More VGA tests
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2 changed files with 191 additions and 5 deletions
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@ -3589,10 +3589,10 @@ Video.prototype.getCardColors = function(nBitsPerPixel)
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if (nBitsPerPixel == 8) {
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if (nBitsPerPixel == 8) {
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/*
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/*
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* The card must be a VGA, and it's using an (8bpp) mode that bypasses the ATC, so we need
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* The card must be a VGA, and it's using an (8bpp) mode that bypasses the ATC, so we need to pull
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* to pull RGB data exclusively from the 256-entry DAC; each entry contains 6-bit red, green,
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* RGB data exclusively from the 256-entry DAC; each entry contains 6-bit red, green, and blue values
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* and blue values packed into bits 0-5, 6-11, and 12-17, respectively, each of which we
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* packed into bits 0-5, 6-11, and 12-17, respectively, each of which we effectively shift left 2 bits:
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* effectively shift left 2 bits: a crude 6-to-8-bit color conversion.
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* a crude 6-to-8-bit color conversion.
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*/
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*/
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for (i = 0; i < 256; i++) {
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for (i = 0; i < 256; i++) {
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dw = aDAC[i] || 0;
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dw = aDAC[i] || 0;
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@ -3605,12 +3605,22 @@ Video.prototype.getCardColors = function(nBitsPerPixel)
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} else {
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} else {
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/*
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/*
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* We need to pull RGB data from the ATC; moreover, if the ATC hasn't been initialized yet,
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* We need to pull RGB data from the ATC; moreover, if the ATC hasn't been initialized yet,
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* we go with a default EGA-compatible 16-color palette.
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* we go with a default EGA-compatible 16-color palette. We'll also use the DAC if there is one
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* (ie, this is actually a VGA) and it appears to be initialized (ie, the VGA BIOS has been run).
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*/
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*/
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var fDAC = (aDAC && aDAC[255]);
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var fDAC = (aDAC && aDAC[255]);
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aRegs = (card.regATCData[15] != null? card.regATCData : Video.aEGAPalDef);
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aRegs = (card.regATCData[15] != null? card.regATCData : Video.aEGAPalDef);
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for (i = 0; i < 16; i++) {
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for (i = 0; i < 16; i++) {
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b = aRegs[i] & Card.ATC.PALETTE.MASK;
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b = aRegs[i] & Card.ATC.PALETTE.MASK;
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/*
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* If the DAC is valid, we need to supplement the 6 bits of each ATC palette entry with the values
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* for bits 6 and 7 from the ATC COLORSEL register (and overwrite bits 4 and 5 if ATC.MODE.COLORSEL_ALL
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* is set as well).
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*
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* The only reason the DAC wouldn't be valid is if 1) we're trying to display an image before the machine
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* and its BIOS have had a chance to initialize the DAC (because we don't preset it to anything, although
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* perhaps we should), or 2) this is an EGA, which doesn't have a DAC.
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*/
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if (fDAC) {
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if (fDAC) {
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b |= (card.regATCData[Card.ATC.COLORSEL.INDX] & (Card.ATC.COLORSEL.DAC_BIT7 | Card.ATC.COLORSEL.DAC_BIT6)) << 4;
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b |= (card.regATCData[Card.ATC.COLORSEL.INDX] & (Card.ATC.COLORSEL.DAC_BIT7 | Card.ATC.COLORSEL.DAC_BIT6)) << 4;
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if (card.regATCData[Card.ATC.MODE.INDX] & Card.ATC.MODE.COLORSEL_ALL) {
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if (card.regATCData[Card.ATC.MODE.INDX] & Card.ATC.MODE.COLORSEL_ALL) {
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176
tests/pc/vga/L33-1.ASM
Normal file
176
tests/pc/vga/L33-1.ASM
Normal file
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@ -0,0 +1,176 @@
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; Program to demonstrate use of the DAC registers by selecting a
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; smoothly contiguous set of 256 colors, then filling the screen
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; with concentric diamonds in all 256 colors so that they blend
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; into one another to form a continuum of color.
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;
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.model small
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.stack 200h
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.data
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; Table used to set all 256 DAC entries.
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;
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; Table format:
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; Byte 0: DAC register 0 red value
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; Byte 1: DAC register 0 green value
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; Byte 2: DAC register 0 blue value
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; Byte 3: DAC register 1 red value
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; Byte 4: DAC register 1 green value
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; Byte 5: DAC register 1 blue value
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; :
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; Byte 765: DAC register 255 red value
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; Byte 766: DAC register 255 green value
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; Byte 767: DAC register 255 blue value
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ColorTable label byte
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; The first 64 entries are increasingly dim pure green.
