Difference between revisions of "Programming:Next / previous line calculation"
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call SCR_NEXT_LINE | call SCR_NEXT_LINE | ||
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+ | |||
+ | ACTUAL #BC26 ROUTINE FOLLOWS: | ||
+ | |||
+ | ld a,h:add #08:ld h,a:and #38:ret nz | ||
+ | ld a,h:sub #40:ld h,a:ld a,l:add reg1*2:ld l,a:ret nc ;reg1= CRTC reg.1 value | ||
+ | inc h:ld a,h:and #07:ret nz | ||
+ | ld a,h:sub #08:ld h,a:ret | ||
+ | |||
+ | |||
</pre> | </pre> | ||
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call SCR_PREV_LINE | call SCR_PREV_LINE | ||
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+ | |||
+ | ACTUAL #BC29 ROUTINE FOLLOWS: | ||
+ | |||
+ | ld a,h:sub #08:ld h,a:and #38:cp #38:ret nz | ||
+ | ld a,h:add #40:ld h,a:ld a,l:sub reg1*2:ld l,a:ret nc ; reg1= CRTC reg.1 value | ||
+ | ld a,h:dec h:and #07:ret nz | ||
+ | ld a,h:add #08:ld h,a:ret | ||
+ | |||
</pre> | </pre> | ||
+ | |||
+ | |||
+ | |||
+ | = Fastest way to print a character in Mode 2 = | ||
+ | |||
+ | |||
+ | '''Input:''' HL=Address of sprite/char.data DE=screen address (works for every first line of screen !! For example: &C000, &C050, &C0A0 etc..) | ||
+ | |||
+ | '''Destroyed:''' AF, C | ||
+ | |||
+ | '''Unchanged:''' DE returns to its input value (through C register) | ||
+ | |||
+ | ''''If HL is not page aligned, INC HL must be used instead of INC L (1 NOP SLOWER!) | ||
+ | |||
+ | |||
+ | <pre> | ||
+ | ld c,d | ||
+ | ld a,(hl):ld(de),a:inc l:set 3,d | ||
+ | ld a,(hl):ld(de),a:inc l:ld d,c:set 4,d | ||
+ | ld a,(hl):ld(de),a:inc l:set 3,d | ||
+ | ld a,(hl):ld(de),a:inc l:ld d,c:set 5,d | ||
+ | ld a,(hl):ld(de),a:inc l:set 3,d | ||
+ | ld a,(hl):ld(de),a:inc l:set 4,d:res 3,d | ||
+ | ld a,(hl):ld(de),a:inc l:set 3,d | ||
+ | ld a,(hl):ld(de),a | ||
+ | ld d,c | ||
+ | |||
+ | </pre> | ||
+ | |||
+ | |||
[[Category:Programming]] | [[Category:Programming]] |
Latest revision as of 06:11, 16 January 2016
Contents
Next line
This routines calculate the next line from the given address.
Firmware
Input: HL=Address
Output: HL=Address of the next line
Destroyed: AF
SCR_NEXT_LINE equ #BC26 call SCR_NEXT_LINE ACTUAL #BC26 ROUTINE FOLLOWS: ld a,h:add #08:ld h,a:and #38:ret nz ld a,h:sub #40:ld h,a:ld a,l:add reg1*2:ld l,a:ret nc ;reg1= CRTC reg.1 value inc h:ld a,h:and #07:ret nz ld a,h:sub #08:ld h,a:ret
Without Firmware
Input: HL=Address
Output: HL=Address of the next line
Destroyed: AF,BC
; Richard Fairhurst ; October 1997 ; ;*** Next line down from HL *** .nline ld a,8 add h ld h,a ret nc ld bc,#c050 add hl,bc ret
Previous line
This routines calculate the previous line from the given address.
Firmware
Input: HL=Address
Output: HL=Address of the previous line
Destroyed: AF
SCR_PREV_LINE equ #BC29 call SCR_PREV_LINE ACTUAL #BC29 ROUTINE FOLLOWS: ld a,h:sub #08:ld h,a:and #38:cp #38:ret nz ld a,h:add #40:ld h,a:ld a,l:sub reg1*2:ld l,a:ret nc ; reg1= CRTC reg.1 value ld a,h:dec h:and #07:ret nz ld a,h:add #08:ld h,a:ret
Fastest way to print a character in Mode 2
Input: HL=Address of sprite/char.data DE=screen address (works for every first line of screen !! For example: &C000, &C050, &C0A0 etc..)
Destroyed: AF, C
Unchanged: DE returns to its input value (through C register)
'If HL is not page aligned, INC HL must be used instead of INC L (1 NOP SLOWER!)
ld c,d ld a,(hl):ld(de),a:inc l:set 3,d ld a,(hl):ld(de),a:inc l:ld d,c:set 4,d ld a,(hl):ld(de),a:inc l:set 3,d ld a,(hl):ld(de),a:inc l:ld d,c:set 5,d ld a,(hl):ld(de),a:inc l:set 3,d ld a,(hl):ld(de),a:inc l:set 4,d:res 3,d ld a,(hl):ld(de),a:inc l:set 3,d ld a,(hl):ld(de),a ld d,c