abrash-black-book/chapter-31.md
2014-01-06 23:29:31 +11:00

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title author date identifier publisher category chapter pages
Michael Abrash's Graphics Programming Black Book, Special Edition Michael Abrash 1997-07-01
scheme text
ISBN 1576101746
The Coriolis Group Web and Software Development: Game Development,Web and Software Development: Graphics and Multimedia Development 31 587-605

Chapter 31 -- Higher 256-Color Resolution on the VGA

When Is 320x200 Really 320x400?

One of the more appealing features of the VGA is its ability to display 256 simultaneous colors. Unfortunately, one of the less appealing features of the VGA is the limited resolution (320x200) of the one 256-color mode the IBM-standard BIOS supports. (There are, of course, higher resolution 256-color modes in the legion of SuperVGAs, but they are by no means a standard, and differences between seemingly identical modes from different manufacturers can be vexing.) More colors can often compensate for less resolution, but the resolution difference between the 640x480 16-color mode and the 320x200 256-color mode is so great that many programmers must regretfully decide that they simply can't afford to use the 256-color mode.

If there's one thing we've learned about the VGA, however, it's that there's never just one way to do things. With the VGA, alternatives always exist for the clever programmer, and that's more true than you might imagine with 256-color mode. Not only is there a high 256-color resolution, there are lots of higher 256-color resolutions, going all the way up to 360x480—and that's with the vanilla IBM VGA!

In this chapter, I'm going to focus on one of my favorite 256-color modes, which provides 320x400 resolution and two graphics pages and can be set up with very little reof the VGA. In the next chapter, I'll discuss higher-resolution 256-color modes, and starting in Chapter 47, I'll cover the high-performance "Mode X" 256-color programming that many games use.

So. Let's get started.

Why 320x200? Only IBM Knows for Sure

The first question, of course, is, "How can it be possible to get higher 256-color resolutions out of the VGA?" After all, there were no unused higher resolutions to be found in the CGA, Hercules card, or EGA.

The answer is another question: "Why did IBM not use the higher-resolution 256-color modes of the VGA?" The VGA is easily capable of twice the 200-scan-line vertical resolution of mode 13H, the 256-color mode, and IBM clearly made a decision not to support a higher-resolution 256-color mode. In fact, mode 13H does display 400 scan lines, but each row of pixels is displayed on two successive scan lines, resulting in an effective resolution of 320x200. This is the same scan-doubling approach used by the VGA to convert the CGA's 200-scan-line modes to 400 scan lines; however, the resolution of the CGA has long been fixed at 200 scan lines, so IBM had no choice with the CGA modes but to scan-double the lines. Mode 13H has no such historical limitation—it's the first 256-color mode ever offered by IBM, if you don't count the late and unlamented Professional Graphics Controller (PGC). Why, then, would IBM choose to limit the resolution of mode 13H?

There's no way to know, but one good guess is that IBM wanted a standard 256-color mode across all PS/2 computers (for which the VGA was originally created), and mode 13H is the highest-resolution 256-color mode that could fill the bill. You see, each 256-color pixel requires one byte of display memory, so a 320x200 256-color mode requires 64,000 bytes of display memory. That's no problem for the VGA, which has 256K of display memory, but it's a stretch for the MCGA of the Model 30, since the MCGA comes with only 64K.

On the other hand, the smaller display memory size of the MCGA also limits the number of colors supported in 640x480 mode to 2, rather than the 16 supported by the VGA. In this case, though, IBM simply created two modes and made both available on the VGA: mode 11H for 640x480 2-color graphics and mode 12H for 640x480 16-color graphics. The same could have been done for 256-color graphics—but wasn't. Why? I don't know. Maybe IBM just didn't like the odd aspect ratio of a 320x400 graphics mode. Maybe they didn't want to have to worry about how to map in more than 64K of display memory. Heck, maybe they made a mistake in designing the chip. Whatever the reason, mode 13H is really a 400-scan-line mode masquerading as a 200-scan-line mode, and we can readily end that masquerade.

320x400 256-Color Mode

Okay, what's so great about 320x400 256-color mode? Two things: easy, safe mode sets and page flipping.

