Generic write mode 0 function was missing set/reset capability
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2bc406e9e1
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a0d89e5071
7 changed files with 121 additions and 112 deletions
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@ -690,7 +690,7 @@ CPU.prototype.calcCycles = function(fRecalc)
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*/
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CPU.prototype.getCycles = function(fScaled)
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{
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var nCycles = this.nTotalCycles + this.nRunCycles + this.nBurstCycles - this.nStepCycles;
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var nCycles = (this.nTotalCycles + this.nRunCycles + this.nBurstCycles - this.nStepCycles)|0;
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if (fScaled && this.aCounts.nCyclesMultiplier > 1 && this.aCounts.mhz > this.aCounts.mhzDefault) {
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/*
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* We could scale the current cycle count by the current effective speed (this.aCounts.mhz); eg:
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@ -787,10 +787,11 @@ CPU.prototype.getSpeedTarget = function()
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/**
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* setSpeed(nMultiplier, fOnClick)
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*
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* NOTE: This used to return the target speed, in mhz, but no callers appear to care at this point.
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*
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* @this {CPU}
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* @param {number} [nMultiplier] is the new proposed multiplier (reverts to 1 if the target was too high)
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* @param {boolean} [fOnClick] is true if called from a click handler that might have stolen focus
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* @return {number} the target speed, in mhz
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* @desc Whenever the speed is changed, the running cycle count and corresponding start time must be reset,
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* so that the next effective speed calculation obtains sensible results. In fact, when runCPU() initially calls
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* setSpeed() with no parameters, that's all this function does (it doesn't change the current speed setting).
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@ -819,7 +820,6 @@ CPU.prototype.setSpeed = function(nMultiplier, fOnClick)
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this.aCounts.msStartRun = usr.getTime();
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this.aCounts.msEndThisRun = 0;
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this.calcCycles();
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return this.aCounts.mhzTarget;
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};
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/**
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@ -1677,6 +1677,19 @@ Card.ACCESS.readByteMode1 = function readByteMode1(off, addr)
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/**
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* writeByteMode0(off, b, addr)
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*
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* Supporting Set/Reset means that for every plane for which Set/Reset is enabled, we must
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* replace the corresponding byte in "dw" with a byte of zeros or ones. This is accomplished with
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* nSetMapMask, nSetMapData, and nSetMapBits. nSetMapMask is the inverse of the ESRESET bits,
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* because we use it to mask the processor data; nSetMapData records the desired SRESET bits; and
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* nSetMapBits contains the bits to replace those that we masked in the processor data.
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*
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* We could have done this:
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*
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* dw = (dw & this.controller.nSetMapMask) | (this.controller.nSetMapData & ~this.controller.nSetMapMask)
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*
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* but by maintaining nSetMapBits equal to (nSetMapData & ~nSetMapMask), we are able to make the writes
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* slightly more efficient.
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*
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* @this {Memory}
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* @param {number} off
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* @param {number} b (which should already be pre-masked to 8 bits; see Bus.prototype.setByteDirect)
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@ -1686,7 +1699,8 @@ Card.ACCESS.writeByteMode0 = function writeByteMode0(off, b, addr)
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{
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var idw = off + this.offset;
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var dw = b | (b << 8) | (b << 16) | (b << 24);
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dw = (this.adw[idw] & ~this.controller.nWriteMapMask) | (dw & this.controller.nWriteMapMask);
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dw = (dw & this.controller.nSetMapMask) | this.controller.nSetMapBits;
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dw = (dw & this.controller.nWriteMapMask) | (this.adw[idw] & ~this.controller.nWriteMapMask);
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dw = (dw & this.controller.nBitMapMask) | (this.controller.latches & ~this.controller.nBitMapMask);
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if (this.adw[idw] != dw) {
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this.adw[idw] = dw;
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@ -1723,19 +1737,6 @@ Card.ACCESS.writeByteMode0EvenOdd = function writeByteMode0EvenOdd(off, b, addr)
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/**
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* writeByteMode0Rot(off, b, addr)
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*
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* Supporting Set/Reset means that for every plane for which Set/Reset is enabled, we must
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* replace the corresponding byte in "dw" with a byte of zeros or ones. This is accomplished with
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* nSetMapMask, nSetMapData, and nSetMapBits. nSetMapMask is the inverse of the ESRESET bits,
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* because we use it to mask the processor data; nSetMapData records the desired SRESET bits; and
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* nSetMapBits contains the bits to replace those that we masked in the processor data.
