User:Johnburger/Demo/User/Code
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< User:Johnburger | Demo
This code takes the starting parameters, as provided by the Executive, and works out how to behave.
- Save starting parameters into Data Segment.
- Point to the Top Left of Screen area.
- Is there room to draw a frame (larger than 2x2)? If so:
- Shrink the screen area by 2 in each direction.
- Call the
.Frame
routine. - Point inside the frame as the new Top Left corner.
- Work out the horizontal deltae, in both units (0 or 1) and screen offset (0 or 2). If the width is only 1 unit, there won't be any horizontal bouncing.
- Works out the vertical deltae, in both units (0 or 1) and screen offset (0 or Row). If the height is only 1 unit, there won't be any vertical bouncing.
- Set the start position to be 1,1. Can now do zero-checks when bouncing up or left.
- Start the loop:
- Remember the current screen pointer.
- Add the current horizontal deltae into X-Pos and screen pointer.
- Is it larger than width, or has it become zero (if negative deltae)? If so:
- Negate both deltae (change their sign/direction).
- Add deltae back into X-Pos and screen pointer.
- Twice.
- Add the current vertical deltae into Y-Pos and screen pointer.
- Is it larger than height, or has it become zero (if negative deltae)? If so:
- Negate both deltae (change their sign/direction).
- Add deltae back into Y-Pos and screen pointer.
- Twice.
- Is the new screen pointer the same as the remembered one?
- Yes: increment character at screen position to show something happened.
- No: Draw a space at the old position, and the defined ball character at the new position.
- Delay. This is one of the following techniques:
- Call
User.Halt
to perform aHLT
. This will pause the system until the next interrupt. - Call
User.Yield
to perform a Task Switch immediately. This will really move things along! - Load
User.Delay
intoECX
and perform aLOOP
. This is busy-waiting, but to a finely-tunable time.
- Call
Demo/User/Code.inc
; ; User/Code.inc ; ; This module defines the User code to bounce the ball. It: ; 1) Uses the initial register values to set up the Data; ; 2) Draws the Frame (assuming the defined Window is big enough); ; 3) Calculates the bounce parameters (room to move vertically or horizontally?) ; 4) Bounces the ball around (or only increments it if the Window is too small); ; Forever! ; ; Note that this code can easily write outside its Window - by using direct ; Screen access, it can poke anything anywhere. It could have been given a ; 'strip' of the Screen to access, by defining an LDT-local alias to that part ; of the screen comprising the strip. That wouldn't help accesses to the left ; or right of the Window, but it would detect other bugs! ; ; On entry: ; CS:EIP = User.Entry ; SS:ESP = Stack ; ES = Screen ; DS = User.Data ; EBX = Row pointer Delta ; CL = Width ; CH = Height ; DL = Left-most position ; DH = Top-most position SEGMENT User VSTART=0 ALIGN=16 User.ColouredBall EQU (User.BallColour << 8) | User.Ball User.Entry: CLD ; Work forwards MOV [User.Data.Row],EBX MOV [User.Data.Left],DX ; Left and Top MOV [User.Data.Width],CX ; Width and Height PUSH ES POP DS ; Don't need DS anymore MOV EBP,EBX ; Save this away ; Calculate Screen pointer MOV AL,DH ; Get Top MUL BL ; Multiply by row offset MOVZX EDI,AX ; Put into Screen ptr MOVZX EAX,DL ; Get Left LEA EDI,[EDI+EAX*2] ; Add Left into Screen ptr ; Check if Frame is needed CMP CL,2 ; Wide enough for frame? JBE .DeltaX ; Nope! CMP CH,2 ; Tall enough for frame? JBE .DeltaX ; Nope! ; Reduce dimensions, Draw Frame, and move inside MOV ESI,EDI ; Remember current screen ptr SUB CX,0202h ; Shrink both width and height CALL User.Frame ; Draw frame... LEA EDI,[ESI+EBP+2] ; ...and point inside it .DeltaX: ; Calculate DeltaX MOV BL,+1 ; Set DeltaX MOV ESI,2 ; Use this for DeltaX on pointer CMP CL,1 ; Too narrow? JA .DeltaY ; Nope! MOV BL,0 ; No DeltaX XOR ESI,ESI ; No DeltaX pointer .DeltaY: ; Calculate DeltaY MOV BH,+1 ; Set DeltaY ; MOV EBP,EBP ; Use this for DeltaY on pointer CMP CH,1 ; Too short? JA .Start ; Nope! MOV BH,0 ; No DeltaY XOR EBP,EBP ; No DeltaY pointer .Start: ; Now that all the maths is out of the way, I need the pos to be 1-relative (not ; 0-relative) MOV DH,1 ; Start Y MOV DL,1 ; Start X .Move: MOV EAX,EDI ; Remember old pointer .MoveH: ADD EDI,ESI ; Add in DeltaX pointer ADD DL,BL ; Add in DeltaX JZ .BounceH ; Underflow? CMP DL,CL ; No. Overflow? JBE .MoveV ; No. No bounce! .BounceH: NEG ESI ; Reverse DeltaX pointer NEG BL ; Reverse DeltaX LEA EDI,[EDI+ESI*2] ; Fix up pointer ADD DL,BL ; Fix up position ADD DL,BL ; And move correctly .MoveV: ADD EDI,EBP ; Add in DeltaY pointer ADD DH,BH ; Add in DeltaY JZ .BounceV ; Underflow? CMP DH,CH ; No. Overflow? JBE .Update ; No. No bounce! .BounceV: NEG EBP ; Reverse DeltaY pointer NEG BH ; Reverse DeltaY LEA EDI,[EDI+EBP*2] ; Fix up pointer ADD DH,BH ; Fix up position ADD DH,BH ; And move correctly .Update: CMP EDI,EAX ; After all that, did we move? JE .Increment ; Nope! Just increment. MOV BYTE [EAX],' ' ; Erase old ball MOV WORD [EDI],User.ColouredBall ; And write in new one JMP .Wait .Increment: INC BYTE [EDI] ; Increment screen position .Wait: ; HLT ; Illegal User-mode instruction! User.Halt ; So, use system-provided one ; User.Yield ; This has a different effect ; This is an alternative to using HLT ; PUSH ECX ; MOV ECX,User.Delay ; Wait for a little while ; LOOP $ ; About this long... ; POP ECX JMP .Move