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[/] [thor/] [trunk/] [software/] [source/] [video.asm] - Rev 34
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; ============================================================================
; __
; \\__/ o\ (C) 2015 Robert Finch, Stratford
; \ __ / All rights reserved.
; \/_// robfinch<remove>@finitron.ca
; ||
;
;
; This source file is free software: you can redistribute it and/or modify
; it under the terms of the GNU Lesser General Public License as published
; by the Free Software Foundation, either version 3 of the License, or
; (at your option) any later version.
;
; This source file is distributed in the hope that it will be useful,
; but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
; GNU General Public License for more details.
;
; You should have received a copy of the GNU General Public License
; along with this program. If not, see <http://www.gnu.org/licenses/>.
;
;
; Video BIOS routines don't touch the data segment. It is assumed that a
; different data segment will be is use for each text controller.
; ============================================================================
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
code
public VBClearScreen:
ldi r1,#' '
lh r2,NormAttr
andi r2,r2,#-1024
or r2,r2,r1
ldis lc,#SCRSZ-1
lh r1,Vidptr
; ldi r1,#TEXTSCR
stset.hi r2,hs:[r1]
rts
endpublic
public VBClearScreen2:
ldis lc,#SCRSZ-1
ldi r2,#' '|%000011000_111111111_00_00000000;
ldi r1,#TEXTSCR2
stset.hi r2,hs:[r1]
rts
endpublic
;------------------------------------------------------------------------------
; Scroll the screen upwards.
;------------------------------------------------------------------------------
VBScrollUp:
ScrollUp:
addui r31,r31,#-8
sws c1,[r31]
mov r1,r0
mov r2,r0
lcu r3,Textcols
lcu r4,Textrows
ldi r5,#1
bsr VBScrollWindowUp
addui r1,r4,#-1
bsr BlankLine
lws c1,[r31]
addui r31,r31,#8
rts
;------------------------------------------------------------------------------
; Blank out a line on the screen.
;
; Parameters:
; r1 = line number to blank
; Trashes:
; r2,r3,r4
;------------------------------------------------------------------------------
BlankLine:
lcu r2,Textcols
mulu r1,r1,r2
_4addu r3,r1,r0
lh r1,NormAttr
ori r1,r1,#$20
lh r4,Vidptr
.0001:
sh r1,[r4+r3]
addui r3,r3,#4
addui r2,r2,#-1
tst p0,r2
p0.ne br .0001
rts
;------------------------------------------------------------------------------
; Turn cursor on or off.
;------------------------------------------------------------------------------
VBCursorOn:
CursorOn:
addui r31,r31,#-16
sw r1,zs:8[r31]
sw r2,zs:[r31]
lh r2,Vidregs
ldi r1,#$40
sh r1,hs:32[r2]
ldi r1,#$1F
sh r1,hs:36[r2]
lw r2,zs:[r31]
lw r1,zs:8[r31]
addui r31,r31,#16
mov r6,r0
rts
VBCursorOff:
CursorOff:
addui r31,r31,#-16
sw r1,zs:8[r31]
sw r2,zs:[r31]
lh r2,Vidregs
ldi r1,#$20
sh r1,hs:32[r2]
mov r1,r0
sh r1,hs:36[r2]
lw r2,zs:[r31]
lw r1,zs:8[r31]
addui r31,r31,#16
mov r6,r0
rts
;------------------------------------------------------------------------------
; Get the number of text rows and columns from the video controller.
;------------------------------------------------------------------------------
GetTextRowscols:
lh r2,Vidregs
lvc r1,hs:0[r2]
sc r1,Textcols
lvc r1,hs:4[r2]
sc r1,Textrows
rts
;------------------------------------------------------------------------------
; Set cursor to home position.
;------------------------------------------------------------------------------
public HomeCursor:
sc r0,CursorX
sc r0,CursorY
endpublic
;------------------------------------------------------------------------------
; SyncVideoPos:
;
; Synchronize the absolute video position with the cursor co-ordinates.
; Does not modify any predicates. Leaf routine.