As I said above, mode 13H is really a 320x400 mode, albeit with each line doubled to produce an effective resolution of 320x200. That means that we don't need to change any display timings, widths, or heights in order to tweak mode 13H into 320x400 mode—and that makes 320x400 a safe choice. Basically, 320x400 mode differs from mode 13H only in the settings of mode bits, which are sure to be consistent from one VGA clone to the next and which work equally well with all monitors. The other hi-res 256-color modes differ from mode 13H not only in the settings of the mode bits but also in the settings of timing and dimension registers, which may not be exactly the same on all VGA clones and particularly not on all multisync monitors. (Because multisyncs sometimes shrink the active area of the screen when used with standard VGA modes, some VGAs use alternate register settings for multisync monitors that adjust the CRT Controller timings to use as much of the screen area as possible for displaying pixels.)

The other good thing about 320x400 256-color mode is that two pages are supported. Each 320x400 256-color mode requires 128,000 bytes of display memory, so we can just barely manage two pages in 320x400 mode, one starting at offset 0 in display memory and the other starting at offset 8000H. Those two pages are the largest pair of pages that can fit in the VGA's 256K, though, and the higher-resolution 256-color modes, which use still larger bitmaps (areas of display memory that control pixels on the screen), can't support two pages at all. As we've seen in earlier chapters and will see again in this book, paging is very useful for off-screen construction of images and fast, smooth animation.

That's why I like 320x400 256-color mode. The next step is to understand how display memory is organized in 320x400 mode, and that's not so simple.

Display Memory Organization in 320x400 Mode

First, let's look at why display memory must be organized differently in 320x400 256-color mode than in mode 13H. The designers of the VGA intentionally limited the maximum size of the bitmap in mode 13H to 64K, thereby limiting resolution to 320x200. This was accomplished in hardware, so there is no way to extend the bitmap organization of mode 13H to 320x400 mode.

That's a shame, because mode 13H has the simplest bitmap organization of any mode—one long, linear bitmap, with each byte controlling one pixel. We can't have that organization, though, so we'll have to find an acceptable substitute if we want to use a higher 256-color resolution.

We're talking about the VGA, so of course there are actually several bitmap organizations that let us use higher 256-color resolutions than mode 13H. The one I like best is shown in Figure 31.1. Each byte controls one 256-color pixel. Pixel 0 is at address 0 in plane 0, pixel 1 is at address 0 in plane 1, pixel 2 is at address 0 in plane 2, pixel 3 is at address 0 in plane 3, pixel 4 is at address 1 in plane 0, and so on.

Let's look at this another way. Ideally, we'd like one long bitmap, with each pixel at the address that's just after the address of the pixel to the left. Well, that's true in this case too, if you consider the number of the plane that the pixel is in to be part of the pixel's address. View the pixel numbers on the screen as increasing from left to right and from the end of one scan line to the start of the next. Then the pixel number, n, of the pixel at display memory address address in plane plane is:

Figure 31.1  Bitmap organization in 320x400 256-color mode in
320x400 256-color mode.

n = (address * 4) + plane

To turn that around, the display memory address of pixel number n is given by

address = n / 4

and the plane of pixel n is given by:

plane = n modulo 4

Basically, the full address of the pixel, its pixel number, is broken into two components: the display memory address and the plane.

By the way, because 320x400 mode has a significantly different memory organization from mode 13H, the BIOS text routines won't work in 320x400 mode. If you want to draw text in 320x400 mode, you'll have to look up a font in the BIOS ROM and draw the text yourself. Likewise, the BIOS read pixel and write pixel routines won't work in 320x400 mode, but that's no problem because I'll provide equivalent routines in the next section.

Our next task is to convert standard mode 13H into 320x400 mode. That's accomplished by undoing some of the mode bits that are set up especially for mode 13H, so that from a programming perspective the VGA reverts to a straightforward planar model of memory. That means taking the VGA out of chain 4 mode and doubleword mode, turning off the double display of each scan line, making sure chain mode, odd/even mode, and word mode are turned off, and selecting byte mode for video data display. All that's done in the Set320x400Mode subroutine in Listing 31.1, which we'll discuss next.

Reading and Writing Pixels

The basic graphics functions in any mode are functions to read and write single pixels. Any more complex function can be built on these primitives, although that's rarely the speediest solution. What's more, once you understand the operation of the read and write pixel functions, you've got all the knowledge you need to create functions that perform more complex graphics functions. Consequently, we'll start our exploration of 320x400 mode with pixel-at-a-time line drawing.

