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Archive Magazine 1996
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ARCHIVE_96.iso
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volume_9
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issue_01
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extasm
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!extASM
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Examples
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EasyVector
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Vector
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Text File
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1995-05-16
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14KB
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497 lines
; ----------------------------------------
; Simple Vector Pyramid
; ⌐ Eivind Hagen
; ⌐ Zynx/ArcEmpire
; Based on RGBW Pyramid, The Gathering '93
; Programmed : 10 August 1993 - Evening
;
; Modified by Terje Sletteb° to take
; advantage of new extASM features, such
; as the 'relative' statement, april 1995.
; ----------------------------------------
#set vdu = 256
#set Stack_Size=2048
#set Screen_Mode=13
#set Screen_Width=320
#set Screen_Height=256
#set Screen_BPP=8
#set Screen_Size=(Screen_Width*Screen_BPP/8)*Screen_Height
#set Screen_Buffers=2
.Code_Start
; >============================================================<
; > START <
; >============================================================<
.Start
ADRL R12,General_Data
STR R13,Old_Stack
ADR R13,New_Stack+Stack_Size
STMFD R13!,{R0-R12,R14}
; >-----------------------------------------------------------<
BL Initialize
; >-------------------------------------------------------------<
.Main_Loop
MOV R0,#19
SWI OS_Byte
BL Swap_Screens
BL Clear_Screen
BL GorTri
._Loop
SWI OS_Mouse
TST R2,#%001
BNE _Loop ; Right buttom = Pause
TST R2,#%100
BEQ Main_Loop
; >-------------------------------------------------------------<
.The_End
B Quit
; >=============================================================<
; --------------------------------------------------------------
; | #### ##### # # ##### #### ### # |
; | # # ## # # # # # # # |
; | # ## ### # # # ### #### ##### # |
; | # # # # ## # # # # # # |
; | ### ##### # # ##### # # # # ##### |
; --------------------------------------------------------------
; >============================================================<
; > GENERAL ROUTINES <
; >============================================================<
.Initialize
STMFD R13!,{R14}
MOV R0,#135
SWI OS_Byte