;------------------------------------------------------------------------------
SyncVideoPos:
addui r31,r31,#-32
sw r1,16[r31] ; save off some working regs
sw r2,8[r31]
sw r3,[r31]
sws hs,24[r31]
ldis hs,#$FFD00000
ldi r1,#5
sc r1,hs:LEDS
lc r2,CursorY
lc r3,Textcols
mulu r1,r2,r3
lc r2,CursorX
addu r1,r1,r2
sc r1,VideoPos
lh r3,Vidregs ; r3 = address of video registers
sh r1,hs:44[r3] ; Update the position in the text controller
lws hs,24[r31]
lw r3,[r31] ; restore the regs
lw r2,8[r31]
lw r1,16[r31]
addui r31,r31,#32
rts
;------------------------------------------------------------------------------
; Video BIOS
; Video Exception #10
;
; Parameters:
; r1 to r5 as needed
; r6 = Function
; Returns:
; r6 = 0 if everything ok, otherwise BIOS error code
;
; 0x02 = Set Cursor Position r1 = row, r2 = col
; 0x03 = Get Cursor position returns r1 = row, r2 = col
; 0x06 = Scroll Window up r1=left, r2=top, r3=right, r4=bottom, r5=#lines
; 0x0A = Display character at cursor position, r1 = char, r2 = # times
; 0x0E = Teletype output r1=char to display
; 0x14 = Display String r1 = pointer to string
; 0x15 = Display number r1 = number, r2 = # digits
; 0x17 = Display Word r1 as hex = word
; 0x18 = Display Half word as hex r1 = half word
; 0x19 = Display Charr char in hex r1 = char
; 0x1A = Display Byte in hex r1 = byte
; 0x20 = Convert ascii to screen r1 = char to convert
; 0x21 = Convert screen to ascii r1 = char to convert
; 0x22 = clear screen
; 0x23 = set attribute r1 = attribute
; 0x24 = turn cursor on
; 0x25 = turn cursor off
;------------------------------------------------------------------------------
MAX_VIDEO_BIOS_CALL = 0x25
code
align 2
VideoBIOS_FuncTable:
dc VBUnsupported ; 0x00
dc VBUnsupported
dc VBSetCursorPos ; 0x02
dc VBGetCursorPos ; 0x03
dc VBUnsupported
dc VBUnsupported
dc VBScrollWindowUp ; 0x06
dc VBUnsupported
dc VBUnsupported ; 0x08
dc VBUnsupported
dc VBDisplayCharRep
dc VBUnsupported
dc VBUnsupported
dc VBUnsupported
dc VBDisplayChar
dc VBUnsupported
dc VBUnsupported ; 0x10
dc VBUnsupported
dc VBUnsupported
dc VBUnsupported
dc VBDisplayString
dc PRTNUM
dc VBUnsupported
dc VBDispWord
dc VBDispHalf
dc VBDispCharr
dc VBDispByte
dc VBUnsupported
dc VBUnsupported
dc VBUnsupported
dc VBUnsupported
dc VBUnsupported
dc VBAsciiToScreen ; 0x20
dc VBScreenToAscii
dc VBClearScreen
dc VBSetNormAttribute
dc VBCursorOn
dc VBCursorOff ; 0x25
VideoBIOSCall:
addui r31,r31,#-16
sws c1,[r31]
sws hs,8[r31]
ldis hs,#$FFD00000
cmpi p0,r6,#MAX_VIDEO_BIOS_CALL
p0.ge br .badCallno
jci c1,cs:VideoBIOS_FuncTable[r6]
.0004:
; bsr UnlockVideoBIOS
lws c1,[r31]
lws hs,8[r31]
addui r31,r31,#16
rte
.badCallno:
ldi r2,#E_BadFuncno
br .0004
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
VBUnsupported:
ldi r2,#E_Unsupported
rts
VBSetCursorPos:
addui r31,r31,#-8
sws c1,[r31]
sc r1,CursorY
sc r2,CursorX
bsr SyncVideoPos
mov r6,r0
lws c1,[r31]
addui r31,r31,#8
rts
VBGetCursorPos:
lcu r1,CursorY
lcu r2,CursorX
mov r6,r0
rts
;------------------------------------------------------------------------------
; Set the attribute to use for subsequent video output.
;------------------------------------------------------------------------------
VBSetNormAttribute:
sh r1,NormAttr
mov r6,r0
rts
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
VBDisplayCharRep:
addui r31,r31,#-8
sws c1,[r31]
tst p0,r2 ; check if zero chars requested
p0.eq br .0002
addui r31,r31,#-16
sws c1,zs:[r31]
sws lc,zs:8[r31]
addui r2,r2,#-1
mtspr lc,r2 ; loop count is one less
addui r2,r2,#1 ; leaves r2 unchanged
.0001:
bsr VBDisplayChar
loop .0001
lws lc,zs:8[r31]
lws c1,zs:[r31]
addui r31,r31,#16
.0002:
lws c1,[r31]
addui r31,r31,#8
mov r6,r0
rts
;------------------------------------------------------------------------------
; Convert Ascii character to screen character.
