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VGA Trainer Program: part 11

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VGA Trainer Program
 · 2 Aug 2024

                   Õ-------------------------------¸ 
| W E L C O M E |
| To the VGA Trainer Program | |
| By | |
| DENTHOR of ASPHYXIA | | |
Ô-------------------------------¾ | |
--------------------------------Ù |
--------------------------------Ù

--==[ PART 11 ]==--

Introduction

Hello again everybody!

The reason _this_ one is delayed (every single trainer has been so far ;)) is mainly due to a birthday (my 19th), and numerous tests at the university (ugh!). But anyway, here it is. The sample program this time is on cross-fading. The reason for this is that many people have commented that I should be moving over to a few basic demo effects now that we have most of the basics of VGA programming. I was also thinking of either doing sound in a future version of this trainer, or starting a separate "ASPHYXIA Sound Tutorial" series. Comments?

One major difference between this trainer and previous ones is that I am including binary files (pictures in this case). This means that it will not be available in the message bases of selected boards anymore, and it must be obtained from the file base. Notice will however be given of it's existence in the message base.

Asphyxia has formalised things a bit, and we now have a few official distribution sites for all our demos and trainers. If you would like your BBS to become a distribution site, please email me at smith9@batis.bis.und.ac.za and I will send you the necessary info.

If you would like to contact me, or the team, there are many ways you can do it :

  1. Write a message to Grant Smith/Denthor/Asphyxia in private mail on the ASPHYXIA BBS.
  2. Write to Denthor, EzE, Goth, Fubar or Nobody on Connectix.
  3. Write to : Grant Smith P.O.Box 270 Kloof 3640 Natal South Africa
  4. Call me (Grant Smith) at (031) 73 2129 (leave a message if you call during varsity). Call +27-31-73-2129 if you call from outside South Africa. (It's YOUR phone bill ;-))
  5. Write to smith9@batis.bis.und.ac.za in E-Mail.

NB : If you are a representative of a company or BBS, and want ASPHYXIA to do you a demo, leave mail to me; we can discuss it.
NNB : If you have done/attempted a demo, SEND IT TO ME! We are feeling quite lonely and want to meet/help out/exchange code with other demo groups. What do you have to lose? Leave a message here and we can work out how to transfer it. We really want to hear from you!

What is a "Crossfade"?

This is a simple question. When you are watching a TV program, you will often see one picture on the screen, which slowly fades to a new picture, with the new picture becoming more and more prominent and the old one becoming less and less prominent. This is a crossfade. Easy huh?

Perhaps, but it is not that easy to code on a computer...

In most demos, there is a crossfade of two colors, black and white, for example : The words 'MYDEMOTEAM' appears in large with letters, then crossfades to 'PRESENTS' in large white letters.

I decided to allow the programmer to have a bit of color to his crossfade, and the sample program can handle a many color crossfade.

How does a crossfade work?

Here comes the clever bit.

To do a crossfade, we load in two pictures, FROM and TO. Then, for every pixel in which they are different, put a new pixel in a third screen.

For example, wherever there is pixel color 9 on screen 1 and pixel color 45 on screen 2, put pixel color 1 on the third screen. You then repeat this for all combinations of pixels on screen one and two, and put the results into screen 3. Here it is in ascii ...

  Screen 1     Screen 2     Screen 3 
.1... .3... .1...
..... ..2.. ..2..
...8. + ...1. = ...3.
.1... ....2 .4..2

Note how the values on screen 3 are sequential? We keep a count for this... The two "2"'s on screen 3 are identical, so we do not use a new color for it...

We also keep to pallettes ... source and dest.

For the above example source[1] would be the pallette of 1 in screen 1, and dest[1] would be the pallette of 3 in screen 2 (Note that screen 1 and screen 2 have different pallettes)

When we are finished with the picture, we flip screen 3 to the vga and do the following : move the pallette from source to dest or vice versa. Thats it. No fancy screen manipulations for the crossfade, we just change the pallette. Cool, huh? It also means that you can be doing fun stuff in the foreground with unused pallette colors without your program executing at two frames per second ;)

The sample program is fully documented, and you shouldn't have a problem deciphering it... If you ever use this effect in a demo or game, greet me! :-)

Problems with crossfades

The main problem with crossfading is this : there may only be 256 colors on screen 3, in other words, only 256 combinations of colors. In the sample program, if you load up two pics with more then 256 combinations, the program gives an error message and exits to dos. To sort this problem out, you can do two things : reduce the number of places where the two pictures intersect, or squeeze down the pallette, using Autodesk Animators "SQUEEZE" command. This reduces the number of colors used by the picture, and therefore reduces the number of combinations. The picture does however lose a bit of quality.

