06-04-2010, 05:35 PM
LCD play with this.
The question is, this doesn't do attributes right now. How would you want that handled?
1> Assume it's at the end of the data block? (So if you use putchars for one character, it's the 9th byte. For a 2X2 block, it's the 65th, 66th, 67th and 68th...
2> A separate putAttribs function that works the same way
3> Leave it up to the user to do print at y,x, over 1, paper x, ink y;"<space>"
Something else?
I haven't tested mine against yours, I'm just assuming because of code efficiency, this is faster screen handling.
Edit: See below for test results
Edit: Fixed a bug - in BLPutCharNextThird add HL,DE and POP DE were backwards. Thanks to Compiuter for reporting this.
Edit: Shaved a few clock cycles off the graphics printing, and added a paint sub
Edit: Added a paintData sub
The question is, this doesn't do attributes right now. How would you want that handled?
1> Assume it's at the end of the data block? (So if you use putchars for one character, it's the 9th byte. For a 2X2 block, it's the 65th, 66th, 67th and 68th...
2> A separate putAttribs function that works the same way
3> Leave it up to the user to do print at y,x, over 1, paper x, ink y;"<space>"
Something else?
I haven't tested mine against yours, I'm just assuming because of code efficiency, this is faster screen handling.
Edit: See below for test results
Edit: Fixed a bug - in BLPutCharNextThird add HL,DE and POP DE were backwards. Thanks to Compiuter for reporting this.
Edit: Shaved a few clock cycles off the graphics printing, and added a paint sub
Edit: Added a paintData sub
Code:
SUB paint (x as uByte,y as uByte, width as uByte, height as uByte, attribute as ubyte)
asm
ld a,(IX+7) ;ypos
rrca
rrca
rrca ; Multiply by 32
ld l,a ; Pass to L
and 3 ; Mask with 00000011
add a,88 ; 88 * 256 = 22528 - start of attributes. Change this if you are working with a buffer or somesuch.
ld h,a ; Put it in the High Byte
ld a,l ; We get y value *32
and 224 ; Mask with 11100000
ld l,a ; Put it in L
ld a,(IX+5) ; xpos
add a,l ; Add it to the Low byte
ld l,a ; Put it back in L, and we're done. HL=Address.
push HL ; save address
LD A, (IX+13) ; attribute
LD DE,32
LD c,(IX+11) ; height
BLPaintHeightLoop:
LD b,(IX+9) ; width
BLPaintWidthLoop:
LD (HL),a ; paint a character
INC L ; Move to the right (Note that we only would have to inc H if we are crossing from the right edge to the left, and we shouldn't be needing to do that)
DJNZ BLPaintWidthLoop
BLPaintWidthExitLoop:
POP HL ; recover our left edge
DEC C
JR Z, BLPaintHeightExitLoop
ADD HL,DE ; move 32 down
PUSH HL ; save it again
JP BLPaintHeightLoop
BLPaintHeightExitLoop:
end asm
END SUB
SUB paintData (x as uByte,y as uByte, width as uByte, height as uByte, address as uInteger)
asm
ld a,(IX+7) ;ypos
rrca
rrca
rrca ; Multiply by 32
ld l,a ; Pass to L
and 3 ; Mask with 00000011
add a,88 ; 88 * 256 = 22528 - start of attributes. Change this if you are working with a buffer or somesuch.
ld h,a ; Put it in the High Byte
ld a,l ; We get y value *32
and 224 ; Mask with 11100000
ld l,a ; Put it in L
ld a,(IX+5) ; xpos
add a,l ; Add it to the Low byte
ld l,a ; Put it back in L, and we're done. HL=Address.
push HL ; save address
LD D, (IX+13)
LD E, (IX+12)
LD c,(IX+11) ; height
BLPaintDataHeightLoop:
LD b,(IX+9) ; width
BLPaintDataWidthLoop:
LD a,(DE)
LD (HL),a ; paint a character
INC L ; Move to the right (Note that we only would have to inc H if we are crossing from the right edge to the left, and we shouldn't be needing to do that)
INC DE
DJNZ BLPaintDataWidthLoop
BLPaintDataWidthExitLoop:
POP HL ; recover our left edge
DEC C
JR Z, BLPaintDataHeightExitLoop
PUSH DE
LD DE,32
ADD HL,DE ; move 32 down
POP DE
PUSH HL ; save it again
JP BLPaintDataHeightLoop
BLPaintDataHeightExitLoop:
end asm
END SUB
SUB putChars(x as uByte,y as uByte, width as uByte, height as uByte, dataAddress as uInteger)
asm
BLPutChar:
LD a,(IX+5)
;AND 31
ld l,a
ld a,(IX+7) ; Y value
ld d,a
AND 24
add a,64 ; 256 byte "page" for screen - 256*64=16384. Change this if you are working with a screen address elsewhere, such as a buffer.
ld h,a
ld a,d
AND 7
rrca
rrca
rrca
OR l
ld l,a
PUSH HL ; save our address
LD E,(IX+12) ; data address
LD D,(IX+13)
LD B,(IX+9) ; width
PUSH BC ; save our column count
BLPutCharColumnLoop:
LD B,(IX+11) ; height
BLPutCharInColumnLoop:
; gets screen address in HL, and bytes address in DE. Copies the 8 bytes to the screen
ld a,(DE) ; First Row
LD (HL),a
INC DE
INC H
ld a,(DE)
LD (HL),a ; second Row
INC DE
INC H
ld a,(DE)
LD (HL),a ; Third Row
INC DE
INC H
ld a,(DE)
LD (HL),a ; Fourth Row
INC DE
INC H
ld a,(DE)
LD (HL),a ; Fifth Row
INC DE
INC H
ld a,(DE)
LD (HL),a ; Sixth Row
INC DE
INC H
ld a,(DE)
LD (HL),a ; Seventh Row
INC DE
INC H
ld a,(DE)
LD (HL),a ; Eigth Row
INC DE ; Move to next data item.
DEC B
JR Z,BLPutCharNextColumn
;The following code calculates the address of the next line down below current HL address.
PUSH DE ; save DE
ld a,l
and 224
cp 224
jp z,BLPutCharNextThird
BLPutCharSameThird:
ld de,-1760
;and a
add hl,de
POP DE ; get our data point back.
jp BLPutCharInColumnLoop
BLPutCharNextThird:
ld de,32
;and a
add hl,de
POP DE ; get our data point back.
JP BLPutCharInColumnLoop
BLPutCharNextColumn:
POP BC
POP HL
DEC B
JP Z, BLPutCharsEnd
INC L ; Note this would normally be Increase HL - but block painting should never need to increase H, since that would wrap around.
PUSH HL
PUSH BC
JP BLPutCharColumnLoop
BLPutCharsEnd:
end asm
END SUB
goto start
datapoint:
asm
defb 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32
defb 33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64
defb 65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96
defb 97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128
end asm
start:
cls
putChars(10,10,3,3,@datapoint)
paint(10,10,3,3,79)