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runner.ASM
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runner.ASM
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; -------------------------------------------------------------------
; 80386
; 32-bit x86 assembly language
; TASM
;
; author: Geens Femke, De Mets Jannes
; date: 15/11/2020
; program: izzysinfiniteadventure AKA G25
; -------------------------------------------------------------------
IDEAL
P386
MODEL FLAT, C
ASSUME cs:_TEXT,ds:FLAT,es:FLAT,fs:FLAT,gs:FLAT
INCLUDE "keyb.inc"
; compile-time constants (with macros)
VMEMADR EQU 0A0000h ; video memory address
SCRWIDTH EQU 320 ; screen width
SCRHEIGHT EQU 200 ; screen height
FRAMEWIDTH EQU 320
FRAMEHEIGHT EQU 200 ; frame height and width (in pixels)
FRAMESIZE EQU FRAMEHEIGHT*FRAMEWIDTH
SPRITEWIDTH EQU 32 ; must be multiple of 4 becasue of render implementation
SPRITEHEIGHT EQU 64
SPRITESIZE EQU SPRITEWIDTH*SPRITEHEIGHT
TRANSPARANT = 0 ; pallette index for pixels that are transparant
KEYCNT EQU 4 ; number of keys to track ; length of array
; -------------------------------------------------------------------
CODESEG
;----------------------------------------------------------------------------
;; Helper functions
; Print string.
PROC printString
ARG @@string_pointer:dword
USES eax, edx
; ??
;call setVideoMode, 13h
mov ah, 09h
mov edx, [@@string_pointer]
int 21h
ret
ENDP printString
; Set the video mode
PROC setVideoMode
ARG @@VM:byte
USES eax
movzx ax,[@@VM]
int 10h
ret
ENDP setVideoMode
; wait for any key
PROC waitForKey
USES eax
mov ah, 00h ; get keystroke
int 16h
ret
ENDP waitForKey
;-----------------------------------------------------------------------------------------------------------
; Update the colour palette.
; * Ncolours: number of colours that have to be updated [word]
PROC updateColourPalette
ARG @@Ncolours: word
USES eax, ecx, edx, esi
mov esi, offset palette ; pointer to source palette
movzx ecx, [@@Ncolours] ; amount of colors to read (movzx = zero extend)
; multiply ecx by 3 (three color components per color)
; do it efficiently (2*ecx + ecx)
mov eax, ecx
sal eax, 1
add ecx, eax
mov dx, 03C8h ; DAC write port
xor al, al ; index of first color to change (0)
out dx, al ; write to IO
inc dx
rep outsb ; update all colors
ret
ENDP updateColourPalette
;;----------------------------------------------------------------------------
;; Input functions
;;
; Loops over set of keys to look if they are pressed
; add a key:
; 1. increase KEYCNT
; 2. add key scancode to array in datasegment
PROC checkKeys
USES eax, ebx, ecx, edx
mov ecx, KEYCNT
mov al, [__keyb_rawScanCode]
@@looper:
cmp al, [arrKeyCode + ecx - 1]
jne @@next
lea ebx, [arrPrintValues + 8 * (ecx-1)] ; 8 / string
call printString, ebx
jmp @@end
@@next:
;call printString, offset msg
loop @@looper
@@end:
ret
ENDP checkKeys
;;----------------------------------------------------------------------------
; -------------------------------------------------------------------
; TIMING MANAGEMENT
; Terminate the program.
PROC terminateProcess
USES eax
call setVideoMode, 03h
mov ax,04C00h
int 21h
ret
ENDP terminateProcess
; wait for @@framecount frames
proc wait_VBLANK
ARG @@framecount: word
USES eax, ecx, edx
mov dx, 03dah ; Wait for screen refresh
movzx ecx, [@@framecount]
@@VBlank_phase1:
in al, dx
and al, 8
jnz @@VBlank_phase1
@@VBlank_phase2:
in al, dx
and al, 8
jz @@VBlank_phase2
loop @@VBlank_phase1
ret
endp wait_VBLANK
;; SAME AS ABOVE??
; wait for Vertical Blank Interval (VBI)
;(= period during which the beam moves back to its starting position)
; copied from compendium
PROC awaitVBI
uses eax, edx
MOV DX, 03DAH ; VGA status port
@@waitForEnd: ; ?
IN AL, DX ; ?
AND AL, 8 ; third bit is set during VBI
JNZ @@waitForEnd ; jump if ?
@@waitForBegin: ; ?
IN AL, DX ; ?