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*
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* We could have done this:
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*
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* dw = (dw & this.controller.nSetMapMask) | (this.controller.nSetMapData & ~this.controller.nSetMapMask)
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*
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* but by maintaining nSetMapBits equal to (nSetMapData & ~nSetMapMask), we are able to make the writes
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* slightly more efficient.
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*
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* @this {Memory}
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* @param {number} off
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* @param {number} b (which should already be pre-masked to 8 bits; see Bus.prototype.setByteDirect)
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@ -5062,7 +5063,11 @@ Video.prototype.getRetraceBits = function(card)
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*/
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var nCycles = this.cpu.getCycles();
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var nElapsedCycles = nCycles - card.nInitCycles;
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if (nElapsedCycles < 0) nElapsedCycles = 0; // TODO: Determine if this ever happens
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if (nElapsedCycles < 0) {
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this.assert(nCycles === 0);
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card.nInitCycles = nElapsedCycles;
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nElapsedCycles = -nElapsedCycles|0;
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}
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var nCyclesHorzRemain = nElapsedCycles % card.nCyclesHorzPeriod;
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if (nCyclesHorzRemain > card.nCyclesHorzActive) b |= Card.CGA.STATUS.DISP_RETRACE;
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var nCyclesVertRemain = nElapsedCycles % card.nCyclesVertPeriod;
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@ -5076,7 +5081,7 @@ Video.prototype.getRetraceBits = function(card)
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*
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* NOTE: Now that we're calling getRetraceBits() more frequently (ie, for internal checks), resetting nInitCycles
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* in this fashion preserves the vertical period at the expense of the horizontal period, which in turn can cause
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* grief in ROM BIOS code that requires strict horizontal retrace times. So the above code is now disabled.
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* grief in ROM BIOS code that requires strict horizontal retrace times. TODO: Figure out how to re-enable this code.
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*/
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return b;
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};
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@ -166,7 +166,7 @@ function X86CPU(parmsCPU)
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* A variety of stepCPU() state variables that don't strictly need to be initialized before the first
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* stepCPU() call, but it's good form to do so.
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*/
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this.nBurstCycles = 0;
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this.resetCycles();
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this.aFlags.fComplete = this.aFlags.fDebugCheck = false;
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/*
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@ -15,39 +15,39 @@ VIDEO_SEGMENT equ 0a000h ;display memory segment for
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LOGICAL_SCREEN_WIDTH equ 672/8 ;width in bytes and height in scan
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LOGICAL_SCREEN_HEIGHT equ 384 ; lines of the virtual screen
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; we'll work with
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PAGE0 equ 0 ;flag for page 0 when page flipping
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PAGE1 equ 1 ;flag for page 1 when page flipping
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PAGE0_OFFSET equ 0 ;start offset of page 0 in VGA memory
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PAGE0 equ 0 ;flag for page 0 when page flipping
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PAGE1 equ 1 ;flag for page 1 when page flipping
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PAGE0_OFFSET equ 0 ;start offset of page 0 in VGA memory
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PAGE1_OFFSET equ LOGICAL_SCREEN_WIDTH * LOGICAL_SCREEN_HEIGHT
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;start offset of page 1 (both pages
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; are 672x384 virtual screens)
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BALL_WIDTH equ 24/8 ;width of ball in display memory bytes
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BALL_HEIGHT equ 24 ;height of ball in scan lines
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BLANK_OFFSET equ PAGE1_OFFSET * 2 ;start of blank image
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; in VGA memory
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;start offset of page 1 (both pages
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; are 672x384 virtual screens)
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BALL_WIDTH equ 24/8 ;width of ball in display memory bytes
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BALL_HEIGHT equ 24 ;height of ball in scan lines
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BLANK_OFFSET equ PAGE1_OFFSET * 2;start of blank image
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; in VGA memory
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BALL_OFFSET equ BLANK_OFFSET + (BALL_WIDTH * BALL_HEIGHT)
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;start offset of ball image in VGA memory
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NUM_BALLS equ 4 ;number of balls to animate
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;start offset of ball image in VGA memory
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NUM_BALLS equ 4 ;number of balls to animate
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;
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; VGA register equates.
