More VGA tests
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218
tests/pc/vga/L27-1.ASM
Normal file
218
tests/pc/vga/L27-1.ASM
Normal file
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; Program to illustrate one use of write mode 2 of the VGA and EGA by
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; animating the image of an "A" drawn by copying it from a chunky
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; bit-map in system memory to a planar bit-map in VGA or EGA memory.
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;
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; Assemble with MASM or TASM
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;
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; By Michael Abrash
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;
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Stack segment para stack 'STACK'
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db 512 dup(0)
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Stack ends
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SCREEN_WIDTH_IN_BYTES equ 80
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DISPLAY_MEMORY_SEGMENT equ 0a000h
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SC_INDEX equ 3c4h ;Sequence Controller Index register
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MAP_MASK equ 2 ;index of Map Mask register
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GC_INDEX equ 03ceh ;Graphics Controller Index reg
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GRAPHICS_MODE equ 5 ;index of Graphics Mode reg
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BIT_MASK equ 8 ;index of Bit Mask reg
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Data segment para common 'DATA'
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;
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; Current location of "A" as it is animated across the screen.
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;
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CurrentX dw ?
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CurrentY dw ?
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RemainingLength dw ?
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;
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; Chunky bit-map image of a yellow "A" on a bright blue background
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;
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AImage label byte
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dw 13, 13 ;width, height in pixels
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db 000h, 000h, 000h, 000h, 000h, 000h, 000h
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db 009h, 099h, 099h, 099h, 099h, 099h, 000h
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db 009h, 099h, 099h, 099h, 099h, 099h, 000h
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db 009h, 099h, 099h, 0e9h, 099h, 099h, 000h
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db 009h, 099h, 09eh, 0eeh, 099h, 099h, 000h
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db 009h, 099h, 0eeh, 09eh, 0e9h, 099h, 000h
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db 009h, 09eh, 0e9h, 099h, 0eeh, 099h, 000h
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db 009h, 09eh, 0eeh, 0eeh, 0eeh, 099h, 000h
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db 009h, 09eh, 0e9h, 099h, 0eeh, 099h, 000h
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db 009h, 09eh, 0e9h, 099h, 0eeh, 099h, 000h
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db 009h, 099h, 099h, 099h, 099h, 099h, 000h
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db 009h, 099h, 099h, 099h, 099h, 099h, 000h
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db 000h, 000h, 000h, 000h, 000h, 000h, 000h
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Data ends
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Code segment para public 'CODE'
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assume cs:Code, ds:Data
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Start proc near
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mov ax,Data
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mov ds,ax
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mov ax,10h
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int 10h ;select video mode 10h (640x350)
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;
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; Prepare for animation.
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;
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mov [CurrentX],0
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mov [CurrentY],200
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mov [RemainingLength],600 ;move 600 times
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;
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; Animate, repeating RemainingLength times. It's unnecessary to erase
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; the old image, since the one pixel of blank fringe around the image
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; erases the part of the old image not overlapped by the new image.
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;
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AnimationLoop:
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mov bx,[CurrentX]
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mov cx,[CurrentY]
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mov si,offset AImage
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call DrawFromChunkyBitmap ;draw the "A" image
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inc [CurrentX] ;move one pixel to the right
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mov cx,0 ;delay so we don't move the
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DelayLoop: ; image too fast; adjust as
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; needed
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loop DelayLoop
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dec [RemainingLength]
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jnz AnimationLoop
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;
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; Wait for a key before returning to text mode and ending.
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;
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mov ah,01h
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int 21h
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mov ax,03h
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int 10h
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mov ah,4ch
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int 21h
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Start endp
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;
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; Draw an image stored in a chunky-bit map into planar VGA/EGA memory
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; at the specified location.
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;
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; Input:
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; BX = X screen location at which to draw the upper-left corner
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; of the image
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; CX = Y screen location at which to draw the upper-left corner
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; of the image
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; DS:SI = pointer to chunky image to draw, as follows:
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; word at 0: width of image, in pixels
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; word at 2: height of image, in pixels
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; byte at 4: msb/lsb = first & second chunky pixels,
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; repeating for the remainder of the scan line
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; of the image, then for all scan lines. Images
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; with odd widths have an unused null nibble
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; padding each scan line out to a byte width
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;
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; AX, BX, CX, DX, SI, DI, ES destroyed.
