Difference between revisions of "ACU March 1985 - Type-ins"
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=Screen Dump (Epson)= | =Screen Dump (Epson)= | ||
− | + | DMPEPSON.ASM contains the Z80 assembler code for the "Events & Screen Dumps" article.<br/> | |
− | + | DMPLIST2.BAS and DMPLIST4.BAS contain the related BASIC code.<br/> | |
See Amstrad Computer User, March 1985, page 90 for more details. | See Amstrad Computer User, March 1985, page 90 for more details. | ||
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=Sum Numbers= | =Sum Numbers= |
Revision as of 09:43, 31 July 2009
Return to ACU Type-Ins
Contents
- 1 Downloads
- 2 Cover Image
- 3 Boolean operations demonstration
- 4 Electric Eddy
- 5 Electric Fencing
- 6 Flashman
- 7 Jeremy Vine's music routine
- 8 Machine code fill routine and demonstration
- 9 Manipulating the Amstrad CPC464 Screen Display
- 10 Number Sort routine
- 11 Prime Numbers (1)
- 12 Prime Numbers (2)
- 13 Screen Dump (DMP1)
- 14 Screen Dump (Epson)
- 15 Sum Numbers
- 16 Trench
- 17 Unerase
Downloads
Cover Image
Boolean operations demonstration
Electric Eddy
Electric Fencing
Flashman
Jeremy Vine's music routine
Machine code fill routine and demonstration
Manipulating the Amstrad CPC464 Screen Display
The Z80 assembler code for the "Manipulating the Amstrad CPC464 Screen Display" article.
See Amstrad Computer User, March 1985, page 103 for more details.
ORG &8000 .start LD HL,XXXX ; address of top left corner of area LD DE,XXXX ; address of store area LD B,8 .loop1 PUSH BC PUSH HL LD B,8 ; number of horizontal lines .loop2 LD A,(HL) LD (DE),A INC DE INC HL DJNZ loop2 POP HL LD BC,&0000 ; add &0800 to screen address ADD HL,BC JR NC,loopend ; jump if total not more than &FFFF LD BC,&3FB0 AND A ; else subtract &3FB0 SBC HL,BC .loopend POP BC DJNZ loop1 RET
Routine 2
ORG &4000 .pixstr DEFB 0 .start LD HL,&C000 ; Address of top-left corner of screen LD E,&88 ; mask for left-most pixel in byte LD B,200 ; number of pixel lies in screen .loop1 PUSH BC PUSH HL ; save address of first byte on stack LD A,(HL) ; get first screen byte AND E ; mask off all pixels except left-most LD (pixstr),A ; store pixel for later CPL AND (HL) ; blank out pixel LD (HL),A ; update screen RLC (HL) ; rotate screen byte left LD B,79 ; number of bytes in line minus one .loop2 INC HL ; next byte LD A,(HL) AND E ; mask off all pixels except left-most LD D,A ; save pixel for later CPL AND (HL) ; blank out pixel LD (HL),A ; update screen RLC (HL) ; rotate screen byte left LD A,D ; recover pixel .loop3 RRC E ; rotate mask right one bit JR C,out1 ; jump out when mask bit rotates out SRL A ; else shift pixel right JR loop3 ; and repeat .out1 DEC HL ; back to previous byte OR (HL) LD (HL),A ; insert pixel into screen byte INC HL ; restore screen address DJNZ loop2 ; jump back unless finished with line LD A,(pixstr) ; recall stored pixel .loop4 RRC E ; rotate mask right one bit JR C,out2 ; jump out when mask bit rotates out SRL A ; else shift pixel right JR loop4 ; and repeat .out2 OR (HL) LD (HL),A ; insert pixel into screen byte POP HL LD BC,&0800 ADD HL,BC ; next line down JR NC,end ; jump if total not greater than &FFFF AND A LD BC,&3FB0 SBC HL,BC ; else subtract &3FB0 .end POP BC DJNZ loop1 ; jump back unless finished RET