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;
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SC_INDEX equ 3c4h ;SC index register
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MAP_MASK equ 2 ;SC map mask register
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GC_INDEX equ 3ceh ;GC index register
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GC_MODE equ 5 ;GC mode register
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CRTC_INDEX equ 03d4h ;CRTC index register
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START_ADDRESS_HIGH equ 0ch ;CRTC start address high byte
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START_ADDRESS_LOW equ 0dh ;CRTC start address low byte
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CRTC_OFFSET equ 13h ;CRTC offset register
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INPUT_STATUS_1 equ 03dah ;VGA status register
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VSYNC_MASK equ 08h ;vertical sync bit in status register 1
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DE_MASK equ 01h ;display enable bit in status register 1
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AC_INDEX equ 03c0h ;AC index register
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HPELPAN equ 20h OR 13h ;AC horizontal pel panning register
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; (bit 7 is high to keep palette RAM
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; addressing on)
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SC_INDEX equ 3c4h ;SC index register
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MAP_MASK equ 2 ;SC map mask register
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GC_INDEX equ 3ceh ;GC index register
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GC_MODE equ 5 ;GC mode register
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CRTC_INDEX equ 03d4h ;CRTC index register
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START_ADDRESS_HIGH equ 0ch ;CRTC start address high byte
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START_ADDRESS_LOW equ 0dh ;CRTC start address low byte
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CRTC_OFFSET equ 13h ;CRTC offset register
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INPUT_STATUS_1 equ 03dah ;VGA status register
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VSYNC_MASK equ 08h ;vertical sync bit in status register 1
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DE_MASK equ 01h ;display enable bit in status register 1
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AC_INDEX equ 03c0h ;AC index register
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HPELPAN equ 20h OR 13h ;AC horizontal pel panning register
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; (bit 7 is high to keep palette RAM
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; addressing on)
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dseg segment para common 'DATA'
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CurrentPage db PAGE1 ;page to draw to
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CurrentPage db PAGE1 ;page to draw to
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CurrentPageOffset dw PAGE1_OFFSET
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;
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; Four plane's worth of multicolored ball image.
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@ -128,15 +128,15 @@ PanningControlString dw 32, 1, 0, 34, 0, 1, 32, -1, 0, 34, 0, -1, 0
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else
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PanningControlString dw 32, 1, 0, 184, 0, 1, 32, -1, 0, 184, 0, -1, 0
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endif
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PanningControl dw PanningControlString ;pointer to current location
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; in panning control string
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PanningRep dw 1 ;# times to pan according to current
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; panning increments
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PanningXInc dw 1 ;x panning factor
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PanningYInc dw 0 ;y panning factor
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HPan db 0 ;horizontal pel panning setting
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PanningStartOffset dw 0 ;start offset adjustment to produce vertical
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; panning & coarse horizontal panning
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PanningControl dw PanningControlString ;pointer to current location
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; in panning control string
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PanningRep dw 1 ;# times to pan according to current
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; panning increments
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PanningXInc dw 1 ;x panning factor
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PanningYInc dw 0 ;y panning factor
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HPan db 0 ;horizontal pel panning setting
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PanningStartOffset dw 0 ;start offset adjustment to produce vertical
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; panning & coarse horizontal panning
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dseg ends
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;
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; Macro to set indexed register P2 of chip with index register
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@ -172,31 +172,31 @@ endif
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; Draw border around playfield in both pages.
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;
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mov di,PAGE0_OFFSET
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call DrawBorder ;page 0 border
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call DrawBorder ;page 0 border
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mov di,PAGE1_OFFSET
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call DrawBorder ;page 1 border
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call DrawBorder ;page 1 border
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;
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; Draw all four plane's worth of the ball to undisplayed VGA memory.