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;
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DrawFromChunkyBitmap proc near
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cld
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;
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; Select write mode 2.
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;
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mov dx,GC_INDEX
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mov al,GRAPHICS_MODE
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out dx,al
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inc dx
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mov al,02h
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out dx,al
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;
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; Enable writes to all 4 planes.
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;
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mov dx,SC_INDEX
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mov al,MAP_MASK
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out dx,al
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inc dx
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mov al,0fh
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out dx,al
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;
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; Point ES:DI to the display memory byte in which the first pixel
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; of the image goes, with AH set up as the bit mask to access that
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; pixel within the addressed byte.
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;
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mov ax,SCREEN_WIDTH_IN_BYTES
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mul cx ;offset of start of top scan line
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mov di,ax
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mov cl,bl
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and cl,111b
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mov ah,80h ;set AH to the bit mask for the
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shr ah,cl ; initial pixel
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shr bx,1
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shr bx,1
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shr bx,1 ;X in bytes
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add di,bx ;offset of upper-left byte of image
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mov bx,DISPLAY_MEMORY_SEGMENT
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mov es,bx ;ES:DI points to the byte at which the
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; upper left of the image goes
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;
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; Get the width and height of the image.
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;
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mov cx,[si] ;get the width
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inc si
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inc si
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mov bx,[si] ;get the height
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inc si
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inc si
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mov dx,GC_INDEX
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mov al,BIT_MASK
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out dx,al ;leave the GC Index register pointing
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inc dx ; to the Bit Mask register
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RowLoop:
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push ax ;preserve the left column's bit mask
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push cx ;preserve the width
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push di ;preserve the destination offset
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ColumnLoop:
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mov al,ah
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out dx,al ;set the bit mask to draw this pixel
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mov al,es:[di] ;load the latches
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mov al,[si] ;get the next two chunky pixels
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shr al,1
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shr al,1
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shr al,1
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shr al,1 ;move the first pixel into the lsb
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stosb ;draw the first pixel
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ror ah,1 ;move mask to next pixel position
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jc CheckMorePixels ;is next pixel in the adjacent byte?
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dec di ;no
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CheckMorePixels:
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dec cx ;see if there are any more pixels
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jz AdvanceToNextScanLine ; across in image
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mov al,ah
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out dx,al ;set the bit mask to draw this pixel
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mov al,es:[di] ;load the latches
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lodsb ;get the same two chunky pixels again
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; and advance pointer to the next
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; two pixels
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stosb ;draw the second of the two pixels
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ror ah,1 ;move mask to next pixel position
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jc CheckMorePixels2;is next pixel in the adjacent byte?
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dec di ;no
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CheckMorePixels2:
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loop ColumnLoop ;see if there are any more pixels
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; across in the image
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jmp short CheckMoreScanLines
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AdvanceToNextScanLine:
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inc si ;advance to the start of the next
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; scan line in the image
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CheckMoreScanLines:
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pop di ;get back the destination offset
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pop cx ;get back the width
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pop ax ;get back the left column's bit mask
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add di,SCREEN_WIDTH_IN_BYTES
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;point to the start of the next scan
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; line of the image
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dec bx ;see if there are any more scan lines
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jnz RowLoop ; in the image
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ret
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DrawFromChunkyBitmap endp
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Code ends
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end Start
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327
tests/pc/vga/L27-2.ASM
Normal file
327
tests/pc/vga/L27-2.ASM
Normal file
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@ -0,0 +1,327 @@
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; Program to illustrate one use of write mode 2 of the VGA and EGA by
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; drawing lines in color patterns.
