214 lines
11 KiB
HTML
214 lines
11 KiB
HTML
<HTML>
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<HEAD>
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<META name=vsisbn content="1576101746">
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<META name=vstitle content="Michael Abrash's Graphics Programming Black Book, Special Edition">
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<META name=vsauthor content="Michael Abrash">
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<META name=vspublisher content="The Coriolis Group">
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<META name=vspubdate content="07/01/97">
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<META name=vscategory content="Web and Software Development: Game Development,Web and Software Development: Graphics and Multimedia Development">
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<TITLE>Michael Abrash's Graphics Programming Black Book Special Edition: Saving Screens and Other VGA Mysteries</TITLE>
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<!-- HEADER -->
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<!--ISBN=1576101746//-->
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<!--TITLE=Michael Abrash's Graphics Programming Black Book Special Edition//-->
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<!--AUTHOR=Michael Abrash//-->
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<!--PUBLISHER=The Coriolis Group, Inc.//-->
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<!--CHAPTER=29//-->
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<!--PAGES=539-545//-->
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<!--UNASSIGNED2//--></HEAD><BODY LINK=#0000FF ALINK=#000099 VLINK=#0000FF BGCOLOR=#FFFFFF>
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<CENTER>
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<TR>
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<TD><A HREF="28-05.html">Previous</A></TD>
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<TD><A HREF="index.html">Table of Contents</A></TD>
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<TD><A HREF="29-02.html">Next</A></TD>
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<P><BR></P>
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<H2><A NAME="Heading1"></A><FONT COLOR="#000077">Chapter 29<BR>Saving Screens and Other VGA Mysteries
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</FONT></H2>
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<H3><A NAME="Heading2"></A><FONT COLOR="#000077">Useful Nuggets from the VGA Zen File</FONT></H3>
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<P>There are a number of VGA graphics topics that aren’t quite involved enough to warrant their own chapters, yet still cause a fair amount of programmer headscratching—and thus deserve treatment somewhere in this book. This is the place, and during the course of this chapter we’ll touch on saving and restoring 16-color EGA and VGA screens, the 16-out-of-64 colors issue, and techniques involved in reading and writing VGA control registers.
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</P>
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<P>That’s a lot of ground to cover, so let’s get started!</P>
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<H3><A NAME="Heading3"></A><FONT COLOR="#000077">Saving and Restoring EGA and VGA Screens</FONT></H3>
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<P>The memory architectures of EGAs and VGAs are similar enough to treat both together in this regard. The basic principle for saving EGA and VGA 16-color graphics screens is astonishingly simple: Write each plane to disk separately. Let’s take a look at how this works in the EGA’s hi-res mode 10H, which provides 16 colors at 640×350.
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</P>
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<P>All we need do is enable reads from plane 0 and write the 28,000 bytes of plane 0 that are displayed in mode 10H to disk, then enable reads from plane 1 and write the displayed portion of that plane to disk, and so on for planes 2 and 3. The result is a file that’s 112,000 (28,000 * 4) bytes long, with the planes stored as four distinct 28,000-byte blocks, as shown in Figure 29.1.</P>
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<P>The program shown later on in Listing 29.1 does just what I’ve described here, putting the screen into mode 10H, putting up some bittext so there is something to save, and creating the 112K file SNAPSHOT.SCR, which contains the visible portion of the mode 10H frame buffer.</P>
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<P><A NAME="Fig1"><!-- </A><A HREF="javascript:displayWindow('images/29-01.jpg',406,303 )"> --><IMG SRC="images/29-01.jpg"><BR><!-- </A>
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<BR><A HREF="javascript:displayWindow('images/29-01.jpg',406,303)"> --><FONT COLOR="#000077"><B>Figure 29.1</B></FONT></A> <I>Saving EGA/VGA display memory.</I>
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</P>
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<P>The only part of Listing 29.1 that’s even remotely tricky is the use of the Read Map register (Graphics Controller register 4) to make each of the four planes of display memory readable in turn. The same code is used to write 28,000 bytes of display memory to disk four times, and 28,000 bytes of memory starting at A000:0000 are written to disk each time; however, a different plane is read each time, thanks to the changing setting of the Read Map register. (If this is unclear, refer back to Figure 29.1; you may also want to reread Chapter 28 to brush up on the operation of the Read Map register in particular and reading EGA and VGA memory in general.)
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</P>
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<P>Of course, we’ll want the ability to restore what we’ve saved, and Listing 29.2 does this. Listing 29.2 reverses the action of Listing 29.1, selecting mode 10H and then loading 28,000 bytes from SNAPSHOT.SCR into each plane of display memory. The Map Mask register (Sequence Controller register 2) is used to select the plane to be written to. If your computer is slow enough, you can see the colors of the text change as each plane is loaded when Listing 29.2 runs. Note that Listing 29.2 does not itself draw any text, but rather simply loads the bit map saved by Listing 29.1 back into the mode 10H frame buffer.</P>
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<P><B>LISTING 29.1 L29-1.ASM</B></P>
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<!-- CODE //-->
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<PRE>
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; Program to put up a mode 10h EGA graphics screen, then save it
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; to the file SNAPSHOT.SCR.
