h ; VGA Misc Register + INPUT_1 EQU 03DAh ; Input Status #1 Register + + DAC_WRITE_ADDR EQU 03C8h ; VGA DAC Write Addr Register + DAC_READ_ADDR EQU 03C7h ; VGA DAC Read Addr Register + PEL_DATA_REG EQU 03C9h ; VGA DAC/PEL data Register R/W + + PIXEL_PAN_REG EQU 033h ; Attrib Index: Pixel Pan Reg + MAP_MASK EQU 002h ; Sequ Index: Write Map Mask reg + READ_MAP EQU 004h ; GC Index: Read Map Register + START_DISP_HI EQU 00Ch ; CRTC Index: Display Start Hi + START_DISP_LO EQU 00Dh ; CRTC Index: Display Start Lo + + MAP_MASK_PLANE1 EQU 00102h ; Map Register + Plane 1 + MAP_MASK_PLANE2 EQU 01102h ; Map Register + Plane 1 + ALL_PLANES_ON EQU 00F02h ; Map Register + All Bit Planes + + CHAIN4_OFF EQU 00604h ; Chain 4 mode Off + ASYNC_RESET EQU 00100h ; (A)synchronous Reset + SEQU_RESTART EQU 00300h ; Sequencer Restart + + LATCHES_ON EQU 00008h ; Bit Mask + Data from Latches + LATCHES_OFF EQU 0FF08h ; Bit Mask + Data from CPU + + VERT_RETRACE EQU 08h ; INPUT_1: Vertical Retrace Bit + PLANE_BITS EQU 03h ; Bits 0-1 of Xpos = Plane # + ALL_PLANES EQU 0Fh ; All Bit Planes Selected + CHAR_BITS EQU 0Fh ; Bits 0-3 of Character Data + + GET_CHAR_PTR EQU 01130h ; VGA BIOS Func: Get Char Set + ROM_8x8_Lo EQU 03h ; ROM 8x8 Char Set Lo Pointer + ROM_8x8_Hi EQU 04h ; ROM 8x8 Char Set Hi Pointer + + ; Constants Specific for these routines + + NUM_MODES EQU 8 ; # of Mode X Variations + + ; Specific Mode Data Table format... + +Mode_Data_Table STRUC + M_MiscR DB ? ; Value of MISC_OUTPUT register + M_Pages DB ? ; Maximum Possible # of pages + M_XSize DW ? ; X Size Displayed on screen + M_YSize DW ? ; Y Size Displayed on screen + M_XMax DW ? ; Maximum Possible X Size + M_YMax DW ? ; Maximum Possible Y Size + M_CRTC DW ? ; Table of CRTC register values +Mode_Data_Table ENDS + + ; ===== DGROUP STORAGE NEEDED (42 BYTES) ===== + + .DATA? + +SCREEN_WIDTH DW 0 ; Width of a line in Bytes +SCREEN_HEIGHT DW 0 ; Vertical Height in Pixels + +LAST_PAGE DW 0 ; # of Display Pages +PAGE_ADDR DW 4 DUP (0) ; Offsets to start of each page + +PAGE_SIZE DW 0 ; Size of Page in Addr Bytes + +DISPLAY_PAGE DW 0 ; Page # currently displayed +ACTIVE_PAGE DW 0 ; Page # currently active + +CURRENT_PAGE DW 0 ; Offset of current Page +CURRENT_SEGMENT DW 0 ; Segment of VGA memory + +CURRENT_XOFFSET DW 0 ; Current Display X Offset +CURRENT_YOFFSET DW 0 ; Current Display Y Offset + +CURRENT_MOFFSET DW 0 ; Current Start Offset + +MAX_XOFFSET DW 0 ; Current Display X Offset +MAX_YOFFSET DW 0 ; Current Display Y Offset + +CHARSET_LOW DW 0, 0 ; Far Ptr to Char Set: 0-127 +CHARSET_HI DW 0, 0 ; Far Ptr to Char Set: 128-255 + + .CODE + + ; ===== DATA TABLES ===== + + ; Data Tables, Put in Code Segment for Easy Access + ; (Like when all the other Segment Registers are in + ; use!!) and reduced DGROUP requirements... + + ; Bit Mask Tables for Left/Right/Character Masks + +Left_Clip_Mask DB 0FH, 0EH, 0CH, 08H + +Right_Clip_Mask DB 01H, 03H, 07H, 0FH + + ; Bit Patterns for converting character fonts + +Char_Plane_Data DB 00H,08H,04H,0CH,02H,0AH,06H,0EH + DB 01H,09H,05H,0DH,03H,0BH,07H,0FH + + ; CRTC Register Values for Various Configurations + +MODE_Single_Line: ; CRTC Setup Data for 400/480 Line modes + DW 04009H ; Cell Height (1 Scan Line) + DW 00014H ; Dword Mode off + DW 0E317H ; turn on Byte Mode + DW nil ; End of CRTC Data for 400/480 Line Mode + +MODE_Double_Line: ; CRTC Setup Data for 200/240 Line modes + DW 04109H ; Cell Height (2 Scan Lines) + DW 00014H ; Dword Mode off + DW 0E317H ; turn on Byte Mode + DW nil ; End of CRTC Data for 200/240 Line Mode + +MODE_320_Wide: ; CRTC Setup Data for 320 Horz Pixels + DW 05F00H ; Horz total + DW 04F01H ; Horz Displayed + DW 05002H ; Start Horz Blanking + DW 08203H ; End Horz Blanking + DW 05404H ; Start H Sync + DW 08005H ; End H Sync + DW nil ; End of CRTC Data for 320 Horz pixels + +MODE_360_Wide: ; CRTC Setup Data for 360 Horz Pixels + DW 06B00H ; Horz total + DW 05901H ; Horz Displayed + DW 05A02H ; Start Horz Blanking + DW 08E03H ; End Horz Blanking + DW 05E04H ; Start H Sync + DW 08A05H ; End H Sync + DW nil ; End of CRTC Data for 360 Horz pixels + +MODE_200_Tall: +MODE_400_Tall: ; CRTC Setup Data for 200/400 Line modes + DW 0BF06H ; Vertical Total + DW 01F07H ; Overflow + DW 09C10H ; V Sync Start + DW 08E11H ; V Sync End/Prot Cr0 Cr7 + DW 08F12H ; Vertical Displayed + DW 09615H ; V Blank Start + DW 0B916H ; V Blank End + DW nil ; End of CRTC Data for 200/400 Lines + +MODE_240_Tall: +MODE_480_Tall: ; CRTC Setup Data for 240/480 Line modes + DW 00D06H ; Vertical Total + DW 03E07H ; Overflow + DW 0EA10H ; V Sync Start + DW 08C11H ; V Sync End/Prot Cr0 Cr7 + DW 0DF12H ; Vertical Displayed + DW 0E715H ; V Blank Start + DW 00616H ; V Blank End + DW nil ; End of CRTC Data for 240/480 Lines + + ; Table of Display Mode Tables + +MODE_TABLE: + DW o MODE_320x200, o MODE_320x400 + DW o MODE_360x200, o MODE_360x400 + DW o MODE_320x240, o MODE_320x480 + DW o MODE_360x240, o MODE_360x480 + + ; Table of Display Mode Components + +MODE_320x200: ; Data for 320 by 200 Pixels + + DB 063h ; 400 scan Lines & 25 Mhz Clock + DB 4 ; Maximum of 4 Pages + DW 320, 200 ; Displayed Pixels (X,Y) + DW 1302, 816 ; Max Possible X and Y Sizes + + DW o MODE_320_Wide, o MODE_200_Tall + DW o MODE_Double_Line, nil + +MODE_320x400: ; Data for 320 by 400 Pixels + + DB 063h ; 400 scan Lines & 25 Mhz Clock + DB 2 ; Maximum of 2 Pages + DW 320, 400 ; Displayed Pixels X,Y + DW 648, 816 ; Max Possible X and Y Sizes + + DW o MODE_320_Wide, o MODE_400_Tall + DW o MODE_Single_Line, nil + +MODE_360x240: ; Data for 360 by 240 Pixels + + DB 0E7h ; 480 scan Lines & 28 Mhz Clock + DB 3 ; Maximum of 3 Pages + DW 360, 240 ; Displayed Pixels X,Y + DW 1092, 728 ; Max Possible X and Y Sizes + + DW o MODE_360_Wide, o MODE_240_Tall + DW o MODE_Double_Line , nil + +MODE_360x480: ; Data for 360 by 480 Pixels + + DB 0E7h ; 480 scan Lines & 28 Mhz Clock + DB 1 ; Only 1 Page Possible + DW 360, 480 ; Displayed Pixels X,Y + DW 544, 728 ; Max Possible X and Y Sizes + + DW o MODE_360_Wide, o MODE_480_Tall + DW o MODE_Single_Line , nil + +MODE_320x240: ; Data for 320 by 240 Pixels + + DB 0E3h ; 480 scan Lines & 25 Mhz Clock + DB 3 ; Maximum of 3 Pages + DW 320, 240 ; Displayed Pixels X,Y + DW 1088, 818 ; Max Possible X and Y Sizes + + DW o MODE_320_Wide, o MODE_240_Tall + DW o MODE_Double_Line, nil + +MODE_320x480: ; Data for 320 by 480 Pixels + + DB 0E3h ; 480 scan Lines & 25 Mhz Clock + DB 1 ; Only 1 Page Possible + DW 320, 480 ; Displayed Pixels X,Y + DW 540, 818 ; Max Possible X and Y Sizes + + DW o MODE_320_WIDE, o MODE_480_Tall + DW o MODE_Single_Line, nil + +MODE_360x200: ; Data for 360 by 200 Pixels + + DB 067h ; 400 scan Lines & 28 Mhz Clock + DB 3 ; Maximum of 3 Pages + DW 360, 200 ; Displayed Pixels (X,Y) + DW 1302, 728 ; Max Possible X and Y Sizes + + DW o MODE_360_Wide, MODE_200_Tall + DW o MODE_Double_Line, nil + +MODE_360x400: ; Data for 360 by 400 Pixels + + DB 067h ; 400 scan Lines & 28 Mhz Clock + DB 1 ; Maximum of 1 Pages + DW 360, 400 ; Displayed Pixels X,Y + DW 648, 816 ; Max Possible X and Y Sizes + + DW o MODE_360_Wide, MODE_400_Tall + DW o MODE_Single_Line, nil + + + ; ===== MODE X SETUP ROUTINES ===== + +;====================================================== +;SET_VGA_MODEX% (ModeType%, MaxXPos%, MaxYpos%, Pages%) +;====================================================== +; +; Sets Up the specified version of Mode X. Allows for +; the setup of multiple video pages, and a virtual +; screen which can be larger than the displayed screen +; (which can then be scrolled a pixel at a time) +; +; ENTRY: ModeType = Desired Screen Resolution (0-7) +; +; 0 = 320 x 200, 4 Pages max, 1.2:1 Aspect Ratio +; 1 = 320 x 400, 2 Pages max, 2.4:1 Aspect Ratio +; 2 = 360 x 200, 3 Pages max, 1.35:1 Aspect Ratio +; 3 = 360 x 400, 1 Page max, 2.7:1 Aspect Ratio +; 4 = 320 x 240, 3 Pages max, 1:1 Aspect Ratio +; 5 = 320 x 480, 1 Page max, 2:1 Aspect Ratio +; 6 = 360 x 240, 3 Pages max, 1.125:1 Aspect Ratio +; 7 = 360 x 480, 1 Page max, 2.25:1 Aspect Ratio +; +; MaxXpos = The Desired Virtual Screen Width +; MaxYpos = The Desired Virtual Screen Height +; Pages = The Desired # of Video Pages +; +; EXIT: AX = Success Flag: 0 = Failure / -1= Success +; + +SVM_STACK STRUC + SVM_Table DW ? ; Offset of Mode Info Table + DW ?x4 ; DI, SI, DS, BP + DD ? ; Caller + SVM_Pages DW ? ; # of Screen Pages desired + SVM_Ysize DW ? ; Vertical Screen Size Desired + SVM_Xsize DW ? ; Horizontal Screen Size Desired + SVM_Mode DW ? ; Display Resolution Desired +SVM_STACK ENDS + + PUBLIC SET_VGA_MODEX + +SET_VGA_MODEX PROC FAR + + PUSHx BP, DS, SI, DI ; Preserve Important Registers + SUB SP, 2 ; Allocate workspace + MOV BP, SP ; Set up Stack Frame + + ; Check Legality of Mode Request.... + + MOV BX, [BP].SVM_Mode ; Get Requested Mode # + CMP BX, NUM_MODES ; Is it 0..7? + JAE @SVM_BadModeSetup ; If Not, Error out + + SHL BX, 1 ; Scale BX + MOV SI, w MODE_TABLE[BX] ; CS:SI -> Mode Info + MOV [BP].SVM_Table, SI ; Save ptr for later use + + ; Check # of Requested Display Pages + + MOV CX, [BP].SVM_Pages ; Get # of Requested Pages + CLR CH ; Set Hi Word = 0! + CMP CL, CS:[SI].M_Pages ; Check # Pages for mode + JA @SVM_BadModeSetup ; Report Error if too Many Pages + JCXZ @SVM_BadModeSetup ; Report Error if 0 Pages + + ; Check Validity of X Size + + AND [BP].SVM_XSize, 0FFF8h ; X size Mod 8 Must = 0 + + MOV AX, [BP].SVM_XSize ; Get Logical Screen Width + CMP AX, CS:[SI].M_XSize ; Check against Displayed X + JB @SVM_BadModeSetup ; Report Error if too small + CMP AX, CS:[SI].M_XMax ; Check against Max X + JA @SVM_BadModeSetup ; Report Error if too big + + ; Check Validity of Y Size + + MOV BX, [BP].SVM_YSize ; Get Logical Screen Height + CMP BX, CS:[SI].M_YSize ; Check against Displayed Y + JB @SVM_BadModeSetup ; Report Error if too small + CMP BX, CS:[SI].M_YMax ; Check against Max Y + JA @SVM_BadModeSetup ; Report Error if too big + + ; Enough memory to Fit it all? + + SHR AX, 2 ; # of Bytes:Line = XSize/4 + MUL CX ; AX = Bytes/Line * Pages + MUL BX ; DX:AX = Total VGA mem needed + JNO @SVM_Continue ; Exit if Total Size > 256K + + DEC DX ; Was it Exactly 256K??? + OR DX, AX ; (DX = 1, AX = 0000) + JZ @SVM_Continue ; if so, it's valid... + +@SVM_BadModeSetup: + + CLR AX ; Return Value = False + JMP @SVM_Exit ; Normal Exit + +@SVM_Continue: + + MOV AX, 13H ; Start with Mode 13H + INT 10H ; Let BIOS Set Mode + + OUT_16 SC_INDEX, CHAIN4_OFF ; Disable Chain 4 Mode + OUT_16 SC_INDEX, ASYNC_RESET ; (A)synchronous Reset + OUT_8 MISC_OUTPUT, CS:[SI].M_MiscR ; Set New Timing/Size + OUT_16 SC_INDEX, SEQU_RESTART ; Restart Sequencer ... + + OUT_8 CRTC_INDEX, 11H ; Select Vert Retrace End Register + INC DX ; Point to Data + IN AL, DX ; Get Value, Bit 7 = Protect + AND AL, 7FH ; Mask out Write Protect + OUT DX, AL ; And send it back + + MOV DX, CRTC_INDEX ; Vga Crtc Registers + ADD SI, M_CRTC ; SI -> CRTC Parameter Data + + ; Load Tables of CRTC Parameters from List of Tables + +@SVM_Setup_Table: + + MOV DI, CS:[SI] ; Get Pointer to CRTC Data Tbl + ADD SI, 2 ; Point to next Ptr Entry + OR DI, DI ; A nil Ptr means that we have + JZ @SVM_Set_Data ; finished CRTC programming + +@SVM_Setup_CRTC: + MOV AX, CS:[DI] ; Get CRTC Data from Table + ADD DI, 2 ; Advance Pointer + OR AX, AX ; At End of Data Table? + JZ @SVM_Setup_Table ; If so, Exit & get next Table + + OUT DX, AX ; Reprogram VGA CRTC reg + JMP s @SVM_Setup_CRTC ; Process Next Table Entry + + ; Initialize Page & Scroll info, DI = 0 + +@SVM_Set_Data: + MOV DISPLAY_PAGE, DI ; Display Page = 0 + MOV ACTIVE_PAGE, DI ; Active Page = 0 + MOV CURRENT_PAGE, DI ; Current Page (Offset) = 0 + MOV CURRENT_XOFFSET, DI ; Horz Scroll Index = 0 + MOV CURRENT_YOFFSET, DI ; Vert Scroll Index = 0 + MOV CURRENT_MOFFSET, DI ; Memory Scroll Index = 0 + + MOV AX, VGA_SEGMENT ; Segment for VGA memory + MOV CURRENT_SEGMENT, AX ; Save for Future LES's + + ; Set Logical Screen Width, X Scroll and Our Data + + MOV SI, [BP].SVM_Table ; Get Saved Ptr to Mode Info + MOV AX, [BP].SVM_Xsize ; Get Display Width + + MOV CX, AX ; CX = Logical Width + SUB CX, CS:[SI].M_XSize ; CX = Max X Scroll Value + MOV MAX_XOFFSET, CX ; Set Maximum X Scroll + + SHR AX, 2 ; Bytes = Pixels / 4 + MOV SCREEN_WIDTH, AX ; Save Width in Pixels + + SHR AX, 1 ; Offset Value = Bytes / 2 + MOV AH, 13h ; CRTC Offset Register Index + XCHG AL, AH ; Switch format for OUT + OUT DX, AX ; Set VGA CRTC Offset Reg + + ; Setup Data table, Y Scroll, Misc for Other Routines + + MOV AX, [BP].SVM_Ysize ; Get Logical Screen Height + + MOV CX, AX ; CX = Logical Height + SUB BX, CS:[SI].M_YSize ; CX = Max Y Scroll Value + MOV MAX_YOFFSET, CX ; Set Maximum Y Scroll + + MOV SCREEN_HEIGHT, AX ; Save Height in Pixels + MUL SCREEN_WIDTH ; AX = Page Size in Bytes, + MOV PAGE_SIZE, AX ; Save Page Size + + MOV CX, [BP].SVM_Pages ; Get # of Pages + MOV LAST_PAGE, CX ; Save # of Pages + + CLR BX ; Page # = 0 + MOV DX, BX ; Page 0 Offset = 0 + +@SVM_Set_Pages: + + MOV PAGE_ADDR[BX], DX ; Set Page #(BX) Offset + ADD BX, 2 ; Page#++ + ADD DX, AX ; Compute Addr of Next Page + LOOPx CX, @SVM_Set_Pages ; Loop until all Pages Set + + ; Clear VGA Memory + + OUT_16 SC_INDEX, ALL_PLANES_ON ; Select All Planes + LES DI, d CURRENT_PAGE ; -> Start of VGA memory + + CLR AX ; AX = 0 + CLD ; Block Xfer Forwards + MOV CX, 8000H ; 32K * 4 * 2 = 256K + REP STOSW ; Clear dat memory! + + ; Setup Font Pointers + + MOV BH, ROM_8x8_Lo ; Ask for 8x8 Font, 0-127 + MOV AX, GET_CHAR_PTR ; Service to Get Pointer + INT 10h ; Call VGA BIOS + + MOV CHARSET_LOW, BP ; Save Char Set Offset + MOV CHARSET_LOW+2, ES ; Save Char Set Segment + + MOV BH, ROM_8x8_Hi ; Ask for 8x8 Font, 128-255 + MOV AX, GET_CHAR_PTR ; Service to Get Pointer + INT 10h ; Call VGA BIOS + + MOV CHARSET_HI, BP ; Save Char Set Offset + MOV CHARSET_HI+2, ES ; Save Char Set Segment + + MOV AX, True ; Return Success Code + +@SVM_EXIT: + ADD SP, 2 ; Deallocate workspace + POPx DI, SI, DS, BP ; Restore Saved Registers + RET 8 ; Exit & Clean Up Stack + +SET_VGA_MODEX ENDP + + +;================== +;SET_MODEX% (Mode%) +;================== +; +; Quickie Mode Set - Sets Up Mode X to Default Configuration +; +; ENTRY: ModeType = Desired Screen Resolution (0-7) +; (See SET_VGA_MODEX for list) +; +; EXIT: AX = Success Flag: 0 = Failure / -1= Success +; + +SM_STACK STRUC + DW ?,? ; BP, SI + DD ? ; Caller + SM_Mode DW ? ; Desired Screen Resolution +SM_STACK ENDS + + PUBLIC SET_MODEX + +SET_MODEX PROC FAR + + PUSHx BP, SI ; Preserve Important registers + MOV BP, SP ; Set up Stack Frame + + CLR AX ; Assume Failure + MOV BX, [BP].SM_Mode ; Get Desired Mode # + CMP BX, NUM_MODES ; Is it a Valid Mode #? + JAE @SMX_Exit ; If Not, don't Bother + + PUSH BX ; Push Mode Parameter + + SHL BX, 1 ; Scale BX to word Index + MOV SI, w MODE_TABLE[BX] ; CS:SI -> Mode Info + + PUSH CS:[SI].M_XSize ; Push Default X Size + PUSH CS:[SI].M_Ysize ; Push Default Y size + MOV AL, CS:[SI].M_Pages ; Get Default # of Pages + CLR AH ; Hi Byte = 0 + PUSH AX ; Push # Pages + + CALL f SET_VGA_MODEX ; Set up Mode X! + +@SMX_Exit: + POPx SI, BP ; Restore Registers + RET 2 ; Exit & Clean Up Stack + +SET_MODEX ENDP + + + ; ===== BASIC GRAPHICS PRIMITIVES ===== + +;============================ +;CLEAR_VGA_SCREEN (ColorNum%) +;============================ +; +; Clears the active display page +; +; ENTRY: ColorNum = Color Value to fill the page with +; +; EXIT: No meaningful values returned +; + +CVS_STACK STRUC + DW ?,? ; DI, BP + DD ? ; Caller + CVS_COLOR DB ?,? ; Color to Set Screen to +CVS_STACK ENDS + + PUBLIC CLEAR_VGA_SCREEN + +CLEAR_VGA_SCREEN PROC FAR + + PUSHx BP, DI ; Preserve Important Registers + MOV BP, SP ; Set up Stack Frame + + OUT_16 SC_INDEX, ALL_PLANES_ON ; Select All Planes + LES DI, d CURRENT_PAGE ; Point to Active VGA Page + + MOV AL, [BP].CVS_COLOR ; Get Color + MOV AH, AL ; Copy for Word Write + CLD ; Block fill Forwards + + MOV CX, PAGE_SIZE ; Get Size of Page + SHR CX, 1 ; Divide by 2 for Words + REP STOSW ; Block Fill VGA memory + + POPx DI, BP ; Restore Saved Registers + RET 2 ; Exit & Clean Up Stack + +CLEAR_VGA_SCREEN ENDP + + +;=================================== +;SET_POINT (Xpos%, Ypos%, ColorNum%) +;=================================== +; +; Plots a single Pixel on the active display page +; +; ENTRY: Xpos = X position to plot pixel at +; Ypos = Y position to plot pixel at +; ColorNum = Color to plot pixel with +; +; EXIT: No meaningful values returned +; + +SP_STACK STRUC + DW ?,? ; BP, DI + DD ? ; Caller + SETP_Color DB ?,? ; Color of Point to Plot + SETP_Ypos DW ? ; Y pos of Point to Plot + SETP_Xpos DW ? ; X pos of Point to Plot +SP_STACK ENDS + + PUBLIC SET_POINT + +SET_POINT PROC FAR + + PUSHx BP, DI ; Preserve Registers + MOV BP, SP ; Set up Stack Frame + + LES DI, d CURRENT_PAGE ; Point to Active VGA Page + + MOV AX, [BP].SETP_Ypos ; Get Line # of Pixel + MUL SCREEN_WIDTH ; Get Offset to Start of Line + + MOV BX, [BP].SETP_Xpos ; Get Xpos + MOV CX, BX ; Copy to extract Plane # from + SHR BX, 2 ; X offset (Bytes) = Xpos/4 + ADD BX, AX ; Offset = Width*Ypos + Xpos/4 + + MOV AX, MAP_MASK_PLANE1 ; Map Mask & Plane Select Register + AND CL, PLANE_BITS ; Get Plane Bits + SHL AH, CL ; Get Plane Select Value + OUT_16 SC_Index, AX ; Select Plane + + MOV AL,[BP].SETP_Color ; Get Pixel Color + MOV ES:[DI+BX], AL ; Draw Pixel + + POPx DI, BP ; Restore Saved Registers + RET 6 ; Exit and Clean up Stack + +SET_POINT ENDP + + +;========================== +;READ_POINT% (Xpos%, Ypos%) +;========================== +; +; Read the color of a pixel from the Active Display Page +; +; ENTRY: Xpos = X position of pixel to read +; Ypos = Y position of pixel to read +; +; EXIT: AX = Color of Pixel at (Xpos, Ypos) +; + +RP_STACK STRUC + DW ?,? ; BP, DI + DD ? ; Caller + RP_Ypos DW ? ; Y pos of Point to Read + RP_Xpos DW ? ; X pos of Point to Read +RP_STACK ENDS + + PUBLIC READ_POINT + +READ_POINT PROC FAR + + PUSHx BP, DI ; Preserve Registers + MOV BP, SP ; Set up Stack Frame + + LES DI, d CURRENT_PAGE ; Point to Active VGA Page + + MOV AX, [BP].RP_Ypos ; Get Line # of Pixel + MUL SCREEN_WIDTH ; Get Offset to Start of Line + + MOV BX, [BP].RP_Xpos ; Get Xpos + MOV CX, BX + SHR BX, 2 ; X offset (Bytes) = Xpos/4 + ADD BX, AX ; Offset = Width*Ypos + Xpos/4 + + MOV AL, READ_MAP ; GC Read Mask Register + MOV AH, CL ; Get Xpos + AND AH, PLANE_BITS ; & mask out Plane # + OUT_16 GC_INDEX, AX ; Select Plane to read in + + CLR AH ; Clear Return Value Hi byte + MOV AL, ES:[DI+BX] ; Get Color of Pixel + + POPx DI, BP ; Restore Saved Registers + RET 4 ; Exit and Clean up Stack + +READ_POINT ENDP + + +;====================================================== +;FILL_BLOCK (Xpos1%, Ypos1%, Xpos2%, Ypos2%, ColorNum%) +;====================================================== +; +; Fills a rectangular block on the active display Page +; +; ENTRY: Xpos1 = Left X position of area to fill +; Ypos1 = Top Y position of area to fill +; Xpos2 = Right X position of area to fill +; Ypos2 = Bottom Y position of area to fill +; ColorNum = Color to fill area with +; +; EXIT: No meaningful values returned +; + +FB_STACK STRUC + DW ?x4 ; DS, DI, SI, BP + DD ? ; Caller + FB_Color DB ?,? ; Fill Color + FB_Ypos2 DW ? ; Y pos of Lower Right Pixel + FB_Xpos2 DW ? ; X pos of Lower Right Pixel + FB_Ypos1 DW ? ; Y pos of Upper Left Pixel + FB_Xpos1 DW ? ; X pos of Upper Left Pixel +FB_STACK ENDS + + PUBLIC FILL_BLOCK + +FILL_BLOCK PROC FAR + + PUSHx BP, DS, SI, DI ; Preserve Important Registers + MOV BP, SP ; Set up Stack Frame + + LES DI, d CURRENT_PAGE ; Point to Active VGA Page + CLD ; Direction Flag = Forward + + OUT_8 SC_INDEX, MAP_MASK ; Set up for Plane Select + + ; Validate Pixel Coordinates + ; If necessary, Swap so X1 <= X2, Y1 <= Y2 + + MOV AX, [BP].FB_Ypos1 ; AX = Y1 is Y1< Y2? + MOV BX, [BP].FB_Ypos2 ; BX = Y2 + CMP AX, BX + JLE @FB_NOSWAP1 + + MOV [BP].FB_Ypos1, BX ; Swap Y1 and Y2 and save Y1 + XCHG AX, BX ; on stack for future use + +@FB_NOSWAP1: + SUB BX, AX ; Get Y width + INC BX ; Add 1 to avoid 0 value + MOV [BP].FB_Ypos2, BX ; Save in Ypos2 + + MUL SCREEN_WIDTH ; Mul Y1 by Bytes per Line + ADD DI, AX ; DI = Start of Line Y1 + + MOV AX, [BP].FB_Xpos1 ; Check X1 <= X2 + MOV BX, [BP].FB_Xpos2 ; + CMP AX, BX + JLE @FB_NOSWAP2 ; Skip Ahead if Ok + + MOV [BP].FB_Xpos2, AX ; Swap X1 AND X2 and save X2 + XCHG AX, BX ; on stack for future use + + ; All our Input Values are in order, Now determine + ; How many full "bands" 4 pixels wide (aligned) there + ; are, and if there are partial bands (<4 pixels) on + ; the left and right edges. + +@FB_NOSWAP2: + MOV DX, AX ; DX = X1 (Pixel Position) + SHR DX, 2 ; DX/4 = Bytes into Line + ADD DI, DX ; DI = Addr of Upper-Left Corner + + MOV CX, BX ; CX = X2 (Pixel Position) + SHR CX, 2 ; CX/4 = Bytes into Line + + CMP DX, CX ; Start and end in same band? + JNE @FB_NORMAL ; if not, check for l & r edges + JMP @FB_ONE_BAND_ONLY ; if so, then special processing + +@FB_NORMAL: + SUB CX, DX ; CX = # bands -1 + MOV SI, AX ; SI = PLANE#(X1) + AND SI, PLANE_BITS ; if Left edge is aligned then + JZ @FB_L_PLANE_FLUSH ; no special processing.. + + ; Draw "Left Edge" vertical strip of 1-3 pixels... + + OUT_8 SC_Data, Left_Clip_Mask[SI] ; Set Left Edge Plane Mask + + MOV SI, DI ; SI = Copy of Start Addr (UL) + + MOV DX, [BP].FB_Ypos2 ; Get # of Lines to draw + MOV AL, [BP].FB_Color ; Get Fill Color + MOV BX, SCREEN_WIDTH ; Get Vertical increment Value + +@FB_LEFT_LOOP: + MOV ES:[SI], AL ; Fill in Left Edge Pixels + ADD SI, BX ; Point to Next Line (Below) + LOOPjz DX, @FB_LEFT_CONT ; Exit loop if all Lines Drawn + + MOV ES:[SI], AL ; Fill in Left Edge Pixels + ADD SI, BX ; Point to Next Line (Below) + LOOPx DX, @FB_LEFT_LOOP ; loop until left strip is drawn + +@FB_LEFT_CONT: + + INC DI ; Point to Middle (or Right) Block + DEC CX ; Reset CX instead of JMP @FB_RIGHT + +@FB_L_PLANE_FLUSH: + INC CX ; Add in Left band to middle block + + ; DI = Addr of 1st middle Pixel (band) to fill + ; CX = # of Bands to fill -1 + +@FB_RIGHT: + MOV SI, [BP].FB_Xpos2 ; Get Xpos2 + AND SI, PLANE_BITS ; Get Plane values + CMP SI, 0003 ; Plane = 3? + JE @FB_R_EDGE_FLUSH ; Hey, add to middle + + ; Draw "Right Edge" vertical strip of 1-3 pixels... + + OUT_8 SC_Data, Right_Clip_Mask[SI] ; Right Edge Plane Mask + + MOV SI, DI ; Get Addr of Left Edge + ADD SI, CX ; Add Width-1 (Bands) + DEC SI ; To point to top of Right Edge + + MOV DX, [BP].FB_Ypos2 ; Get # of Lines to draw + MOV AL, [BP].FB_Color ; Get Fill Color + MOV BX, SCREEN_WIDTH ; Get Vertical increment Value + +@FB_RIGHT_LOOP: + MOV ES:[SI], AL ; Fill in Right Edge Pixels + ADD SI, BX ; Point to Next Line (Below) + LOOPjz DX, @FB_RIGHT_CONT ; Exit loop if all Lines Drawn + + MOV ES:[SI], AL ; Fill in Right Edge Pixels + ADD SI, BX ; Point to Next Line (Below) + LOOPx DX, @FB_RIGHT_LOOP ; loop until left strip is drawn + +@FB_RIGHT_CONT: + + DEC CX ; Minus 1 for Middle bands + JZ @FB_EXIT ; Uh.. no Middle bands... + +@FB_R_EDGE_FLUSH: + + ; DI = Addr of Upper Left block to fill + ; CX = # of Bands to fill in (width) + + OUT_8 SC_Data, ALL_PLANES ; Write to All Planes + + MOV DX, SCREEN_WIDTH ; DX = DI Increment + SUB DX, CX ; = Screen_Width-# Planes Filled + + MOV BX, CX ; BX = Quick Refill for CX + MOV SI, [BP].FB_Ypos2 ; SI = # of Line to Fill + MOV AL, [BP].FB_Color ; Get Fill Color + +@FB_MIDDLE_LOOP: + REP STOSB ; Fill in entire line + + MOV CX, BX ; Recharge CX (Line