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;
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; Assemble with MASM or TASM
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;
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; By Michael Abrash
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;
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Stack segment para stack 'STACK'
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db 512 dup(0)
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Stack ends
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SCREEN_WIDTH_IN_BYTES equ 80
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GRAPHICS_SEGMENT equ 0a000h ;mode 10 bit-map segment
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SC_INDEX equ 3c4h ;Sequence Controller Index register
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MAP_MASK equ 2 ;index of Map Mask register
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GC_INDEX equ 03ceh ;Graphics Controller Index reg
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GRAPHICS_MODE equ 5 ;index of Graphics Mode reg
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BIT_MASK equ 8 ;index of Bit Mask reg
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Data segment para common 'DATA'
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Pattern0 db 16
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db 0, 1, 2, 3, 4, 5, 6, 7, 8
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db 9, 10, 11, 12, 13, 14, 15
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Pattern1 db 6
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db 2, 2, 2, 10, 10, 10
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Pattern2 db 8
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db 15, 15, 15, 0, 0, 15, 0, 0
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Pattern3 db 9
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db 1, 1, 1, 2, 2, 2, 4, 4, 4
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Data ends
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Code segment para public 'CODE'
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assume cs:Code, ds:Data
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Start proc near
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mov ax,Data
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mov ds,ax
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mov ax,10h
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int 10h ;select video mode 10h (640x350)
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;
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; Draw 8 radial lines in upper-left quadrant in pattern 0.
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;
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mov bx,0
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mov cx,0
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mov si,offset Pattern0
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call QuadrantUp
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;
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; Draw 8 radial lines in upper-right quadrant in pattern 1.
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;
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mov bx,320
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mov cx,0
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mov si,offset Pattern1
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call QuadrantUp
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;
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; Draw 8 radial lines in lower-left quadrant in pattern 2.
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;
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mov bx,0
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mov cx,175
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mov si,offset Pattern2
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call QuadrantUp
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;
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; Draw 8 radial lines in lower-right quadrant in pattern 3.
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;
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mov bx,320
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mov cx,175
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mov si,offset Pattern3
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call QuadrantUp
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;
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; Wait for a key before returning to text mode and ending.
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;
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mov ah,01h
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int 21h
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mov ax,03h
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int 10h
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mov ah,4ch
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int 21h
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;
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; Draws 8 radial lines with specified pattern in specified mode 10h
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; quadrant.
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;
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; Input:
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; BX = X coordinate of upper left corner of quadrant
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; CX = Y coordinate of upper left corner of quadrant
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; SI = pointer to pattern, in following form:
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; Byte 0: Length of pattern
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; Byte 1: Start of pattern, one color per byte
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;
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; AX, BX, CX, DX destroyed
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;
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QuadrantUp proc near
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add bx,160
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add cx,87 ;point to the center of the quadrant
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mov ax,0
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mov dx,160
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call LineUp ;draw horizontal line to right edge
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mov ax,1
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mov dx,88
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call LineUp ;draw diagonal line to upper right
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mov ax,2
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mov dx,88
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call LineUp ;draw vertical line to top edge
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mov ax,3
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mov dx,88
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call LineUp ;draw diagonal line to upper left
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mov ax,4
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mov dx,161
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call LineUp ;draw horizontal line to left edge
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mov ax,5
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mov dx,88
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call LineUp ;draw diagonal line to lower left
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mov ax,6
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mov dx,88
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call LineUp ;draw vertical line to bottom edge
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mov ax,7
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mov dx,88
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call LineUp ;draw diagonal line to bottom right
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ret
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QuadrantUp endp
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;
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; Draws a horizontal, vertical, or diagonal line (one of the eight
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; possible radial lines) of the specified length from the specified
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; starting point.
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;
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; Input:
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; AX = line direction, as follows:
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; 3 2 1
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; 4 * 0
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; 5 6 7
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; BX = X coordinate of starting point
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; CX = Y coordinate of starting point
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; DX = length of line (number of pixels drawn)
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;
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; All registers preserved.
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;
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; Table of vectors to routines for each of the 8 possible lines.
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;
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LineUpVectors label word
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dw LineUp0, LineUp1, LineUp2, LineUp3
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dw LineUp4, LineUp5, LineUp6, LineUp7
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;
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; Macro to draw horizontal, vertical, or diagonal line.