The second problem with crossfading is this : It hogs most of the colors. Whatever you want to do in the foreground, make sure you do it with as few colors as possible.

In closing

So, what do you think? Should I continue with demo effects, or should I find more basic things to do? Perhaps I should stop and just do sound coding from now on? It is up to you, so leave me mail.

You will notice that the sample program can load in any .CEL files, you needn't be restricted by the ones I have given you. Try crossfading a few of your own pictures and see how it turns out. The picture of the robot was draw by Fubar for our demo Psycho Neurosis, and I then squeezed down the pallette somewhat in order for the crossfade to work. The word "ASPHYXIA" was drawn by me, also in Autodesk Animator.

Oh well, I had better get this off quickly, today is the last time for the next few days that I can get on to the Net. I will also be voting tomorrow! If I see a CNN camera, I'll wave (Thats me, the one on the left in the red shirt! ;-)) The next trainer will be coming from the New South Africa (TM)

See you next time!
- Denthor
- 9:16, 26 April, 1994

PS. Does anyone in Holland with net access want to act as a courier between myself and the Accidental Connection BBS? Please leave me mail at smith9@batis.bis.und.ac.za ....

The following are official ASPHYXIA distribution sites :

É--------------------------Ë----------------Ë-----» 
|BBS Name |Telephone No. |Open |
Ì--------------------------Î----------------Î-----¹
|ASPHYXIA BBS #1 |+27-31-765-5312 |ALL |
|ASPHYXIA BBS #2 |+27-31-765-6293 |ALL |
|Connectix BBS |+27-31-266-9992 |ALL |
|POP! |+27-12-661-1257 |ALL |
|Pure Surf BBS |+27-31-561-5943 |A/H |
|Wasted Image |407-838-4525 |ALL |
È--------------------------Ê----------------Ê-----¼

Leave me mail if you want to become an official Asphyxia BBS distribution site.

(I will find out the country code for Wasted Image later...)

TUTPRO11.PAS

{$X+} 
USES GFX2,crt; { Please use the GFX2 unit from now on! The GFX unit had
quite a big bug in it, and less routines... }

Type Pallette = Array [0..255,1..3] of byte;

VAR source,dest:Pallette;
VirScr2 : VirtPtr; { Our second Virtual screen }
Vaddr2 : Word; { The segment of our 2nd virt. screen}
dir:boolean; { Fade up or fade down? }
loop1:integer;

{--------------------------------------------------------------------------}
Procedure LoadCELPal (FileName : String; Var Palette : Pallette);
{ This loads in the pallette of the .CEL file into the variable Palette }
Var
Fil : file;
Begin
Assign (Fil, FileName);
Reset (Fil, 1);
Seek(Fil,32);
BlockRead (Fil, Palette, 768);
Close (Fil);
End;


{--------------------------------------------------------------------------}
Procedure Init;
{ We get memory for our pointers here }
BEGIN
fillchar (source,sizeof(source),0);
fillchar (dest,sizeof(dest),0);
GetMem (VirScr2,64000);
vaddr2 := seg (virscr2^);
END;

{--------------------------------------------------------------------------}
Procedure SetItUp;
{ We define our third screen here }
VAR loop1,loop2,loop3:integer;
pal1,pal2:pallette;
change:boolean;
where:integer;
r,g,b,r1,g1,b1:byte;
BEGIN
cls (vaddr2,0);

For loop1:=0 to 255 do
pal (loop1,0,0,0);

loadcel ('to.cel',virscr);
loadcelpal ('to.cel',pal2);
flip (vaddr,vga);
loadcel ('from.cel',virscr);
loadcelpal ('from.cel',pal1);

where:=0;