STR R2,Original_Mode
SWI vdu+22 ; VDU 22 - SET SCREEN MODE
SWI vdu+0 ; MODE 0 - USED TO FREE LOT'S OF MEMORY
MOV R0,#2
SWI OS_ReadDynamicArea
MOV R0,#2
MOV R2,#Screen_Buffers*Screen_Size
RSB R1,R1,R2
SWI OS_ChangeDynamicArea
MOV R0,#2
SWI OS_ReadDynamicArea
MOV R2,#Screen_Buffers*Screen_Size
CMP R1,R2
MOVLT PC,#0
ADR R0,Buffer
MOV R1,R0
MOV R2,#149
STR R2,[R0,#0]
MVN R2,#0
STR R2,[R0,#4]
SWI OS_ReadVduVariables
LDR R2,[R1,#0]
STR R2,Screen_Top
SWI vdu+22 ; VDU 22 - SET SCREEN MODE
SWI vdu+Screen_Mode ; Set proper screen mode
SWI OS_RemoveCursors
MOV R0,#Screen_Buffers ; Clear screen memory
LDR R1,Screen_Top
.Clear_Screen_Memory
STR R1,Screen_Adr
STMFD R13!,{R0,R1}
BL Clear_Screen
LDMFD R13!,{R0,R1}
MOV R2,#Screen_Size
ADD R1,R1,R2
SUBS R0,R0,#1
BGT Clear_Screen_Memory
LDMFD R13!,{PC}^
; >-------------------------------------------------------------<
.Quit
SWI OS_RestoreCursors
MVN R0,#0 ; -1, close commandwindow
SWI Wimp_CommandWindow
LDR R0,Original_Mode
SWI Wimp_SetMode
LDMFD R13!,{R0-R12,R14}
LDR R13,Old_Stack
MOVS PC,R14
; >-------------------------------------------------------------<
.Swap_Screens
STMFD R13!,{R14}
MOV R0,#113 ; OS_Byte 113 - SET HARDWARE SCREEN BANK
LDR R1,Screen_Bank ;
ADD R1,R1,#1 ;
SWI OS_Byte ;
LDR R0,Screen_Top
LDR R3,Screen_Bank
ADD R1,R3,#1
CMP R1,#Screen_Buffers
MOVGE R1,#0
STR R1,Screen_Bank
MOV R2,#Screen_Size ; R2 = Screen size
MLA R1,R2,R1,R0
STR R1,Screen_Adr
ADD R1,R1,R2,ASR #1
MOV R2,#Screen_Width*Screen_BPP/8 ; R2 = Line size
ADD R1,R1,R2,ASR #1
STR R1,Screen_Origo
MLA R3,R2,R3,R0
STR R3,Screen_Old
LDMFD R13!,{PC}^
; >-------------------------------------------------------------<
.Clear_Screen
LDR R0,Screen_Adr
MOV R1,#Screen_Size/4/10/4
MOV R2,#0
MOV R3,#0
MOV R4,#0
MOV R5,#0
MOV R6,#0
MOV R7,#0
MOV R8,#0
MOV R9,#0
MOV R10,#0
MOV R11,#0
.Clear_Screen_Loop
STMIA R0!,{R2-R11}
STMIA R0!,{R2-R11}
STMIA R0!,{R2-R11}
STMIA R0!,{R2-R11}
SUBS R1,R1,#1
BGT Clear_Screen_Loop
MOV PC,R14
; >-------------------------------------------------------------<
.Tri_Model ; 3d coordinates for Tetraeder
DCD 0 : DCD 60-60 : DCD -40+40
DCD -60 : DCD -40-60 : DCD -40+40
DCD 60 : DCD -40-60 : DCD -40+40
DCD 0 : DCD 0-60 : DCD 60+40
.Tri_Temp
DCD 0 : DCD 0 : DCD 0
DCD 0 : DCD 0 : DCD 0
DCD 0 : DCD 0 : DCD 0
DCD 0 : DCD 0 : DCD 0
.Tri_Coord ; Coordinates
DCD 200, 150
DCD 250, 250
DCD 400, 170
DCD 100, 130
.Triangles_Num
DCD 4
.Triangles ; Coord-ptrs & colour [4 colour bytes]
DCD 0,1,2 , &40404040
DCD 0,2,3 , &80808080
DCD 0,3,1 , &a0a0a0a0
DCD 3,2,1 , &f0f0f0f0
.Rot_X DCD 0
.Rot_Y DCD 0
.Rot_Z DCD 0
.GorTri
STMFD R13!,{R0-R12,R14}