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;
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mov al,01h ;enable plane 0
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mov al,01h ;enable plane 0
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SETREG SC_INDEX, MAP_MASK
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mov si,offset BallPlane0Image
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mov di,BALL_OFFSET
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mov cx,BALL_WIDTH * BALL_HEIGHT
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rep movsb
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mov al,02h ;enable plane 1
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mov al,02h ;enable plane 1
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SETREG SC_INDEX, MAP_MASK
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mov si,offset BallPlane1Image
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mov di,BALL_OFFSET
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mov cx,BALL_WIDTH * BALL_HEIGHT
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rep movsb
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mov al,04h ;enable plane 2
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mov al,04h ;enable plane 2
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SETREG SC_INDEX, MAP_MASK
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mov si,offset BallPlane2Image
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mov di,BALL_OFFSET
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mov cx,BALL_WIDTH * BALL_HEIGHT
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rep movsb
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mov al,08h ;enable plane 3
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mov al,08h ;enable plane 3
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SETREG SC_INDEX, MAP_MASK
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mov si,offset BallPlane3Image
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mov di,BALL_OFFSET
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@ -205,8 +205,8 @@ endif
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;
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; Draw a blank image the size of the ball to undisplayed VGA memory.
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;
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mov al,0fh ;enable all memory planes, since the
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SETREG SC_INDEX, MAP_MASK ; blank has to erase all planes
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mov al,0fh ;enable all memory planes, since the
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SETREG SC_INDEX, MAP_MASK ; blank has to erase all planes
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mov di,BLANK_OFFSET
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mov cx,BALL_WIDTH * BALL_HEIGHT
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sub al,al
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@ -216,13 +216,13 @@ endif
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;
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mov dx,GC_INDEX
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mov al,GC_MODE
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out dx,al ;point GC Index to GC Mode register
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inc dx ;point to GC Data register
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jmp $+2 ;delay to let bus settle
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in al,dx ;get current state of GC Mode
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and al,not 3 ;clear the write mode bits
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or al,1 ;set the write mode field to 1
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jmp $+2 ;delay to let bus settle
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out dx,al ;point GC Index to GC Mode register
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inc dx ;point to GC Data register
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jmp $+2 ;delay to let bus settle
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in al,dx ;get current state of GC Mode
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and al,not 3 ;clear the write mode bits
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or al,1 ;set the write mode field to 1
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jmp $+2 ;delay to let bus settle
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out dx,al
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;
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; Set VGA offset register in words to define logical screen width.
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@ -253,12 +253,12 @@ EachBallLoop:
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;
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; Change the ball movement values if it's time to do so.
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;
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dec [BallRep+bx] ;has current repeat factor run out?
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dec [BallRep+bx] ;has current repeat factor run out?
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jnz MoveBall
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mov si,[BallControl+bx] ;it's time to change movement values
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lodsw ;get new repeat factor from
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; control string
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and ax,ax ;at end of control string?
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mov si,[BallControl+bx] ;it's time to change movement values
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lodsw ;get new repeat factor from
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; control string
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and ax,ax ;at end of control string?
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jnz SetNewMove
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mov si,[BallControlString+bx] ;reset control string
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lodsw ;get new repeat factor
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@ -366,18 +366,18 @@ start endp
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;
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DrawBall proc near
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mov ax,LOGICAL_SCREEN_WIDTH
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mul dx ;offset of start of top image scan line
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add ax,cx ;offset of upper left of image
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mul dx ;offset of start of top image scan line
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add ax,cx ;offset of upper left of image
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add ax,[CurrentPageOffset] ;offset of start of page
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mov di,ax
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mov bp,BALL_HEIGHT
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push ds
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push es
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pop ds ;move from VGA memory to VGA memory
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pop ds ;move from VGA memory to VGA memory
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DrawBallLoop:
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push di
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mov cx,BALL_WIDTH
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rep movsb ;draw a scan line of image
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rep movsb ;draw a scan line of image
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pop di
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add di,LOGICAL_SCREEN_WIDTH ;point to next destination scan line
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dec bp
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@ -418,7 +418,7 @@ WaitDisplayEnable endp
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; Perform horizontal/vertical panning.
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;
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AdjustPanning proc near
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dec [PanningRep] ;time to get new panning values?
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dec [PanningRep] ;time to get new panning values?