Width) + ADD DI, DX ; Point to start of Next Line + LOOPx SI, @FB_MIDDLE_LOOP ; Loop until all lines drawn + + JMP s @FB_EXIT ; Outa here + +@FB_ONE_BAND_ONLY: + MOV SI, AX ; Get Left Clip Mask, Save X1 + AND SI, PLANE_BITS ; Mask out Row # + MOV AL, Left_Clip_Mask[SI] ; Get Left Edge Mask + MOV SI, BX ; Get Right Clip Mask, Save X2 + AND SI, PLANE_BITS ; Mask out Row # + AND AL, Right_Clip_Mask[SI] ; Get Right Edge Mask byte + + OUT_8 SC_Data, AL ; Clip For Left & Right Masks + + MOV CX, [BP].FB_Ypos2 ; Get # of Lines to draw + MOV AL, [BP].FB_Color ; Get Fill Color + MOV BX, SCREEN_WIDTH ; Get Vertical increment Value + +@FB_ONE_LOOP: + MOV ES:[DI], AL ; Fill in Pixels + ADD DI, BX ; Point to Next Line (Below) + LOOPjz CX, @FB_EXIT ; Exit loop if all Lines Drawn + + MOV ES:[DI], AL ; Fill in Pixels + ADD DI, BX ; Point to Next Line (Below) + LOOPx CX, @FB_ONE_LOOP ; loop until left strip is drawn + +@FB_EXIT: + POPx DI, SI, DS, BP ; Restore Saved Registers + RET 10 ; Exit and Clean up Stack + +FILL_BLOCK ENDP + + +;===================================================== +;DRAW_LINE (Xpos1%, Ypos1%, Xpos2%, Ypos2%, ColorNum%) +;===================================================== +; +; Draws a Line on the active display page +; +; ENTRY: Xpos1 = X position of first point on line +; Ypos1 = Y position of first point on line +; Xpos2 = X position of last point on line +; Ypos2 = Y position of last point on line +; ColorNum = Color to draw line with +; +; EXIT: No meaningful values returned +; + +DL_STACK STRUC + DW ?x3 ; DI, SI, BP + DD ? ; Caller + DL_ColorF DB ?,? ; Line Draw Color + DL_Ypos2 DW ? ; Y pos of last point + DL_Xpos2 DW ? ; X pos of last point + DL_Ypos1 DW ? ; Y pos of first point + DL_Xpos1 DW ? ; X pos of first point +DL_STACK ENDS + + PUBLIC DRAW_LINE + +DRAW_LINE PROC FAR + + PUSHx BP, SI, DI ; Preserve Important Registers + MOV BP, SP ; Set up Stack Frame + CLD ; Direction Flag = Forward + + OUT_8 SC_INDEX, MAP_MASK ; Set up for Plane Select + MOV CH, [BP].DL_ColorF ; Save Line Color in CH + + ; Check Line Type + + MOV SI, [BP].DL_Xpos1 ; AX = X1 is X1< X2? + MOV DI, [BP].DL_Xpos2 ; DX = X2 + CMP SI, DI ; Is X1 < X2 + JE @DL_VLINE ; If X1=X2, Draw Vertical Line + JL @DL_NOSWAP1 ; If X1 < X2, don't swap + + XCHG SI, DI ; X2 IS > X1, SO SWAP THEM + +@DL_NOSWAP1: + + ; SI = X1, DI = X2 + + MOV AX, [BP].DL_Ypos1 ; AX = Y1 is Y1 <> Y2? + CMP AX, [BP].DL_Ypos2 ; Y1 = Y2? + JE @DL_HORZ ; If so, Draw a Horizontal Line + + JMP @DL_BREZHAM ; Diagonal line... go do it... + + ; This Code draws a Horizontal Line in Mode X where: + ; SI = X1, DI = X2, and AX = Y1/Y2 + +@DL_HORZ: + + MUL SCREEN_WIDTH ; Offset = Ypos * Screen_Width + MOV DX, AX ; CX = Line offset into Page + + MOV AX, SI ; Get Left edge, Save X1 + AND SI, PLANE_BITS ; Mask out Row # + MOV BL, Left_Clip_Mask[SI] ; Get Left Edge Mask + MOV CX, DI ; Get Right edge, Save X2 + AND DI, PLANE_BITS ; Mask out Row # + MOV BH, Right_Clip_Mask[DI] ; Get Right Edge Mask byte + + SHR AX, 2 ; Get X1 Byte # (=X1/4) + SHR CX, 2 ; Get X2 Byte # (=X2/4) + + LES DI, d CURRENT_PAGE ; Point to Active VGA Page + ADD DI, DX ; Point to Start of Line + ADD DI, AX ; Point to Pixel X1 + + SUB CX, AX ; CX = # Of Bands (-1) to set + JNZ @DL_LONGLN ; jump if longer than one segment + + AND BL, BH ; otherwise, merge clip masks + +@DL_LONGLN: + + OUT_8 SC_Data, BL ; Set the Left Clip Mask + + MOV AL, [BP].DL_ColorF ; Get Line Color + MOV BL, AL ; BL = Copy of Line Color + STOSB ; Set Left (1-4) Pixels + + JCXZ @DL_EXIT ; Done if only one Line Segment + + DEC CX ; CX = # of Middle Segments + JZ @DL_XRSEG ; If no middle segments.... + + ; Draw Middle Segments + + OUT_8 DX, ALL_PLANES ; Write to ALL Planes + + MOV AL, BL ; Get Color from BL + REP STOSB ; Draw Middle (4 Pixel) Segments + +@DL_XRSEG: + OUT_8 DX, BH ; Select Planes for Right Clip Mask + MOV AL, BL ; Get Color Value + STOSB ; Draw Right (1-4) Pixels + + JMP s @DL_EXIT ; We Are Done... + + + ; This Code Draws A Vertical Line. On entry: + ; CH = Line Color, SI & DI = X1 + +@DL_VLINE: + + MOV AX, [BP].DL_Ypos1 ; AX = Y1 + MOV SI, [BP].DL_Ypos2 ; SI = Y2 + CMP AX, SI ; Is Y1 < Y2? + JLE @DL_NOSWAP2 ; if so, Don't Swap them + + XCHG AX, SI ; Ok, NOW Y1 < Y2 + +@DL_NOSWAP2: + + SUB SI, AX ; SI = Line Height (Y2-Y1+1) + INC SI + + ; AX = Y1, DI = X1, Get offset into Page into AX + + MUL SCREEN_WIDTH ; Offset = Y1 (AX) * Screen Width + MOV DX, DI ; Copy Xpos into DX + SHR DI, 2 ; DI = Xpos/4 + ADD AX, DI ; DI = Xpos/4 + ScreenWidth * Y1 + + LES DI, d CURRENT_PAGE ; Point to Active VGA Page + ADD DI, AX ; Point to Pixel X1, Y1 + + ;Select Plane + + MOV CL, DL ; CL = Save X1 + AND CL, PLANE_BITS ; Get X1 MOD 4 (Plane #) + MOV AX, MAP_MASK_PLANE1 ; Code to set Plane #1 + SHL AH, CL ; Change to Correct Plane # + OUT_16 SC_Index, AX ; Select Plane + + MOV AL, CH ; Get Saved Color + MOV BX, SCREEN_WIDTH ; Get Offset to Advance Line By + +@DL_VLoop: + MOV ES:[DI], AL ; Draw Single Pixel + ADD DI, BX ; Point to Next Line + LOOPjz SI, @DL_EXIT ; Lines--, Exit if done + + MOV ES:[DI], AL ; Draw Single Pixel + ADD DI, BX ; Point to Next Line + LOOPx SI, @DL_VLoop ; Lines--, Loop until Done + +@DL_EXIT: + + JMP @DL_EXIT2 ; Done! + + ; This code Draws a diagonal line in Mode X + +@DL_BREZHAM: + LES DI, d CURRENT_PAGE ; Point to Active VGA Page + + MOV AX, [BP].DL_Ypos1 ; get Y1 value + MOV BX, [BP].DL_Ypos2 ; get Y2 value + MOV CX, [BP].DL_Xpos1 ; Get Starting Xpos + + CMP BX, AX ; Y2-Y1 is? + JNC @DL_DeltaYOK ; if Y2>=Y1 then goto... + + XCHG BX, AX ; Swap em... + MOV CX, [BP].DL_Xpos2 ; Get New Starting Xpos + +@DL_DeltaYOK: + MUL SCREEN_WIDTH ; Offset = SCREEN_WIDTH * Y1 + + ADD DI, AX ; DI -> Start of Line Y1 on Page + MOV AX, CX ; AX = Xpos (X1) + SHR AX, 2 ; /4 = Byte Offset into Line + ADD DI, AX ; DI = Starting pos (X1,Y1) + + MOV AL, 11h ; Staring Mask + AND CL, PLANE_BITS ; Get Plane # + SHL AL, CL ; and shift into place + MOV AH, [BP].DL_ColorF ; Color in Hi Bytes + + PUSH AX ; Save Mask,Color... + + MOV AH, AL ; Plane # in AH + MOV AL, MAP_MASK ; Select Plane Register + OUT_16 SC_Index, AX ; Select initial plane + + MOV AX, [BP].DL_Xpos1 ; get X1 value + MOV BX, [BP].DL_Ypos1 ; get Y1 value + MOV CX, [BP].DL_Xpos2 ; get X2 value + MOV DX, [BP].DL_Ypos2 ; get Y2 value + + MOV BP, SCREEN_WIDTH ; Use BP for Line width to + ; to avoid extra memory access + + SUB DX, BX ; figure Delta_Y + JNC @DL_DeltaYOK2 ; jump if Y2 >= Y1 + + ADD BX, DX ; put Y2 into Y1 + NEG DX ; abs(Delta_Y) + XCHG AX, CX ; and exchange X1 and X2 + +@DL_DeltaYOK2: + MOV BX, 08000H ; seed for fraction accumulator + + SUB CX, AX ; figure Delta_X + JC @DL_DrawLeft ; if negative, go left + + JMP @DL_DrawRight ; Draw Line that slopes right + +@DL_DrawLeft: + + NEG CX ; abs(Delta_X) + + CMP CX, DX ; is Delta_X < Delta_Y? + JB @DL_SteepLeft ; yes, so go do steep line + ; (Delta_Y iterations) + + ; Draw a Shallow line to the left in Mode X + +@DL_ShallowLeft: + CLR AX ; zero low word of Delta_Y * 10000h + SUB AX, DX ; DX:AX <- DX * 0FFFFh + SBB DX, 0 ; include carry + DIV CX ; divide by Delta_X + + MOV SI, BX ; SI = Accumulator + MOV BX, AX ; BX = Add fraction + POP AX ; Get Color, Bit mask + MOV DX, SC_Data ; Sequence controller data register + INC CX ; Inc Delta_X so we can unroll loop + + ; Loop (x2) to Draw Pixels, Move Left, and Maybe Down... + +@DL_SLLLoop: + MOV ES:[DI], AH ; set first pixel, plane data set up + LOOPjz CX, @DL_SLLExit ; Delta_X--, Exit if done + + ADD SI, BX ; add numerator to accumulator + JNC @DL_SLLL2nc ; move down on carry + + ADD DI, BP ; Move Down one line... + +@DL_SLLL2nc: + DEC DI ; Left one addr + ROR AL, 1 ; Move Left one plane, back on 0 1 2 + CMP AL, 87h ; wrap?, if AL <88 then Carry set + ADC DI, 0 ; Adjust Address: DI = DI + Carry + OUT DX, AL ; Set up New Bit Plane mask + + MOV ES:[DI], AH ; set pixel + LOOPjz CX, @DL_SLLExit ; Delta_X--, Exit if done + + ADD SI, BX ; add numerator to accumulator, + JNC @DL_SLLL3nc ; move down on carry + + ADD DI, BP ; Move Down one line... + +@DL_SLLL3nc: ; Now move left a pixel... + DEC DI ; Left one addr + ROR AL, 1 ; Move Left one plane, back on 0 1 2 + CMP AL, 87h ; Wrap?, if AL <88 then Carry set + ADC DI, 0 ; Adjust Address: DI = DI + Carry + OUT DX, AL ; Set up New Bit Plane mask + JMP s @DL_SLLLoop ; loop until done + +@DL_SLLExit: + JMP @DL_EXIT2 ; and exit + + ; Draw a steep line to the left in Mode X + +@DL_SteepLeft: + CLR AX ; zero low word of Delta_Y * 10000h + XCHG DX, CX ; Delta_Y switched with Delta_X + DIV CX ; divide by Delta_Y + + MOV SI, BX ; SI = Accumulator + MOV BX, AX ; BX = Add Fraction + POP AX ; Get Color, Bit mask + MOV DX, SC_Data ; Sequence controller data register + INC CX ; Inc Delta_Y so we can unroll loop + + ; Loop (x2) to Draw Pixels, Move Down, and Maybe left + +@DL_STLLoop: + + MOV ES:[DI], AH ; set first pixel + LOOPjz CX, @DL_STLExit ; Delta_Y--, Exit if done + + ADD SI, BX ; add numerator to accumulator + JNC @DL_STLnc2 ; No carry, just move down! + + DEC DI ; Move Left one addr + ROR AL, 1 ; Move Left one plane, back on 0 1 2 + CMP AL, 87h ; Wrap?, if AL <88 then Carry set + ADC DI, 0 ; Adjust Address: DI = DI + Carry + OUT DX, AL ; Set up New Bit Plane mask + +@DL_STLnc2: + ADD DI, BP ; advance to next line. + + MOV ES:[DI], AH ; set pixel + LOOPjz CX, @DL_STLExit ; Delta_Y--, Exit if done + + ADD SI, BX ; add numerator to accumulator + JNC @DL_STLnc3 ; No carry, just move down! + + DEC DI ; Move Left one addr + ROR AL, 1 ; Move Left one plane, back on 0 1 2 + CMP AL, 87h ; Wrap?, if AL <88 then Carry set + ADC DI, 0 ; Adjust Address: DI = DI + Carry + OUT DX, AL ; Set up New Bit Plane mask + +@DL_STLnc3: + ADD DI, BP ; advance to next line. + JMP s @DL_STLLoop ; Loop until done + +@DL_STLExit: + JMP @DL_EXIT2 ; and exit + + ; Draw a line that goes to the Right... + +@DL_DrawRight: + CMP CX, DX ; is Delta_X < Delta_Y? + JB @DL_SteepRight ; yes, so go do steep line + ; (Delta_Y iterations) + + ; Draw a Shallow line to the Right in Mode X + +@DL_ShallowRight: + CLR AX ; zero low word of Delta_Y * 10000h + SUB AX, DX ; DX:AX <- DX * 0FFFFh + SBB DX, 0 ; include carry + DIV CX ; divide by Delta_X + + MOV SI, BX ; SI = Accumulator + MOV BX, AX ; BX = Add Fraction + POP AX ; Get Color, Bit mask + MOV DX, SC_Data ; Sequence controller data register + INC CX ; Inc Delta_X so we can unroll loop + + ; Loop (x2) to Draw Pixels, Move Right, and Maybe Down... + +@DL_SLRLoop: + MOV ES:[DI], AH ; set first pixel, mask is set up + LOOPjz CX, @DL_SLRExit ; Delta_X--, Exit if done.. + + ADD SI, BX ; add numerator to accumulator + JNC @DL_SLR2nc ; don't move down if carry not set + + ADD DI, BP ; Move Down one line... + +@DL_SLR2nc: ; Now move right a pixel... + ROL AL, 1 ; Move Right one addr if Plane = 0 + CMP AL, 12h ; Wrap? if AL >12 then Carry not set + ADC DI, 0 ; Adjust Address: DI = DI + Carry + OUT DX, AL ; Set up New Bit Plane mask + + MOV ES:[DI], AH ; set pixel + LOOPjz CX, @DL_SLRExit ; Delta_X--, Exit if done.. + + ADD SI, BX ; add numerator to accumulator + JNC @DL_SLR3nc ; don't move down if carry not set + + ADD DI, BP ; Move Down one line... + +@DL_SLR3nc: + ROL AL, 1 ; Move Right one addr if Plane = 0 + CMP AL, 12h ; Wrap? if AL >12 then Carry not set + ADC DI, 0 ; Adjust Address: DI = DI + Carry + OUT DX, AL ; Set up New Bit Plane mask + JMP s @DL_SLRLoop ; loop till done + +@DL_SLRExit: + JMP @DL_EXIT2 ; and exit + + ; Draw a Steep line to the Right in Mode X + +@DL_SteepRight: + CLR AX ; zero low word of Delta_Y * 10000h + XCHG DX, CX ; Delta_Y switched with Delta_X + DIV CX ; divide by Delta_Y + + MOV SI, BX ; SI = Accumulator + MOV BX, AX ; BX = Add Fraction + POP AX ; Get Color, Bit mask + MOV DX, SC_Data ; Sequence controller data register + INC CX ; Inc Delta_Y so we can unroll loop + + ; Loop (x2) to Draw Pixels, Move Down, and Maybe Right + +@STRLoop: + MOV ES:[DI], AH ; set first pixel, mask is set up + LOOPjz CX, @DL_EXIT2 ; Delta_Y--, Exit if Done + + ADD SI, BX ; add numerator to accumulator + JNC @STRnc2 ; if no carry then just go down... + + ROL AL, 1 ; Move Right one addr if Plane = 0 + CMP AL, 12h ; Wrap? if AL >12 then Carry not set + ADC DI, 0 ; Adjust Address: DI = DI + Carry + OUT DX, AL ; Set up New Bit Plane mask + +@STRnc2: + ADD DI, BP ; advance to next line. + + MOV ES:[DI], AH ; set pixel + LOOPjz CX, @DL_EXIT2 ; Delta_Y--, Exit if Done + + ADD SI, BX ; add numerator to accumulator + JNC @STRnc3 ; if no carry then just go down... + + ROL AL, 1 ; Move Right one addr if Plane = 0 + CMP AL, 12h ; Wrap? if AL >12 then Carry not set + ADC DI, 0 ; Adjust Address: DI = DI + Carry + OUT DX, AL ; Set up New Bit Plane mask + +@STRnc3: + ADD DI, BP ; advance to next line. + JMP s @STRLoop ; loop till done + +@DL_EXIT2: + POPx DI, SI, BP ; Restore Saved Registers + RET 10 ; Exit and Clean up Stack + +DRAW_LINE ENDP + + + ; ===== DAC COLOR REGISTER ROUTINES ===== + +;================================================= +;SET_DAC_REGISTER (Register%, Red%, Green%, Blue%) +;================================================= +; +; Sets a single (RGB) Vga Palette Register +; +; ENTRY: Register = The DAC # to modify (0-255) +; Red = The new Red Intensity (0-63) +; Green = The new Green Intensity (0-63) +; Blue = The new Blue Intensity (0-63) +; +; EXIT: No meaningful values returned +; + +SDR_STACK STRUC + DW ? ; BP + DD ? ; Caller + SDR_Blue DB ?,? ; Blue Data Value + SDR_Green DB ?,? ; Green Data Value + SDR_Red DB ?,? ; Red Data Value + SDR_Register DB ?,? ; Palette Register # +SDR_STACK ENDS + + PUBLIC SET_DAC_REGISTER + +SET_DAC_REGISTER PROC FAR + + PUSH BP ; Save BP + MOV BP, SP ; Set up Stack Frame + + ; Select which DAC Register to modify + + OUT_8 DAC_WRITE_ADDR, [BP].SDR_Register + + MOV DX, PEL_DATA_REG ; Dac Data Register + OUT_8 DX, [BP].SDR_Red ; Set Red Intensity + OUT_8 DX, [BP].SDR_Green ; Set Green Intensity + OUT_8 DX, [BP].SDR_Blue ; Set Blue Intensity + + POP BP ; Restore Registers + RET 8 ; Exit & Clean Up Stack + +SET_DAC_REGISTER ENDP + +;==================================================== +;GET_DAC_REGISTER (Register%, &Red%, &Green%, &Blue%) +;==================================================== +; +; Reads the RGB Values of a single Vga Palette Register +; +; ENTRY: Register = The DAC # to read (0-255) +; Red = Offset to Red Variable in DS +; Green = Offset to Green Variable in DS +; Blue = Offset to Blue Variable in DS +; +; EXIT: The values of the integer variables Red, +; Green, and Blue are set to the values +; taken from the specified DAC register. +; + +GDR_STACK STRUC + DW ? ; BP + DD ? ; Caller + GDR_Blue DW ? ; Addr of Blue Data Value in DS + GDR_Green DW ? ; Addr of Green Data Value in DS + GDR_Red DW ? ; Addr of Red Data Value in DS + GDR_Register DB ?,? ; Palette Register # +GDR_STACK ENDS + + PUBLIC GET_DAC_REGISTER + +GET_DAC_REGISTER PROC FAR + + PUSH BP ; Save BP + MOV BP, SP ; Set up Stack Frame + + ; Select which DAC Register to read in + + OUT_8 DAC_READ_ADDR, [BP].GDR_Register + + MOV DX, PEL_DATA_REG ; Dac Data Register + CLR AX ; Clear AX + + IN AL, DX ; Read Red Value + MOV BX, [BP].GDR_Red ; Get Address of Red% + MOV [BX], AX ; *Red% = AX + + IN AL, DX ; Read Green Value + MOV BX, [BP].GDR_Green ; Get Address of Green% + MOV [BX], AX ; *Green% = AX + + IN AL, DX ; Read Blue Value + MOV BX, [BP].GDR_Blue ; Get Address of Blue% + MOV [BX], AX ; *Blue% = AX + + POP BP ; Restore Registers + RET 8 ; Exit & Clean Up Stack + +GET_DAC_REGISTER ENDP + + +;=========================================================== +;LOAD_DAC_REGISTERS (SEG PalData, StartReg%, EndReg%, Sync%) +;=========================================================== +; +; Sets a Block of Vga Palette Registers +; +; ENTRY: PalData = Far Pointer to Block of palette data +; StartReg = First Register # in range to set (0-255) +; EndReg = Last Register # in Range to set (0-255) +; Sync = Wait for Vertical Retrace Flag (Boolean) +; +; EXIT: No meaningful values returned +; +; NOTES: PalData is a linear array of 3 byte Palette values +; in the order: Red (0-63), Green (0-63), Blue (0-63) +; + +LDR_STACK STRUC + DW ?x3 ; BP, DS, SI + DD ? ; Caller + LDR_Sync DW ? ; Vertical Sync Flag + LDR_EndReg DB ?,? ; Last Register # + LDR_StartReg DB ?,? ; First Register # + LDR_PalData DD ? ; Far Ptr to Palette Data +LDR_STACK ENDS + + PUBLIC LOAD_DAC_REGISTERS + +LOAD_DAC_REGISTERS PROC FAR + + PUSHx BP, DS, SI ; Save Registers + mov BP, SP ; Set up Stack Frame + + mov AX, [BP].LDR_Sync ; Get Vertical Sync Flag + or AX, AX ; is Sync Flag = 0? + jz @LDR_Load ; if so, skip call + + call f SYNC_DISPLAY ; wait for vsync + + ; Determine register #'s, size to copy, etc + +@LDR_Load: + + lds SI, [BP].LDR_PalData ; DS:SI -> Palette Data + mov DX, DAC_WRITE_ADDR ; DAC register # selector + + CLR AX, BX ; Clear for byte loads + mov AL, [BP].LDR_StartReg ; Get Start Register + mov BL, [BP].LDR_EndReg ; Get End Register + + sub BX, AX ; BX = # of DAC registers -1 + inc BX ; BX = # of DAC registers + mov CX, BX ; CX = # of DAC registers + add CX, BX ; CX = " " * 2 + add CX, BX ; CX = " " * 3 + cld ; Block OUTs forward + out DX, AL ; set up correct register # + + ; Load a block of DAC Registers + + mov DX, PEL_DATA_REG ; Dac Data Register + + rep outsb ; block set DAC registers + + POPx SI, DS, BP ; Restore Registers + ret 10 ; Exit & Clean Up Stack + +LOAD_DAC_REGISTERS ENDP + + +;==================================================== +;READ_DAC_REGISTERS (SEG PalData, StartReg%, EndReg%) +;==================================================== +; +; Reads a Block of Vga Palette Registers +; +; ENTRY: PalData = Far Pointer to block to store palette data +; StartReg = First Register # in range to read (0-255) +; EndReg = Last Register # in Range to read (0-255) +; +; EXIT: No meaningful values returned +; +; NOTES: PalData is a linear array of 3 byte Palette values +; in the order: Red (0-63), Green (0-63), Blue (0-63) +; + +RDR_STACK STRUC + DW ?x3 ; BP, ES, DI + DD ? ; Caller + RDR_EndReg DB ?,? ; Last Register # + RDR_StartReg DB ?,? ; First Register # + RDR_PalData DD ? ; Far Ptr to Palette Data +RDR_STACK ENDS + + PUBLIC READ_DAC_REGISTERS + +READ_DAC_REGISTERS PROC FAR + + PUSHx BP, ES, DI ; Save Registers + mov BP, SP ; Set up Stack Frame + + ; Determine register #'s, size to copy, etc + + les DI, [BP].RDR_PalData ; ES:DI -> Palette Buffer + mov DX, DAC_READ_ADDR ; DAC register # selector + + CLR AX, BX ; Clear for byte loads + mov AL, [BP].RDR_StartReg ; Get Start Register + mov BL, [BP].RDR_EndReg ; Get End Register + + sub BX, AX ; BX = # of DAC registers -1 + inc BX ; BX = # of DAC registers + mov CX, BX ; CX = # of DAC registers + add CX, BX ; CX = " " * 2 + add CX, BX ; CX = " " * 3 + cld ; Block INs forward + + ; Read a block of DAC Registers + + out DX, AL ; set up correct register # + mov DX, PEL_DATA_REG ; Dac Data Register + + rep insb ; block read DAC registers + + POPx DI, ES, BP ; Restore Registers + ret 8 ; Exit & Clean Up Stack + +READ_DAC_REGISTERS ENDP + + + ; ===== PAGE FLIPPING AND SCROLLING ROUTINES ===== + +;========================= +;SET_ACTIVE_PAGE (PageNo%) +;========================= +; +; Sets the active display Page to be used for future drawing +; +; ENTRY: PageNo = Display Page to make active +; (values: 0 to Number of Pages - 1) +; +; EXIT: No meaningful values returned +; + +SAP_STACK STRUC + DW ? ; BP + DD ? ; Caller + SAP_Page DW ? ; Page # for Drawing +SAP_STACK ENDS + + PUBLIC SET_ACTIVE_PAGE + +SET_ACTIVE_PAGE PROC FAR + + PUSH BP ; Preserve Registers + MOV BP, SP ; Set up Stack Frame + + MOV BX, [BP].SAP_Page ; Get Desired Page # + CMP BX, LAST_PAGE ; Is Page # Valid? + JAE @SAP_Exit ; IF Not, Do Nothing + + MOV ACTIVE_PAGE, BX ; Set Active Page # + + SHL BX, 1 ; Scale Page # to Word + MOV AX, PAGE_ADDR[BX] ; Get offset to Page + + MOV CURRENT_PAGE, AX ; And set for future LES's + +@SAP_Exit: + POP BP ; Restore Registers + RET 2 ; Exit and Clean up Stack + +SET_ACTIVE_PAGE ENDP + + +;================ +;GET_ACTIVE_PAGE% +;================ +; +; Returns the Video Page # currently used for Drawing +; +; ENTRY: No Parameters are passed +; +; EXIT: AX = Current Video Page used for Drawing +; + + PUBLIC GET_ACTIVE_PAGE + +GET_ACTIVE_PAGE PROC FAR + + MOV AX, ACTIVE_PAGE ; Get Active Page # + RET ; Exit and Clean up Stack + +GET_ACTIVE_PAGE ENDP + + +;=============================== +;SET_DISPLAY_PAGE (DisplayPage%) +;=============================== +; +; Sets the currently visible display page. +; When called this routine syncronizes the display +; to the vertical blank. +; +; ENTRY: PageNo = Display Page to show on the screen +; (values: 0 to Number of Pages - 1) +; +; EXIT: No meaningful values returned +; + +SDP_STACK STRUC + DW ? ; BP + DD ? ; Caller + SDP_Page DW ? ; Page # to Display... +SDP_STACK ENDS + + PUBLIC SET_DISPLAY_PAGE + +SET_DISPLAY_PAGE PROC FAR + + PUSH BP ; Preserve Registers + MOV BP, SP ; Set up Stack Frame + + MOV BX, [BP].SDP_Page ; Get Desired Page # + CMP BX, LAST_PAGE ; Is Page # Valid? + JAE @SDP_Exit ; IF Not, Do Nothing + + MOV DISPLAY_PAGE, BX ; Set Display Page # + + SHL BX, 1 ; Scale Page # to Word + MOV CX, PAGE_ADDR[BX] ; Get offset in memory to Page + ADD CX, CURRENT_MOFFSET ; Adjust for any scrolling + + ; Wait if we are currently in a Vertical Retrace + + MOV DX, INPUT_1 ; Input Status #1 Register + +@DP_WAIT0: + IN AL, DX ; Get VGA status + AND AL, VERT_RETRACE ; In Display mode yet? + JNZ @DP_WAIT0 ; If Not, wait for it + + ; Set the Start Display Address to the new page + + MOV DX, CRTC_Index ; We Change the VGA Sequencer + + MOV AL, START_DISP_LO ; Display Start Low Register + MOV AH, CL ; Low 8 Bits of Start Addr + OUT DX, AX ; Set Display Addr Low + + MOV AL, START_DISP_HI ; Display Start High Register + MOV AH, CH ; High 8 Bits of Start Addr + OUT DX, AX ; Set Display Addr High + + ; Wait for a Vertical Retrace to smooth out things + + MOV DX, INPUT_1 ; Input Status #1 Register + +@DP_WAIT1: + IN AL, DX ; Get VGA status + AND AL, VERT_RETRACE ; Vertical Retrace Start? + JZ @DP_WAIT1 ; If Not, wait for it + + ; Now Set Display Starting Address + + +@SDP_Exit: + POP BP ; Restore Registers + RET 2 ; Exit and Clean up Stack + +SET_DISPLAY_PAGE ENDP + + +;================= +;GET_DISPLAY_PAGE% +;================= +; +; Returns the Video Page # currently displayed +; +; ENTRY: No Parameters are passed +; +; EXIT: AX = Current Video Page being displayed +; + + PUBLIC GET_DISPLAY_PAGE + +GET_DISPLAY_PAGE PROC FAR + + MOV AX, DISPLAY_PAGE ; Get Display Page # + RET ; Exit & Clean Up Stack + +GET_DISPLAY_PAGE ENDP + + +;======================================= +;SET_WINDOW (DisplayPage%, Xpos%, Ypos%) +;======================================= +; +; Since a Logical Screen can be larger than the Physical +; Screen, Scrolling is possible. This routine sets the +; Upper Left Corner of the Screen to the specified Pixel. +; Also Sets the Display page to simplify combined page +; flipping and scrolling. When called this routine +; syncronizes the display to the vertical blank. +; +; ENTRY: DisplayPage = Display Page to show on the screen +; Xpos = # of pixels to shift screen right +; Ypos = # of lines to shift screen down +; +; EXIT: No meaningful values returned +; + +SW_STACK STRUC + DW ? ; BP + DD ? ; Caller + SW_Ypos DW ? ; Y pos of UL Screen Corner + SW_Xpos DW ? ; X pos of UL Screen Corner + SW_Page DW ? ; (new) Display