;------> Rotate model
; X Rotate
ADR R0,Tri_Model ; R0-> Model coords [X,Y,Z]
ADR R1,Tri_Temp ; R1-> Temp coords [X,Y,Z]
ADR R2,Sin_Tab
ADR R3,Cos_Tab
LDR R4,Rot_X
ADD R4,R4,#3
BIC R4,R4,#512
STR R4,Rot_X
LDR R2,[R2,R4,ASL #2] ; R2 = SinX
LDR R3,[R3,R4,ASL #2] ; R3 = CosX
MOV R4,#4 ; R4 = Points
._Loop
LDMIA R0!,{R5,R6,R7} ; R5 = X * R6=Y, R7=Z [0 Bit]
MUL R8,R3,R6 ; R8 = Y * CosX [12 Bit]
MUL R9,R3,R7 ; R9 = Z * CosX [12 Bit]
MUL R10,R2,R6 ; R10= Y * SinX [12 Bit]
MUL R11,R2,R7 ; R11= Z * SinX [12 Bit]
SUB R6,R8,R11 ; [12 Bit]
ADD R7,R9,R10 ; [12 Bit]
MOV R6,R6,ASR #12 ; [0 Bit]
MOV R7,R7,ASR #12 ; [0 Bit]
STMIA R1!,{R5,R6,R7} ; Store Rotated coords
SUBS R4,R4,#1
BGT _Loop
; Z Rotate
ADR R0,Tri_Temp ; R0-> Model coords [X,Y,Z]
ADR R1,Tri_Temp ; R1-> Temp coords [X,Y,Z]
ADR R2,Sin_Tab
ADR R3,Cos_Tab
LDR R4,Rot_Z
ADD R4,R4,#2
BIC R4,R4,#512
STR R4,Rot_Z
LDR R2,[R2,R4,ASL #2] ; R2 = SinX
LDR R3,[R3,R4,ASL #2] ; R3 = CosX
MOV R4,#4 ; R4 = Points
._Loop2
LDMIA R0!,{R5,R6,R7} ; R5 = X * R6=Y, R7=Z [0 Bit]
MUL R8,R3,R5 ; R8 = Y * CosX [12 Bit]
MUL R9,R3,R6 ; R9 = Z * CosX [12 Bit]
MUL R10,R2,R5 ; R10= Y * SinX [12 Bit]
MUL R11,R2,R6 ; R11= Z * SinX [12 Bit]
SUB R5,R8,R11 ; [12 Bit]
ADD R6,R9,R10 ; [12 Bit]
MOV R5,R5,ASR #12 ; [0 Bit]
MOV R6,R6,ASR #12 ; [0 Bit]
STMIA R1!,{R5,R6,R7} ; Store Rotated coords
SUBS R4,R4,#1
BGT _Loop2
;------> Project 3D -> 2D
ADR R0,Tri_Temp ; R0-> Temp coords [X,Y,Z]
ADR R1,Tri_Coord ; R1-> Screen coords [X,Y]
ADR R14,Per_Tab
MOV R2,#4 ; R2 = Number of Points
._Loop3
LDMIA R0!,{R3,R4,R5} ; R3=X, R4=Y, R5=Z
ADD R5,R5,#480
LDR R5,[R14,R5,ASL #2]
MUL R3,R5,R3
MUL R4,R5,R4
MOV R3,R3,ASR #12+2
MOV R4,R4,ASR #12+2
ADD R3,R3,#Screen_Width/2
RSB R4,R4,#Screen_Height/2
STMIA R1!,{R3,R4} ; Next coord
SUBS R2,R2,#1
BGT _Loop3
;------> Plot triangles
MOV R4,#0
.Polygons_Loop
ADR R3,Triangles ; R3-> Triangle vertices
ADD R3,R3,R4,ASL #4
;------> Check face
ADR R2,Tri_Coord
LDMIA R3,{R6,R8,R10}
ADD R6,R2,R6,ASL #3
ADD R8,R2,R8,ASL #3
ADD R10,R2,R10,ASL #3
LDMIA R6,{R6,R7}
LDMIA R8,{R8,R9}
LDMIA R10,{R10,R11}
SUB R8,R8,R6
SUB R9,R9,R7
SUB R6,R10,R6
SUB R7,R11,R7
MUL R10,R6,R9
MUL R11,R7,R8
CMP R10,R11
BLT Next_Polygon
;------> Clear Scan buffers
STMFD R13!,{R0-R4}
ADR R0,Tri_Buff_Left
ADR R1,Tri_Buff_Right
MOV R2,#Screen_Height
MOV R3,#-1
._Loop
STMIA R0!,{R3}
STMIA R1!,{R3}
SUBS R2,R2,#1
BGT _Loop
LDMFD R13!,{R0-R4}
;------> Scan all vertices
STMFD R13!,{R3,R4}
ADR R0,Tri_Buff_Left
ADR R1,Tri_Buff_Right
ADR R2,Tri_Coord
LDR R5,[R3,#0]
LDR R7,[R3,#4]
BL Scan_Vertice ; p0 - p1
LDR R5,[R3,#4]
LDR R7,[R3,#8]
BL Scan_Vertice ; p1 - p2
LDR R5,[R3,#8]