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;
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VGA_SEGMENT equ 0a000h
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GC_INDEX equ 3ceh ;Graphics Controller Index register
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READ_MAP equ 4 ;Read Map register index in GC
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DISPLAYED_SCREEN_SIZE equ (640/8)*350 ;# of displayed bytes per plane in a
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; hi-res graphics screen
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;
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stack segment para stack ‘STACK’
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db 512 dup (?)
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stack ends
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;
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Data segment word ‘DATA’
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SampleText db ‘This is bit-mapped text, drawn in hi-res ’
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db ‘EGA graphics mode 10h.’, 0dh, 0ah, 0ah
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db ‘Saving the screen (including this text)...’
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db 0dh, 0ah, ‘$’
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Filename db ‘SNAPSHOT.SCR’,0 ;name of file we’re saving to
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ErrMsg1 db ‘*** Couldn’t open SNAPSHOT.SCR ***’,0dh,0ah,‘$’
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ErrMsg2 db ‘*** Error writing to SNAPSHOT.SCR ***’,0dh,0ah,‘$’
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WaitKeyMsg db 0dh, 0ah, ‘Done. Press any key to end...’,0dh,0ah,‘$’
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Handle dw ? ;handle of file we’re saving to
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Plane db ? ;plane being read
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Data ends
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;
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Code segment
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assume cs:Code, ds:Data
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Start proc near
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mov ax,Data
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mov ds,ax
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;
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; Go to hi-res graphics mode.
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;
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mov ax,10h ;AH = 0 means mode set, AL = 10h selects
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; hi-res graphics mode
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int 10h ;BIOS video interrupt
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;
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; Put up some text, so the screen isn’t empty.
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;
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mov ah,9 ;DOS print string function
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mov dx,offset SampleText
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int 21h
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;
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; Delete SNAPSHOT.SCR if it exists.
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;
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mov ah,41h ;DOS unlink file function
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mov dx,offset Filename
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int 21h
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;
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; Create the file SNAPSHOT.SCR.
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;
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mov ah,3ch ;DOS create file function
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mov dx,offset Filename
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sub cx,cx ;make it a normal file
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int 21h
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mov [Handle],ax ;save the handle
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jnc SaveTheScreen ;we’re ready to save if no error
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mov ah,9 ;DOS print string function
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mov dx,offset ErrMsg1
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int 21h ;notify of the error
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jmp short Done ;and done
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;
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; Loop through the 4 planes, making each readable in turn and
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; writing it to disk. Note that all 4 planes are readable at
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; A000:0000; the Read Map register selects which plane is readable
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; at any one time.
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;
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SaveTheScreen:
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mov [Plane],0;start with plane 0
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SaveLoop:
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mov dx,GC_INDEX
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mov al,READ_MAP;set GC Index to Read Map register
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out dx,al
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inc dx
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mov al,[Plane] ;get the # of the plane we want
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; to save
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out dx,al ;set to read from the desired plane
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mov ah,40h ;DOS write to file function
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mov bx,[Handle]
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mov cx,DISPLAYED_SCREEN_SIZE ;# of bytes to save
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sub dx,dx ;write all displayed bytes at A000:0000
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push ds
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mov si,VGA_SEGMENT
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mov ds,si
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int 21h ;write the displayed portion of this plane
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pop ds
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cmp ax,DISPLAYED_SCREEN_SIZE ;did all bytes get written?
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jz SaveLoopBottom
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mov ah,9 ;DOS print string function
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mov dx,offset ErrMsg2
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int 21h ;notify about the error
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jmp short DoClose ;and done
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SaveLoopBottom:
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mov al,[Plane]
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inc ax ;point to the next plane
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mov [Plane],al
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cmp al,3 ;have we done all planes?
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jbe SaveLoop ;no, so do the next plane
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;
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; Close SNAPSHOT.SCR.
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;
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DoClose:
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mov ah,3eh ;DOS close file function
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mov bx,[Handle]
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int 21h
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;
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; Wait for a keypress.
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;
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mov ah,9 ;DOS print string function
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mov dx,offset WaitKeyMsg
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int 21h ;prompt
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mov ah,8 ;DOS input without echo function
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int 21h
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;
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; Restore text mode.
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;
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mov ax,3
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int 10h
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;
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; Done.
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;
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Done:
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mov ah,4ch;DOS terminate function
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int 21h
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Start endp
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Code ends
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end Start
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</PRE>
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<!-- END CODE //-->
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<hr width="90%" size="1" noshade>
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<div align="center">
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<font face="Verdana,sans-serif" size="1">Graphics Programming Black Book © 2001 Michael Abrash</font>
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