For loop1:=0 to 319 do
for loop2:=0 to 199 do BEGIN
if (getpixel(loop1,loop2,vaddr)<>0) or (getpixel (loop1,loop2,vga)<>0) then BEGIN
change:=false;
r:=pal1[getpixel(loop1,loop2,vaddr),1];
g:=pal1[getpixel(loop1,loop2,vaddr),2];
b:=pal1[getpixel(loop1,loop2,vaddr),3];
r1:=pal2[getpixel(loop1,loop2,vga),1];
g1:=pal2[getpixel(loop1,loop2,vga),2];
b1:=pal2[getpixel(loop1,loop2,vga),3];

for loop3:=0 to where do
if (source[loop3,1]=r) and (source[loop3,2]=g) and (source[loop3,3]=b) and
(dest[loop3,1]=r1) and (dest[loop3,2]=g1) and (dest[loop3,3]=b1) then BEGIN
putpixel (loop1,loop2,loop3,vaddr2);
change:=TRUE;
END;
{ Here we check that this combination hasn't occured before. If it
has, put the appropriate pixel onto the third screen (vaddr2) }

if not (change) then BEGIN
inc (where);
if where=256 then BEGIN
settext;
writeln ('Pictures have too many colors! Squeeze then retry!');
Halt;
{ There were too many combinations of colors. Alter picture and
then retry }
END;
putpixel(loop1,loop2,where,vaddr2);
source[where,1]:=pal1[getpixel(loop1,loop2,vaddr),1];
source[where,2]:=pal1[getpixel(loop1,loop2,vaddr),2];
source[where,3]:=pal1[getpixel(loop1,loop2,vaddr),3];
dest[where,1]:=pal2[getpixel(loop1,loop2,vga),1];
dest[where,2]:=pal2[getpixel(loop1,loop2,vga),2];
dest[where,3]:=pal2[getpixel(loop1,loop2,vga),3];
{ Create a new color and set it's from and to pallette values }
END;
END;
END;
cls (vga,0);
END;

{--------------------------------------------------------------------------}
Procedure Crossfade (direction:boolean;del,farin:word);
{ This fades from one picture to the other in the direction specified
with a del delay. It crossfades one degree for every value in farin.
If farin=63, then a complete crossfade occurs }
VAR loop1,loop2:integer;
temp:pallette;
BEGIN
if direction then BEGIN
temp:=source;
for loop1:=0 to 255 do
pal (loop1,source[loop1,1],source[loop1,2],source[loop1,3]);
flip (vaddr2,vga);
For loop1:=0 to farin do BEGIN
waitretrace;
for loop2:=0 to 255 do
pal (loop2,temp[loop2,1],temp[loop2,2],temp[loop2,3]);
for loop2:=0 to 255 do BEGIN
if temp[loop2,1]<dest[loop2,1] then inc (temp[loop2,1]);
if temp[loop2,1]>dest[loop2,1] then dec (temp[loop2,1]);
if temp[loop2,2]<dest[loop2,2] then inc (temp[loop2,2]);
if temp[loop2,2]>dest[loop2,2] then dec (temp[loop2,2]);
if temp[loop2,3]<dest[loop2,3] then inc (temp[loop2,3]);
if temp[loop2,3]>dest[loop2,3] then dec (temp[loop2,3]);
{ Move temp (the current pallette) from source to dest }
END;
delay (del);
END;
END
else BEGIN
temp:=dest;
for loop1:=0 to 255 do
pal (loop1,dest[loop1,1],dest[loop1,2],dest[loop1,3]);
flip (vaddr2,vga);
For loop1:=0 to farin do BEGIN
waitretrace;
for loop2:=0 to 255 do
pal (loop2,temp[loop2,1],temp[loop2,2],temp[loop2,3]);
for loop2:=0 to 255 do BEGIN
if temp[loop2,1]<source[loop2,1] then inc (temp[loop2,1]);
if temp[loop2,1]>source[loop2,1] then dec (temp[loop2,1]);
if temp[loop2,2]<source[loop2,2] then inc (temp[loop2,2]);
if temp[loop2,2]>source[loop2,2] then dec (temp[loop2,2]);
if temp[loop2,3]<source[loop2,3] then inc (temp[loop2,3]);
if temp[loop2,3]>source[loop2,3] then dec (temp[loop2,3]);
{ Move temp (the current pallette) from dest to source }
END;
delay (del);
END;
END
END;

