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TUT2.PAS
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Pascal/Delphi Source File
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1994-11-29
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12KB
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357 lines
(*****************************************************************************)
(* *)
(* TUTPROG2.PAS - VGA Trainer Program 2 (in Pascal) *)
(* *)
(* "The VGA Trainer Program" is written by Denthor of Asphyxia. However it *)
(* was limited to Pascal only in its first run. All I have done is taken *)
(* his original release, translated it to C++, and touched up a few things. *)
(* I take absolutely no credit for the concepts presented in this code, and *)
(* am NOT the person to ask for help if you are having trouble. *)
(* *)
(* Program Notes : This program presents many new concepts, including: *)
(* line drawing, pallette manipulation, and fading. *)
(* the computer into graphics mode, testing out two differ- *)
(* ent methods of putting pixels to the screen, and finally *)
(* re-entering text mode. *)
(* *)
(* Author : Grant Smith (Denthor) - denthor@beastie.cs.und.ac.za *)
(* *)
(*****************************************************************************)
{$X+}
Uses Crt;
CONST VGA=$a000;
Var Pall,Pall2 : Array[0..255,1..3] of Byte;
{ This declares the PALL variable. 0 to 255 signify the colors of the
pallette, 1 to 3 signifies the Red, Green and Blue values. I am
going to use this as a sort of "virtual pallette", and alter it
as much as I want, then suddenly bang it to screen. Pall2 is used
to "remember" the origional pallette so that we can restore it at
the end of the program. }
{──────────────────────────────────────────────────────────────────────────}
Procedure SetMCGA; { This procedure gets you into 320x200x256 mode. }
BEGIN
asm
mov ax,0013h
int 10h
end;
END;
{──────────────────────────────────────────────────────────────────────────}
Procedure SetText; { This procedure returns you to text mode. }
BEGIN
asm
mov ax,0003h
int 10h
end;
END;
{──────────────────────────────────────────────────────────────────────────}
procedure WaitRetrace; assembler;
{ This waits until you are in a Verticle Retrace ... this means that all
screen manipulation you do only appears on screen in the next verticle
retrace ... this removes most of the "fuzz" that you see on the screen
when changing the pallette. It unfortunately slows down your program
by "synching" your program with your monitor card ... it does mean
that the program will run at almost the same speed on different
speeds of computers which have similar monitors. In our SilkyDemo,
we used a WaitRetrace, and it therefore runs at the same (fairly
fast) speed when Turbo is on or off. }
label
l1, l2;
asm
mov dx,3DAh
l1:
in al,dx
and al,08h
jnz l1
l2:
in al,dx
and al,08h
jz l2
end;
{──────────────────────────────────────────────────────────────────────────}
Procedure GetPal(ColorNo : Byte; Var R,G,B : Byte);
{ This reads the values of the Red, Green and Blue values of a certain
color and returns them to you. }
Begin
Port[$3c7] := ColorNo;
R := Port[$3c9];
G := Port[$3c9];
B := Port[$3c9];
End;
{──────────────────────────────────────────────────────────────────────────}
Procedure Pal(ColorNo : Byte; R,G,B : Byte);
{ This sets the Red, Green and Blue values of a certain color }
Begin
Port[$3c8] := ColorNo;
Port[$3c9] := R;
Port[$3c9] := G;