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jnz DoPan
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mov si,[PanningControl] ;point to current location in
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; panning control string
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@ -483,10 +483,10 @@ DrawBorder proc near
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push di
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mov cx,LOGICAL_SCREEN_HEIGHT / 16
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DrawLeftBorderLoop:
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mov al,0ch ;select red color for block
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mov al,0ch ;select red color for block
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call DrawBorderBlock
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add di,LOGICAL_SCREEN_WIDTH * 8
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mov al,0eh ;select yellow color for block
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mov al,0eh ;select yellow color for block
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call DrawBorderBlock
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add di,LOGICAL_SCREEN_WIDTH * 8
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loop DrawLeftBorderLoop
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@ -498,10 +498,10 @@ DrawLeftBorderLoop:
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add di,LOGICAL_SCREEN_WIDTH - 1
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mov cx,LOGICAL_SCREEN_HEIGHT / 16
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DrawRightBorderLoop:
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mov al,0eh ;select yellow color for block
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mov al,0eh ;select yellow color for block
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call DrawBorderBlock
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add di,LOGICAL_SCREEN_WIDTH * 8
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mov al,0ch ;select red color for block
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mov al,0ch ;select red color for block
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call DrawBorderBlock
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add di,LOGICAL_SCREEN_WIDTH * 8
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loop DrawRightBorderLoop
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@ -513,10 +513,10 @@ DrawRightBorderLoop:
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mov cx,(LOGICAL_SCREEN_WIDTH - 2) / 2
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DrawTopBorderLoop:
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inc di
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mov al,0eh ;select yellow color for block
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mov al,0eh ;select yellow color for block
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call DrawBorderBlock
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inc di
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mov al,0ch ;select red color for block
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mov al,0ch ;select red color for block
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call DrawBorderBlock
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loop DrawTopBorderLoop
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pop di
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@ -527,10 +527,10 @@ DrawTopBorderLoop:
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mov cx,(LOGICAL_SCREEN_WIDTH - 2) / 2
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DrawBottomBorderLoop:
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inc di
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mov al,0ch ;select red color for block
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mov al,0ch ;select red color for block
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call DrawBorderBlock
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inc di
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mov al,0eh ;select yellow color for block
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mov al,0eh ;select yellow color for block
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call DrawBorderBlock
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loop DrawBottomBorderLoop
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ret
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@ -23,10 +23,10 @@ VERTICAL_BOX_WIDTH_IN_BYTES equ 10 ;width in bytes of the box used to
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;
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; VGA register equates.
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;
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GC_INDEX equ 3ceh ;GC index register
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GC_ROTATE equ 3 ;GC data rotate/logical function
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; register index
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GC_MODE equ 5 ;GC mode register index
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GC_INDEX equ 3ceh ;GC index register
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GC_ROTATE equ 3 ;GC data rotate/logical function
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; register index
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GC_MODE equ 5 ;GC mode register index
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;
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dseg segment para common 'DATA'
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;
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@ -40,10 +40,13 @@ LABEL_STRING_LENGTH equ $-LabelString
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;
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FillPatternFF db 'Fill Pattern: 0FFh'
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FILL_PATTERN_FF_LENGTH equ $ - FillPatternFF
|
||||
|
||||
FillPattern00 db 'Fill Pattern: 000h'
|
||||
FILL_PATTERN_00_LENGTH equ $ - FillPattern00
|
||||
|
||||
FillPatternVert db 'Fill Pattern: Vertical Bar'
|
||||
FILL_PATTERN_VERT_LENGTH equ $ - FillPatternVert
|
||||
FILL_PATTERN_VERT_LENGTH equ $ - FillPatternVert
|
||||
|
||||
FillPatternHorz db 'Fill Pattern: Horizontal Bar'
|
||||
FILL_PATTERN_HORZ_LENGTH equ $ - FillPatternHorz
|
||||
;
|
||||
|
|
@ -65,9 +68,9 @@ TEXT_UP macro TEXT_STRING, TEXT_LENGTH, ROW, COLUMN
|
|||
mov ah,13h ;BIOS write string function
|
||||
mov bp,offset TEXT_STRING ;ES:BP points to string
|
||||
mov cx,TEXT_LENGTH
|
||||
mov dx,(ROW SHL 8) OR COLUMN ;position
|
||||
sub al,al ;string is chars only, cursor not moved
|
||||
mov bl,7 ;text attribute is white (light gray)
|
||||
mov dx,(ROW SHL 8) OR COLUMN;position
|
||||
sub al,al ;string is chars only, cursor not moved
|
||||
mov bl,7 ;text attribute is white (light gray)
|
||||
int 10h
|
||||
endm
|
||||
;
|
||||
|
|
@ -90,19 +93,19 @@ start proc near
|
|||
; Draw background of horizontal bars.