Routine 3
ORG &4000 .pixstr DEFB 0 .start LD HL,&C04F ; Address of top-left corner of screen LD E,&11 ; mask for left-most pixel in byte LD B,200 ; number of pixel lies in screen .loop1 PUSH BC PUSH HL ; save address of first byte on stack LD A,(HL) ; get first screen byte AND E ; mask off all pixels except left-most LD (pixstr),A ; store pixel for later CPL AND (HL) ; blank out pixel LD (HL),A ; update screen RRC (HL) ; rotate screen byte left LD B,79 ; number of bytes in line minus one .loop2 DEC HL ; next byte LD A,(HL) AND E ; mask off all pixels except left-most LD D,A ; save pixel for later CPL AND (HL) ; blank out pixel LD (HL),A ; update screen RRC (HL) ; rotate screen byte left LD A,D ; recover pixel .loop3 RLC E ; rotate mask right one bit JR C,out1 ; jump out when mask bit rotates out SLA A ; else shift pixel right JR loop3 ; and repeat .out1 INC HL ; back to previous byte OR (HL) LD (HL),A ; insert pixel into screen byte DEC HL ; restore screen address DJNZ loop2 ; jump back unless finished with line LD A,(pixstr) ; recall stored pixel .loop4 RLC E ; rotate mask right one bit JR C,out2 ; jump out when mask bit rotates out SLA A ; else shift pixel right JR loop4 ; and repeat .out2 OR (HL) LD (HL),A ; insert pixel into screen byte POP HL LD BC,&0800 ADD HL,BC ; next line down JR NC,end ; jump if total not greater than &FFFF AND A LD BC,&3FB0 SBC HL,BC ; else subtract &3FB0 .end POP BC DJNZ loop1 ; jump back unless finished RET
Routine 4
ORG &4000 .start LD HL,&C000 ; top left corner of screen address LD B,200 ; number of pixel lines .loop1 PUSH BC PUSH HL ; save line start address on stack XOR A ; zero accumulator and clear carry flag LD B,80 ; number of bytes in line .loop2 RR (HL) ; rotate right, carry to d7, d0 to array INC HL ; next byte DJNZ loop2 ; loop until finished with line POP HL ; recover address of first byte in line RRA ; rotate last bit from carry into A OR (HL) LD (HL),A ; insert pixel into first byte LD BC,&0800 ADD HL,BC ; next pixel line JR NC,end ; jump if total not greater than &FFFF AND A LD BC,&3FB0 SBC HL,BC ; else subtract &3FB0 .end POP BC DJNZ loop1 ; loop unless finished RET
Routine 5
ORG &4000 .start LD HL,&C04F ; top left corner of screen address LD B,200 ; number of pixel lines .loop1 PUSH BC PUSH HL ; save line start address on stack XOR A ; zero accumulator and clear carry flag LD B,80 ; number of bytes in line .loop2 RL (HL) ; rotate right, carry to d7, d0 to array DEC HL ; next byte DJNZ loop2 ; loop until finished with line POP HL ; recover address of first byte in line RLA ; rotate last bit from carry into A OR (HL) LD (HL),A ; insert pixel into first byte LD BC,&0800 ADD HL,BC ; next pixel line JR NC,end ; jump if total not greater than &FFFF AND A LD BC,&3FB0 SBC HL,BC ; else subtract &3FB0 .end POP BC DJNZ loop1 ; loop unless finished RET
Number Sort routine
Prime Numbers (1)
Prime Numbers (2)
Screen Dump (DMP1)
DMPDMP1.ASM contains the Z80 assembler code for the "Events & Screen Dumps" article.
DMPLIST2.BAS and DMPLIST4.BAS contain the related BASIC code.
See Amstrad Computer User, March 1985, page 90 for more details.
Screen Dump (Epson)
DMPEPSON.ASM contains the Z80 assembler code for the "Events & Screen Dumps" article.