Listing 31.1 draws 8 multicolored octagons in turn, drawing a new one on top of the old one each time a key is pressed. The main-loop code of Listing 31.1 should be easily understood; a series of diagonal, horizontal, and vertical lines are drawn one pixel at a time based on a list of line descriptors, with the draw colors incremented for each successive time through the line list.

LISTING 31.1 L31-1.ASM

; Program to demonstrate pixel drawing in 320x400 256-color
; mode on the VGA. Draws 8 lines to form an octagon, a pixel
; at a time. Draws 8 octagons in all, one on top of the other,
; each in a different color set. Although it's not used, a
; pixel read function is also provided.
;
VGA_SEGMENT              equ        0a000h
SC_INDEX                 equ        3c4h        ;Sequence Controller Index register
GC_INDEX                 equ        3ceh        ;Graphics Controller Index register
CRTC_INDEX               equ        3d4h        ;CRT Controller Index register
MAP_MASK                 equ        2           ;Map Mask register index in SC
MEMORY_MODE              equ        4           ;Memory Mode register index in SC
MAX_SCAN_LINE            equ        9           ;Maximum Scan Line reg index in CRTC
START_ADDRESS_HIGH       equ        0ch         ;Start Address High reg index in CRTC
UNDERLINE                equ        14h         ;Underline Location reg index in CRTC
MODE_CONTROL             equ        17h         ;Mode Control register index in CRTC
READ_MAP                 equ        4           ;Read Map register index in GC
GRAPHICS_MODE            equ        5           ;Graphics Mode register index in GC
MISCELLANEOUS            equ        6           ;Miscellaneous register index in GC
SCREEN_WIDTH             equ        320         ;# of pixels across screen
SCREEN_HEIGHT            equ        400         ;# of scan lines on screen
WORD_OUTS_OK             equ        1           ;set to 0 to assemble for
                                                ; computers that can't handle
                                                ; word outs to indexed VGA registers
;
stack        segment     para stack 'STACK'
                  db     512 dup (?)
stack        ends
;
Data         segment     word 'DATA'
;
BaseColor         db     0
;
; Structure used to control drawing of a line.
;
LineControl struc
StartX           dw   ?
StartY           dw   ?
LineXInc         dw   ?
LineYInc         dw   ?
BaseLength       dw   ?
LineColor        db   ?
LineControl      ends
;
; List of descriptors for lines to draw.
;
LineList      label    LineControl
      LineControl <130,110,1,0,60,0>
      LineControl <190,110,1,1,60,1>
      LineControl <250,170,0,1,60,2>
      LineControl <250,230,-1,1,60,3>
      LineControl <190,290,-1,0,60,4>
      LineControl <130,290,-1,-1,60,5>
      LineControl <70,230,0,-1,60,6>
      LineControl <70,170,1,-1,60,7>
      LineControl <-1,0,0,0,0,0>
Data ends
;
; Macro to output a word value to a port.
;
OUT_WORD macro
if WORD_OUTS_OK
     out   dx,ax
else
     out   dx,al
     inc   dx
     xchg  ah,al
     out   dx,al
     dec   dx
     xchg  ah,al
endif
     endm
;
; Macro to output a constant value to an indexed VGA register.
;
CONSTANT_TO_INDEXED_REGISTERmacroADDRESS, INDEX, VALUE
      mov  dx,ADDRESS
      mov  ax,(VALUE shl 8) + INDEX
      OUT_WORD
      endm
;
Code    segment
        assume        cs:Code, ds:Data
Start   proc  near
        mov   ax,Data
        mov   ds,ax
;



