dosbox下完成一个汇编图形程序

12 篇文章 0 订阅
10 篇文章 1 订阅

dosbox下完成一个汇编图形程序
https://github.com/jagregory/abrash-black-book/blob/master/src/chapter-23.md

edit L23-1.ASM
编译
MASM L23-1.ASM
链接
LINK L23-1.OBJ
生成
L23-1.EXE
可以看到4个小球运行。
; Sample VGA program.
; Animates four balls bouncing around a playfield by using
; page flipping. Playfield is panned smoothly both horizontally
; and vertically.
; By Michael Abrash.
;
stack   segment para stack 'STACK'
        db      512 dup(?)
stack   ends
;
MEDRES_VIDEO_MODE       equ     0       ;define for 640x350 video mode
                                        ; comment out for 640x200 mode
VIDEO_SEGMENT   equ     0a000h          ;display memory segment for
                                        ; true VGA graphics modes
LOGICAL_SCREEN_WIDTH    equ     672/8   ;width in bytes and height in scan
LOGICAL_SCREEN_HEIGHT   equ     384     ; lines of the virtual screen
                                        ; we'll work with
PAGE0           equ     0       ;flag for page 0 when page flipping
PAGE1           equ     1       ;flag for page 1 when page flipping
PAGE0_OFFSET    equ     0       ;start offset of page 0 in VGA memory
PAGE1_OFFSET    equ     LOGICAL_SCREEN_WIDTH * LOGICAL_SCREEN_HEIGHT
                                ;start offset of page 1 (both pages
                                ; are 672x384 virtual screens)
BALL_WIDTH      equ     24/8    ;width of ball in display memory bytes
BALL_HEIGHT     equ     24      ;height of ball in scan lines
BLANK_OFFSET    equ     PAGE1_OFFSET * 2        ;start of blank image
                                                ; in VGA memory
BALL_OFFSET     equ     BLANK_OFFSET + (BALL_WIDTH * BALL_HEIGHT)
                                ;start offset of ball image in VGA memory
NUM_BALLS       equ     4       ;number of balls to animate
;
; VGA register equates.
;
SC_INDEX        equ     3c4h    ;SC index register
MAP_MASK        equ     2       ;SC map mask register
GC_INDEX        equ     3ceh    ;GC index register
GC_MODE         equ     5       ;GC mode register
CRTC_INDEX      equ     03d4h   ;CRTC index register
START_ADDRESS_HIGH equ  0ch     ;CRTC start address high byte
START_ADDRESS_LOW equ   0dh     ;CRTC start address low byte
CRTC_OFFSET     equ     13h     ;CRTC offset register
INPUT_STATUS_1  equ     03dah   ;VGA status register
VSYNC_MASK      equ     08h     ;vertical sync bit in status register 1
DE_MASK         equ     01h     ;display enable bit in status register 1
AC_INDEX        equ     03c0h   ;AC index register
HPELPAN         equ     20h OR 13h   ;AC horizontal pel panning register
                                     ; (bit 7 is high to keep palette RAM
                                     ; addressing on)
dseg    segment para common 'DATA'
CurrentPage             db      PAGE1           ;page to draw to
CurrentPageOffset       dw      PAGE1_OFFSET
;
; Four plane's worth of multicolored ball image.