AND AL, 8 ; ?
JZ @@waitForBegin ; jump if ?
ret ; return
ENDP awaitVBI
; -------------------------------------------------------------------
; -------------------------------------------------------------------
; FILE HANDLING: BASED ON DANCER.ASM FROM EXAMPLES (some parts heavily edited by now)
; opens file, returns file handle in ax
PROC openFile
ARG @@offset_of_filename: dword
USES eax, ebx, ecx, edx
mov al, 0 ; read only
mov edx, [@@offset_of_filename]
mov ah, 3dh
int 21h
jnc @@no_error ; carry flag is set if error occurs
call setVideoMode, 03h
mov ah, 09h
mov edx, offset openErrorMsg
int 21h
mov ah,00h
int 16h
call terminateProcess
@@no_error:
mov [filehandle], ax
ret
ENDP openFile
; reads full sized frame to buffer (used to be readChunk...)
PROC readBytes
ARG @@offset_of_packedframe: dword
ARG @@nbr_bytes_to_read: dword
USES eax, ebx, ecx, edx
mov bx, [filehandle]
mov ecx, [@@nbr_bytes_to_read] ; actually only needs cx but dword argument
mov edx, [@@offset_of_packedframe]
mov ah, 3fh
int 21h
jnc @@no_error ; carry flag is set if error occurs
call setVideoMode, 03h
mov ah, 09h
mov edx, offset readErrorMsg
int 21h
mov ah,00h
int 16h
call terminateProcess
@@no_error:
ret
ENDP readBytes
; closes file
PROC closeFile
USES eax, ebx, ecx, edx
mov bx, [filehandle]
mov ah, 3Eh
int 21h
jnc @@no_error ; carry flag is set if error occurs
call setVideoMode, 03h
mov ah, 09h
mov edx, offset closeErrorMsg
int 21h
mov ah,00h
int 16h
call terminateProcess
@@no_error:
ret
ENDP closeFile
; -------------------------------------------------------------------
; Expand the packed frame
PROC expandPackedFrame
ARG @@destptr: dword ; destination buffer
ARG @@packedframe: dword ; source frame
USES eax, ebx, ecx, edx, edi, esi
mov ebx, [@@packedframe] ; source pointer
mov edi, [@@destptr] ; destination pointer
mov ecx, FRAMEHEIGHT
@@scangroup:
push ecx
; expand scanline
mov ecx, FRAMEWIDTH/4 ; 1 pixel = 1 byte, 1 dword = 4 pixels
@@unpackline: ; unpack double word into 4 pixels
mov eax, [ebx] ; read 4 consecutive pixels (=4 bytes) from source image loaded from file
stosd ; store 4 consecutive pixels in video memory
add ebx, 4 ; handle next 4 pixels (bytes) from source image
loop @@unpackline
pop ecx
loop @@scangroup
ret
ENDP expandPackedFrame
; -------------------------------------------------------------------
; Render sprite
PROC renderSprite
ARG @@destptr: dword ; destination buffer
ARG @@sprite_data: dword ; source sprite data
ARG @@row_index: dword ; row index
ARG @@col_index: dword ; col index
USES eax, ebx, ecx, edx, edi, esi
mov ebx, [@@sprite_data] ; source pointer
mov edi, [@@destptr] ; destination pointer
; move destination point according to row_index and col_index
add edi, [@@col_index]
mov ecx, [@@row_index]
cmp ecx, 0
jz @@end_of_move_one_scanline_down_loop
@@move_one_scanline_down:
add edi, FRAMEWIDTH
loop @@move_one_scanline_down
@@end_of_move_one_scanline_down_loop:
mov ecx, SPRITEHEIGHT
@@scangroup:
push ecx
; render single line from sprite data
mov ecx, SPRITEWIDTH ; 1 pixel = 1 byte
@@copy_sprite_line:
mov al, [ebx] ; read 1 pixel (=1 bytes) from sprite data
cmp al, TRANSPARANT
jz @@pixel_is_transparant
; here we handle a standard non transparant pixel
stosb ; store 1 pixel (= 1 byte)
jmp @@transparancy_handling_done
@@pixel_is_transparant:
inc edi ; skip this byte in the copy because the current pixel is transparant
@@transparancy_handling_done:
inc ebx ; handle next pixel (bytes) from source image
loop @@copy_sprite_line
; move to correct location in framebuffer for next line in sprite
add edi, FRAMEWIDTH
sub edi, SPRITEWIDTH
pop ecx
loop @@scangroup
ret
ENDP renderSprite
; -------------------------------------------------------------------
; Read image from disk
PROC readImage
ARG @@filename_frame: dword ; address of filename
ARG @@packedframe: dword ; address of buffer to store read bytes
ARG @@nbr_of_bytes_to_read: dword ; number of bytes to read
call openFile, [@@filename_frame]
call readBytes, [@@packedframe], [@@nbr_of_bytes_to_read]
call closeFile
ret
ENDP readImage
PROC main
sti
cld
push ds
pop es
call __keyb_installKeyboardHandler
call setVideoMode, 13h
call updateColourPalette, 66
@@gameLoop:
call checkKeys
;call awaitVBI ; timing
;; loop end test
; Wait for keystroke and read character.