; Set 320x400 256-color mode.
;
     call  Set320By400Mode
;
; We're in 320x400 256-color mode. Draw each line in turn.
;
ColorLoop:
     mov   si,offset LineList     ;point to the start of the
                                  ; line descriptor list
LineLoop:
     mov   cx,[si+StartX]         ;set the initial X coordinate
     cmpcx,-1
     jz    LinesDone              ;a descriptor with a -1 X
                                  ; coordinate marks the end
                                  ; of the list
     mov   dx,[si+StartY]         ;set the initial Y coordinate,
     mov   bl,[si+LineColor]      ; line color,
     mov   bp,[si+BaseLength]     ; and pixel count
     add   bl,[BaseColor]         ;adjust the line color according
                                  ; to BaseColor
PixelLoop:
     push  cx                     ;save the coordinates
     push  dx
     call  WritePixel             ;draw this pixel
     pop   dx                     ;retrieve the coordinates
     pop   cx
     add   cx,[si+LineXInc]       ;set the coordinates of the
     add   dx,[si+LineYInc]       ; next point of the line
     dec   bp                     ;any more points?
     jnz   PixelLoop              ;yes, draw the next
     add   si,size LineControl    ;point to the next line descriptor
     jmp   LineLoop               ; and draw the next line
LinesDone:
     call  GetNextKey             ;wait for a key, then
     inc   [BaseColor]            ; bump the color selection and
     cmp   [BaseColor],8          ; see if we're done
     jb    ColorLoop              ;not done yet
;
; Wait for a key and return to text mode and end when
; one is pressed.
;
     call   GetNextKey
     mov    ax,0003h
     int    10h                    text mode
     mov    ah,4ch
     int    21h   ;done
;
Start endp
;
; Sets up 320x400 256-color modes.
;
; Input: none
;
; Output: none
;
Set320By400Mode   proc   near
;
; First, go to normal 320x200 256-color mode, which is really a
; 320x400 256-color mode with each line scanned twice.
;
        mov        ax,0013h        ;AH = 0 means mode set, AL = 13h selects
                                   ; 256-color graphics mode
        int        10h             ;BIOS video interrupt
;
; Change CPU addressing of video memory to linear (not odd/even,
; chain, or chain 4), to allow us to access all 256K of display
; memory. When this is done, VGA memory will look just like memory
; in modes 10h and 12h, except that each byte of display memory will
; control one 256-color pixel, with 4 adjacent pixels at any given
; address, one pixel per plane.
;
     mov    dx,SC_INDEX
     mov    al,MEMORY_MODE
     out    dx,al
     inc    dx
     ina    l,dx
     and    al,not 08h                   ;turn off chain 4
     ora    l,04h                        ;turn off odd/even
     out    dx,al
     mov    dx,GC_INDEX
     mov    al,GRAPHICS_MODE
     out    dx,al
     inc    dx
     ina    l,dx
     and    al,not 10h                   ;turn off odd/even
     out    dx,al
     dec    dx
     mov    al,MISCELLANEOUS
     out    dx,al
     inc    dx
     ina    l,dx
     and    al,not 02h                   ;turn off chain
     out    dx,al
;
; Now clear the whole screen, since the mode 13h mode set only
; cleared 64K out of the 256K of display memory. Do this before
; we switch the CRTC out of mode 13h, so we don't see garbage
; on the screen when we make the switch.
;
CONSTANT_TO_INDEXED_REGISTER SC_INDEX,MAP_MASK,0fh
                                     ;enable writes to all planes, so
                                     ; we can clear 4 pixels at a time
        mov    ax,VGA_SEGMENT
        mov    es,ax
        sub    di,di
        mov    ax,di
        mov    cx,8000h   ;# of words in 64K
        cld    
        rep    stosw      ;clear all of display memory
;
; Tweak the mode to 320x400 256-color mode by not scanning each
; line twice.
;
        mov   dx,CRTC_INDEX
        mov   al,MAX_SCAN_LINE
        out   dx,al
        inc   dx
        in    al,dx
        and   al,not 1fh         ;set maximum scan line = 0
        out   dx,al
        dec   dx
;
; Change CRTC scanning from doubleword mode to byte mode, allowing
; the CRTC to scan more than 64K of video data.
;
        mov    al,UNDERLINE
        out    dx,al
        inc    dx
        in     al,dx
        and    al,not 40h        ;turn off doubleword
        out    dx,al
        dec    dx
        mov    al,MODE_CONTROL
        out    dx,al
        inc    dx
        in    al,dx
        or    al,40h             ;turn on the byte mode bit, so memory is
                                 ; scanned for video data in a purely
                                 ; linear way, just as in modes 10h and 12h
        out    dx,al
        ret 
Set320By400Mode        endp
;
; Draws a pixel in the specified color at the specified
; location in 320x400 256-color mode.
;
; Input:
;    CX = X coordinate of pixel
;    DX = Y coordinate of pixel
;    BL = pixel color
;
; Output: none
;
; Registers altered: AX, CX, DX, DI, ES
;
WritePixel proc near
        mov    ax,VGA_SEGMENT
        mov    es,ax                    ;point to display memory
        mov    ax,SCREEN_WIDTH/4
                                        ;there are 4 pixels at each address, so
                                        ; each 320-pixel row is 80 bytes wide
                                        ; in each plane
        mul   dx                        ;point to start of desired row
        push  cx                        ;set aside the X coordinate
        shr   cx,1                      ;there are 4 pixels at each address
        shr   cx,1                      ; so divide the X coordinate by 4
        add   ax,cx                     ;point to the pixel's address
        mov   di,ax
        pop   cx                        ;get back the X coordinate
        and   cl,3                      ;get the plane # of the pixel
        mov   ah,1
        shl   ah,cl                     ;set the bit corresponding to the plane
                                        ; the pixel is in
        mov   al,MAP_MASK
        mov   dx,SC_INDEX
        OUT_WORD                        ;set to write to the proper plane for
                                        ; the pixel
        mov  es:[di],bl                 ;draw the pixel
        ret
WritePixelendp
;
; Reads the color of the pixel at the specified location in 320x400
; 256-color mode.
;
; Input:
;     CX = X coordinate of pixel to read
;     DX = Y coordinate of pixel to read
;
; Output:
;     AL = pixel color
;
; Registers altered: AX, CX, DX, SI, ES
;
ReadPixelprocnear
        mov   ax,VGA_SEGMENT
        mov   es,ax                        ;point to display memory
        mov   ax,SCREEN_WIDTH/4
                                           ;there are 4 pixels at each address, so
                                           ; each 320-pixel row is 80 bytes wide
                                           ; in each plane
        mul    dx                          ;point to start of desired row
        push   cx                          ;set aside the X coordinate
        shr    cx,1                        ;there are 4 pixels at each address
        shr    cx,1                        ; so divide the X coordinate by 4
        add    ax,cx                       ;point to the pixel's address
        mov    si,ax
        pop    ax                          ;get back the X coordinate
        and    al,3                        ;get the plane # of the pixel
        mov    ah,al
        mov    al,READ_MAP
        mov    dx,GC_INDEX
        OUT_WORD                           ;set to read from the proper plane for
                                           ; the pixel
        lodsbyte ptr es:[si]               ;read the pixel
        ret
ReadPixelendp
;
; Waits for the next key and returns it in AX.
;
; Input: none
;
; Output:
;     AX = full 16-bit code for key pressed
;
GetNextKey   proc   near
WaitKey:
        mov   ah,1
        int   16h
        jz    WaitKey                        ;wait for a key to become available
        sub   ah,ah
        int   16h                            ;read the key
        ret
GetNextKey   endp
;
Code   ends
;
end    Start