BEGIN
clrscr;
writeln ('Hello there! This trainer program is on cross fading. What will happen');
writeln ('is this : The program will load in two .CEL files, FROM.CEL and TO.CEL');
writeln ('into the virtual screen at vaddr and to the VGA screen. The pallettes');
writeln ('of these two pictures are loaded into pal1 and pal2. Note that you');
writeln ('could easily rewrite this to load in other types of files if you do');
writeln ('not own Autodesk Animator to draw your files (The pictures presented');
writeln ('here were drawn by Fubar, sqeezed by me ;)). A third screen is then');
Writeln ('generated into vaddr2 (this takes 5-10 seconds on my 386-40). Note');
writeln ('that you could dump vaddr2 to disk as a file instead of calculating it');
writeln ('each time...it would be faster and be half the size of the two pictures.');
Writeln ('The picture will then crossfade between the two. Hit a key and it will');
writeln ('crossfade halfway and then exit.');
writeln;
writeln ('After one particular comment E-Mailed to me, I thought I should just add');
writeln ('this : I am not an employee of Autodesk, and they do not pay me to promote');
writeln ('their product. You have no idea how much I wish they would :) I recieve');
writeln ('absolutely _nothing_ for writing the trainer...');
writeln;
writeln;
write ('Hit any key to continue ...');
readkey;
randomize;
setupvirtual;
setmcga;
init;
SetItUp;
for loop1:=0 to 255 do
pal (loop1,source[loop1,1],source[loop1,2],source[loop1,3]);
flip (vaddr2,vga);
delay (3000);

dir:=TRUE;
while keypressed do readkey;
repeat
crossfade(dir,20,63);
dir:=not (dir);
delay (1000);
until keypressed;
Readkey;
crossfade(dir,20,20);
readkey;
settext;
Writeln ('All done. This concludes the eleventh sample program in the ASPHYXIA');
Writeln ('Training series. You may reach DENTHOR under the names of GRANT');
Writeln ('SMITH/DENTHOR/ASPHYXIA on the ASPHYXIA BBS. I am also an avid');
Writeln ('Connectix BBS user, and occasionally read RSAProg. E-mail me at :');
Writeln (' smith9@batis.bis.und.ac.za');
Writeln ('The numbers are available in the main text. You may also write to me at:');
Writeln (' Grant Smith');
Writeln (' P.O. Box 270');
Writeln (' Kloof');
Writeln (' 3640');
Writeln (' Natal');
Writeln (' South Africa');
Writeln ('I hope to hear from you soon!');
Writeln; Writeln;
Write ('Hit any key to exit ...');
readkey;
shutdown;
FreeMem (VirScr2,64000);
END.

GFX2.PAS

Unit GFX2; 


INTERFACE

USES crt;
CONST VGA = $A000;

TYPE Virtual = Array [1..64000] of byte; { The size of our Virtual Screen }
VirtPtr = ^Virtual; { Pointer to the virtual screen }

VAR Virscr : VirtPtr; { Our first Virtual screen }
Vaddr : word; { The segment of our virtual screen}

Procedure SetMCGA;
{ This procedure gets you into 320x200x256 mode. }
Procedure SetText;
{ This procedure returns you to text mode. }
Procedure Cls (Where:word;Col : Byte);
{ This clears the screen to the specified color }
Procedure SetUpVirtual;
{ This sets up the memory needed for the virtual screen }
Procedure ShutDown;
{ This frees the memory used by the virtual screen }
procedure flip(source,dest:Word);
{ This copies the entire screen at "source" to destination }
Procedure Pal(Col,R,G,B : Byte);
{ This sets the Red, Green and Blue values of a certain color }
Procedure GetPal(Col : Byte; Var R,G,B : Byte);
{ This gets the Red, Green and Blue values of a certain color }
procedure WaitRetrace;
{ This waits for a vertical retrace to reduce snow on the screen }
Procedure Hline (x1,x2,y:word;col:byte;where:word);
{ This draws a horizontal line from x1 to x2 on line y in color col }
Procedure Line(a,b,c,d:integer;col:byte;where:word);
{ This draws a solid line from a,b to c,d in colour col }
Procedure DrawPoly(x1,y1,x2,y2,x3,y3,x4,y4:integer;color:byte;where:word);
{ This draw a polygon with 4 points at x1,y1 , x2,y2 , x3,y3 , x4,y4
in color col }
Function rad (theta : real) : real;
{ This calculates the degrees of an angle }
Procedure Putpixel (X,Y : Integer; Col : Byte; where:word);
{ This puts a pixel on the screen by writing directly to memory. }
Function Getpixel (X,Y : Integer; where:word) :Byte;
{ This gets the pixel on the screen by reading directly to memory. }
Procedure LoadCEL (FileName : string; ScrPtr : pointer);
{ This loads the cel 'filename' into the pointer scrptr }