mov al, [__keyb_rawScanCode] ; last pressed key
cmp al, 01h
jne @@gameLoop ; check if ESC is pressed, otherwise keep looping
;;
call readImage, offset filename_frame, offset packedframe, FRAMESIZE
call readImage, offset filename_frame_2, offset packedframe_2, FRAMESIZE
call readImage, offset filename_sprite_1, offset sprite_1_data, SPRITESIZE
call expandPackedFrame, VMEMADR, offset packedframe
call waitForKey
call renderSprite, VMEMADR, offset sprite_1_data, 0, 0
call waitForKey
call renderSprite, VMEMADR, offset sprite_1_data, 50, 160
call waitForKey
call expandPackedFrame, VMEMADR, offset packedframe_2
call waitForKey
call expandPackedFrame, VMEMADR, offset packedframe
call waitForKey
; call wait_VBLANK, 30 ;currently not used, but will come in handy as soon as we implement movement for sprites
call terminateProcess
ENDP main
; -------------------------------------------------------------------
DATASEG
msg db "waiting...", 13, 10, '$'
; keyboard scancodes when pressed down
arrKeyCode db 48h, 50h, 4Bh, 4Dh ; UP, DOWN, LEFT, RIGHT
; spaces so strings are same length
arrPrintValues db "up ", 13, 10, '$'
db "down ", 13, 10, '$'
db "left ", 13, 10, '$'
db "right", 13, 10, '$'
palette db 0, 0, 0
db 1, 1, 1
db 2, 2, 2
db 3, 3, 3
db 4, 4, 4
db 5, 5, 5
db 6, 6, 6
db 7, 7, 7
db 8, 8, 8
db 9, 9, 9
db 10, 10, 10
db 11, 11, 11
db 12, 12, 12
db 13, 13, 13
db 14, 14, 14
db 15, 15, 15
db 16, 16, 16
db 17, 17, 17
db 18, 18, 18
db 19, 19, 19
db 20, 20, 20
db 21, 21, 21
db 22, 22, 22
db 23, 23, 23
db 24, 24, 24
db 25, 25, 25
db 26, 26, 26
db 27, 27, 27
db 28, 28, 28
db 29, 29, 29
db 30, 30, 30
db 31, 31, 31
db 32, 32, 32
db 33, 33, 33
db 34, 34, 34
db 35, 35, 35
db 36, 36, 36
db 37, 37, 37
db 38, 38, 38
db 39, 39, 39
db 40, 40, 40
db 41, 41, 41
db 42, 42, 42
db 43, 43, 43
db 44, 44, 44
db 45, 45, 45
db 46, 46, 46
db 47, 47, 47
db 48, 48, 48
db 49, 49, 49
db 50, 50, 50
db 51, 51, 51
db 52, 52, 52
db 53, 53, 53
db 54, 54, 54
db 55, 55, 55
db 56, 56, 56
db 57, 57, 57
db 58, 58, 58
db 59, 59, 59
db 60, 60, 60
db 61, 61, 61
db 62, 62, 62
db 63, 63, 63
db 0 , 63, 0 ; index 64
db 0, 0, 63 ; index 65
filename_frame db "test.bin", 0
filename_frame_2 db "test2.bin", 0
filename_sprite_1 db "izzy.bin", 0
openErrorMsg db "could not open file", 13, 10, '$'
readErrorMsg db "could not read data", 13, 10, '$'
closeErrorMsg db "error during file closing", 13, 10, '$'
; -------------------------------------------------------------------
UDATASEG
filehandle dw ? ; reused by different 'open' calls so ensure to alwtas close before next open
packedframe db FRAMESIZE dup (?)
packedframe_2 db FRAMESIZE dup (?)
sprite_1_data db SPRITESIZE dup (?)
; -------------------------------------------------------------------
STACK 100h
END main