abrash-black-book/29-02.html
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<META name=vstitle content="Michael Abrash's Graphics Programming Black Book, Special Edition">
<META name=vsauthor content="Michael Abrash">
<META name=vspublisher content="The Coriolis Group">
<META name=vspubdate content="07/01/97">
<META name=vscategory content="Web and Software Development: Game Development,Web and Software Development: Graphics and Multimedia Development">
<TITLE>Michael Abrash's Graphics Programming Black Book Special Edition: Saving Screens and Other VGA Mysteries</TITLE>
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<P><BR></P>
<P><B>LISTING 29.2 L29-2.ASM</B></P>
<!-- CODE //-->
<PRE>
; Program to restore a mode 10h EGA graphics screen from
; the file SNAPSHOT.SCR.
;
VGA_SEGMENT equ 0a000h
SC_INDEX equ 3c4h ;Sequence Controller Index register
MAP_MASK equ 2 ;Map Mask register index in SC
DISPLAYED_SCREEN_SIZE equ (640/8)*350 ;# of displayed bytes per plane in a
; hi-res graphics screen
;
stack segment para stack &#145;STACK&#146;
db 512 dup (?)
stack ends
;
Data segment word &#145;DATA&#146;
Filename db &#145;SNAPSHOT.SCR&#146;,0 ;name of file we&#146;re restoring from
ErrMsg1 db &#145;*** Couldn&#146;&#145;t open SNAPSHOT.SCR ***&#146;,0dh,0ah,&#145;$&#146;
ErrMsg2 db &#145;*** Error reading from SNAPSHOT.SCR ***&#146;,0dh,0ah,&#145;$&#146;
WaitKeyMsg db 0dh, 0ah, &#145;Done. Press any key to end...&#146;,0dh,0ah,&#145;$&#146;
Handle dw ? ;handle of file we&#146;re restoring from
Plane db ? ;plane being written
Data ends
;
Code segment
assume cs:Code, ds:Data
Start proc near
mov ax,Data
mov ds,ax
;
; Go to hi-res graphics mode.
;
mov ax,10h ;AH = 0 means mode set, AL = 10h selects
; hi-res graphics mode
int 10h ;BIOS video interrupt
;
; Open SNAPSHOT.SCR.
;
mov ah,3dh ;DOS open file function
mov dx,offset Filename
sub al,al ;open for reading
int 21h
mov [Handle],ax ;save the handle
jnc RestoreTheScreen ;we&#146;re ready to restore if no error
mov ah,9 ;DOS print string function
mov dx,offset ErrMsg1
int 21h ;notify of the error
jmp short Done;and done
;
; Loop through the 4 planes, making each writable in turn and
; reading it from disk. Note that all 4 planes are writable at
; A000:0000; the Map Mask register selects which planes are readable
; at any one time. We only make one plane readable at a time.
;
RestoreTheScreen:
mov [Plane],0 ;start with plane 0
RestoreLoop:
mov dx,SC_INDEX
mov al,MAP_MASK ;set SC Index to Map Mask register
outdx,al
inc dx
mov cl,[Plane] ;get the # of the plane we want
; to restore
mov al,1
shl al,cl ;set the bit enabling writes to
; only the one desired plane
out dx,al ;set to read from desired plane
mov ah,3fh ;DOS read from file function
mov bx,[Handle]
mov cx,DISPLAYED_SCREEN_SIZE ;# of bytes to read
sub dx,dx ;start loading bytes at A000:0000
push ds
mov si,VGA_SEGMENT
mov ds,si
int 21h ;read the displayed portion of this plane
pop ds
jc ReadError
cmp ax,DISPLAYED_SCREEN_SIZE ;did all bytes get read?
jz RestoreLoopBottom
ReadError:
mov ah,9 ;DOS print string function
mov dx,offset ErrMsg2
int 21h ;notify about the error
jmp short DoClose ;and done
RestoreLoopBottom:
mov al,[Plane]
inc ax ;point to the next plane
mov [Plane],al
cmp al,3 ;have we done all planes?
jbe RestoreLoop ;no, so do the next plane
;
; Close SNAPSHOT.SCR.
;
DoClose:
mov ah,3eh ;DOS close file function
mov bx,[Handle]
int 21h
;
; Wait for a keypress.
;
mov ah,8 ;DOS input without echo function
int 21h
;
; Restore text mode.
;
mov ax,3
int 10h
;
; Done.
;
Done:
mov ah,4ch ;DOS terminate function
int 21h
Start endp
Code ends
end Start
</PRE>
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<P>If you compare Listings 29.1 and 29.2, you will see that the Map Mask register setting used to load a given plane does not match the Read Map register setting used to read that plane. This is so because while only one plane can ever be read at a time, anywhere from zero to four planes can be written to at once; consequently, Read Map register settings are plane selections from 0 to 3, while Map Mask register settings are plane <I>masks</I> from 0 to 15, where a bit 0 setting of 1 enables writes to plane 0, a bit 1 setting of 1 enables writes to plane 1, and so on. Again, Chapter 28 provides a detailed explanation of the differences between the Read Map and Map Mask registers.</P>
<P>Screen saving and restoring is pretty simple, eh? There are a few caveats, of course, but nothing serious. First, the adapter&#146;s registers must be programmed properly in order for screen saving and restoring to work. For screen saving, you must be in read mode 0; if you&#146;re in color compare mode, there&#146;s no telling what bit pattern you&#146;ll save, but it certainly won&#146;t be the desired screen image. For screen restoring, you must be in write mode 0, with the Bit Mask register set to 0FFH and Data Rotate register set to 0 (no data rotation and the logical function set to pass the data through unchanged).</P><P><BR></P>
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