IMPLEMENTATION

{--------------------------------------------------------------------------}
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 Cls (Where:word;Col : Byte); assembler;
{ This clears the screen to the specified color }
asm
push es
mov cx, 32000;
mov es,[where]
xor di,di
mov al,[col]
mov ah,al
rep stosw
pop es
End;

{--------------------------------------------------------------------------}
Procedure SetUpVirtual;
{ This sets up the memory needed for the virtual screen }
BEGIN
GetMem (VirScr,64000);
vaddr := seg (virscr^);
END;

{--------------------------------------------------------------------------}
Procedure ShutDown;
{ This frees the memory used by the virtual screen }
BEGIN
FreeMem (VirScr,64000);
END;

{--------------------------------------------------------------------------}
procedure flip(source,dest:Word); assembler;
{ This copies the entire screen at "source" to destination }
asm
push ds
mov ax, [Dest]
mov es, ax
mov ax, [Source]
mov ds, ax
xor si, si
xor di, di
mov cx, 32000
rep movsw
pop ds
end;

{--------------------------------------------------------------------------}
Procedure Pal(Col,R,G,B : Byte); assembler;
{ This sets the Red, Green and Blue values of a certain color }
asm
mov dx,3c8h
mov al,[col]
out dx,al
inc dx
mov al,[r]
out dx,al
mov al,[g]
out dx,al
mov al,[b]
out dx,al
end;

{--------------------------------------------------------------------------}
Procedure GetPal(Col : Byte; Var R,G,B : Byte);
{ This gets the Red, Green and Blue values of a certain color }
Var
rr,gg,bb : Byte;
Begin
asm
mov dx,3c7h
mov al,col
out dx,al

add dx,2

in al,dx
mov [rr],al
in al,dx
mov [gg],al
in al,dx
mov [bb],al
end;
r := rr;
g := gg;
b := bb;
end;

{--------------------------------------------------------------------------}
procedure WaitRetrace; assembler;
{ This waits for a vertical retrace to reduce snow on the screen }
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 Hline (x1,x2,y:word;col:byte;where:word); assembler;
{ This draws a horizontal line from x1 to x2 on line y in color col }
asm
mov ax,where
mov es,ax
mov ax,y
mov di,ax
shl ax,8
shl di,6
add di,ax
add di,x1

mov al,col
mov ah,al
mov cx,x2
sub cx,x1
shr cx,1
jnc @start
stosb
@Start :
rep stosw
end;

{--------------------------------------------------------------------------}
Procedure Line(a,b,c,d:integer;col:byte;where:word);
{ This draws a solid line from a,b to c,d in colour 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 i,s,d1x,d1y,d2x,d2y,u,v,m,n: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 := m shr 1;
FOR i := 0 TO m DO
BEGIN
putpixel(a,b,col,where);
s := s + n;
IF not (s<m) THEN
BEGIN
s := s - m;
a:= a + d1x;
b := b + d1y;
END
ELSE
BEGIN
a := a + d2x;
b := b + d2y;
END;
end;
END;


{--------------------------------------------------------------------------}
Procedure DrawPoly(x1,y1,x2,y2,x3,y3,x4,y4:integer;color:byte;where:word);
{ This draw a polygon with 4 points at x1,y1 , x2,y2 , x3,y3 , x4,y4
in color col }
var
x:integer;
mny,mxy:integer;
mnx,mxx,yc:integer;
mul1,div1,
mul2,div2,
mul3,div3,
mul4,div4:integer;

begin
mny:=y1; mxy:=y1;
if y2<mny then mny:=y2;
if y2>mxy then mxy:=y2;
if y3<mny then mny:=y3;
if y3>mxy then mxy:=y3; { Choose the min y mny and max y mxy }
if y4<mny then mny:=y4;
if y4>mxy then mxy:=y4;

