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CD ROM Paradise Collection 4
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CD ROM Paradise Collection 4 1995 Nov.iso
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graphics
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vlapak1.zip
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HSTARS.ZIP
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HSTAR.ASM
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Assembly Source File
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1993-04-15
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6KB
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257 lines
─────────────────────────────────────────────────────────────────────────────
;
; TITLE: Horizontal Star field
;WRITTEN BY: DRAEDEN
; DATE: 04/16/93
;
; NOTES: Need 286+ to execute.
;
;ASSOCIATED FILES:
;
; HSTAR.ASM => This file
;
; HSTAR.BAS => Basic program that generates a set of 'random' star
; locations. Creates the file 'HSTARS.DW'
;
; HSTAR.TXT => The text file that explains Horizontal "starfields"
;
; HSTARS.DW => Holds the star location data (the structured info)
;
────────────────────────────────────────────────────────────────────────────
DOSSEG
.MODEL SMALL
.STACK 200h
.CODE
.286
ASSUME CS:@CODE, DS:@CODE
LOCALS
Ideal
────────────────────────────────────────────────────────────────────────────
ScreenWidth EQU 320
ScreenHeight EQU 200
STRUC Star
XPos dw 0
YPos dw 0
OldDi dw 0
ENDS Star
Level1 EQU 40 ;40 level 1's
Level2 EQU 70 ;30 level 2's
Level3 EQU 90 ;20 level 3's
Level4 EQU 100 ;10 level 4's -the index of the last of that level
VLevel1 dw 1 ;far ones go slow
VLevel2 dw 2
VLevel3 dw 3
VLevel4 dw 4 ;closest ones go fastest
CLevel1 db 4 ;darkest
CLevel2 db 3
CLevel3 db 2
CLevel4 db 1 ;nearest goes last- over writes others
Palette db 63,63,63 ;color for closest star
db 40,40,40
db 30,30,30
db 20,20,20
INCLUDE "Hstars.dw"
LABEL YposChart WORD ;chart used to lookup Offset of a Y position
i=0
REPT ScreenHeight
dw i*ScreenWidth
i=i+1
ENDM
────
VgaSeg dw 0A000h ;VGA segment for mode 13h
────────────────────────────────────────────────────────────────────────────
PROC DisplayAndMoveStars
pusha
push es ds
mov ax,cs
mov ds,ax
mov es,[VgaSeg]
mov si,0
mov bp,[VLevel1] ;grab velocity
mov al,[CLevel1] ;grab color
Loop1:
mov di,[si + TheStars.OldDi] ;erase old star
mov [byte es:di],0
mov di,[si + TheStars.Ypos]
add di,di
mov di,[di + YposChart] ;calculate Y pos offset
add [si + TheStars.Xpos],bp ;advance the star
cmp [si + TheStars.Xpos],ScreenWidth ;check range- upper
jl NoWrap1
sub [si + TheStars.Xpos],ScreenWidth
NoWrap1:
cmp [si + TheStars.Xpos],0 ;check range- lower
jge NoWrap1b
add [si + TheStars.Xpos],ScreenWidth
NoWrap1b:
add di,[si + TheStars.Xpos] ;add in the Xpos
mov [es:di],al ;write dot to screen
mov [si + TheStars.OldDi],di ;save old di
add si,size Star ;see if we are done
cmp si,(size Star)*Level1
jb loop1
mov bp,[VLevel2] ;same as above, just repeated
mov al,[CLevel2]
Loop2:
mov di,[si + TheStars.OldDi]
mov [byte es:di],0
mov di,[si + TheStars.Ypos]
add di,di
mov di,[di + YposChart]
add [si + TheStars.Xpos],bp
cmp [si + TheStars.Xpos],ScreenWidth
jl NoWrap2
sub [si + TheStars.Xpos],ScreenWidth
NoWrap2:
cmp [si + TheStars.Xpos],0
jge NoWrap2b
add [si + TheStars.Xpos],ScreenWidth
NoWrap2b:
add di,[si + TheStars.Xpos]
mov [es:di],al
mov [si + TheStars.OldDi],di
add si,size Star
cmp si,(size Star)*Level2
jb loop2
mov bp,[VLevel3] ;same.. just a repeat for level 3
mov al,[CLevel3]
Loop3:
mov di,[si + TheStars.OldDi]
mov [byte es:di],0
mov di,[si + TheStars.Ypos]
add di,di
mov di,[di + YposChart]
add [si + TheStars.Xpos],bp
cmp [si + TheStars.Xpos],ScreenWidth
jl NoWrap3
sub [si + TheStars.Xpos],ScreenWidth
NoWrap3:
cmp [si + TheStars.Xpos],0
jge NoWrap3b
add [si + TheStars.Xpos],ScreenWidth
NoWrap3b:
add di,[si + TheStars.Xpos]
mov [es:di],al
mov [si + TheStars.OldDi],di
add si,size Star
cmp si,(size Star)*Level3
jb loop3
mov bp,[VLevel4] ;repeat for level 4
mov al,[CLevel4]
Loop4:
mov di,[si + TheStars.OldDi]
mov [byte es:di],0
mov di,[si + TheStars.Ypos]
add di,di
mov di,[di + YposChart]
add [si + TheStars.Xpos],bp
cmp [si + TheStars.Xpos],ScreenWidth
jl NoWrap4
sub [si + TheStars.Xpos],ScreenWidth
NoWrap4:
cmp [si + TheStars.Xpos],0
jge NoWrap4b
add [si + TheStars.Xpos],ScreenWidth
NoWrap4b:
add di,[si + TheStars.Xpos]
mov [es:di],al
mov [si + TheStars.OldDi],di
add si,size Star
cmp si,(size Star)*Level4
jb loop4
pop ds es
popa
ret
ENDP DisplayAndMoveStars
────────────────────────────────────────────────────────────────────────────
START:
mov ax,13h
int 10h
mov ax,cs
mov es,ax
mov ds,ax
mov dx,offset Palette ;ES:DX points to palette data
mov ax,1012h ; WRITE palette
mov bx,1 ;start at color 1
mov cx,4 ; and write 4 of 'em
int 10h
MainLoop:
mov dx,3dah
@@VRT:
in al,dx
test al,8
jnz @@VRT ;wait until Verticle Retrace starts
@@NoVRT:
in al,dx
test al,8
jz @@NoVRT ;wait until Verticle Retrace Ends
call DisplayAndMoveStars
mov ah,1
int 16h
jz MainLoop
xor ah,ah
int 16h
cmp al," "
jne ByeBye
neg [VLevel1]
neg [VLevel2]
neg [VLevel3]
neg [VLevel4]
jmp MainLoop
ByeBye:
mov ax,3
int 10h
mov ax,4c00h
int 21h
END Start