; Program to illustrate one use of write mode 2 of the VGA and EGA by ; animating the image of an "A" drawn by copying it from a chunky ; bit-map in system memory to a planar bit-map in VGA or EGA memory. ; ; Assemble with MASM or TASM ; ; By Michael Abrash ; Stack segment para stack 'STACK' db 512 dup(0) Stack ends SCREEN_WIDTH_IN_BYTES equ 80 DISPLAY_MEMORY_SEGMENT equ 0a000h SC_INDEX equ 3c4h ;Sequence Controller Index register MAP_MASK equ 2 ;index of Map Mask register GC_INDEX equ 03ceh ;Graphics Controller Index reg GRAPHICS_MODE equ 5 ;index of Graphics Mode reg BIT_MASK equ 8 ;index of Bit Mask reg Data segment para common 'DATA' ; ; Current location of "A" as it is animated across the screen. ; CurrentX dw ? CurrentY dw ? RemainingLength dw ? ; ; Chunky bit-map image of a yellow "A" on a bright blue background ; AImage label byte dw 13, 13 ;width, height in pixels db 000h, 000h, 000h, 000h, 000h, 000h, 000h db 009h, 099h, 099h, 099h, 099h, 099h, 000h db 009h, 099h, 099h, 099h, 099h, 099h, 000h db 009h, 099h, 099h, 0e9h, 099h, 099h, 000h db 009h, 099h, 09eh, 0eeh, 099h, 099h, 000h db 009h, 099h, 0eeh, 09eh, 0e9h, 099h, 000h db 009h, 09eh, 0e9h, 099h, 0eeh, 099h, 000h db 009h, 09eh, 0eeh, 0eeh, 0eeh, 099h, 000h db 009h, 09eh, 0e9h, 099h, 0eeh, 099h, 000h db 009h, 09eh, 0e9h, 099h, 0eeh, 099h, 000h db 009h, 099h, 099h, 099h, 099h, 099h, 000h db 009h, 099h, 099h, 099h, 099h, 099h, 000h db 000h, 000h, 000h, 000h, 000h, 000h, 000h Data ends Code segment para public 'CODE' assume cs:Code, ds:Data Start proc near mov ax,Data mov ds,ax mov ax,10h int 10h ;select video mode 10h (640x350) ; ; Prepare for animation. ; mov [CurrentX],0 mov [CurrentY],200 mov [RemainingLength],600 ;move 600 times ; ; Animate, repeating RemainingLength times. It's unnecessary to erase ; the old image, since the one pixel of blank fringe around the image ; erases the part of the old image not overlapped by the new image. ; AnimationLoop: mov bx,[CurrentX] mov cx,[CurrentY] mov si,offset AImage call DrawFromChunkyBitmap ;draw the "A" image inc [CurrentX] ;move one pixel to the right mov cx,0 ;delay so we don't move the DelayLoop: ; image too fast; adjust as ; needed loop DelayLoop dec [RemainingLength] jnz AnimationLoop ; ; 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 ; ; Draw an image stored in a chunky-bit map into planar VGA/EGA memory ; at the specified location. ; ; Input: ; BX = X screen location at which to draw the upper-left corner ; of the image ; CX = Y screen location at which to draw the upper-left corner ; of the image ; DS:SI = pointer to chunky image to draw, as follows: ; word at 0: width of image, in pixels ; word at 2: height of image, in pixels ; byte at 4: msb/lsb = first & second chunky pixels, ; repeating for the remainder of the scan line ; of the image, then for all scan lines. Images ; with odd widths have an unused null nibble ; padding each scan line out to a byte width ; ; AX, BX, CX, DX, SI, DI, ES destroyed. ; DrawFromChunkyBitmap proc near cld ; ; Select write mode 2. ; mov dx,GC_INDEX mov al,GRAPHICS_MODE out dx,al inc dx mov al,02h out dx,al ; ; Enable writes to all 4 planes. ; mov dx,SC_INDEX mov al,MAP_MASK out dx,al inc dx mov al,0fh out dx,al ; ; Point ES:DI to the display memory byte in which the first pixel ; of the image goes, with AH set up as the bit mask to access that ; pixel within the addressed byte. ; mov ax,SCREEN_WIDTH_IN_BYTES mul cx ;offset of start of top scan line mov di,ax mov cl,bl and cl,111b mov ah,80h ;set AH to the bit mask for the shr ah,cl ; initial pixel shr bx,1 shr bx,1 shr bx,1 ;X in bytes add di,bx ;offset of upper-left byte of image mov bx,DISPLAY_MEMORY_SEGMENT mov es,bx ;ES:DI points to the byte at which the ; upper left of the image goes ; ; Get the width and height of the image. ; mov cx,[si] ;get the width inc si inc si mov bx,[si] ;get the height inc si inc si mov dx,GC_INDEX mov al,BIT_MASK out dx,al ;leave the GC Index register pointing inc dx ; to the Bit Mask register RowLoop: push ax ;preserve the left column's bit mask push cx ;preserve the width push di ;preserve the destination offset ColumnLoop: mov al,ah out dx,al ;set the bit mask to draw this pixel mov al,es:[di] ;load the latches mov al,[si] ;get the next two chunky pixels shr al,1 shr al,1 shr al,1 shr al,1 ;move the first pixel into the lsb stosb ;draw the first pixel ror ah,1 ;move mask to next pixel position jc CheckMorePixels ;is next pixel in the adjacent byte? dec di ;no CheckMorePixels: dec cx ;see if there are any more pixels jz AdvanceToNextScanLine ; across in image mov al,ah out dx,al ;set the bit mask to draw this pixel mov al,es:[di] ;load the latches lodsb ;get the same two chunky pixels again ; and advance pointer to the next ; two pixels stosb ;draw the second of the two pixels ror ah,1 ;move mask to next pixel position jc CheckMorePixels2;is next pixel in the adjacent byte? dec di ;no CheckMorePixels2: loop ColumnLoop ;see if there are any more pixels ; across in the image jmp short CheckMoreScanLines AdvanceToNextScanLine: inc si ;advance to the start of the next ; scan line in the image CheckMoreScanLines: pop di ;get back the destination offset pop cx ;get back the width pop ax ;get back the left column's bit mask add di,SCREEN_WIDTH_IN_BYTES ;point to the start of the next scan ; line of the image dec bx ;see if there are any more scan lines jnz RowLoop ; in the image ret DrawFromChunkyBitmap endp Code ends end Start