if mny<0 then mny:=0;
if mxy>199 then mxy:=199;
if mny>199 then exit;
if mxy<0 then exit; { Verticle range checking }

mul1:=x1-x4; div1:=y1-y4;
mul2:=x2-x1; div2:=y2-y1;
mul3:=x3-x2; div3:=y3-y2;
mul4:=x4-x3; div4:=y4-y3; { Constansts needed for intersection calc }

for yc:=mny to mxy do
begin
mnx:=320;
mxx:=-1;
if (y4>=yc) or (y1>=yc) then
if (y4<=yc) or (y1<=yc) then { Check that yc is between y1 and y4 }
if not(y4=y1) then
begin
x:=(yc-y4)*mul1 div div1+x4; { Point of intersection on x axis }
if x<mnx then
mnx:=x;
if x>mxx then
mxx:=x; { Set point as start or end of horiz line }
end;
if (y1>=yc) or (y2>=yc) then
if (y1<=yc) or (y2<=yc) then { Check that yc is between y1 and y2 }
if not(y1=y2) then
begin
x:=(yc-y1)*mul2 div div2+x1; { Point of intersection on x axis }
if x<mnx then
mnx:=x;
if x>mxx then
mxx:=x; { Set point as start or end of horiz line }
end;
if (y2>=yc) or (y3>=yc) then
if (y2<=yc) or (y3<=yc) then { Check that yc is between y2 and y3 }
if not(y2=y3) then
begin
x:=(yc-y2)*mul3 div div3+x2; { Point of intersection on x axis }
if x<mnx then
mnx:=x;
if x>mxx then
mxx:=x; { Set point as start or end of horiz line }
end;
if (y3>=yc) or (y4>=yc) then
if (y3<=yc) or (y4<=yc) then { Check that yc is between y3 and y4 }
if not(y3=y4) then
begin
x:=(yc-y3)*mul4 div div4+x3; { Point of intersection on x axis }
if x<mnx then
mnx:=x;
if x>mxx then
mxx:=x; { Set point as start or end of horiz line }
end;
if mnx<0 then
mnx:=0;
if mxx>319 then
mxx:=319; { Range checking on horizontal line }
if mnx<=mxx then
hline (mnx,mxx,yc,color,where); { Draw the horizontal line }
end;
end;

{--------------------------------------------------------------------------}
Function rad (theta : real) : real;
{ This calculates the degrees of an angle }
BEGIN
rad := theta * pi / 180
END;

{--------------------------------------------------------------------------}
Procedure Putpixel (X,Y : Integer; Col : Byte; where:word); assembler;
{ This puts a pixel on the screen by writing directly to memory. }
Asm
mov ax,[where]
mov es,ax
mov bx,[X]
mov dx,[Y]
mov di,bx
mov bx, dx {; bx = dx}
shl dx, 8
shl bx, 6
add dx, bx {; dx = dx + bx (ie y*320)}
add di, dx {; finalise location}
mov al, [Col]
stosb
End;

{--------------------------------------------------------------------------}
Function Getpixel (X,Y : Integer; where:word):byte; assembler;
{ This puts a pixel on the screen by writing directly to memory. }
Asm
mov ax,[where]
mov es,ax
mov bx,[X]
mov dx,[Y]
mov di,bx
mov bx, dx {; bx = dx}
shl dx, 8
shl bx, 6
add dx, bx {; dx = dx + bx (ie y*320)}
add di, dx {; finalise location}
mov al, es:[di]
End;

{--------------------------------------------------------------------------}
Procedure LoadCEL (FileName : string; ScrPtr : pointer);
{ This loads the cel 'filename' into the pointer scrptr }
var
Fil : file;
Buf : array [1..1024] of byte;
BlocksRead, Count : word;
begin
assign (Fil, FileName);
reset (Fil, 1);
BlockRead (Fil, Buf, 800); { Read and ignore the 800 byte header }
Count := 0; BlocksRead := $FFFF;
while (not eof (Fil)) and (BlocksRead <> 0) do begin
BlockRead (Fil, mem [seg (ScrPtr^): ofs (ScrPtr^) + Count], 1024, BlocksRead);
Count := Count + 1024;
end;
close (Fil);
end;


BEGIN
END.

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