The interesting aspects of Listing 31.1 are three. First, the Set320x400Mode subroutine selects 320x400 256-color mode. This is accomplished by performing a mode 13H mode set followed by then putting the VGA into standard planar byte mode. Set320x400Mode zeros display memory as well. It's necessary to clear display memory even after a mode 13H mode set because the mode 13H mode set clears only the 64K of display memory that can be accessed in that mode, leaving 192K of display memory untouched.

The second interesting aspect of Listing 31.1 is the WritePixel subroutine, which draws a colored pixel at any x,y addressable location on the screen. Although it may not be obvious because I've optimized the code a little, the process of drawing a pixel is remarkably simple. First, the pixel's display memory address is calculated as

address=(y * (SCREEN_WIDTH / 4)) + (x / 4)

which might be more recognizable as:

address=((y * SCREEN_WIDTH) + x) / 4

(There are 4 pixels at each display memory address in 320x400 mode, hence the division by 4.) Then the pixel's plane is calculated as

plane=x and 3

which is equivalent to:

plane=x modulo 4

The pixel's color is then written to the addressed byte in the addressed plane. That's all there is to it!

The third item of interest in Listing 31.1 is the ReadPixel subroutine. ReadPixel is virtually identical to WritePixel, save that in ReadPixel the Read Map register is programmed with a plane number, while WritePixel uses a plane mask to set the Map Mask register. Of course, that difference merely reflects a fundamental difference in the operation of the two registers. (If that's Greek to you, refer back to Chapters 23-30 for a refresher on VGA programming.) ReadPixel isn't used in Listing 31.1, but I've included it because, as I said above, the read and write pixel functions together can support a whole host of more complex graphics functions.