Port[$3c9] := B;
End;
{──────────────────────────────────────────────────────────────────────────}
Procedure Putpixel (X,Y : Integer; Col : Byte);
{ This puts a pixel on the screen by writing directly to memory. }
BEGIN
Mem [VGA:X+(Y*320)]:=Col;
END;
{──────────────────────────────────────────────────────────────────────────}
Procedure line(a,b,c,d,col:integer);
{ This draws a line from a,b to c,d of color col. }
Function sgn(a:real):integer;
BEGIN
if a>0 then sgn:=+1;
if a<0 then sgn:=-1;
if a=0 then sgn:=0;
END;
var u,s,v,d1x,d1y,d2x,d2y,m,n:real;
i:integer;
BEGIN
u:= c - a;
v:= d - b;
d1x:= SGN(u);
d1y:= SGN(v);
d2x:= SGN(u);
d2y:= 0;
m:= ABS(u);
n := ABS(v);
IF NOT (M>N) then
BEGIN
d2x := 0 ;
d2y := SGN(v);
m := ABS(v);
n := ABS(u);
END;
s := INT(m / 2);
FOR i := 0 TO round(m) DO
BEGIN
putpixel(a,b,col);
s := s + n;
IF not (s<m) THEN
BEGIN
s := s - m;
a:= a +round(d1x);
b := b + round(d1y);
END
ELSE
BEGIN
a := a + round(d2x);
b := b + round(d2y);
END;
END;
END;
{──────────────────────────────────────────────────────────────────────────}
Procedure PalPlay;
{ This procedure mucks about with our "virtual pallette", then shoves it
to screen. }
Var Tmp : Array[1..3] of Byte;
{ This is used as a "temporary color" in our pallette }
loop1 : Integer;
BEGIN
Move(Pall[200],Tmp,3);
{ This copies color 200 from our virtual pallette to the Tmp variable }
Move(Pall[0],Pall[1],200*3);
{ This moves the entire virtual pallette up one color }
Move(Tmp,Pall[0],3);
{ This copies the Tmp variable to the bottom of the virtual pallette }
WaitRetrace;
For loop1:=1 to 255 do
pal (loop1,pall[loop1,1],pall[loop1,2],pall[loop1,3]);
END;
{──────────────────────────────────────────────────────────────────────────}
Procedure SetUpScreen;
{ This gets our screen ready but setting up the pallette and drawing
the lines. }
Var j,Loop : Integer;
BEGIN
FillChar(Pall,SizeOf(Pall),0);
{ Clear the entire PALL variable to zero. }
For Loop := 0 to 31 do BEGIN
Pall[Loop,1] := (Loop mod 64) + 32; END;
j := 63;
For Loop := 32 to 63 do BEGIN
Pall[Loop,1] := j; dec(j); END;
For Loop := 64 to 127 do BEGIN
Pall[Loop,2] := Loop mod 64; END;
For Loop := 128 to 196 do BEGIN
Pall[Loop,3] := Loop mod 64;
END;
{ This sets colors 0 to 200 in the PALL variable to values between
0 to 63. the MOD function gives you the remainder of a division,
ie. 105 mod 10 = 5 }
For Loop := 1 to 320 do BEGIN
Line(320-Loop,199,320-Loop,0,(Loop Mod 201)+1);
{ These two lines start drawing lines from the left and the right
hand sides of the screen, using colors 1 to 199. Look at these
two lines and understand them. }
PalPlay;
{ This calls the PalPlay procedure }
END;
END;
{──────────────────────────────────────────────────────────────────────────}
Procedure GrabPallette;
VAR loop1:integer;
BEGIN
For loop1:=0 to 255 do
Getpal (loop1,pall2[loop1,1],pall2[loop1,2],pall2[loop1,3]);
END;
{──────────────────────────────────────────────────────────────────────────}
Procedure Blackout;
{ This procedure blackens the screen by setting the pallette values of
all the colors to zero. }
VAR loop1:integer;
BEGIN
WaitRetrace;
For loop1:=0 to 255 do
Pal (loop1,0,0,0);
END;
{──────────────────────────────────────────────────────────────────────────}
Procedure HiddenScreenSetup;
{ This procedure sets up the screen while it is blacked out, so that the
user can't see what is happening. }
VAR loop1,loop2:integer;
BEGIN
For loop1:=0 to 319 do
For loop2:=0 to 199 do
PutPixel (loop1,loop2,Random (256));
END;