;------------------------------------------------------------------------------
VBAsciiToScreen:
zxb r1,r1
cmp p0,r1,#' '
p0.le ori r1,r1,#$100
p0.le br .0003
cmp p0,r1,#$5B ; special test for [ ] characters
p0.eq br .0002
cmp p0,r1,#$5D
p0.eq br .0002
ori r1,r1,#$100
biti p0,r1,#$20 ; if bit 5 isn't set
p0.eq br .0003
biti p0,r1,#$40 ; or bit 6 isn't set
p0.ne andi r1,r1,#$19F
.0003:
mov r6,r0
rts
.0002:
andi r1,r1,#~$40
mov r6,r0
rts
;------------------------------------------------------------------------------
; Convert screen character to ascii character
;------------------------------------------------------------------------------
;
VBScreenToAscii:
zxb r1,r1
cmpi p0,r1,#$1B
p0.eq br .0004
cmpi p0,r1,#$1D
p0.eq br .0004
cmpi p0,r1,#27
p0.le addui r1,r1,#$60
mov r6,r0
rts
.0004:
ori r1,r1,#$40
mov r6,r0
rts
;------------------------------------------------------------------------------
; Display a string on the screen.
; Parameters:
; r1 = linear address pointer to string
;------------------------------------------------------------------------------
public VBDisplayString:
addui r31,r31,#-32
sws c1,[r31] ; save return address
sws lc,8[r31] ; save loop counter
sw r2,16[r31]
sws p0,24[r31]
ldis lc,#$FFF ; set max 4k
mov r2,r1
.0001:
lbu r1,zs:[r2]
tst p0,r1
p0.eq br .0002
bsr VBDisplayChar
addui r2,r2,#1
loop .0001
.0002:
lws c1,[r31] ; restore return address
lws lc,8[r31] ; restore loop counter
lw r2,16[r31]
lws p0,24[r31]
addui r31,r31,#32
mov r6,r0
rts
endpublic
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
VBDispWord:
addui r31,r31,#-8
sws c1,[r31]
roli r1,r1,#32
bsr VBDispHalf
roli r1,r1,#32
bsr VBDispHalf
lws c1,[r31]
addui r31,r31,#8
rts
VBDispHalf:
addui r31,r31,#-8
sws c1,[r31]
rori r1,r1,#16
bsr VBDispCharr
roli r1,r1,#16
bsr VBDispCharr
lws c1,[r31]
addui r31,r31,#8
rts
VBDispCharr:
addui r31,r31,#-8
sws c1,[r31]
rori r1,r1,#8
bsr VBDispByte
roli r1,r1,#8
bsr VBDispByte
lws c1,[r31]
addui r31,r31,#8
rts
VBDispByte:
addui r31,r31,#-8
sws c1,[r31]
rori r1,r1,#4
bsr VBDispNybble
roli r1,r1,#4
bsr VBDispNybble
lws c1,[r31]
addui r31,r31,#8
rts
VBDispNybble:
addui r31,r31,#-16
sws c1,[r31]
sw r1,8[r31]
andi r1,r1,#15
cmpi p0,r1,#10
p0.ge addui r1,r1,#7
ori r1,r1,#'0'
bsr VBDisplayChar
lws c1,[r31]
lw r1,8[r31]
addui r31,r31,#16
mov r6,r0
rts
;------------------------------------------------------------------------------
; 'PRTNUM' prints the 64 bit number in r1, leading blanks are added if
; needed to pad the number of spaces to the number in r2.
; However, if the number of digits is larger than the no. in
; r2, all digits are printed anyway. Negative sign is also
; printed and counted in, positive sign is not.