;
BallPlane0Image label   byte            ;blue plane image
        db      000h, 03ch, 000h, 001h, 0ffh, 080h
        db      007h, 0ffh, 0e0h, 00fh, 0ffh, 0f0h
        db      4 * 3 dup(000h)
        db      07fh, 0ffh, 0feh, 0ffh, 0ffh, 0ffh
        db      0ffh, 0ffh, 0ffh, 0ffh, 0ffh, 0ffh
        db      4 * 3 dup(000h)
        db      07fh, 0ffh, 0feh, 03fh, 0ffh, 0fch
        db      03fh, 0ffh, 0fch, 01fh, 0ffh, 0f8h
        db      4 * 3 dup(000h)
BallPlane1Image label   byte            ;green plane image
        db      4 * 3 dup(000h)
        db      01fh, 0ffh, 0f8h, 03fh, 0ffh, 0fch
        db      03fh, 0ffh, 0fch, 07fh, 0ffh, 0feh
        db      07fh, 0ffh, 0feh, 0ffh, 0ffh, 0ffh
        db      0ffh, 0ffh, 0ffh, 0ffh, 0ffh, 0ffh
        db      8 * 3 dup(000h)
        db      00fh, 0ffh, 0f0h, 007h, 0ffh, 0e0h
        db      001h, 0ffh, 080h, 000h, 03ch, 000h
BallPlane2Image label   byte            ;red plane image
        db      12 * 3 dup(000h)
        db      0ffh, 0ffh, 0ffh, 0ffh, 0ffh, 0ffh
        db      0ffh, 0ffh, 0ffh, 07fh, 0ffh, 0feh
        db      07fh, 0ffh, 0feh, 03fh, 0ffh, 0fch
        db      03fh, 0ffh, 0fch, 01fh, 0ffh, 0f8h
        db      00fh, 0ffh, 0f0h, 007h, 0ffh, 0e0h
        db      001h, 0ffh, 080h, 000h, 03ch, 000h
BallPlane3Image label   byte            ;intensity on for all planes,
                                        ; to produce high-intensity colors
        db      000h, 03ch, 000h, 001h, 0ffh, 080h
        db      007h, 0ffh, 0e0h, 00fh, 0ffh, 0f0h
        db      01fh, 0ffh, 0f8h, 03fh, 0ffh, 0fch
        db      03fh, 0ffh, 0fch, 07fh, 0ffh, 0feh
        db      07fh, 0ffh, 0feh, 0ffh, 0ffh, 0ffh
        db      0ffh, 0ffh, 0ffh, 0ffh, 0ffh, 0ffh
        db      0ffh, 0ffh, 0ffh, 0ffh, 0ffh, 0ffh
        db      0ffh, 0ffh, 0ffh, 07fh, 0ffh, 0feh
        db      07fh, 0ffh, 0feh, 03fh, 0ffh, 0fch
        db      03fh, 0ffh, 0fch, 01fh, 0ffh, 0f8h
        db      00fh, 0ffh, 0f0h, 007h, 0ffh, 0e0h
        db      001h, 0ffh, 080h, 000h, 03ch, 000h
;
BallX           dw      15, 50, 40, 70          ;array of ball x coords
BallY           dw      40, 200, 110, 300       ;array of ball y coords
LastBallX       dw      15, 50, 40, 70          ;previous ball x coords
LastBallY       dw      40, 100, 160, 30        ;previous ball y coords
BallXInc        dw      1, 1, 1, 1              ;x move factors for ball
BallYInc        dw      8, 8, 8, 8              ;y move factors for ball
BallRep         dw      1, 1, 1, 1              ;# times to keep moving
                                                ; ball according to current
                                                ; increments
BallControl     dw      Ball0Control, Ball1Control     ;pointers to current
                dw      Ball2Control, Ball3Control     ; locations in ball
                                                       ; control strings
BallControlString     dw    Ball0Control, Ball1Control ;pointers to
                      dw    Ball2Control, Ball3Control ; start of ball
                                                       ; control strings
;
; Ball control strings.
;
Ball0Control    label   word
        dw      10, 1, 4, 10, -1, 4, 10, -1, -4, 10, 1, -4, 0
Ball1Control    label   word
        dw      12, -1, 1, 28, -1, -1, 12, 1, -1, 28, 1, 1, 0
Ball2Control    label   word
        dw      20, 0, -1, 40, 0, 1, 20, 0, -1, 0
Ball3Control    label   word
        dw      8, 1, 0, 52, -1, 0, 44, 1, 0, 0
;
; Panning control string.
;
ifdef MEDRES_VIDEO_MODE
PanningControlString    dw      32, 1, 0, 34, 0, 1, 32, -1, 0, 34, 0, -1, 0
else
PanningControlString    dw      32, 1, 0, 184, 0, 1, 32, -1, 0, 184, 0, -1, 0
endif
PanningControl  dw      PanningControlString   ;pointer to current location
                                               ; in panning control string
PanningRep      dw      1      ;# times to pan according to current
                               ; panning increments
PanningXInc     dw      1      ;x panning factor
PanningYInc     dw      0      ;y panning factor
HPan            db      0      ;horizontal pel panning setting
PanningStartOffset dw   0      ;start offset adjustment to produce vertical
                               ; panning & coarse horizontal panning
dseg    ends
;
; Macro to set indexed register P2 of chip with index register
; at P1 to AL.
;
SETREG  macro   P1, P2
        mov     dx,P1
        mov     ah,al
        mov     al,P2
        out     dx,ax
        endm
;
cseg    segment para public 'CODE'
        assume  cs:cseg, ds:dseg
start   proc    near
        mov     ax,dseg
        mov     ds,ax
;
; Select graphics mode.