How does 320x400 256-color mode stack up as regards performance? As it turns out, the programming model of 320x400 mode is actually pretty good for pixel drawing, pretty much on a par with the model of mode 13H. When you run Listing 31.1, you'll no doubt notice that the lines are drawn quite rapidly. (In fact, the drawing could be considerably faster still with a dedicated line-drawing subroutine, which would avoid the multiplication associated with each pixel in Listing 31.1.)

In 320x400 mode, the calculation of the memory address is not significantly slower than in mode 13H, and the calculation and selection of the target plane is quickly accomplished. As with mode 13H, 320x400 mode benefits tremendously from the byte-per-pixel organization of 256-color mode, which eliminates the need for the time-consuming pixel-masking of the 16-color modes. Most important, byte-per-pixel modes never require read-modify-write operations (which can be extremely slow due to display memory wait states) in order to clip and draw pixels. To draw a pixel, you just store its color in display memory—what could be simpler?

More sophisticated operations than pixel drawing are less easy to accomplish in 320x400 mode, but with a little ingenuity it is possible to implement a reasonably efficient version of just about any useful graphics function. A fast line draw for 320x400 256-color mode would be simple (although not as fast as would be possible in mode 13H). Fast image copies could be implemented by copying one-quarter of the image to one plane, one-quarter to the next plane, and so on for all four planes, thereby eliminating the OUT per pixel that sequential processing requires. If you're really into performance, you could store your images with all the bytes for plane 0 grouped together, followed by all the bytes for plane 1, and so on. That would allow a single REP MOVS instruction to copy all the bytes for a given plane, with just four REP MOVS instructions copying the whole image. In a number of cases, in fact, 320x400 256-color mode can actually be much faster than mode 13H, because the VGA's hardware can be used to draw four or even eight pixels with a single access; I'll return to the topic of high-performance programming in 256-color modes other than mode 13H ("non-chain 4" modes) in Chapter 47.

It's all a bit complicated, but as I say, you should be able to design an adequately fast—and often very fast—version for 320x400 mode of whatever graphics function you need. If you're not all that concerned with speed, WritePixel and ReadPixel should meet your needs.

Two 256-Color Pages

Listing 31.2 demonstrates the two pages of 320x400 256-color mode by drawing slanting color bars in page 0, then drawing color bars slanting the other way in page 1 and flipping to page 1 on the next key press. (Note that page 1 is accessed starting at offset 8000H in display memory, and is—unsurprisingly—displayed by setting the start address to 8000H.) Finally, Listing 31.2 draws vertical color bars in page 0 and flips back to page 0 when another key is pressed.

The color bar routines don't use the WritePixel subroutine from Listing 31.1; they go straight to display memory instead for improved speed. As I mentioned above, better speed yet could be achieved by a color-bar algorithm that draws all the pixels in plane 0, then all the pixels in plane 1, and so on, thereby avoiding the overhead of constantly reprogramming the Map Mask register.