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X=0
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REPT 64
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db 0,63-X,0
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X=X+1
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ENDM
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; The next 64 entries are increasingly strong pure blue.
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X=0
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REPT 64
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db 0,0,X
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X=X+1
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ENDM
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; The next 64 entries fade through violet to red.
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X=0
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REPT 64
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db X,0,63-X
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X=X+1
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ENDM
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; The last 64 entries are increasingly dim pure red.
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X=0
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REPT 64
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db 63-X,0,0
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X=X+1
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ENDM
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.code
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Start:
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mov ax,0013h ;AH=0 selects set mode function,
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; AL=13h selects 320x200 256-color
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int 10h ; mode
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;load the DAC registers with the
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; color settings
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mov ax,@data ;point ES to the default
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mov es,ax ; data segment
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mov dx,offset ColorTable
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;point ES:DX to the start of the
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; block of RGB three-byte values
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; to load into the DAC registers
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mov ax,1012h ;AH=10h selects set color function,
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; AL=12h selects set block of DAC
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; registers subfunction
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sub bx,bx ;load the block of registers
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; starting at DAC register #0
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mov cx,100h ;set all 256 registers
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int 10h ;load the DAC registers
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;now fill the screen with
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; concentric diamonds in all 256
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; color attributes
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mov ax,0a000h ;point DS to the display memory
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mov ds,ax ; segment
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;
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;draw diagonal lines in the upper
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; left quarter of the screen
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mov al,2 ;start with color attribute #2
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mov ah,-1 ;cycle down through the colors
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mov bx,320 ;draw top to bottom (distance from
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; one line to the next)
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mov dx,160 ;width of rectangle
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mov si,100 ;height of rectangle
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sub di,di ;start at (0,0)
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mov bp,1 ;draw left to right (distance from
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; one column to the next)
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call FillBlock ;draw it
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;
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;draw diagonal lines in the upper
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; right quarter of the screen
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mov al,2 ;start with color attribute #2
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mov ah,-1 ;cycle down through the colors
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mov bx,320 ;draw top to bottom (distance from
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; one line to the next)
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mov dx,160 ;width of rectangle
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mov si,100 ;height of rectangle
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mov di,319 ;start at (319,0)
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mov bp,-1 ;draw right to left (distance from
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; one column to the next)
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call FillBlock ;draw it
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;draw diagonal lines in the lower
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; left quarter of the screen
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mov al,2 ;start with color attribute #2
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mov ah,-1 ;cycle down through the colors
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mov bx,-320 ;draw bottom to top (distance from
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; one line to the next)
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mov dx,160 ;width of rectangle
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mov si,100 ;height of rectangle
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mov di,199*320 ;start at (0,199)
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mov bp,1 ;draw left to right (distance from
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; one column to the next)
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call FillBlock ;draw it
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;
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;draw diagonal lines in the lower
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; right quarter of the screen
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mov al,2 ;start with color attribute #2
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mov ah,-1 ;cycle down through the colors
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mov bx,-320 ;draw bottom to top (distance from
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; one line to the next)
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mov dx,160 ;width of rectangle
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mov si,100 ;height of rectangle
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mov di,199*320+319 ;start at (319,199)
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mov bp,-1 ;draw right to left (distance from
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; one column to the next)
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call FillBlock ;draw it
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mov ah,1 ;wait for a key
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int 21h ;
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mov ax,0003h ;return to text mode
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int 10h ;
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mov ah,4ch ;done--return to DOS
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int 21h
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; Fills the specified rectangular area of the screen with diagonal
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; lines.
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;
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; Input:
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; AL = initial attribute with which to draw
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; AH = amount by which to advance the attribute from
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; one pixel to the next
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; BX = distance to advance from one pixel to the next
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; DX = width of rectangle to fill
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; SI = height of rectangle to fill
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; DS:DN = screen address of first pixel to draw
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; BP = offset from the start of one column to the start of
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; the next
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FillBlock:
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FillHorzLoop:
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push di ;preserve pointer to top of column
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push ax ;preserve initial attribute
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mov cx,si ;column height
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FillVertLoop:
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mov [di],al ;set the pixel
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add di,bx ;point to the next row in the column
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add al,ah ;advance the attribute
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loop FillVertLoop ;
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pop ax ;restore initial attribute
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add al,ah ;advance to the next attribute to
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; start the next column
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pop di ;retrieve pointer to top of column
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add di,bp ;point to next column
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dec dx ;have we done all columns?
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jnz FillHorzLoop ;no, do the next column
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ret ;
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end Start
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