;
ifdef MEDRES_VIDEO_MODE
        mov     ax,010h
else
        mov     ax,0eh
endif
        int     10h
;
; ES always points to VGA memory.
;
        mov     ax,VIDEO_SEGMENT
        mov     es,ax
;
; Draw border around playfield in both pages.
;
        mov     di,PAGE0_OFFSET
        call    DrawBorder      ;page 0 border
        mov     di,PAGE1_OFFSET
        call    DrawBorder      ;page 1 border
;
; Draw all four plane's worth of the ball to undisplayed VGA memory.
;
        mov     al,01h          ;enable plane 0
        SETREG  SC_INDEX, MAP_MASK
        mov     si,offset BallPlane0Image
        mov     di,BALL_OFFSET
        mov     cx,BALL_WIDTH * BALL_HEIGHT
        rep movsb
        mov     al,02h          ;enable plane 1
        SETREG  SC_INDEX, MAP_MASK
        mov     si,offset BallPlane1Image
        mov     di,BALL_OFFSET
        mov     cx,BALL_WIDTH * BALL_HEIGHT
        rep movsb
        mov     al,04h          ;enable plane 2
        SETREG  SC_INDEX, MAP_MASK
        mov     si,offset BallPlane2Image
        mov     di,BALL_OFFSET
        mov     cx,BALL_WIDTH * BALL_HEIGHT
        rep movsb
        mov     al,08h          ;enable plane 3
        SETREG  SC_INDEX, MAP_MASK
        mov     si,offset BallPlane3Image
        mov     di,BALL_OFFSET
        mov     cx,BALL_WIDTH * BALL_HEIGHT
        rep movsb
;
; Draw a blank image the size of the ball to undisplayed VGA memory.
;
        mov     al,0fh                 ;enable all memory planes, since the
        SETREG  SC_INDEX, MAP_MASK     ; blank has to erase all planes
        mov     di,BLANK_OFFSET
        mov     cx,BALL_WIDTH * BALL_HEIGHT
        sub     al,al
        rep stosb
;
; Set VGA to write mode 1, for block copying ball and blank images.
;
        mov     dx,GC_INDEX
        mov     al,GC_MODE
        out     dx,al           ;point GC Index to GC Mode register
        inc     dx              ;point to GC Data register
        jmp     $+2             ;delay to let bus settle
        in      al,dx           ;get current state of GC Mode
        and     al,not 3        ;clear the write mode bits
        or      al,1            ;set the write mode field to 1
        jmp     $+2             ;delay to let bus settle
        out     dx,al
;
; Set VGA offset register in words to define logical screen width.
;
        mov     al,LOGICAL_SCREEN_WIDTH / 2
        SETREG  CRTC_INDEX, CRTC_OFFSET
;
; Move the balls by erasing each ball, moving it, and
; redrawing it, then switching pages when they're all moved.
;
BallAnimationLoop:
        mov     bx,( NUM_BALLS * 2 ) - 2
EachBallLoop:
;
; Erase old image of ball in this page (at location from one more earlier).
;
        mov     si,BLANK_OFFSET ;point to blank image
        mov     cx,[LastBallX+bx]
        mov     dx,[LastBallY+bx]
        call    DrawBall
;
; Set new last ball location.
;
        mov     ax,[BallX+bx]
        mov     [LastballX+bx],ax
        mov     ax,[BallY+bx]
        mov     [LastballY+bx],ax
;
; Change the ball movement values if it's time to do so.
;
        dec     [BallRep+bx]           ;has current repeat factor run out?
        jnz     MoveBall
        mov     si,[BallControl+bx]    ;it's time to change movement values
        lodsw                          ;get new repeat factor from
                                       ; control string
        and     ax,ax                  ;at end of control string?
        jnz     SetNewMove
        mov     si,[BallControlString+bx]       ;reset control string
        lodsw                           ;get new repeat factor
SetNewMove:
        mov     [BallRep+bx],ax         ;set new movement repeat factor
        lodsw                           ;set new x movement increment
        mov     [BallXInc+bx],ax
        lodsw                           ;set new y movement increment
        mov     [BallYInc+bx],ax
        mov     [BallControl+bx],si     ;save new control string pointer
;
; Move the ball.
;
MoveBall:
        mov     ax,[BallXInc+bx]
        add     [BallX+bx],ax           ;move in x direction
        mov     ax,[BallYInc+bx]
        add     [BallY+bx],ax           ;move in y direction
;
; Draw ball at new location.