DMPLIST2.BAS and DMPLIST4.BAS contain the related BASIC code.
See Amstrad Computer User, March 1985, page 90 for more details.
Sum Numbers
Trench
Unerase
The Z80 assembler code for David Link's Unerase program.
See Amstrad Computer User, March 1985, page 40 for more details.
; Unerase a file in CP/M - 04/11/84 ; Copyright David Link 1984 ; A program to unerase a file that has been accidentally ; erased. Should be used immediately after erasing the ; file since if user later, some blocks may have been re-used. ; Format is - UNERA filename DEFCB EQU &5C fnamelen EQU 8 extlen EQU 3 extent EQU 12 dirlen EQU 32 ; CP/M BDOS call numbers OPEN EQU 15 CLOSE EQU 16 SEARCH EQU 17 SRCH_AGAIN EQU 18 MAKE EQU 22 SETDMA EQU 26 ; Default workspace for file reads tbuff EQU 128 ; Macro to call CP/M setting DE and C DOS MAC LD DE,=0 LD C,=1 CALL Dos ENDM ; Macro to call CP/M setting C. SDOS MAC LD C,=0 CALL Dos ENDM ; COM files begin at &100 ORG &100 LD SP,(6) ; set stack to top of TPA DOS DEFCB,SEARCH ; Does file exist? INC A JP NZ,0 ; File exists, return to CCP LD HL,FCBSPACE ; Initialise pointer to current FCB LD (FCBPTR),HL DOS tbuff,SETDMA ; set disc I/O to tbuff DOS DUMFCB,SEARCH ; and search for the first entry in directory More_Search INC A JR Z,End_of_Directory ; No more entries ; Compare found filename with the required filename Continue DEC A ; adjust because we INCed it ADD A,A ; multiply by dirlen to get postion ADD A,A ; of entry in catalogue ADD A,A ADD A,A ADD A,A LD D,0 LD E,A LD HL,tbuff ; point to found file ADD HL,DE Again PUSH HL ; and compare it with required filename INC HL LD B,fnamelen+extlen ; both name and type (8, name : 3, type) LD DE,DEFCB+1 ; filename starts at FCB + 1 Match LD A,(DE) LD C,(HL) RES 7,C ; some CP/Ms set bits on filename CP C ; so make sure top bit is reset for comparison INC HL INC DE JR NZ,NoMatch ; not this one DJNZ Match ; good so far... keep going ; Match found POP HL ; filename match, but... PUSH HL LD A,(HL) ; ... is it erased? CP &E5 ; e% in first byte of directory = erased JR NZ,NoMatch ; not erased... so search some more LD (HL),0 ; it was erased, so unerase it LD DE,(FCBPTR) ; and store the FCB information in LD BC,dirlen ; our temporary table LDIR LD (FCBPTR),DE ; updating our table pointer afterwards ; Search for another entry NoMatch POP HL DOS DUMFCB,SRCH_AGAIN ; search for next entry in directory JR More_Search ; we have now exhausted the directory search and built ; up our table of directory entries for the required file End_of_Dir LD DE,FCBSPACE ; start processing table of matched ; directory entries MAIN_LOOP LD HL,(FCBPTR) ; have we reached end of table? OR A SBC HL,DE JP Z,0 ; finished, so return PUSH DE ; save table pointer LD HL,extent ; address extent byte ADD HL,DE LD A,(HL) ; make an extent of new, LD (DEFCB+extent),a ; unerased file... DOS DEFCB,MAKE POP DE ; recover pointer to FCB... SDOS CLOSE ; and close it LD HL,dirlen ADD HL,DE ; have we reached end of table? EX DE,HL JR MAIN_LOOP Dos PUSH HL PUSH DE PUSH BC CALL 5 POP BC POP DE POP HL RET FCBPTR DEFS 2 DUMFCB DEFM "????????????" DEFW 0,0 DEFS 16 DEFW 0,0 FCBSPACE EQU $