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;
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; Input:
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; XParm = 1 to draw right, -1 to draw left, 0 to not move horz.
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; YParm = 1 to draw up, -1 to draw down, 0 to not move vert.
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; BX = X start location
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; CX = Y start location
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; DX = number of pixels to draw
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; DS:SI = line pattern
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;
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MLineUp macro XParm, YParm
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local LineUpLoop, CheckMoreLine
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mov di,si ;set aside start offset of pattern
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lodsb ;get length of pattern
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mov ah,al
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LineUpLoop:
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lodsb ;get color of this pixel...
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call DotUpInColor ;...and draw it
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if XParm EQ 1
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inc bx
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endif
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if XParm EQ -1
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dec bx
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endif
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if YParm EQ 1
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inc cx
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endif
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if YParm EQ -1
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dec cx
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endif
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dec ah ;at end of pattern?
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jnz CheckMoreLine
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mov si,di ;get back start of pattern
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lodsb
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mov ah,al ;reset pattern count
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CheckMoreLine:
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dec dx
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jnz LineUpLoop
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jmp LineUpEnd
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endm
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LineUp proc near
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push ax
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push bx
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push cx
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push dx
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push si
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push di
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push es
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mov di,ax
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mov ax,GRAPHICS_SEGMENT
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mov es,ax
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push dx ;save line length
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;
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; Enable writes to all planes.
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;
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mov dx,SC_INDEX
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mov al,MAP_MASK
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out dx,al
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inc dx
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mov al,0fh
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out dx,al
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;
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; Select write mode 2.
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;
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mov dx,GC_INDEX
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mov al,GRAPHICS_MODE
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out dx,al
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inc dx
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mov al,02h
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out dx,al
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;
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; Vector to proper routine.
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;
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pop dx ;get back line length
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shl di,1
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jmp cs:[LineUpVectors+di]
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;
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; Horizontal line to right.
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;
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LineUp0:
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MLineUp 1, 0
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;
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; Diagonal line to upper right.
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;
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LineUp1:
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MLineUp 1, -1
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;
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; Vertical line to top.
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;
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LineUp2:
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MLineUp 0, -1
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;
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; Diagonal line to upper left.
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;
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LineUp3:
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MLineUp -1, -1
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;
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; Horizontal line to left.
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;
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LineUp4:
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MLineUp -1, 0
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;
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; Diagonal line to bottom left.
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;
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LineUp5:
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MLineUp -1, 1
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;
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; Vertical line to bottom.
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;
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LineUp6:
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MLineUp 0, 1
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;
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; Diagonal line to bottom right.
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;
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LineUp7:
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MLineUp 1, 1
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LineUpEnd:
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pop es
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pop di
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pop si
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pop dx
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pop cx
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pop bx
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pop ax
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ret
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LineUp endp
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;
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; Draws a dot in the specified color at the specified location.
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; Assumes that the VGA is in write mode 2 with writes to all planes
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; enabled and that ES points to display memory.
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;
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; Input:
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; AL = dot color
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; BX = X coordinate of dot
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; CX = Y coordinate of dot
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; ES = display memory segment
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;
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; All registers preserved.
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;
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DotUpInColor proc near
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push bx
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push cx
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push dx
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push di
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;
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; Point ES:DI to the display memory byte in which the pixel goes, with
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; the bit mask set up to access that pixel within the addressed byte.