|
||||
;
|
||||
mov dx,SCREEN_HEIGHT/4
|
||||
;# of bars to draw (each 4 pixels high)
|
||||
sub di,di ;start at offset 0 in display memory
|
||||
mov ax,0ffffh ;fill pattern for light areas of bars
|
||||
;# of bars to draw (each 4 pixels high)
|
||||
sub di,di ;start at offset 0 in display memory
|
||||
mov ax,0ffffh ;fill pattern for light areas of bars
|
||||
mov bx,DEMO_AREA_WIDTH_IN_BYTES / 2 ;length of each bar
|
||||
mov si,SCREEN_WIDTH_IN_BYTES - DEMO_AREA_WIDTH_IN_BYTES
|
||||
mov bp,(SCREEN_WIDTH_IN_BYTES * 3) - DEMO_AREA_WIDTH_IN_BYTES
|
||||
BackgroundLoop:
|
||||
mov cx,bx ;length of bar
|
||||
rep stosw ;draw top half of bar
|
||||
add di,si ;point to start of bottom half of bar
|
||||
mov cx,bx ;length of bar
|
||||
rep stosw ;draw bottom half of bar
|
||||
add di,bp ;point to start of top of next bar
|
||||
mov cx,bx ;length of bar
|
||||
rep stosw ;draw top half of bar
|
||||
add di,si ;point to start of bottom half of bar
|
||||
mov cx,bx ;length of bar
|
||||
rep stosw ;draw bottom half of bar
|
||||
add di,bp ;point to start of top of next bar
|
||||
dec dx
|
||||
jnz BackgroundLoop
|
||||
;
|
||||
|
|
@ -204,12 +207,12 @@ ColumnLoop:
|
|||
;
|
||||
DrawVerticalBox proc near
|
||||
DRAW_BOX_QUARTER 0ffh, VERTICAL_BOX_WIDTH_IN_BYTES
|
||||
;first fill pattern: solid fill
|
||||
;first fill pattern: solid fill
|
||||
DRAW_BOX_QUARTER 0, VERTICAL_BOX_WIDTH_IN_BYTES
|
||||
;second fill pattern: empty fill
|
||||
;second fill pattern: empty fill
|
||||
DRAW_BOX_QUARTER 033h, VERTICAL_BOX_WIDTH_IN_BYTES
|
||||
;third fill pattern: double-pixel
|
||||
; wide vertical bars
|
||||
;third fill pattern: double-pixel
|
||||
; wide vertical bars
|
||||
mov dx,DEMO_AREA_HEIGHT / 4 / 4
|
||||
;fourth fill pattern: horizontal bars in
|
||||
; sets of 4 scan lines
|
||||
|
|
|
|||
|
|
@ -77,6 +77,7 @@ HorzBarLoop:
|
|||
SETGC GC_SET_RESET,01h ;set/reset value is 0ffh for plane 0
|
||||
; (the blue plane) and 0 for other
|
||||
; planes
|
||||
int 3
|
||||
sub di,di
|
||||
mov cx,80*480 ;# bytes per screen
|
||||
mov al,0ffh ;since set/reset is enabled for all
|
||||
|
|
|
|||
|
|
@ -19,7 +19,7 @@ I assume something similar was done on the CD-ROM that accompanied the Black Boo
|
|||
book or its CD-ROM, I'm extracting the source code directly from the Markdown text, and then "tabifying" it with 8-column
|
||||
tab stops.
|
||||
|
||||
Development of PCjs VGA support has just begun (June 2015), so don't expect *anything* here to to run properly yet.
|
||||
Development of PCjs VGA support has just begun (June 2015), so don't expect everything here to to run properly yet.
|
||||
|
||||
---
|
||||
|
||||
|
|
@ -50,7 +50,7 @@ Since the contents of this particular directory will probably be in flux for a w
|
|||
Once things settle down, I'll generate a JSON-encoded disk image containing a snapshot of this directory, using the
|
||||
PCjs [DiskDump](/modules/diskdump/) module:
|
||||
|
||||
diskdump --dir=. --format=img --output=TESTVGA.img
|
||||
diskdump --dir=. --format=img --output=TESTVGA.img --overwrite
|
||||
|
||||
One advantage of using [DiskDump](/modules/diskdump/) is that it automatically converts linefeeds in known text files
|
||||
(including ASM files) into DOS-compatible CR/LF sequences.
|
||||
|
|
|
|||
Loading…
Reference in a new issue