;
        mov     si,BALL_OFFSET  ;point to ball's image
        mov     cx,[BallX+bx]
        mov     dx,[BallY+bx]
        call    DrawBall
;
        dec     bx
        dec     bx
        jns     EachBallLoop

;
; Set up the next panning state (but don't program it into the
; VGA yet).
;
        call    AdjustPanning

;
; Wait for display enable (pixel data being displayed) so we know
; we're nowhere near vertical sync, where the start address gets
; latched and used.
;
        call    WaitDisplayEnable
;
; Flip to the new page by changing the start address.
;
        mov     ax,[CurrentPageOffset]
        add     ax,[PanningStartOffset]
        push    ax
        SETREG  CRTC_INDEX, START_ADDRESS_LOW
        mov     al,byte ptr [CurrentPageOffset+1]
        pop     ax
        mov     al,ah
        SETREG  CRTC_INDEX, START_ADDRESS_HIGH
;
; Wait for vertical sync so the new start address has a chance
; to take effect.
;
        call    WaitVSync
;
; Set horizontal panning now, just as new start address takes effect.
;
        mov     al,[HPan]
        mov     dx,INPUT_STATUS_1
        in      al,dx                   ;reset AC addressing to index reg
        mov     dx,AC_INDEX
        mov     al,HPELPAN
        out     dx,al                   ;set AC index to pel pan reg
        mov     al,[HPan]
        out     dx,al                   ;set new pel panning
;
; Flip the page to draw to to the undisplayed page.
;
        xor     [CurrentPage],1
        jnz     IsPage1
        mov     [CurrentPageOffset],PAGE0_OFFSET
        jmp     short EndFlipPage
IsPage1:
        mov     [CurrentPageOffset],PAGE1_OFFSET
EndFlipPage:
;
; Exit if a key's been hit.
;
        mov     ah,1
        int     16h
        jnz     Done
        jmp     BallAnimationLoop
;
; Finished, clear key, reset screen mode and exit.
;
Done:
        mov     ah,0    ;clear key
        int     16h
;
        mov     ax,3    ;reset to text mode
        int     10h
;
        mov     ah,4ch  ;exit to DOS
        int     21h
;
start   endp
;
; Routine to draw a ball-sized image to all planes, copying from
; offset SI in VGA memory to offset CX,DX (x,y) in VGA memory in
; the current page.
;
DrawBall        proc    near
        mov     ax,LOGICAL_SCREEN_WIDTH
        mul     dx      ;offset of start of top image scan line
        add     ax,cx   ;offset of upper left of image
        add     ax,[CurrentPageOffset]  ;offset of start of page
        mov     di,ax
        mov     bp,BALL_HEIGHT
        push    ds
        push    es
        pop     ds      ;move from VGA memory to VGA memory
DrawBallLoop:
        push    di
        mov     cx,BALL_WIDTH
        rep movsb       ;draw a scan line of image
        pop     di
        add     di,LOGICAL_SCREEN_WIDTH ;point to next destination scan line
        dec     bp
        jnz     DrawBallLoop
        pop     ds
        ret
DrawBall        endp
;
; Wait for the leading edge of vertical sync pulse.
;
WaitVSync       proc    near
        mov     dx,INPUT_STATUS_1
WaitNotVSyncLoop:
        in      al,dx
        and     al,VSYNC_MASK
        jnz     WaitNotVSyncLoop
WaitVSyncLoop:
        in      al,dx
        and     al,VSYNC_MASK
        jz      WaitVSyncLoop
        ret
WaitVSync       endp

;
; Wait for display enable to happen (pixels to be scanned to
; the screen, indicating we're in the middle of displaying a frame).
;
WaitDisplayEnable       proc    near
        mov     dx,INPUT_STATUS_1
WaitDELoop:
        in      al,dx
        and     al,DE_MASK
        jnz     WaitDELoop
        ret
WaitDisplayEnable       endp

;
; Perform horizontal/vertical panning.