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;
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push ax ;preserve dot color
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mov ax,SCREEN_WIDTH_IN_BYTES
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mul cx ;offset of start of top scan line
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mov di,ax
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mov cl,bl
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and cl,111b
|
||||
mov dx,GC_INDEX
|
||||
mov al,BIT_MASK
|
||||
out dx,al
|
||||
inc dx
|
||||
mov al,80h
|
||||
shr al,cl
|
||||
out dx,al ;set the bit mask for the pixel
|
||||
shr bx,1
|
||||
shr bx,1
|
||||
shr bx,1 ;X in bytes
|
||||
add di,bx ;offset of byte pixel is in
|
||||
mov al,es:[di] ;load latches
|
||||
pop ax ;get back dot color
|
||||
stosb ;write dot in desired color
|
||||
|
||||
pop di
|
||||
pop dx
|
||||
pop cx
|
||||
pop bx
|
||||
ret
|
||||
DotUpInColor endp
|
||||
Start endp
|
||||
Code ends
|
||||
end Start
|
||||
192
tests/pc/vga/L27-3.ASM
Normal file
192
tests/pc/vga/L27-3.ASM
Normal file
|
|
@ -0,0 +1,192 @@
|
|||
; Program to illustrate flipping from bit-mapped graphics mode to
|
||||
; text mode and back without losing any of the graphics bit-map.
|
||||
;
|
||||
; Assemble with MASM or TASM
|
||||
;
|
||||
; By Michael Abrash
|
||||
;
|
||||
Stack segment para stack 'STACK'
|
||||
db 512 dup(0)
|
||||
Stack ends
|
||||
|
||||
GRAPHICS_SEGMENT equ 0a000h ;mode 10 bit-map segment
|
||||
TEXT_SEGMENT equ 0b800h ;mode 3 bit-map segment
|
||||
|
||||
SC_INDEX equ 3c4h ;Sequence Controller Index register
|
||||
MAP_MASK equ 2 ;index of Map Mask register
|
||||
GC_INDEX equ 3ceh ;Graphics Controller Index register
|
||||
READ_MAP equ 4 ;index of Read Map register
|
||||
|
||||
Data segment para common 'DATA'
|
||||
|
||||
GStrikeAnyKeyMsg0 label byte
|
||||
db 0dh, 0ah, 'Graphics mode', 0dh, 0ah
|
||||
db 'Strike any key to continue...', 0dh, 0ah, '$'
|
||||
|
||||
GStrikeAnyKeyMsg1 label byte
|
||||
db 0dh, 0ah, 'Graphics mode again', 0dh, 0ah
|
||||
db 'Strike any key to continue...', 0dh, 0ah, '$'
|
||||
|
||||
TStrikeAnyKeyMsg label byte
|
||||
db 0dh, 0ah, 'Text mode', 0dh, 0ah
|
||||
db 'Strike any key to continue...', 0dh, 0ah, '$'
|
||||
|
||||
Plane2Save db 2000h dup (?) ;save area for plane 2 data
|
||||
; where font gets loaded
|
||||
CharAttSave db 4000 dup (?) ;save area for memory wiped
|
||||
; out by character/attribute
|
||||
; data in text mode
|
||||
Data ends
|
||||
|
||||
Code segment para public 'CODE'
|
||||
assume cs:Code, ds:Data
|
||||
Start proc near
|
||||
mov ax,10h
|
||||
int 10h ;select video mode 10h (640x350)
|
||||
;
|
||||
; Fill the graphics bit-map with a colored pattern.
|
||||
;
|
||||
cld
|
||||
mov ax,GRAPHICS_SEGMENT
|
||||
mov es,ax
|
||||
mov ah,3 ;initial fill pattern
|
||||
mov cx,4 ;four planes to fill
|
||||
mov dx,SC_INDEX
|
||||
mov al,MAP_MASK
|
||||
out dx,al ;leave the SC Index pointing to the
|
||||
inc dx ; Map Mask register
|
||||
|
||||
FillBitMap:
|
||||
mov al,10h
|
||||
shr al,cl ;generate map mask for this plane
|
||||
out dx,al ;set map mask for this plane
|
||||
sub di,di ;start at offset 0
|
||||
mov al,ah ;get the fill pattern
|
||||
push cx ;preserve plane count
|
||||
mov cx,8000h ;fill 32K words
|
||||
rep stosw ;do fill for this plane
|
||||
pop cx ;get back plane count
|
||||
shl ah,1
|
||||
shl ah,1
|
||||
loop FillBitMap
|
||||
;
|
||||
; Put up "strike any key" message.
|
||||
;
|
||||
mov ax,Data
|
||||
mov ds,ax
|
||||
mov dx,offset GStrikeAnyKeyMsg0
|
||||
mov ah,9
|
||||
int 21h
|
||||
;
|
||||
; Wait for a key.