LISTING 31.2 L31-2.ASM

; Program to demonstrate the two pages available in 320x400
; 256-color modes on a VGA.  Draws diagonal color bars in all
; 256 colors in page 0, then does the same in page 1 (but with
; the bars tilted the other way), and finally draws vertical
; color bars in page 0.
;
VGA_SEGMENT        equ    0a000h
SC_INDEX           equ    3c4h        ;Sequence Controller Index register
GC_INDEX           equ    3ceh        ;Graphics Controller Index register
CRTC_INDEX         equ    3d4h        ;CRT Controller Index register
MAP_MASK           equ    2           ;Map Mask register index in SC
MEMORY_MODE        equ    4           ;Memory Mode register index in SC
MAX_SCAN_LINE      equ    9           ;Maximum Scan Line reg index in CRTC
START_ADDRESS_HIGH equ    0ch         ;Start Address High reg index in CRTC
UNDERLINE          equ    14h         ;Underline Location reg index in CRTC
MODE_CONTROL       equ    17h         ;Mode Control register index in CRTC
GRAPHICS_MODE      equ    5           ;Graphics Mode register index in GC
MISCELLANEOUS      equ    6           ;Miscellaneous register index in GC
SCREEN_WIDTH       equ    320         ;# of pixels across screen
SCREEN_HEIGHT      equ    400         ;# of scan lines on screen
WORD_OUTS_OK       equ    1           ;set to 0 to assemble for
                                      ; computers that can't handle
                                      ; word outs to indexed VGA registers
;
stack        segment        para stack 'STACK'
             db             512 dup (?)
stack        ends
;
; Macro to output a word value to a port.
;
OUT_WORDmacro
if WORD_OUTS_OK
      outdx,ax
else
        out  dx,al
        inc  dx
        xch  gah,al
        out  dx,al
        dec  dx
        xch  gah,al
endif
        endm
;
; Macro to output a constant value to an indexed VGA register.
;
CONSTANT_TO_INDEXED_REGISTERmacroADDRESS, INDEX, VALUE
        mov  dx,ADDRESS
        mov  ax,(VALUE shl 8) + INDEX
        OUT_WORD
        endm
;
Code    segment
        assume        cs:Code
Start   proc   near
;
; Set 320x400 256-color mode.
;
callSet320By400Mode
;
; We're in 320x400 256-color mode, with page 0 displayed.
; Let's fill page 0 with color bars slanting down and to the right.
;
        sub   di,di        ;page 0 starts at address 0
        mov   bl,1         ;make color bars slant down and
                           ; to the right
        call   ColorBarsUp ;draw the color bars
;
; Now do the same for page 1, but with the color bars
; tilting the other way.
;
        mov   di,8000h        ;page 1 starts at address 8000h
        mov   bl,-1           ;make color bars slant down and
                              ; to the left
        call  ColorBarsUp     ;draw the color bars
;
; Wait for a key and flip to page 1 when one is pressed.
;
      callGetNextKey
      CONSTANT_TO_INDEXED_REGISTER CRTC_INDEX,START_ADDRESS_HIGH,80h
                               ;set the Start Address High register
                               ; to 80h, for a start address of 8000h
;
; Draw vertical bars in page 0 while page 1 is displayed.
;
        sub  di,di              ;page 0 starts at address 0
        sub  bl,bl              ;make color bars vertical
        call ColorBarsUp        ;draw the color bars
;
; Wait for another key and flip back to page 0 when one is pressed.
;
        callGetNextKey
        CONSTANT_TO_INDEXED_REGISTER CRTC_INDEX,START_ADDRESS_HIGH,00h
                                ;set the Start Address High register
                                ; to 00h, for a start address of 0000h
;
; Wait for yet another key and return to text mode and end when
; one is pressed.
;
        call   GetNextKey
        mov    ax,0003h
        int    10h                ;text mode
        mov    ah,4ch
        int    21h                ;done
;
Start endp
;
; Sets up 320x400 256-color modes.
;
; Input: none
;
; Output: none
;
Set320By400Modeprocnear
;
; First, go to normal 320x200 256-color mode, which is really a
; 320x400 256-color mode with each line scanned twice.
;
        mov   ax,0013h           ;AH = 0 means mode set, AL = 13h selects
                                 ; 256-color graphics mode
        int   10h                ;BIOS video interrupt
;
; Change CPU addressing of video memory to linear (not odd/even,
; chain, or chain 4), to allow us to access all 256K of display
; memory. When this is done, VGA memory will look just like memory
; in modes 10h and 12h, except that each byte of display memory will
; control one 256-color pixel, with 4 adjacent pixels at any given
; address, one pixel per plane.
;
      mov     dx,SC_INDEX
      mov     al,MEMORY_MODE
      out     dx,al
      inc     dx
      ina     l,dx
      and     al,not 08h                   ;turn off chain 4
      ora     l,04h                        ;turn off odd/even
      out     dx,al
      mov     dx,GC_INDEX
      mov     al,GRAPHICS_MODE
      out     dx,al
      inc     dx
      ina     l,dx
      and     al,not 10h                   ;turn off odd/even
      out     dx,al
      dec     dx
      mov     al,MISCELLANEOUS
      out     dx,al
      inc     dx