;
; r1 = number to print
; r2 = number of digits
; Register Usage
; r5 = number of padding spaces
;------------------------------------------------------------------------------
PRTNUM:
addui r31,r31,#-48
sws c1,zs:[r31]
sw r3,zs:8[r31]
sw r5,zs:16[r31]
sw r6,zs:24[r31]
sw r7,zs:32[r31]
lw r4,zs:40[r31]
ldi r7,#NUMWKA ; r7 = pointer to numeric work area
mov r6,r1 ; save number for later
mov r5,r2 ; r5 = min number of chars
tst p0,r1 ; is it negative? if not
p0.lt subu r1,r0,r1 ; else make it positive
p0.lt addui r5,r5,#-1 ; one less for width count
PN2:
ldi r3,#10
PN1:
divui r3,r1,#10 ; r3 = r1/10 divide by 10
mului r4,r3,#10
subu r2,r1,r4 ; r2 = r1 mod 10
mov r1,r3 ; r1 = r1 / 10
addui r2,r2,#'0' ; convert remainder to ascii
sb r2,[r7] ; and store in buffer
addui r7,r7,#1
addui r5,r5,#-1 ; decrement width
tst p0,r1
p0.ne br PN1
PN6:
tst p0,r5 ; test pad count, skip padding if not needed
p0.le br PN4
ldi r1,#' '
mov r2,r5
bsr VBDisplayCharRep ; display the required leading spaces
PN4:
tst p0,r6 ; is number negative?
p0.ge br PN5
ldi r1,#'-' ; if so, display the sign
bsr VBDisplayChar
PN5:
subui r7,r7,#1
lb r1,[r7] ; now unstack the digits and display
bsr VBDisplayChar
cmpi p0,r7,#NUMWKA
p0.gt br PN5
PNRET:
lws c1,zs:[r31]
lw r3,zs:8[r31]
lw r5,zs:16[r31]
lw r6,zs:24[r31]
lw r7,zs:32[r31]
lw r4,zs:40[r31]
addui r31,r31,#48
mov r6,r0
rts
;------------------------------------------------------------------------------
; Parameters:
; r1 = row
; r2 = col
; Returns:
; r1 = char+attrib
;------------------------------------------------------------------------------
VBGetCharAt:
lcu r3,Textcols
mulu r1,r1,r3
shli r1,r1,#2
_4addu r1,r2,r1
lhu r3,Vidptr
lhu r1,[r3+r1]
mov r6,r0
rts
;------------------------------------------------------------------------------
; Parameters:
; r1 = left
; r2 = top
; r3 = right
; r4 = bottom
;------------------------------------------------------------------------------
VBScrollWindowUp:
addui r31,r31,#-96
sw r1,[r31]
sw r2,8[r31]
sw r3,16[r31]
sw r4,24[r31]
sw r5,32[r31]
sw r7,48[r31]
sw r9,56[r31]
sw r10,64[r31]
sw r11,72[r31]
sw r12,80[r31]
sw r13,88[r31]
mov r7,r1 ; r7 = left
mov r6,r2
lhu r11,Vidptr
lcu r13,Textcols ; r13 = # cols
.next:
mulu r9,r2,r13 ; r9 = row offset
_4addu r9,r9,r0 ; r9 *= 4 for half-words
_4addu r9,r1,r9 ; r9 += col * 4
mulu r10,r13,r5 ; r10 = #lines to scroll * #cols
_4addu r10,r10,r9 ; r10 = 4* r10 + r9
lhu r12,[r11+r10] ; r12 = char+atrrib
sh r12,[r11+r9] ; mem = char + attrib
; Now increment the video position
addui r1,r1,#1
cmp p0,r1,r3 ; hit right edge ?
p0.eq mov r1,r7 ; if yes, reset back to left
p0.eq addui r2,r2,#1 ; and increment row
cmp p0,r2,r4 ; hit bottom ?
