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UNCRUNCH.ASM
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Assembly Source File
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1991-03-01
|
8KB
|
199 lines
;THEDRAW IMAGE UNCRUNCHING ROUTINE
;-----------------------------------------------------------------------------
;Compatible with MASM (Microsoft) and TASM v1.0 (Borland). Minor format
;changes may be required for other assemblers.
;-----------------------------------------------------------------------------
;
;This is the routine for displaying crunched TheDraw image files. The
;crunched data format is a simple custom protocol for reproducing any image.
;The control codes below decimal 32 are reserved for this function.
;Characters 32 and above are written directly to the destination address.
;
;The following shows the format of a control code sequence. Please note that
;not all functions use the optional bytes <x> or <y>.
;
;Data Structure: <current byte>[<x>[<y>]]
;
; 0..15 = New Foreground Color
; 16..23 = New Background Color
; 24 = Go down to next line, return to same horizontal position as when
; routine was started (akin to a c/r).
; 25 = Displays <x> number of spaces.
; 26 = Displays <x> number of <y>. Also used to display ANY characters
; below #32. This function is the only way to do this although it
; uses three bytes. Otherwise the code would be interpreted as
; another command.
; 27 = Toggles on/off the foreground attribute blink flag.
; 28..31 = reserved
;
;----------------------------------------------------------------------------
;
;To use the routine, call the uncrunch procedure with the DS:SI register pair
;pointing to the TheDraw output listing, the ES:DI register pair pointing to
;the destination display address, and the length of the crunched image data
;in the CX register. All modified registers are restored upon exiting.
;
;Assume an output file of a 40 character by 10 line block. The label
;'IMAGEDATA' has been added for referencing purposes. ie:
;
;
; ;TheDraw Assembler Crunched Screen Image
; IMAGEDATA_WIDTH EQU 40
; IMAGEDATA_DEPTH EQU 10
; IMAGEDATA_LENGTH EQU 467
; IMAGEDATA LABEL BYTE
; DB ...list of image bytes here...
;
;
;The following assembly language code could then be used to display the
;40x10 block on the screen with:
;
; MOV SI,offset IMAGEDATA
; MOV AX,0B800h
; MOV ES,AX
; MOV DI,34*2 + 5*160-162
; MOV CX,IMAGEDATA_LENGTH
; CALL UNCRUNCH
;
;The data segment (DS register) is assumed to point at the segment ImageData
;resides in. The ES:DI register pair points at position (34,5) on the color
;graphics adapter screen, calculated as an offset from the start of the screen.
;Monochrome card users, replace the 0B800h with 0B000h.
;
;The original horizontal starting offset is remembered by the uncrunch routine.
;The offset is restored upon moving down to the next line. This permits a
;block to be displayed correctly anywhere on the screen. ie:
;
; ┌─ horizontal starting offset
; V
; +-------------------------------------------------+
; | |
; | | <- Assume this
; | | is the video
; | ┌─────────────────────┐ | display.
; | │█████████████████████│ |
; | │█████████████████████│ |
; | │██ ImageData block ██│ |
; | │█████████████████████│ |
; | │█████████████████████│ |
; | │█████████████████████│ |
; | └─────────────────────┘ |
; | |
; | |
; | |
; +-------------------------------------------------+
;
;
;To display the block in the lower-right corner, change the DI assignment to:
;
; MOV DI,40*2 + 15*160-162
;
;The block is 40 characters wide by 10 lines deep. To display on a 80 by 25
;screen, we must display the block at coordinates (40,15). To display in
;the upper-left screen corner use:
;
; MOV SI,offset IMAGEDATA
; MOV AX,0B800H
; MOV ES,AX
; MOV DI,1*2 + 1*160-162 ;coordinates 1,1
; MOV CX,IMAGEDATA_LENGTH
; CALL UNCRUNCH
;
;Notice in both cases only the offset address changed. Note the latter case
;is also used for displaying a full screen image (which in general are
;always displayed at coordinate 1,1).
;
;----------------------------------------------------------------------------
;
;That's it! The routine was designed for easy use and understanding; however,
;for some people the best way is to experiment. Create a program using the
;above examples, perhaps with a 40x10 block (or any size). Good luck!
;
UNCRUNCH PROC NEAR
;
;Parameters Required:
; DS:SI Crunched image source pointer.
; ES:DI Display address pointer.
; CX Length of crunched image source data.
;
PUSH SI ;Save registers.
PUSH DI
PUSH AX
PUSH BX
PUSH CX
PUSH DX
JCXZ Done
MOV DX,DI ;Save X coordinate for later.
XOR AX,AX ;Set Current attributes.
CLD
LOOPA: LODSB ;Get next character.
CMP AL,32 ;If a control character, jump.
JC ForeGround
STOSW ;Save letter on screen.
Next: LOOP LOOPA
JMP Short Done
ForeGround:
CMP AL,16 ;If less than 16, then change the
JNC BackGround ;foreground color. Otherwise jump.
AND AH,0F0H ;Strip off old foreground.
OR AH,AL
JMP Next
BackGround:
CMP AL,24 ;If less than 24, then change the
JZ NextLine ;background color. If exactly 24,
JNC FlashBitToggle ;then jump down to next line.
SUB AL,16 ;Otherwise jump to multiple output
ADD AL,AL ;routines.
ADD AL,AL
ADD AL,AL
ADD AL,AL
AND AH,8FH ;Strip off old background.
OR AH,AL
JMP Next
NextLine:
ADD DX,160 ;If equal to 24,
MOV DI,DX ;then jump down to
JMP Next ;the next line.
FlashBitToggle:
CMP AL,27 ;Does user want to toggle the blink
JC MultiOutput ;attribute?
JNZ Next
XOR AH,128 ;Done.
JMP Next
MultiOutput:
CMP AL,25 ;Set Z flag if multi-space output.
MOV BX,CX ;Save main counter.
LODSB ;Get count of number of times
MOV CL,AL ;to display character.
MOV AL,32
JZ StartOutput ;Jump here if displaying spaces.
LODSB ;Otherwise get character to use.
DEC BX ;Adjust main counter.
StartOutput:
XOR CH,CH
INC CX
REP STOSW
MOV CX,BX
DEC CX ;Adjust main counter.
LOOPNZ LOOPA ;Loop if anything else to do...
Done: POP DX ;Restore registers.
POP CX
POP BX
POP AX
POP DI
POP SI
RET
UNCRUNCH ENDP