|
||||
;
|
||||
mov ah,01h
|
||||
int 21h
|
||||
;
|
||||
; Save the 8K of plane 2 that will be used by the font.
|
||||
;
|
||||
mov dx,GC_INDEX
|
||||
mov al,READ_MAP
|
||||
out dx,al
|
||||
inc dx
|
||||
mov al,2
|
||||
out dx,al ;set up to read from plane 2
|
||||
mov ax,Data
|
||||
mov es,ax
|
||||
mov ax,GRAPHICS_SEGMENT
|
||||
mov ds,ax
|
||||
sub si,si
|
||||
mov di,offset Plane2Save
|
||||
mov cx,2000h/2 ;save 8K (length of default font)
|
||||
rep movsw
|
||||
;
|
||||
; Go to text mode without clearing display memory.
|
||||
;
|
||||
mov ax,083h
|
||||
int 10h
|
||||
;
|
||||
; Save the text mode bit-map.
|
||||
;
|
||||
mov ax,Data
|
||||
mov es,ax
|
||||
mov ax,TEXT_SEGMENT
|
||||
mov ds,ax
|
||||
sub si,si
|
||||
mov di,offset CharAttSave
|
||||
mov cx,4000/2 ;length of one text screen in words
|
||||
rep movsw
|
||||
;
|
||||
; Fill the text mode screen with dots and put up "strike any key"
|
||||
; message.
|
||||
;
|
||||
mov ax,TEXT_SEGMENT
|
||||
mov es,ax
|
||||
sub di,di
|
||||
mov al,'.' ;fill character
|
||||
mov ah,7 ;fill attribute
|
||||
mov cx,4000/2 ;length of one text screen in words
|
||||
rep stosw
|
||||
mov ax,Data
|
||||
mov ds,ax
|
||||
mov dx,offset TStrikeAnyKeyMsg
|
||||
mov ah,9
|
||||
int 21h
|
||||
;
|
||||
; Wait for a key.
|
||||
;
|
||||
mov ah,01h
|
||||
int 21h
|
||||
;
|
||||
; Restore the text mode screen to the state it was in on entering
|
||||
; text mode.
|
||||
;
|
||||
mov ax,Data
|
||||
mov ds,ax
|
||||
mov ax,TEXT_SEGMENT
|
||||
mov es,ax
|
||||
mov si,offset CharAttSave
|
||||
sub di,di
|
||||
mov cx,4000/2 ;length of one text screen in words
|
||||
rep movsw
|
||||
;
|
||||
; Return to mode 10h without clearing display memory.
|
||||
;
|
||||
mov ax,90h
|
||||
int 10h
|
||||
;
|
||||
; Restore the portion of plane 2 that was wiped out by the font.
|
||||
;
|
||||
mov dx,SC_INDEX
|
||||
mov al,MAP_MASK
|
||||
out dx,al
|
||||
inc dx
|
||||
mov al,4
|
||||
out dx,al ;set up to write to plane 2
|
||||
mov ax,Data
|
||||
mov ds,ax
|
||||
mov ax,GRAPHICS_SEGMENT
|
||||
mov es,ax
|
||||
mov si,offset Plane2Save
|
||||
sub di,di
|
||||
mov cx,2000h/2 ;restore 8K (length of default font)
|
||||
rep movsw
|
||||
;
|
||||
; Put up "strike any key" message.
|
||||
;
|
||||
mov ax,Data
|
||||
mov ds,ax
|
||||
mov dx,offset GStrikeAnyKeyMsg1
|
||||
mov ah,9
|
||||
int 21h
|
||||
;
|
||||
; Wait for a key before returning to text mode and ending.
|
||||
;
|
||||
mov ah,01h
|
||||
int 21h
|
||||
mov ax,03h
|
||||
int 10h
|
||||
mov ah,4ch
|
||||
int 21h
|
||||
Start endp
|
||||
Code ends
|
||||
end Start
|
||||
Loading…
Reference in a new issue