      ina     l,dx
      and     al,not 02h                   ;turn off chain
      out     dx,al
;
; Now clear the whole screen, since the mode 13h mode set only
; cleared 64K out of the 256K of display memory. Do this before
; we switch the CRTC out of mode 13h, so we don't see garbage
; on the screen when we make the switch.
;
CONSTANT_TO_INDEXED_REGISTER SC_INDEX,MAP_MASK,0fh
                                        ;  enable writes to all planes, so
                                        ; we can clear 4 pixels at a time
        mov     ax,VGA_SEGMENT
        mov     es,ax
        sub     di,di
        mov     ax,di
        mov     cx,8000h                ;# of words in 64K
        cld
        rep     stosw                   ;clear all of display memory
;
; Tweak the mode to 320x400 256-color mode by not scanning each
; line twice.
;
        mov     dx,CRTC_INDEX
        mov     al,MAX_SCAN_LINE
        out     dx,al
        inc     dx
        in      al,dx
        and     al,not 1fh                ;set maximum scan line = 0
        out     dx,al
        dec     dx
;
; Change CRTC scanning from doubleword mode to byte mode, allowing
; the CRTC to scan more than 64K of video data.
;
        mov     al,UNDERLINE
        out     dx,al
        inc     dx
        ina     l,dx
        and     al,not40h                ;turn off doubleword
        out     dx,al
        dec     dx
        mov     al,MODE_CONTROL
        out     dx,al
        inc     dx
        in      al,dx
        or      al,40h                   ;turn on the byte mode bit, so memory is
                                         ; scanned for video data in a purely
                                         ; linear way, just as in modes 10h and 12h
        out     dx,al
        ret
Set320By400Mode  endp
;
; Draws a full screen of slanting color bars in the specified page.
;
; Input:
;        DI = page start address
;        BL = 1 to make the bars slant down and to the right, -1 to
;        make them slant down and to the left, 0 to make
;        them vertical.
;
ColorBarsUpprocnear
        mov     ax,VGA_SEGMENT
        mov     es,ax                ;point to display memory
        sub     bh,bh                ;start with color 0
        mov     si,SCREEN_HEIGHT     ;# of rows to do
        mov     dx,SC_INDEX
        mov     al,MAP_MASK
        out     dx,al                ;point the SC Index reg to the Map Mask reg
        inc     dx                   ;point DX to the SC Data register
RowLoop:
        mov     cx,SCREEN_WIDTH/4
                                     ;4 pixels at each address, so
                                     ; each 320-pixel row is 80 bytes wide
                                     ; in each plane
        pus h   bx                   ;save the row-start color
ColumnLoop:
MAP_SELECT = 1
        rept  4                      ;do all 4 pixels at this address with
                                     ; in-line code
        mov     al,MAP_SELECT
        out     dx,al                ;select planes 0, 1, 2, and 3 in turn
        mov     es:[di],bh           ;write this plane's pixel
        inc     bh                   ;set the color for the next pixel
MAP_SELECT = MAP_SELECT shl 1
        endm
        inc     di                    ;point to the address containing the next
                                      ; 4 pixels
        loop    ColumnLoop            ;do any remaining pixels on this line
        pop     bx                    ;get back the row-start color
        add     bh,bl                 ;select next row-start color (controls
                                       ; slanting of color bars)
        dec     si                     ;count down lines on the screen
        jnz     RowLoop
        ret
ColorBarsUpendp
;
; Waits for the next key and returns it in AX.
;
GetNextKeyprocnear
WaitKey:
        mov     ah,1
        int     16h
        jz      WaitKey                ;wait for a key to become available
        sub     ah,ah
        int     16h                    ;read the key
        ret
GetNextKey      endp
;
Codeends
;
endStart

When you run Listing 31.2, note the extremely smooth edges and fine gradations of color, especially in the screens with slanting color bars. The displays produced by Listing 31.2 make it clear that 320x400 256-color mode can produce effects that are simply not possible in any 16-color mode.

Something to Think About

You can, if you wish, use the display memory organization of 320x400 mode in 320x200 mode by modifying Set320x400Mode to leave the maximum scan line setting at 1 in the mode set. (The version of Set320x400Mode in Listings 31.1 and 31.2 forces the maximum scan line to 0, doubling the effective resolution of the screen.) Why would you want to do that? For one thing, you could then choose from not two but four 320x200 256-color display pages, starting at offsets 0, 4000H, 8000H, and 0C000H in display memory. For another, having only half as many pixels per screen can as much as double drawing speeds; that's one reason that many games run at 320x200, and even then often limit the active display drawing area to only a portion of the screen.