LDR R7,[R3,#0]
BL Scan_Vertice ; p2 - p0
;------> Plot Scan buffers
LDR R10,[R3,#12]
ADR R0,Tri_Buff_Left
ADR R1,Tri_Buff_Right
LDR R14,Screen_Adr
MOV R3,#Screen_Height
.Line_Loop
LDMIA R0!,{R6} ; R6=x0
LDMIA R1!,{R8} ; R8=x1
CMP R6,R8
EXGGT R6,R8 ; R6 < R8, fill line from R6 to R8 with colour in R10
CMP R8,#-1 ; if R8 = -1, then this line is not important
BEQ Line_Filled
CMP R6,#-1 ; check if line start is missing ? (sort of a bug)
MOVEQ R6,R8
ADD R6,R14,R6
ADD R8,R14,R8
.Line_Fill_Start
;------> Fill until word boundary
._Loop
STRB R10,[R6],#1
CMP R6,R8
BGT Line_Filled
TST R6,#%11 ; test byte-bits
BNE _Loop ; fill until word boundary
.Line_Fill_Fast
;------> Fill as many words as possible
SUB R8,R8,#4 ; reduce R8 to detect end quicker
._Loop
CMP R6,R8
BGT Line_Fill_End
STR R10,[R6],#4
BLE _Loop ; fill more words
.Line_Fill_End
ADD R8,R8,#4 ; fix R8 after manipulation
;------> Fill until end
._Loop
STRB R10,[R6],#1
CMP R6,R8
BLE _Loop ; fill until word boundary
.Line_Filled
ADD R14,R14,#Screen_Width ; Add 1 line
SUBS R3,R3,#1
BGT Line_Loop
LDMFD R13!,{R3,R4}
; >- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -<
.Next_Polygon
ADD R4,R4,#1
LDR R5,Triangles_Num
CMP R4,R5
BLT Polygons_Loop
LDMFD R13!,{R0-R12,PC}^
; >-------------------------------------------------------------<
.Scan_Vertice
STMFD R13!,{R0-R12,R14}
ADD R5,R2,R5,ASL #3 ; *8
ADD R7,R2,R7,ASL #3 ; *8
LDMIA R5,{R5,R6,R10} ; R5=x0, R6=y0, R10=RRGGBB
LDMIA R7,{R7,R8,R11} ; R7=x1, R8=y1, R11=RRGGBB
CMP R6,R8
MOVLE R9,R0
MOVGT R9,R1 ; R9-> Scan buffer, X update
EXGGT R5,R7
EXGGT R6,R8 ; y0 < y1
EXGGT R10,R11
MOV R5,R5,ASL #16 ; R5=x0 [16 Bit]
MOV R7,R7,ASL #16 ; R7=x1 [16 Bit]
SUB R10,R7,R5 ; R10=dx [16 Bit]
SUB R11,R8,R6 ; R11=dy
ADD R11,R11,#1 ; NO DIVISION BY ZERO !!!!!!!!!!!!!!
TEMP R0
DIV R14,R10,R11 ; R14=dx/dy [16 Bit]
LOCK R0
._Loop
MOV R10,R5,ASR #16
STR R10,[R9,R6,ASL #2]
ADD R5,R5,R14
ADD R6,R6,#1
CMP R6,R8
BLE _Loop
LDMFD R13!,{R0-R12,PC}^
; >============================================================<
; > GENERAL DATA <
; >============================================================<
.General_Data
relative R12
{
.Original_Mode DCD 0
.Screen_Top DCD 0
.Screen_Adr DCD 0
.Screen_Old DCD 0
.Screen_Origo DCD 0
.Screen_Bank DCD 0
.Old_Stack DCD 0
ALIGN 256
.New_Stack DBB Stack_Size,0
.Buffer DBB 1024,0
.Tri_Buff_Left DBD Screen_Height,0
.Tri_Buff_Right DBD Screen_Height,0
.Sin_Tab incbin "<Tmp$Dir>.Tables.S_512_12"
.Cos_Tab incbin "<Tmp$Dir>.Tables.C_512_12"
.Per_Tab incbin "<Tmp$Dir>.Tables.P_1024_12"
}
; >-------------------------------------------------------------<
.Code_End