;
AdjustPanning   proc    near
        dec     [PanningRep]    ;time to get new panning values?
        jnz     DoPan
        mov     si,[PanningControl]     ;point to current location in
                                        ; panning control string
        lodsw                           ;get panning repeat factor
        and     ax,ax                   ;at end of panning control string?
        jnz     SetnewPanValues
        mov     si,offset PanningControlString  ;reset to start of string
        lodsw                           ;get panning repeat factor
SetNewPanValues:
        mov     [PanningRep],ax         ;set new panning repeat value
        lodsw
        mov     [PanningXInc],ax        ;horizontal panning value
        lodsw
        mov     [PanningYInc],ax        ;vertical panning value
        mov     [PanningControl],si     ;save current location in panning
                                        ; control string
;
; Pan according to panning values.
;
DoPan:
        mov     ax,[PanningXInc]        ;horizontal panning
        and     ax,ax
        js      PanLeft                 ;negative means pan left
        jz      CheckVerticalPan
        mov     al,[HPan]
        inc     al                      ;pan right; if pel pan reaches
        cmp     al,8                    ; 8, it's time to move to the
        jb      SetHPan                 ; next byte with a pel pan of 0
        sub     al,al                   ; and a start offset that's one
        inc     [PanningStartOffset]    ; higher
        jmp     short SetHPan
PanLeft:
        mov     al,[HPan]
        dec     al                      ;pan left; if pel pan reaches -1,
        jns     SetHPan                 ; it's time to move to the next
        mov     al,7                    ; byte with a pel pan of 7 and a
        dec     [PanningStartOffset]    ; start offset that's one lower
SetHPan:
        mov     [HPan],al               ;save new pel pan value
CheckVerticalPan:
        mov     ax,[PanningYInc]        ;vertical panning
        and     ax,ax
        js      PanUp                   ;negative means pan up
        jz      EndPan
        add     [PanningStartOffset],LOGICAL_SCREEN_WIDTH
                                        ;pan down by advancing the start
                                        ; address by a scan line
        jmp     short EndPan
PanUp:
        sub     [PanningStartOffset],LOGICAL_SCREEN_WIDTH
                                        ;pan up by retarding the start
                                        ; address by a scan line
EndPan:
        ret
;
; Draw textured border around playfield that starts at DI.
;
DrawBorder      proc    near
;
; Draw the left border.
;
        push    di
        mov     cx,LOGICAL_SCREEN_HEIGHT / 16
DrawLeftBorderLoop:
        mov     al,0ch          ;select red color for block
        call    DrawBorderBlock
        add     di,LOGICAL_SCREEN_WIDTH * 8
        mov     al,0eh          ;select yellow color for block
        call    DrawBorderBlock
        add     di,LOGICAL_SCREEN_WIDTH * 8
        loop    DrawLeftBorderLoop
        pop     di
;
; Draw the right border.
;
        push    di
        add     di,LOGICAL_SCREEN_WIDTH - 1
        mov     cx,LOGICAL_SCREEN_HEIGHT / 16
DrawRightBorderLoop:
        mov     al,0eh          ;select yellow color for block
        call    DrawBorderBlock
        add     di,LOGICAL_SCREEN_WIDTH * 8
        mov     al,0ch          ;select red color for block
        call    DrawBorderBlock
        add     di,LOGICAL_SCREEN_WIDTH * 8
        loop    DrawRightBorderLoop
        pop     di
;
; Draw the top border.
;
        push    di
        mov     cx,(LOGICAL_SCREEN_WIDTH - 2) / 2
DrawTopBorderLoop:
        inc     di
        mov     al,0eh          ;select yellow color for block
        call    DrawBorderBlock
        inc     di
        mov     al,0ch          ;select red color for block
        call    DrawBorderBlock
        loop    DrawTopBorderLoop
        pop     di
;
; Draw the bottom border.
;
        add     di,(LOGICAL_SCREEN_HEIGHT - 8) * LOGICAL_SCREEN_WIDTH
        mov     cx,(LOGICAL_SCREEN_WIDTH - 2) / 2
DrawBottomBorderLoop:
        inc     di
        mov     al,0ch          ;select red color for block
        call    DrawBorderBlock
        inc     di
        mov     al,0eh          ;select yellow color for block
        call    DrawBorderBlock
        loop    DrawBottomBorderLoop
        ret
DrawBorder      endp
;
; Draws an 8x8 border block in color in AL at location DI.
; DI preserved.
;
DrawBorderBlock proc    near
        push    di
        SETREG  SC_INDEX, MAP_MASK
        mov     al,0ffh
        rept 8
        stosb
        add     di,LOGICAL_SCREEN_WIDTH - 1
        endm
        pop     di
        ret
DrawBorderBlock endp
AdjustPanning   endp
cseg    ends
        end     start
                                        

  • 0
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值