Page +SW_STACK ENDS + + PUBLIC SET_WINDOW + +SET_WINDOW PROC FAR + + PUSH BP ; Preserve Registers + MOV BP, SP ; Set up Stack Frame + + ; Check if our Scroll Offsets are Valid + + MOV BX, [BP].SW_Page ; Get Desired Page # + CMP BX, LAST_PAGE ; Is Page # Valid? + JAE @SW_Exit ; IF Not, Do Nothing + + MOV AX, [BP].SW_Ypos ; Get Desired Y Offset + CMP AX, MAX_YOFFSET ; Is it Within Limits? + JA @SW_Exit ; if not, exit + + MOV CX, [BP].SW_Xpos ; Get Desired X Offset + CMP CX, MAX_XOFFSET ; Is it Within Limits? + JA @SW_Exit ; if not, exit + + ; Compute proper Display start address to use + + MUL SCREEN_WIDTH ; AX = YOffset * Line Width + SHR CX, 2 ; CX / 4 = Bytes into Line + ADD AX, CX ; AX = Offset of Upper Left Pixel + + MOV CURRENT_MOFFSET, AX ; Save Offset Info + + MOV DISPLAY_PAGE, BX ; Set Current Page # + SHL BX, 1 ; Scale Page # to Word + ADD AX, PAGE_ADDR[BX] ; Get offset in VGA to Page + MOV BX, AX ; BX = Desired Display Start + + MOV DX, INPUT_1 ; Input Status #1 Register + + ; Wait if we are currently in a Vertical Retrace + +@SW_WAIT0: + IN AL, DX ; Get VGA status + AND AL, VERT_RETRACE ; In Display mode yet? + JNZ @SW_WAIT0 ; If Not, wait for it + + ; Set the Start Display Address to the new window + + MOV DX, CRTC_Index ; We Change the VGA Sequencer + MOV AL, START_DISP_LO ; Display Start Low Register + MOV AH, BL ; Low 8 Bits of Start Addr + OUT DX, AX ; Set Display Addr Low + + MOV AL, START_DISP_HI ; Display Start High Register + MOV AH, BH ; High 8 Bits of Start Addr + OUT DX, AX ; Set Display Addr High + + ; Wait for a Vertical Retrace to smooth out things + + MOV DX, INPUT_1 ; Input Status #1 Register + +@SW_WAIT1: + IN AL, DX ; Get VGA status + AND AL, VERT_RETRACE ; Vertical Retrace Start? + JZ @SW_WAIT1 ; If Not, wait for it + + ; Now Set the Horizontal Pixel Pan values + + OUT_8 ATTRIB_Ctrl, PIXEL_PAN_REG ; Select Pixel Pan Register + + MOV AX, [BP].SW_Xpos ; Get Desired X Offset + AND AL, 03 ; Get # of Pixels to Pan (0-3) + SHL AL, 1 ; Shift for 256 Color Mode + OUT DX, AL ; Fine tune the display! + +@SW_Exit: + POP BP ; Restore Saved Registers + RET 6 ; Exit and Clean up Stack + +SET_WINDOW ENDP + + +;============= +;GET_X_OFFSET% +;============= +; +; Returns the X coordinate of the Pixel currently display +; in the upper left corner of the display +; +; ENTRY: No Parameters are passed +; +; EXIT: AX = Current Horizontal Scroll Offset +; + + PUBLIC GET_X_OFFSET + +GET_X_OFFSET PROC FAR + + MOV AX, CURRENT_XOFFSET ; Get current horz offset + RET ; Exit & Clean Up Stack + +GET_X_OFFSET ENDP + + +;============= +;GET_Y_OFFSET% +;============= +; +; Returns the Y coordinate of the Pixel currently display +; in the upper left corner of the display +; +; ENTRY: No Parameters are passed +; +; EXIT: AX = Current Vertical Scroll Offset +; + + PUBLIC GET_Y_OFFSET + +GET_Y_OFFSET PROC FAR + + MOV AX, CURRENT_YOFFSET ; Get current vertical offset + RET ; Exit & Clean Up Stack + +GET_Y_OFFSET ENDP + + +;============ +;SYNC_DISPLAY +;============ +; +; Pauses the computer until the next Vertical Retrace starts +; +; ENTRY: No Parameters are passed +; +; EXIT: No meaningful values returned +; + + PUBLIC SYNC_DISPLAY + +SYNC_DISPLAY PROC FAR + + MOV DX, INPUT_1 ; Input Status #1 Register + + ; Wait for any current retrace to end + +@SD_WAIT0: + IN AL, DX ; Get VGA status + AND AL, VERT_RETRACE ; In Display mode yet? + JNZ @SD_WAIT0 ; If Not, wait for it + + ; Wait for the start of the next vertical retrace + +@SD_WAIT1: + IN AL, DX ; Get VGA status + AND AL, VERT_RETRACE ; Vertical Retrace Start? + JZ @SD_WAIT1 ; If Not, wait for it + + RET ; Exit & Clean Up Stack + +SYNC_DISPLAY ENDP + + + ; ===== TEXT DISPLAY ROUTINES ===== + +;================================================== +;GPRINTC (CharNum%, Xpos%, Ypos%, ColorF%, ColorB%) +;================================================== +; +; Draws an ASCII Text Character using the currently selected +; 8x8 font on the active display page. It would be a simple +; exercise to make this routine process variable height fonts. +; +; ENTRY: CharNum = ASCII character # to draw +; Xpos = X position to draw Character at +; Ypos = Y position of to draw Character at +; ColorF = Color to draw text character in +; ColorB = Color to set background to +; +; EXIT: No meaningful values returned +; + +GPC_STACK STRUC + GPC_Width DW ? ; Screen Width-1 + GPC_Lines DB ?,? ; Scan lines to Decode + GPC_T_SETS DW ? ; Saved Charset Segment + GPC_T_SETO DW ? ; Saved Charset Offset + DW ?x4 ; DI, SI, DS, BP + DD ? ; Caller + GPC_ColorB DB ?,? ; Background Color + GPC_ColorF DB ?,? ; Text Color + GPC_Ypos DW ? ; Y Position to Print at + GPC_Xpos DW ? ; X position to Print at + GPC_Char DB ?,? ; Character to Print +GPC_STACK ENDS + + PUBLIC GPRINTC + +GPRINTC PROC FAR + + PUSHx BP, DS, SI, DI ; Preserve Important Registers + SUB SP, 8 ; Allocate WorkSpace on Stack + MOV BP, SP ; Set up Stack Frame + + LES DI, d CURRENT_PAGE ; Point to Active VGA Page + + MOV AX, SCREEN_WIDTH ; Get Logical Line Width + MOV BX, AX ; BX = Screen Width + DEC BX ; = Screen Width-1 + MOV [BP].GPC_Width, BX ; Save for later use + + MUL [BP].GPC_Ypos ; Start of Line = Ypos * Width + ADD DI, AX ; DI -> Start of Line Ypos + + MOV AX, [BP].GPC_Xpos ; Get Xpos of Character + MOV CX, AX ; Save Copy of Xpos + SHR AX, 2 ; Bytes into Line = Xpos/4 + ADD DI, AX ; DI -> (Xpos, Ypos) + + ;Get Source ADDR of Character Bit Map & Save + + MOV AL, [BP].GPC_Char ; Get Character # + TEST AL, 080h ; Is Hi Bit Set? + JZ @GPC_LowChar ; Nope, use low char set ptr + + AND AL, 07Fh ; Mask Out Hi Bit + MOV BX, CHARSET_HI ; BX = Char Set Ptr:Offset + MOV DX, CHARSET_HI+2 ; DX = Char Set Ptr:Segment + JMP s @GPC_Set_Char ; Go Setup Character Ptr + +@GPC_LowChar: + + MOV BX, CHARSET_LOW ; BX = Char Set Ptr:Offset + MOV DX, CHARSET_LOW+2 ; DX = Char Set Ptr:Segment + +@GPC_Set_Char: + MOV [BP].GPC_T_SETS, DX ; Save Segment on Stack + + MOV AH, 0 ; Valid #'s are 0..127 + SHL AX, 3 ; * 8 Bytes Per Bitmap + ADD BX, AX ; BX = Offset of Selected char + MOV [BP].GPC_T_SETO, BX ; Save Offset on Stack + + AND CX, PLANE_BITS ; Get Plane # + MOV CH, ALL_PLANES ; Get Initial Plane mask + SHL CH, CL ; And shift into position + AND CH, ALL_PLANES ; And mask to lower nibble + + MOV AL, 04 ; 4-Plane # = # of initial + SUB AL, CL ; shifts to align bit mask + MOV CL, AL ; Shift Count for SHL + + ;Get segment of character map + + OUT_8 SC_Index, MAP_MASK ; Setup Plane selections + INC DX ; DX -> SC_Data + + MOV AL, 08 ; 8 Lines to Process + MOV [BP].GPC_Lines, AL ; Save on Stack + + MOV DS, [BP].GPC_T_SETS ; Point to character set + +@GPC_DECODE_CHAR_BYTE: + + MOV SI, [BP].GPC_T_SETO ; Get DS:SI = String + + MOV BH, [SI] ; Get Bit Map + INC SI ; Point to Next Line + MOV [BP].GPC_T_SETO, SI ; And save new Pointer... + + CLR AX ; Clear AX + + CLR BL ; Clear BL + ROL BX, CL ; BL holds left edge bits + MOV SI, BX ; Use as Table Index + AND SI, CHAR_BITS ; Get Low Bits + MOV AL, Char_Plane_Data[SI] ; Get Mask in AL + JZ @GPC_NO_LEFT1BITS ; Skip if No Pixels to set + + MOV AH, [BP].GPC_ColorF ; Get Foreground Color + OUT DX, AL ; Set up Screen Mask + MOV ES:[DI], AH ; Write Foreground color + +@GPC_NO_LEFT1BITS: + XOR AL, CH ; Invert mask for Background + JZ @GPC_NO_LEFT0BITS ; Hey, no need for this + + MOV AH, [BP].GPC_ColorB ; Get background Color + OUT DX, AL ; Set up Screen Mask + MOV ES:[DI], AH ; Write Foreground color + + ;Now Do Middle/Last Band + +@GPC_NO_LEFT0BITS: + INC DI ; Point to next Byte + ROL BX, 4 ; Shift 4 bits + + MOV SI, BX ; Make Lookup Pointer + AND SI, CHAR_BITS ; Get Low Bits + MOV AL, Char_Plane_Data[SI] ; Get Mask in AL + JZ @GPC_NO_MIDDLE1BITS ; Skip if no pixels to set + + MOV AH, [BP].GPC_ColorF ; Get Foreground Color + OUT DX, AL ; Set up Screen Mask + MOV ES:[DI], AH ; Write Foreground color + +@GPC_NO_MIDDLE1BITS: + XOR AL, ALL_PLANES ; Invert mask for Background + JZ @GPC_NO_MIDDLE0BITS ; Hey, no need for this + + MOV AH, [BP].GPC_ColorB ; Get background Color + OUT DX, AL ; Set up Screen Mask + MOV ES:[DI], AH ; Write Foreground color + +@GPC_NO_MIDDLE0BITS: + XOR CH, ALL_PLANES ; Invert Clip Mask + CMP CL, 4 ; Aligned by 4? + JZ @GPC_NEXT_LINE ; If so, Exit now.. + + INC DI ; Point to next Byte + ROL BX, 4 ; Shift 4 bits + + MOV SI, BX ; Make Lookup Pointer + AND SI, CHAR_BITS ; Get Low Bits + MOV AL, Char_Plane_Data[SI] ; Get Mask in AL + JZ @GPC_NO_RIGHT1BITS ; Skip if No Pixels to set + + MOV AH, [BP].GPC_ColorF ; Get Foreground Color + OUT DX, AL ; Set up Screen Mask + MOV ES:[DI], AH ; Write Foreground color + +@GPC_NO_RIGHT1BITS: + + XOR AL, CH ; Invert mask for Background + JZ @GPC_NO_RIGHT0BITS ; Hey, no need for this + + MOV AH, [BP].GPC_ColorB ; Get background Color + OUT DX, AL ; Set up Screen Mask + MOV ES:[DI], AH ; Write Foreground color + +@GPC_NO_RIGHT0BITS: + DEC DI ; Adjust for Next Line Advance + +@GPC_NEXT_LINE: + ADD DI, [BP].GPC_Width ; Point to Next Line + XOR CH, CHAR_BITS ; Flip the Clip mask back + + DEC [BP].GPC_Lines ; Count Down Lines + JZ @GPC_EXIT ; Ok... Done! + + JMP @GPC_DECODE_CHAR_BYTE ; Again! Hey! + +@GPC_EXIT: + ADD SP, 08 ; Deallocate stack workspace + POPx DI, SI, DS, BP ; Restore Saved Registers + RET 10 ; Exit and Clean up Stack + +GPRINTC ENDP + + +;========================================== +;TGPRINTC (CharNum%, Xpos%, Ypos%, ColorF%) +;========================================== +; +; Transparently draws an ASCII Text Character using the +; currently selected 8x8 font on the active display page. +; +; ENTRY: CharNum = ASCII character # to draw +; Xpos = X position to draw Character at +; Ypos = Y position of to draw Character at +; ColorF = Color to draw text character in +; +; EXIT: No meaningful values returned +; + +TGP_STACK STRUC + TGP_Width DW ? ; Screen Width-1 + TGP_Lines DB ?,? ; Scan lines to Decode + TGP_T_SETS DW ? ; Saved Charset Segment + TGP_T_SETO DW ? ; Saved Charset Offset + DW ?x4 ; DI, SI, DS, BP + DD ? ; Caller + TGP_ColorF DB ?,? ; Text Color + TGP_Ypos DW ? ; Y Position to Print at + TGP_Xpos DW ? ; X position to Print at + TGP_Char DB ?,? ; Character to Print +TGP_STACK ENDS + + PUBLIC TGPRINTC + +TGPRINTC PROC FAR + + PUSHx BP, DS, SI, DI ; Preserve Important Registers + SUB SP, 8 ; Allocate WorkSpace on Stack + MOV BP, SP ; Set up Stack Frame + + LES DI, d CURRENT_PAGE ; Point to Active VGA Page + + MOV AX, SCREEN_WIDTH ; Get Logical Line Width + MOV BX, AX ; BX = Screen Width + DEC BX ; = Screen Width-1 + MOV [BP].TGP_Width, BX ; Save for later use + + MUL [BP].TGP_Ypos ; Start of Line = Ypos * Width + ADD DI, AX ; DI -> Start of Line Ypos + + MOV AX, [BP].TGP_Xpos ; Get Xpos of Character + MOV CX, AX ; Save Copy of Xpos + SHR AX, 2 ; Bytes into Line = Xpos/4 + ADD DI, AX ; DI -> (Xpos, Ypos) + + ;Get Source ADDR of Character Bit Map & Save + + MOV AL, [BP].TGP_Char ; Get Character # + TEST AL, 080h ; Is Hi Bit Set? + JZ @TGP_LowChar ; Nope, use low char set ptr + + AND AL, 07Fh ; Mask Out Hi Bit + MOV BX, CHARSET_HI ; BX = Char Set Ptr:Offset + MOV DX, CHARSET_HI+2 ; DX = Char Set Ptr:Segment + JMP s @TGP_Set_Char ; Go Setup Character Ptr + +@TGP_LowChar: + + MOV BX, CHARSET_LOW ; BX = Char Set Ptr:Offset + MOV DX, CHARSET_LOW+2 ; DX = Char Set Ptr:Segment + +@TGP_Set_Char: + MOV [BP].TGP_T_SETS, DX ; Save Segment on Stack + + MOV AH, 0 ; Valid #'s are 0..127 + SHL AX, 3 ; * 8 Bytes Per Bitmap + ADD BX, AX ; BX = Offset of Selected char + MOV [BP].TGP_T_SETO, BX ; Save Offset on Stack + + AND CX, PLANE_BITS ; Get Plane # + MOV CH, ALL_PLANES ; Get Initial Plane mask + SHL CH, CL ; And shift into position + AND CH, ALL_PLANES ; And mask to lower nibble + + MOV AL, 04 ; 4-Plane # = # of initial + SUB AL, CL ; shifts to align bit mask + MOV CL, AL ; Shift Count for SHL + + ;Get segment of character map + + OUT_8 SC_Index, MAP_MASK ; Setup Plane selections + INC DX ; DX -> SC_Data + + MOV AL, 08 ; 8 Lines to Process + MOV [BP].TGP_Lines, AL ; Save on Stack + + MOV DS, [BP].TGP_T_SETS ; Point to character set + +@TGP_DECODE_CHAR_BYTE: + + MOV SI, [BP].TGP_T_SETO ; Get DS:SI = String + + MOV BH, [SI] ; Get Bit Map + INC SI ; Point to Next Line + MOV [BP].TGP_T_SETO, SI ; And save new Pointer... + + MOV AH, [BP].TGP_ColorF ; Get Foreground Color + + CLR BL ; Clear BL + ROL BX, CL ; BL holds left edge bits + MOV SI, BX ; Use as Table Index + AND SI, CHAR_BITS ; Get Low Bits + MOV AL, Char_Plane_Data[SI] ; Get Mask in AL + JZ @TGP_NO_LEFT1BITS ; Skip if No Pixels to set + + OUT DX, AL ; Set up Screen Mask + MOV ES:[DI], AH ; Write Foreground color + + ;Now Do Middle/Last Band + +@TGP_NO_LEFT1BITS: + + INC DI ; Point to next Byte + ROL BX, 4 ; Shift 4 bits + + MOV SI, BX ; Make Lookup Pointer + AND SI, CHAR_BITS ; Get Low Bits + MOV AL, Char_Plane_Data[SI] ; Get Mask in AL + JZ @TGP_NO_MIDDLE1BITS ; Skip if no pixels to set + + OUT DX, AL ; Set up Screen Mask + MOV ES:[DI], AH ; Write Foreground color + +@TGP_NO_MIDDLE1BITS: + XOR CH, ALL_PLANES ; Invert Clip Mask + CMP CL, 4 ; Aligned by 4? + JZ @TGP_NEXT_LINE ; If so, Exit now.. + + INC DI ; Point to next Byte + ROL BX, 4 ; Shift 4 bits + + MOV SI, BX ; Make Lookup Pointer + AND SI, CHAR_BITS ; Get Low Bits + MOV AL, Char_Plane_Data[SI] ; Get Mask in AL + JZ @TGP_NO_RIGHT1BITS ; Skip if No Pixels to set + + OUT DX, AL ; Set up Screen Mask + MOV ES:[DI], AH ; Write Foreground color + +@TGP_NO_RIGHT1BITS: + + DEC DI ; Adjust for Next Line Advance + +@TGP_NEXT_LINE: + ADD DI, [BP].TGP_Width ; Point to Next Line + XOR CH, CHAR_BITS ; Flip the Clip mask back + + DEC [BP].TGP_Lines ; Count Down Lines + JZ @TGP_EXIT ; Ok... Done! + + JMP @TGP_DECODE_CHAR_BYTE ; Again! Hey! + +@TGP_EXIT: + ADD SP, 08 ; Deallocate stack workspace + POPx DI, SI, DS, BP ; Restore Saved Registers + RET 8 ; Exit and Clean up Stack + +TGPRINTC ENDP + + +;=============================================================== +;PRINT_STR (SEG String, MaxLen%, Xpos%, Ypos%, ColorF%, ColorB%) +;=============================================================== +; +; Routine to quickly Print a null terminated ASCII string on the +; active display page up to a maximum length. +; +; ENTRY: String = Far Pointer to ASCII string to print +; MaxLen = # of characters to print if no null found +; Xpos = X position to draw Text at +; Ypos = Y position of to draw Text at +; ColorF = Color to draw text in +; ColorB = Color to set background to +; +; EXIT: No meaningful values returned +; + +PS_STACK STRUC + DW ?x4 ; DI, SI, DS, BP + DD ? ; Caller + PS_ColorB DW ? ; Background Color + PS_ColorF DW ? ; Text Color + PS_Ypos DW ? ; Y Position to Print at + PS_Xpos DW ? ; X position to Print at + PS_Len DW ? ; Maximum Length of string to print + PS_Text DW ?,? ; Far Ptr to Text String +PS_STACK ENDS + + PUBLIC PRINT_STR + +PRINT_STR PROC FAR + + PUSHx BP, DS, SI, DI ; Preserve Important Registers + MOV BP, SP ; Set up Stack Frame + +@PS_Print_It: + + MOV CX, [BP].PS_Len ; Get Remaining text Length + JCXZ @PS_Exit ; Exit when out of text + + LES DI, d [BP].PS_Text ; ES:DI -> Current Char in Text + MOV AL, ES:[DI] ; AL = Text Character + AND AX, 00FFh ; Clear High Word + JZ @PS_Exit ; Exit if null character + + DEC [BP].PS_Len ; Remaining Text length-- + INC [BP].PS_Text ; Point to Next text char + + ; Set up Call to GPRINTC + + PUSH AX ; Set Character Parameter + MOV BX, [BP].PS_Xpos ; Get Xpos + PUSH BX ; Set Xpos Parameter + ADD BX, 8 ; Advance 1 Char to Right + MOV [BP].PS_Xpos, BX ; Save for next time through + + MOV BX, [BP].PS_Ypos ; Get Ypos + PUSH BX ; Set Ypos Parameter + + MOV BX, [BP].PS_ColorF ; Get Text Color + PUSH BX ; Set ColorF Parameter + + MOV BX, [BP].PS_ColorB ; Get Background Color + PUSH BX ; Set ColorB Parameter + + CALL f GPRINTC ; Print Character! + JMP s @PS_Print_It ; Process next character + +@PS_Exit: + POPx DI, SI, DS, BP ; Restore Saved Registers + RET 14 ; Exit and Clean up Stack + +PRINT_STR ENDP + + +;================================================================ +;TPRINT_STR (SEG String, MaxLen%, Xpos%, Ypos%, ColorF%, ColorB%) +;================================================================ +; +; Routine to quickly transparently Print a null terminated ASCII +; string on the active display page up to a maximum length. +; +; ENTRY: String = Far Pointer to ASCII string to print +; MaxLen = # of characters to print if no null found +; Xpos = X position to draw Text at +; Ypos = Y position of to draw Text at +; ColorF = Color to draw text in +; +; EXIT: No meaningful values returned +; + +TPS_STACK STRUC + DW ?x4 ; DI, SI, DS, BP + DD ? ; Caller + TPS_ColorF DW ? ; Text Color + TPS_Ypos DW ? ; Y Position to Print at + TPS_Xpos DW ? ; X position to Print at + TPS_Len DW ? ; Maximum Length of string to print + TPS_Text DW ?,? ; Far Ptr to Text String +TPS_STACK ENDS + + PUBLIC TPRINT_STR + +TPRINT_STR PROC FAR + + PUSHx BP, DS, SI, DI ; Preserve Important Registers + MOV BP, SP ; Set up Stack Frame + +@TPS_Print_It: + + MOV CX, [BP].TPS_Len ; Get Remaining text Length + JCXZ @TPS_Exit ; Exit when out of text + + LES DI, d [BP].TPS_Text ; ES:DI -> Current Char in Text + MOV AL, ES:[DI] ; AL = Text Character + AND AX, 00FFh ; Clear High Word + JZ @TPS_Exit ; Exit if null character + + DEC [BP].TPS_Len ; Remaining Text length-- + INC [BP].TPS_Text ; Point to Next text char + + ; Set up Call to TGPRINTC + + PUSH AX ; Set Character Parameter + MOV BX, [BP].TPS_Xpos ; Get Xpos + PUSH BX ; Set Xpos Parameter + ADD BX, 8 ; Advance 1 Char to Right + MOV [BP].TPS_Xpos, BX ; Save for next time through + + MOV BX, [BP].TPS_Ypos ; Get Ypos + PUSH BX ; Set Ypos Parameter + + MOV BX, [BP].TPS_ColorF ; Get Text Color + PUSH BX ; Set ColorF Parameter + + CALL f TGPRINTC ; Print Character! + JMP s @TPS_Print_It ; Process next character + +@TPS_Exit: + POPx DI, SI, DS, BP ; Restore Saved Registers + RET 12 ; Exit and Clean up Stack + +TPRINT_STR ENDP + + +;=========================================== +;SET_DISPLAY_FONT(SEG FontData, FontNumber%) +;=========================================== +; +; Allows the user to specify their own font data for +; wither the lower or upper 128 characters. +; +; ENTRY: FontData = Far Pointer to Font Bitmaps +; FontNumber = Which half of set this is +; = 0, Lower 128 characters +; = 1, Upper 128 characters +; +; EXIT: No meaningful values returned +; + +SDF_STACK STRUC + DW ? ; BP + DD ? ; Caller + SDF_Which DW ? ; Hi Table/Low Table Flag + SDF_Font DD ? ; Far Ptr to Font Table +SDF_STACK ENDS + + PUBLIC SET_DISPLAY_FONT + +SET_DISPLAY_FONT PROC FAR + + PUSH BP ; Preserve Registers + MOV BP, SP ; Set up Stack Frame + + LES DI, [BP].SDF_Font ; Get Far Ptr to Font + + MOV SI, o CHARSET_LOW ; Assume Lower 128 chars + TEST [BP].SDF_Which, 1 ; Font #1 selected? + JZ @SDF_Set_Font ; If not, skip ahead + + MOV SI, o CHARSET_HI ; Ah, really it's 128-255 + +@SDF_Set_Font: + MOV [SI], DI ; Set Font Pointer Offset + MOV [SI+2], ES ; Set Font Pointer Segment + + POP BP ; Restore Registers + RET 6 ; We are Done.. Outa here + +SET_DISPLAY_FONT ENDP + + + ; ===== BITMAP (SPRITE) DISPLAY ROUTINES ===== + +;====================================================== +;DRAW_BITMAP (SEG Image, Xpos%, Ypos%, Width%, Height%) +;====================================================== +; +; Draws a variable sized Graphics Bitmap such as a +; picture or an Icon on the current Display Page in +; Mode X. The Bitmap is stored in a linear byte array +; corresponding to (0,0) (1,0), (2,0) .. (Width, Height) +; This is the same linear manner as mode 13h graphics. +; +; ENTRY: Image = Far Pointer to Bitmap Data +; Xpos = X position to Place Upper Left pixel at +; Ypos = Y position to Place Upper Left pixel at +; Width = Width of the Bitmap in Pixels +; Height = Height of the Bitmap in Pixels +; +; EXIT: No meaningful values returned +; + +DB_STACK STRUC + DB_LineO DW ? ; Offset to Next Line + DB_PixCount DW ? ; (Minimum) # of Pixels/Line + DB_Start DW ? ; Addr of Upper Left Pixel + DB_PixSkew DW ? ; # of bytes to Adjust EOL + DB_SkewFlag DW ? ; Extra Pix on Plane Flag + DW ?x4 ; DI, SI, DS, BP + DD ? ; Caller + DB_Height DW ? ; Height of Bitmap in Pixels + DB_Width DW ? ; Width of Bitmap in Pixels + DB_Ypos DW ? ; Y position to Draw Bitmap at + DB_Xpos DW ? ; X position to Draw Bitmap at + DB_Image DD ? ; Far Pointer to Graphics Bitmap +DB_STACK ENDS + + PUBLIC DRAW_BITMAP + +DRAW_BITMAP PROC FAR + + PUSHx BP, DS, SI, DI ; Preserve Important Registers + SUB SP, 10 ; Allocate workspace + MOV BP, SP ; Set up Stack Frame + + LES DI, d CURRENT_PAGE ; Point to Active VGA Page + CLD ; Direction Flag = Forward + + MOV AX, [BP].DB_Ypos ; Get UL Corner Ypos + MUL SCREEN_WIDTH ; AX = Offset to Line Ypos + + MOV BX, [BP].DB_Xpos ; Get UL Corner Xpos + MOV CL, BL ; Save Plane # in CL + SHR BX, 2 ; Xpos/4 = Offset Into Line + + ADD DI, AX ; ES:DI -> Start of Line + ADD DI, BX ; ES:DI -> Upper Left Pixel + MOV [BP].DB_Start, DI ; Save Starting Addr + + ; Compute line to line offset + + MOV BX, [BP].DB_Width ; Get Width of Image + MOV DX, BX ; Save Copy in DX + SHR BX, 2 ; /4 = width in bands + MOV AX, SCREEN_WIDTH ; Get Screen Width + SUB AX, BX ; - (Bitmap Width/4) + + MOV [BP].DB_LineO, AX ; Save Line Width offset + MOV [BP].DB_PixCount, BX ; Minimum # pix to copy + + AND DX, PLANE_BITS ; Get "partial band" size (0-3) + MOV [BP].DB_PixSkew, DX ; Also End of Line Skew + MOV [BP].DB_SkewFlag, DX ; Save as Flag/Count + + AND CX, PLANE_BITS ; CL = Starting Plane # + MOV AX, MAP_MASK_PLANE2 ; Plane Mask & Plane Select + SHL AH, CL ; Select correct Plane + OUT_16 SC_Index, AX ; Select Plane... + MOV BH, AH ; BH = Saved Plane Mask + MOV BL, 4 ; BL = Planes to Copy + +@DB_COPY_PLANE: + + LDS SI, [BP].DB_Image ; DS:SI-> Source Image + MOV DX, [BP].DB_Height ; # of Lines to Copy + MOV DI, [BP].DB_Start ; ES:DI-> Dest pos + +@DB_COPY_LINE: + MOV CX, [BP].DB_PixCount ; Min # to copy + + TEST CL, 0FCh ; 16+PixWide? + JZ @DB_COPY_REMAINDER ; Nope... + + ; Pixel Copy loop has been unrolled to x4 + +@DB_COPY_LOOP: + MOVSB ; Copy Bitmap Pixel + ADD SI, 3 ; Skip to Next Byte in same plane + MOVSB ; Copy Bitmap Pixel + ADD SI, 3 ; Skip to Next Byte in same plane + MOVSB ; Copy Bitmap Pixel + ADD SI, 3 ; Skip to Next Byte in same plane + MOVSB ; Copy Bitmap Pixel + ADD SI, 3 ; Skip to Next Byte in same plane + + SUB CL, 4 ; Pixels to Copy=-4 + TEST CL, 0FCh ; 4+ Pixels Left? + JNZ @DB_COPY_LOOP ; if so, do another block + +@DB_COPY_REMAINDER: + JCXZ @DB_NEXT_LINE ; Any Pixels left on line + +@DB_COPY2: + MOVSB ; Copy Bitmap Pixel + ADD SI,3 ; Skip to Next Byte in same plane + LOOPx CX, @DB_COPY2 ; Pixels to Copy--, Loop until done + +@DB_NEXT_LINE: + + ; any Partial Pixels? (some planes only) + + OR CX, [BP].DB_SkewFlag ; Get Skew Count + JZ @DB_NEXT2 ; if no partial pixels + + MOVSB ; Copy Bitmap Pixel + DEC DI ; Back up to align + DEC SI ; Back up to align + +@DB_NEXT2: + ADD SI, [BP].DB_PixSkew ; Adjust Skew + ADD DI, [BP].DB_LineO ; Set to Next Display Line + LOOPx DX, @DB_COPY_LINE ; Lines to Copy--, Loop if more + + ; Copy Next Plane.... + + DEC BL ; Planes to Go-- + JZ @DB_Exit ; Hey! We are done + + ROL BH, 1 ; Next Plane in line... + OUT_8 SC_Data, BH ; Select Plane + + CMP AL, 12h ; Carry Set if AL=11h + ADC [BP].DB_Start, 0 ; Screen Addr =+Carry + INC w [BP].DB_Image ; Start @ Next Byte + + SUB [BP].DB_SkewFlag, 1 ; Reduce Planes to Skew + ADC [BP].DB_SkewFlag, 0 ; Back to 0 if it was -1 + + JMP s @DB_COPY_PLANE ; Go Copy the Next Plane + +@DB_Exit: + ADD SP, 10 ; Deallocate workspace + POPx DI, SI, DS, BP ; Restore Saved Registers + RET 12 ; Exit and Clean up Stack + +DRAW_BITMAP ENDP + + +;======================================================= +;TDRAW_BITMAP (SEG Image, Xpos%, Ypos%, Width%, Height%) +;======================================================= +; +; Transparently Draws a variable sized Graphics Bitmap +; such as a picture or an Icon on the current Display Page +; in Mode X. Pixels with a value of 0 are not drawn, +; leaving the previous "background" contents intact. +; +; The Bitmap format is the same as for the DRAW_BITMAP function. +; +; ENTRY: Image = Far Pointer to Bitmap Data +; Xpos = X position to Place Upper Left pixel at +; Ypos = Y position to Place Upper Left pixel at +; Width = Width of the Bitmap in Pixels +; Height = Height of the Bitmap in Pixels +; +; EXIT: No meaningful values returned +; + +TB_STACK STRUC + TB_LineO DW ? ; Offset to Next Line + TB_PixCount DW ? ; (Minimum) # of Pixels/Line + TB_Start DW ? ; Addr of Upper Left Pixel + TB_PixSkew DW ? ; # of bytes to Adjust EOL + TB_SkewFlag DW ? ; Extra Pix on Plane Flag + DW ?x4 ; DI, SI, DS, BP + DD ? ; Caller + TB_Height DW ? ; Height of Bitmap in Pixels + TB_Width DW ? ; Width of Bitmap in Pixels + TB_Ypos DW ? ; Y position to Draw Bitmap at + TB_Xpos DW ? ; X position to Draw Bitmap at + TB_Image DD ? ; Far Pointer to Graphics Bitmap +TB_STACK ENDS + + PUBLIC TDRAW_BITMAP + +TDRAW_BITMAP PROC FAR + + PUSHx BP, DS, SI, DI ; Preserve Important Registers + SUB SP, 10 ; Allocate workspace + MOV BP, SP ; Set up Stack Frame + + LES DI, d CURRENT_PAGE ; Point to Active VGA Page + CLD ; Direction Flag = Forward + + MOV AX, [BP].TB_Ypos ; Get UL Corner Ypos + MUL SCREEN_WIDTH ; AX = Offset to Line Ypos + + MOV BX, [BP].TB_Xpos ; Get UL Corner Xpos + MOV CL, BL ; Save Plane # in CL + SHR BX, 2 ; Xpos/4 = Offset Into Line + + ADD DI, AX ; ES:DI -> Start of Line + ADD DI, BX ; ES:DI -> Upper Left Pixel + MOV [BP].TB_Start, DI ; Save Starting Addr + + ; Compute line to line offset + + MOV BX, [BP].TB_Width ; Get Width of Image + MOV DX, BX ; Save Copy in DX + SHR BX, 2 ; /4 = width in bands + MOV AX, SCREEN_WIDTH ; Get Screen Width + SUB AX, BX ; - (Bitmap Width/4) + + MOV [BP].TB_LineO, AX ; Save Line Width offset + MOV [BP].TB_PixCount, BX ; Minimum # pix to copy + + AND DX, PLANE_BITS ; Get "partial band" size (0-3) + MOV [BP].TB_PixSkew, DX ; Also End of Line Skew + MOV [BP].TB_SkewFlag, DX ; Save as Flag/Count + + AND CX, PLANE_BITS ; CL = Starting Plane # + MOV AX, MAP_MASK_PLANE2 ; Plane Mask & Plane Select + SHL AH, CL ; Select correct Plane + OUT_16 SC_Index, AX ; Select Plane... + MOV BH, AH ; BH = Saved Plane Mask + MOV BL, 4 ; BL = Planes to Copy + +@TB_COPY_PLANE: + + LDS SI, [BP].TB_Image ; DS:SI-> Source Image + MOV DX, [BP].TB_Height ; # of Lines to Copy + MOV DI, [BP].TB_Start ; ES:DI-> Dest pos + + ; Here AH is set with the value to be considered + ; "Transparent". It can be changed! + + MOV AH, 0 ; Value to Detect 0 + +@TB_COPY_LINE: + MOV CX, [BP].TB_PixCount ; Min # to copy + + TEST CL, 0FCh ; 16+PixWide? + JZ @TB_COPY_REMAINDER ; Nope... + + ; Pixel Copy loop has been unrolled to x4 + +@TB_COPY_LOOP: + LODSB ; Get Pixel Value in AL + ADD SI, 3 ; Skip to Next Byte in same plane + CMP AL, AH ; It is "Transparent"? + JE @TB_SKIP_01 ; Skip ahead if so + MOV ES:[DI], AL ; Copy Pixel to VGA screen + +@TB_SKIP_01: + LODSB ; Get Pixel Value in AL + ADD SI, 3 ; Skip to Next Byte in same plane + CMP AL, AH ; It is "Transparent"? + JE @TB_SKIP_02 ; Skip ahead if so + MOV ES:[DI+1], AL ; Copy Pixel to VGA screen + +@TB_SKIP_02: + LODSB ; Get Pixel Value in AL + ADD SI, 3 ; Skip to Next Byte in same plane + CMP AL, AH ; It is "Transparent"? + JE @TB_SKIP_03 ; Skip ahead if so + MOV ES:[DI+2], AL ; Copy Pixel to VGA screen + +@TB_SKIP_03: + LODSB ; Get Pixel Value in AL + ADD SI, 3 ; Skip to Next Byte in same plane + CMP AL, AH ; It is "Transparent"? + JE @TB_SKIP_04 ; Skip ahead if so + MOV ES:[DI+3], AL ; Copy Pixel to VGA screen + +@TB_SKIP_04: + ADD DI, 4 ; Adjust Pixel Write Location + SUB CL, 4 ; Pixels to Copy=-4 + TEST CL, 0FCh ; 4+ Pixels Left? + JNZ @TB_COPY_LOOP ; if so, do another block + +@TB_COPY_REMAINDER: + JCXZ @TB_NEXT_LINE ; Any Pixels left on line + +@TB_COPY2: + LODSB ; Get Pixel Value in AL + ADD SI, 3 ; Skip to Next Byte in same plane + CMP AL, AH ; It is "Transparent"? + JE @TB_SKIP_05 ; Skip ahead if so + MOV ES:[DI], AL ; Copy Pixel to VGA screen + +@TB_SKIP_05: + INC DI ; Advance Dest Addr + LOOPx CX, @TB_COPY2 ; Pixels to Copy--, Loop until done + +@TB_NEXT_LINE: + + ; any Partial Pixels? (some planes only) + + OR CX, [BP].TB_SkewFlag ; Get Skew Count + JZ @TB_NEXT2 ; if no partial pixels + + LODSB ; Get Pixel Value in AL + DEC SI ; Backup to Align + CMP AL, AH ; It is "Transparent"? + JE @TB_NEXT2 ; Skip ahead if so + MOV ES:[DI], AL ; Copy Pixel to VGA screen + +@TB_NEXT2: + ADD SI, [BP].TB_PixSkew ; Adjust Skew + ADD DI, [BP].TB_LineO ; Set to Next Display Line + LOOPx DX, @TB_COPY_LINE ; Lines to Copy--, Loop if More + + ;Copy Next Plane.... + + DEC BL ; Planes to Go-- + JZ @TB_Exit ; Hey! We are done + + ROL BH, 1 ; Next Plane in line... + OUT_8 SC_Data, BH ; Select Plane + + CMP AL, 12h ; Carry Set if AL=11h + ADC [BP].TB_Start, 0 ; Screen Addr =+Carry + INC w [BP].TB_Image ; Start @ Next Byte + + SUB [BP].TB_SkewFlag, 1 ; Reduce Planes to Skew + ADC [BP].TB_SkewFlag, 0 ; Back to 0 if it was -1 + + JMP @TB_COPY_PLANE ; Go Copy the next Plane + +@TB_Exit: + ADD SP, 10 ; Deallocate workspace + POPx DI, SI, DS, BP ; Restore Saved Registers + RET 12 ; Exit and Clean up Stack + +TDRAW_BITMAP ENDP + + + ; ==== VIDEO MEMORY to VIDEO MEMORY COPY ROUTINES ===== + +;================================== +;COPY_PAGE (SourcePage%, DestPage%) +;================================== +; +; Duplicate on display page onto another +; +; ENTRY: SourcePage = Display Page # to Duplicate +; DestPage = Display Page # to hold copy +; +; EXIT: No meaningful values returned +; + +CP_STACK STRUC + DW ?x4 ; DI, SI, DS, BP + DD ? ; Caller + CP_DestP DW ? ; Page to hold copied image + CP_SourceP DW ? ; Page to Make copy from +CP_STACK ENDS + + PUBLIC COPY_PAGE + +COPY_PAGE PROC FAR + + PUSHx BP, DS, SI, DI ; Preserve Important Registers + MOV BP, SP ; Set up Stack Frame + CLD ; Block Xfer Forwards + + ; Make sure Page #'s are valid + + MOV AX, [BP].CP_SourceP ; Get Source Page # + CMP AX, LAST_PAGE ; is it > Max Page #? + JAE @CP_Exit ; if so, abort + + MOV BX, [BP].CP_DestP ; Get Destination Page # + CMP BX, LAST_PAGE ; is it > Max Page #? + JAE @CP_Exit ; if so, abort + + CMP AX, BX ; Pages #'s the same? + JE @CP_Exit ; if so, abort + + ; Setup DS:SI and ES:DI to Video Pages + + SHL BX, 1 ; Scale index to Word + MOV DI, PAGE_ADDR[BX] ; Offset to Dest Page + + MOV BX, AX ; Index to Source page + SHL BX, 1 ; Scale index to Word + MOV SI, PAGE_ADDR[BX] ; Offset to Source Page + + MOV CX, PAGE_SIZE ; Get size of Page + MOV AX, CURRENT_SEGMENT ; Get Video Mem Segment + MOV ES, AX ; ES:DI -> Dest Page + MOV DS, AX ; DS:SI -> Source Page + + ; Setup VGA registers for Mem to Mem copy + + OUT_16 GC_Index, LATCHES_ON ; Data from Latches = on + OUT_16 SC_Index, ALL_PLANES_ON ; Copy all Planes + + ; Note.. Do *NOT* use MOVSW or MOVSD - they will + ; Screw with the latches which are 8 bits x 4 + + REP MOVSB ; Copy entire Page! + + ; Reset VGA for normal memory access + + OUT_16 GC_Index, LATCHES_OFF ; Data from Latches = off + +@CP_Exit: + POPx DI, SI, DS, BP ; Restore Saved Registers + RET 4 ; Exit and Clean up Stack + +COPY_PAGE ENDP + + +;========================================================================== +;COPY_BITMAP (SourcePage%, X1%, Y1%, X2%, Y2%, DestPage%, DestX1%, DestY1%) +;========================================================================== +; +; Copies a Bitmap Image from one Display Page to Another +; This Routine is Limited to copying Images with the same +; Plane Alignment. To Work: (X1 MOD 4) must = (DestX1 MOD 4) +; Copying an Image to the Same Page is supported, but results +; may be defined when the when the rectangular areas +; (X1, Y1) - (X2, Y2) and (DestX1, DestY1) - +; (DestX1+(X2-X1), DestY1+(Y2-Y1)) overlap... +; No Paramter checking to done to insure that +; X2 >= X1 and Y2 >= Y1. Be Careful... +; +; ENTRY: SourcePage = Display Page # with Source Image +; X1 = Upper Left Xpos of Source Image +; Y1 = Upper Left Ypos of Source Image +; X2 = Lower Right Xpos of Source Image +; Y2 = Lower Right Ypos of Source Image +; DestPage = Display Page # to copy Image to +; DestX1 = Xpos to Copy UL Corner of Image to +; DestY1 = Ypos to Copy UL Corner of Image to +; +; EXIT: AX = Success Flag: 0 = Failure / -1= Success +; + +CB_STACK STRUC + CB_Height DW ? ; Height of Image in Lines + CB_Width DW ? ; Width of Image in "bands" + DW ?x4 ; DI, SI, DS, BP + DD ? ; Caller + CB_DestY1 DW ? ; Destination Ypos + CB_DestX1 DW ? ; Destination Xpos + CB_DestP DW ? ; Page to Copy Bitmap To + CB_Y2 DW ? ; LR Ypos of Image + CB_X2 DW ? ; LR Xpos of Image + CB_Y1 DW ? ; UL Ypos of Image + CB_X1 DW ? ; UL Xpos of Image + CB_SourceP DW ? ; Page containing Source Bitmap +CB_STACK ENDS + + PUBLIC COPY_BITMAP + +COPY_BITMAP PROC FAR + + PUSHx BP, DS, SI, DI ; Preserve Important Registers + SUB SP, 4 ; Allocate WorkSpace on Stack + MOV BP, SP ; Set up Stack Frame + + ; Prep Registers (and keep jumps short!) + + MOV ES, CURRENT_SEGMENT ; ES -> VGA Ram + CLD ; Block Xfer Forwards + + ; Make sure Parameters are valid + + MOV BX, [BP].CB_SourceP ; Get Source Page # + CMP BX, LAST_PAGE ; is it > Max Page #? + JAE @CB_Abort ; if so, abort + + MOV CX, [BP].CB_DestP ; Get Destination Page # + CMP CX, LAST_PAGE ; is it > Max Page #? + JAE @CB_Abort ; if so, abort + + MOV AX, [BP].CB_X1 ; Get Source X1 + XOR AX, [BP].CB_DestX1 ; Compare Bits 0-1 + AND AX, PLANE_BITS ; Check Plane Bits + JNZ @CB_Abort ; They should cancel out + + ; Setup for Copy processing + + OUT_8 SC_INDEX, MAP_MASK ; Set up for Plane Select + OUT_16 GC_Index, LATCHES_ON ; Data from Latches = on + + ; Compute Info About Images, Setup ES:SI & ES:DI + + MOV AX, [BP].CB_Y2 ; Height of Bitmap in lines + SUB AX, [BP].CB_Y1 ; is Y2 - Y1 + 1 + INC AX ; (add 1 since were not 0 based) + MOV [BP].CB_Height, AX ; Save on Stack for later use + + MOV AX, [BP].CB_X2 ; Get # of "Bands" of 4 Pixels + MOV DX, [BP].CB_X1 ; the Bitmap Occupies as X2-X1 + SHR AX, 2 ; Get X2 Band (X2 / 4) + SHR DX, 2 ; Get X1 Band (X1 / 4) + SUB AX, DX ; AX = # of Bands - 1 + INC AX ; AX = # of Bands + MOV [BP].CB_Width, AX ; Save on Stack for later use + + SHL BX, 1 ; Scale Source Page to Word + MOV SI, PAGE_ADDR[BX] ; SI = Offset of Source Page + MOV AX, [BP].CB_Y1 ; Get Source Y1 Line + MUL SCREEN_WIDTH ; AX = Offset to Line Y1 + ADD SI, AX ; SI = Offset to Line Y1 + MOV AX, [BP].CB_X1 ; Get Source X1 + SHR AX, 2 ; X1 / 4 = Byte offset + ADD SI, AX ; SI = Byte Offset to (X1,Y1) + + MOV BX, CX ; Dest Page Index to BX + SHL BX, 1 ; Scale Source Page to Word + MOV DI, PAGE_ADDR[BX] ; DI = Offset of Dest Page + MOV AX, [BP].CB_DestY1 ; Get Dest Y1 Line + MUL SCREEN_WIDTH ; AX = Offset to Line Y1 + ADD DI, AX ; DI = Offset to Line Y1 + MOV AX, [BP].CB_DestX1 ; Get Dest X1 + SHR AX, 2 ; X1 / 4 = Byte offset + ADD DI, AX ; DI = Byte Offset to (D-X1,D-Y1) + + MOV CX, [BP].CB_Width ; CX = Width of Image (Bands) + DEC CX ; CX = 1? + JE @CB_Only_One_Band ; 0 Means Image Width of 1 Band + + MOV BX, [BP].CB_X1 ; Get Source X1 + AND BX, PLANE_BITS ; Aligned? (bits 0-1 = 00?) + JZ @CB_Check_Right ; if so, check right alignment + JNZ @CB_Left_Band ; not aligned? well.. + +@CB_Abort: + CLR AX ; Return False (Failure) + JMP @CB_Exit ; and Finish Up + + ; Copy when Left & Right Clip Masks overlap... + +@CB_Only_One_Band: + MOV BX, [BP].CB_X1 ; Get Left Clip Mask + AND BX, PLANE_BITS ; Mask out Row # + MOV AL, Left_Clip_Mask[BX] ; Get Left Edge Mask + MOV BX, [BP].CB_X2 ; Get Right Clip Mask + AND BX, PLANE_BITS ; Mask out Row # + AND AL, Right_Clip_Mask[BX] ; Get Right Edge Mask byte + + OUT_8 SC_Data, AL ; Clip For Left & Right Masks + + MOV CX, [BP].CB_Height ; CX = # of Lines to Copy + MOV DX, SCREEN_WIDTH ; DX = Width of Screen + CLR BX ; BX = Offset into Image + +@CB_One_Loop: + MOV AL, ES:[SI+BX] ; Load Latches + MOV ES:[DI+BX], AL ; Unload Latches + ADD BX, DX ; Advance Offset to Next Line + LOOPjz CX, @CB_One_Done ; Exit Loop if Finished + + MOV AL, ES:[SI+BX] ; Load Latches + MOV ES:[DI+BX], AL ; Unload Latches + ADD BX, DX ; Advance Offset to Next Line + LOOPx CX, @CB_One_Loop ; Loop until Finished + +@CB_One_Done: + JMP @CB_Finish ; Outa Here! + + ; Copy Left Edge of Bitmap + +@CB_Left_Band: + + OUT_8 SC_Data, Left_Clip_Mask[BX] ; Set Left Edge Plane Mask + + MOV CX, [BP].CB_Height ; CX = # of Lines to Copy + MOV DX, SCREEN_WIDTH ; DX = Width of Screen + CLR BX ; BX = Offset into Image + +@CB_Left_Loop: + MOV AL, ES:[SI+BX] ; Load Latches + MOV ES:[DI+BX], AL ; Unload Latches + ADD BX, DX ; Advance Offset to Next Line + LOOPjz CX, @CB_Left_Done ; Exit Loop if Finished + + MOV AL, ES:[SI+BX] ; Load Latches + MOV ES:[DI+BX], AL ; Unload Latches + ADD BX, DX ; Advance Offset to Next Line + LOOPx CX, @CB_Left_Loop ; Loop until Finished + +@CB_Left_Done: + INC DI ; Move Dest Over 1 band + INC SI ; Move Source Over 1 band + DEC [BP].CB_Width ; Band Width-- + + ; Determine if Right Edge of Bitmap needs special copy + +@CB_Check_Right: + MOV BX, [BP].CB_X2 ; Get Source X2 + AND BX, PLANE_BITS ; Aligned? (bits 0-1 = 11?) + CMP BL, 03h ; Plane = 3? + JE @CB_Copy_Middle ; Copy the Middle then! + + ; Copy Right Edge of Bitmap + +@CB_Right_Band: + + OUT_8 SC_Data, Right_Clip_Mask[BX] ; Set Right Edge Plane Mask + + DEC [BP].CB_Width ; Band Width-- + MOV CX, [BP].CB_Height ; CX = # of Lines to Copy + MOV DX, SCREEN_WIDTH ; DX = Width of Screen + MOV BX, [BP].CB_Width ; BX = Offset to Right Edge + +@CB_Right_Loop: + MOV AL, ES:[SI+BX] ; Load Latches + MOV ES:[DI+BX], AL ; Unload Latches + ADD BX, DX ; Advance Offset to Next Line + LOOPjz CX, @CB_Right_Done ; Exit Loop if Finished + + MOV AL, ES:[SI+BX] ; Load Latches + MOV ES:[DI+BX], AL ; Unload Latches + ADD BX, DX ; Advance Offset to Next Line + LOOPx CX, @CB_Right_Loop ; Loop until Finished + +@CB_Right_Done: + + ; Copy the Main Block of the Bitmap + +@CB_Copy_Middle: + + MOV CX, [BP].CB_Width ; Get Width Remaining + JCXZ @CB_Finish ; Exit if Done + + OUT_8 SC_Data, ALL_PLANES ; Copy all Planes + + MOV DX, SCREEN_WIDTH ; Get Width of Screen minus + SUB DX, CX ; Image width (for Adjustment) + MOV AX, [BP].CB_Height ; AX = # of Lines to Copy + MOV BX, CX ; BX = Quick REP reload count + MOV CX, ES ; Move VGA Segment + MOV DS, CX ; Into DS + + ; Actual Copy Loop. REP MOVSB does the work + +@CB_Middle_Copy: + MOV CX, BX ; Recharge Rep Count + REP MOVSB ; Move Bands + LOOPjz AX, @CB_Finish ; Exit Loop if Finished + + ADD SI, DX ; Adjust DS:SI to Next Line + ADD DI, DX ; Adjust ES:DI to Next Line + + MOV CX, BX ; Recharge Rep Count + REP MOVSB ; Move Bands + + ADD SI, DX ; Adjust DS:SI to Next Line + ADD DI, DX ; Adjust ES:DI to Next Line + LOOPx AX, @CB_Middle_Copy ; Copy Lines until Done + +@CB_Finish: + OUT_16 GC_Index, LATCHES_OFF ; Data from Latches = on + +@CB_Exit: + ADD SP, 04 ; Deallocate stack workspace + POPx DI, SI, DS, BP ; Restore Saved Registers + RET 16 ; Exit and Clean up Stack + +COPY_BITMAP ENDP + + END ; End of Code Segment diff --git a/16/modex105/DEMOS/C/MODEX.BI b/16/modex105/DEMOS/C/MODEX.BI new file mode 100644 index 00000000..6b1d7afe --- /dev/null +++ b/16/modex105/DEMOS/C/MODEX.BI @@ -0,0 +1,63 @@ + + ' ===== SCREEN RESOLUTIONS ===== + +CONST Mode320x200 = 0, Mode320x400 = 1 +CONST Mode360x200 = 2, Mode360x400 = 3 +CONST Mode320x240 = 4, Mode320x480 = 5 +CONST Mode360x240 = 6, Mode360x480 = 7 + + ' ===== MODE X SETUP ROUTINES ===== + +DECLARE FUNCTION SET.VGA.MODEX% ALIAS "SET_VGA_MODEX" (BYVAL ModeType%, BYVAL MaxXpos%, BYVAL MaxYpos%, BYVAL Pages%) +DECLARE FUNCTION SET.MODEX% ALIAS "SET_MODEX" (BYVAL Mode%) + + ' ===== BASIC GRAPHICS PRIMITIVES ===== + +DECLARE SUB CLEAR.VGA.SCREEN ALIAS "CLEAR_VGA_SCREEN" (BYVAL ColorNum%) +DECLARE SUB SET.POINT ALIAS "SET_POINT" (BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorNum%) +DECLARE FUNCTION READ.POINT% ALIAS "READ_POINT" (BYVAL Xpos%, BYVAL Ypos%) +DECLARE SUB FILL.BLOCK ALIAS "FILL_BLOCK" (BYVAL Xpos1%, BYVAL Ypos1%, BYVAL Xpos2%, BYVAL Ypos2%, BYVAL ColorNum%) +DECLARE SUB DRAW.LINE ALIAS "DRAW_LINE" (BYVAL Xpos1%, BYVAL Ypos1%, BYVAL Xpos2%, BYVAL Ypos2%, BYVAL ColorNum%) + + ' ===== DAC COLOR REGISTER ROUTINES ===== + +DECLARE SUB SET.DAC.REGISTER ALIAS "SET_DAC_REGISTER" (BYVAL RegNo%, BYVAL Red%, BYVAL Green%, BYVAL Blue%) +DECLARE SUB GET.DAC.REGISTER ALIAS "GET_DAC_REGISTER" (BYVAL RegNo%, Red%, Green%, Blue%) +DECLARE SUB LOAD.DAC.REGISTERS ALIAS "LOAD_DAC_REGISTERS" (SEG PalData AS ANY, BYVAL StartReg%, BYVAL EndReg%, BYVAL VSync%) +DECLARE SUB READ.DAC.REGISTERS ALIAS "READ_DAC_REGISTERS" (SEG PalData AS ANY, BYVAL StartReg%, BYVAL EndReg%) + + + ' ===== PAGE FLIPPING AND SCROLLING ROUTINES ===== + +DECLARE SUB SET.ACTIVE.PAGE ALIAS "SET_ACTIVE_PAGE" (BYVAL PageNo%) +DECLARE FUNCTION GET.ACTIVE.PAGE% ALIAS "GET_ACTIVE_PAGE" +DECLARE SUB SET.DISPLAY.PAGE ALIAS "SET_DISPLAY_PAGE" (BYVAL PageNo%) +DECLARE FUNCTION GET.DISPLAY.PAGE% ALIAS "GET_DISPLAY_PAGE" +DECLARE SUB SET.WINDOW ALIAS "SET_WINDOW" (BYVAL DisplayPage%, BYVAL XOffset%, BYVAL YOffset%) +DECLARE FUNCTION GET.X.OFFSET% ALIAS "GET_X_OFFSET" () +DECLARE FUNCTION GET.Y.OFFSET% ALIAS "GET_Y_OFFSET" () +DECLARE SUB SYNC.DISPLAY ALIAS "SYNC_DISPLAY" + + ' ===== TEXT DISPLAY ROUTINES ===== + +DECLARE SUB GPRINTC (BYVAL CharacterNum%, BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorF%, BYVAL ColorB%) +DECLARE SUB TGPRINTC (BYVAL CharacterNum%, BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorF%) +DECLARE SUB PRINT.STR ALIAS "PRINT_STR" (BYVAL StrSeg%, BYVAL StrOfs%, BYVAL MaxLen%, BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorF%, BYVAL ColorB%) +DECLARE SUB TPRINT.STR ALIAS "TPRINT_STR" (BYVAL StrSeg%, BYVAL StrOfs%, BYVAL MaxLen%, BYVAL Xpos%, BYVAL Ypos%, BYVAL ColorF%) +DECLARE SUB SET.DISPLAY.FONT ALIAS "SET_DISPLAY_FONT" (SEG FontData AS ANY, BYVAL FontNumber%) + + ' ===== BITMAP (SPRITE) DISPLAY ROUTINES ===== + +DECLARE SUB DRAW.BITMAP ALIAS "DRAW_BITMAP" (SEG Image AS ANY, BYVAL Xpos%, BYVAL Ypos%, BYVAL xWidth%, BYVAL Height%) +DECLARE SUB TDRAW.BITMAP ALIAS "TDRAW_BITMAP" (SEG Image AS ANY, BYVAL Xpos%, BYVAL Ypos%, BYVAL xWidth%, BYVAL Height%) + + ' ==== VIDEO MEMORY to VIDEO MEMORY COPY ROUTINES ===== + +DECLARE SUB COPY.PAGE ALIAS "COPY_PAGE" (BYVAL SourcePage%, BYVAL DestPage%) +DECLARE SUB COPY.BITMAP ALIAS "COPY_BITMAP" (BYVAL SourcePage%, BYVAL X1%, BYVAL Y1%, BYVAL X2%, BYVAL Y2%, BYVAL DestPage%, BYVAL DestX1%, BYVAL DestY1%) + + + + + + diff --git a/16/modex105/DEMOS/C/UTLS-ASM.BAT b/16/modex105/DEMOS/C/UTLS-ASM.BAT index d996978f..382b0d06 100644 --- a/16/modex105/DEMOS/C/UTLS-ASM.BAT +++ b/16/modex105/DEMOS/C/UTLS-ASM.BAT @@ -1 +1 @@ -MASM c_utils, c_utils, c_utils, nul; \ No newline at end of file +jwASMr -0 -Zm c_utils, c_utils, c_utils, nul; \ No newline at end of file diff --git a/16/modex105/DEMOS/C/W b/16/modex105/DEMOS/C/W new file mode 100644 index 00000000..57d6a69c --- /dev/null +++ b/16/modex105/DEMOS/C/W @@ -0,0 +1,64 @@ +Open Watcom C/C++16 Compile and Link Utility Version 1.9 +Portions Copyright (c) 1988-2002 Sybase, Inc. All Rights Reserved. +Source code is available under the Sybase Open Watcom Public License. +See http://www.openwatcom.org/ for details. + wcc X-DEMO.C +Open Watcom C16 Optimizing Compiler Version 1.9 +Portions Copyright (c) 1984-2002 Sybase, Inc. All Rights Reserved. +Source code is available under the Sybase Open Watcom Public License. +See http://www.openwatcom.org/ for details. +X-DEMO.C: 780 lines, included 1586, 0 warnings, 0 errors +.Code size: 4388 + wlink @__wcl__.lnk +Open Watcom Linker Version 1.9 +Portions Copyright (c) 1985-2002 Sybase, Inc. All Rights Reserved. +Source code is available under the Sybase Open Watcom Public License. +See http://www.openwatcom.org/ for details. +loading object files +searching libraries +Error! E2028: INIT_RANDOM is an undefined reference +Error! E2028: SET_VIDEO_MODE is an undefined reference +Error! E2028: DOS_PRINT is an undefined reference +Error! E2028: SET_MODEX is an undefined reference +Error! E2028: DRAW_LINE is an undefined reference +Error! E2028: TGPRINTC is an undefined reference +Error! E2028: SET_DAC_REGISTER is an undefined reference +Error! E2028: TPRINT_STR is an undefined reference +Error! E2028: FILL_BLOCK is an undefined reference +Error! E2028: SET_POINT is an undefined reference +Error! E2028: READ_POINT is an undefined reference +Error! E2028: PRINT_STR is an undefined reference +Error! E2028: SCAN_KEYBOARD is an undefined reference +Error! E2028: RANDOM_INT is an undefined reference +Error! E2028: SET_VGA_MODEX is an undefined reference +Error! E2028: SET_ACTIVE_PAGE is an undefined reference +Error! E2028: CLEAR_VGA_SCREEN is an undefined reference +Error! E2028: COPY_PAGE is an undefined reference +Error! E2028: COPY_BITMAP is an undefined reference +Error! E2028: TDRAW_BITMAP is an undefined reference +Error! E2028: SET_WINDOW is an undefined reference +Error! E2028: SET_DISPLAY_PAGE is an undefined reference +creating a DOS executable +file X-DEMO.obj(C:\Z\16\16\MODEX105\DEMOS\C\X-DEMO.C): undefined symbol INIT_RANDOM +file X-DEMO.obj(C:\Z\16\16\MODEX105\DEMOS\C\X-DEMO.C): undefined symbol SET_VIDEO_MODE +file X-DEMO.obj(C:\Z\16\16\MODEX105\DEMOS\C\X-DEMO.C): undefined symbol DOS_PRINT +file X-DEMO.obj(C:\Z\16\16\MODEX105\DEMOS\C\X-DEMO.C): undefined symbol SET_MODEX +file X-DEMO.obj(C:\Z\16\16\MODEX105\DEMOS\C\X-DEMO.C): undefined symbol DRAW_LINE +file X-DEMO.obj(C:\Z\16\16\MODEX105\DEMOS\C\X-DEMO.C): undefined symbol TGPRINTC +file X-DEMO.obj(C:\Z\16\16\MODEX105\DEMOS\C\X-DEMO.C): undefined symbol SET_DAC_REGISTER +file X-DEMO.obj(C:\Z\16\16\MODEX105\DEMOS\C\X-DEMO.C): undefined symbol TPRINT_STR +file X-DEMO.obj(C:\Z\16\16\MODEX105\DEMOS\C\X-DEMO.C): undefined symbol FILL_BLOCK +file X-DEMO.obj(C:\Z\16\16\MODEX105\DEMOS\C\X-DEMO.C): undefined symbol SET_POINT +file X-DEMO.obj(C:\Z\16\16\MODEX105\DEMOS\C\X-DEMO.C): undefined symbol READ_POINT +file X-DEMO.obj(C:\Z\16\16\MODEX105\DEMOS\C\X-DEMO.C): undefined symbol PRINT_STR +file X-DEMO.obj(C:\Z\16\16\MODEX105\DEMOS\C\X-DEMO.C): undefined symbol SCAN_KEYBOARD +file X-DEMO.obj(C:\Z\16\16\MODEX105\DEMOS\C\X-DEMO.C): undefined symbol RANDOM_INT +file X-DEMO.obj(C:\Z\16\16\MODEX105\DEMOS\C\X-DEMO.C): undefined symbol SET_VGA_MODEX +file X-DEMO.obj(C:\Z\16\16\MODEX105\DEMOS\C\X-DEMO.C): undefined symbol SET_ACTIVE_PAGE +file X-DEMO.obj(C:\Z\16\16\MODEX105\DEMOS\C\X-DEMO.C): undefined symbol CLEAR_VGA_SCREEN +file X-DEMO.obj(C:\Z\16\16\MODEX105\DEMOS\C\X-DEMO.C): undefined symbol COPY_PAGE +file X-DEMO.obj(C:\Z\16\16\MODEX105\DEMOS\C\X-DEMO.C): undefined symbol COPY_BITMAP +file X-DEMO.obj(C:\Z\16\16\MODEX105\DEMOS\C\X-DEMO.C): undefined symbol TDRAW_BITMAP +file X-DEMO.obj(C:\Z\16\16\MODEX105\DEMOS\C\X-DEMO.C): undefined symbol SET_WINDOW +file X-DEMO.obj(C:\Z\16\16\MODEX105\DEMOS\C\X-DEMO.C): undefined symbol SET_DISPLAY_PAGE +Error: Linker returned a bad status