{──────────────────────────────────────────────────────────────────────────}
Procedure Fadeup;
{ This procedure slowly fades up the new screen }
VAR loop1,loop2:integer;
Tmp : Array [1..3] of byte;
{ This is temporary storage for the values of a color }
BEGIN
For loop1:=1 to 64 do BEGIN
{ A color value for Red, green or blue is 0 to 63, so this loop only
need be executed a maximum of 64 times }
WaitRetrace;
For loop2:=0 to 255 do BEGIN
Getpal (loop2,Tmp[1],Tmp[2],Tmp[3]);
If Tmp[1]<Pall2[loop2,1] then inc (Tmp[1]);
If Tmp[2]<Pall2[loop2,2] then inc (Tmp[2]);
If Tmp[3]<Pall2[loop2,3] then inc (Tmp[3]);
{ If the Red, Green or Blue values of color loop2 are less then they
should be, increase them by one. }
Pal (loop2,Tmp[1],Tmp[2],Tmp[3]);
{ Set the new, altered pallette color. }
END;
END;
END;
{──────────────────────────────────────────────────────────────────────────}
Procedure FadeDown;
{ This procedure fades the screen out to black. }
VAR loop1,loop2:integer;
Tmp : Array [1..3] of byte;
{ This is temporary storage for the values of a color }
BEGIN
For loop1:=1 to 64 do BEGIN
WaitRetrace;
For loop2:=0 to 255 do BEGIN
Getpal (loop2,Tmp[1],Tmp[2],Tmp[3]);
If Tmp[1]>0 then dec (Tmp[1]);
If Tmp[2]>0 then dec (Tmp[2]);
If Tmp[3]>0 then dec (Tmp[3]);
{ If the Red, Green or Blue values of color loop2 are not yet zero,
then, decrease them by one. }
Pal (loop2,Tmp[1],Tmp[2],Tmp[3]);
{ Set the new, altered pallette color. }
END;
END;
END;
{──────────────────────────────────────────────────────────────────────────}
Procedure RestorePallette;
{ This procedure restores the origional pallette }
VAR loop1:integer;
BEGIN
WaitRetrace;
For loop1:=0 to 255 do
pal (loop1,Pall2[loop1,1],Pall2[loop1,2],Pall2[loop1,3]);
END;
BEGIN
ClrScr;
Writeln ('This program will draw lines of different colors across the');
Writeln ('screen and change them only by changing their pallette values.');
Writeln ('The nice thing about using the pallette is that one pallette');
Writeln ('change changes the same color over the whole screen, without');
Writeln ('you having to redraw it. Because I am using a WaitRetrace');
Writeln ('command, turning on and off your turbo during the demonstration');
Writeln ('should have no effect.');
Writeln;
Writeln ('The second part of the demo blacks out the screen using the');
Writeln ('pallette, fades in the screen, waits for a keypress, then fades');
Writeln ('it out again. I haven''t put in any delays for the fadein/out,');
Writeln ('so you will have to put ''em in yourself to get it to the speed you');
Writeln ('like. Have fun and enjoy! ;-)');
Writeln; Writeln;
Writeln ('Hit any key to continue ...');
Readkey;
SetMCGA;
GrabPallette;
SetUpScreen;
repeat
PalPlay;
{ Call the PalPlay procedure repeatedly until a key is pressed. }
Until Keypressed;
Readkey;
{ Read in the key pressed otherwise it is left in the keyboard buffer }
Blackout;
HiddenScreenSetup;
{ FadeUp;
Readkey;
FadeDown;
Readkey;}
RestorePallette;
SetText;
Writeln ('All done. This concludes the second sample program in the ASPHYXIA');
Writeln ('Training series. You may reach DENTHOR under the name of GRANT');
Writeln ('SMITH on the MailBox BBS, or leave a message to ASPHYXIA on the');
Writeln ('ASPHYXIA BBS. Get the numbers from Roblist, or write to :');
Writeln (' Grant Smith');
Writeln (' P.O. Box 270');
Writeln (' Kloof');
Writeln (' 3640');
Writeln ('I hope to hear from you soon!');
Writeln; Writeln;
Write ('Hit any key to exit ...');
Readkey;
END.