p0.ne br .next
lw r1,[r31]
lw r2,8[r31]
lw r3,16[r31]
lw r4,24[r31]
lw r5,32[r31]
lw r7,48[r31]
lw r9,56[r31]
lw r10,64[r31]
lw r11,72[r31]
lw r12,80[r31]
lw r13,88[r31]
addui r31,r31,#96
mov r6,r0
rts
;------------------------------------------------------------------------------
; Display a character on the screen device
;------------------------------------------------------------------------------
;
public VBDisplayChar:
addui r31,r31,#-56
sws c1,[r31]
sws pregs,8[r31]
sw r1,16[r31]
sw r2,24[r31]
sw r3,32[r31]
sw r4,40[r31]
sws hs,48[r31]
ldis hs,#$FFD00000
zxb r1,r1
lb r2,EscState
tst p0,r2
p0.lt br processEsc
cmpi p0,r1,#_BS
p0.eq br doBackSpace
cmpi p0,r1,#$91 ; cursor right
p0.eq br doCursorRight
cmpi p0,r1,#$93 ; cursor left
p0.eq br doCursorLeft
cmpi p0,r1,#$90 ; cursor up
p0.eq br doCursorUp
cmpi p0,r1,#$92 ; cursor down
p0.eq br doCursorDown
cmpi p0,r1,#$99 ; delete
p0.eq br doDelete
cmpi p0,r1,#CR
p0.eq br doCR
cmpi p0,r1,#LF
p0.eq br doLF
cmpi p0,r1,#$94 ; cursor home
p0.eq br doCursorHome
cmpi p0,r1,#ESC
p0.ne br _0003
ldi r1,#1
sb r1,EscState
exitDC:
lws c1,[r31]
lws pregs,8[r31]
lw r1,16[r31]
lw r2,24[r31]
lw r3,32[r31]
lw r4,40[r31]
lws hs,48[r31]
addui r31,r31,#56
mov r6,r0
rts
_0003:
andi r1,r1,#$7F
bsr VBAsciiToScreen
lhu r2,NormAttr
andi r2,r2,#-1024
or r1,r1,r2
lcu r3,VideoPos
lhu r2,Vidptr
sh r1,hs:[r2+r3*4]
lcu r1,CursorX
addui r1,r1,#1
lcu r2,Textcols
cmp p0,r1,r2
p0.ltu br .0001
sc r0,CursorX
lcu r1,CursorY
addui r1,r1,#1
lcu r2,Textrows
cmp p0,r1,r2
p0.ltu sc r1,CursorY
p0.ltu bsr SyncVideoPos ; wont affect p0
p0.ltu br exitDC
bsr SyncVideoPos
bsr ScrollUp
br exitDC
.0001:
sc r1,CursorX
bsr SyncVideoPos
br exitDC
doCR:
sc r0,CursorX
bsr SyncVideoPos
br exitDC
doLF:
lcu r1,CursorY
addui r1,r1,#1
lcu r2,Textrows
cmp p1,r1,r2
p1.ge bsr ScrollUp
p1.ge br exitDC
sc r1,CursorY
bsr SyncVideoPos
br exitDC
processEsc:
ldi r4,#22
sc r4,hs:LEDS
lb r2,EscState
cmpi p0,r2,#-1
p0.ne br .0006
cmpi p0,r1,#'T' ; clear to EOL
p0.ne br .0003
lcu r3,VideoPos
lcu r2,CursorX
addui r2,r2,#1
.0001:
lcu r1,Textcols
cmp p0,r2,r1
p0.ge br .0002
ldi r1,#' '
lhu r4,NormAttr
or r1,r1,r4
lhu r4,Vidptr
sh r1,hs:[r4+r3*4]
addui r2,r2,#1
addui r3,r3,#1
br .0001
.0002:
sb r0,EscState
br exitDC
.0003:
cmpi p0,r1,#'W'
p0.eq sb r0,EscState
p0.eq br doDelete
cmpi p0,r1,#'`'
p0.eq ldi r1,#-2
p0.eq sb r1,EscState
p0.eq br exitDC
cmp p0,r1,#'('
p0.eq ldi r1,#-3
p0.eq sb r1,EscState
p0.eq br exitDC
.0008:
sb r0,EscState
br exitDC
.0006:
cmpi p0,r2,#-2
p0.ne br .0007
sb r0,EscState
cmpi p0,r1,#'1'
p0.eq bsr CursorOn
p0.eq br exitDC
cmpi p0,r1,#'0'
p0.eq bsr CursorOff
br exitDC
.0007:
cmpi p0,r2,#-3
p0.ne br .0009
cmpi p0,r1,#ESC
p0.ne br .0008
ldi r1,#-4
sb r1,EscState
br exitDC
.0009:
cmpi p0,r2,#-4
p0.ne br .0010
cmpi p0,r1,#'G'
p0.ne br .0008
ldi r1,#-5
sb r1,EscState
br exitDC
.0010:
cmpi p0,r2,#-5
p0.ne br .0008
sb r0,EscState
cmpi p0,r1,#'4'
p0.ne br .0011
lhu r1,NormAttr
mov r2,r1
shli r1,r1,#9
andi r1,r1,#%111111111_000000000_00_00000000
shrui r2,r2,#9
andi r2,r2,#%000000000_111111111_00_00000000
or r1,r1,r2
sh r1,NormAttr
br exitDC
.0011:
cmpi p0,r1,#'0'
p0.ne br .0012
; Light grey on dark grey
ldi r1,#%001001001_011011011_00_00000000
sh r1,NormAttr
br exitDC
.0012:
; Light grey on dark grey
ldi r1,#%001001001_011011011_00_00000000
sh r1,NormAttr
br exitDC
doBackSpace:
ldi r4,#23
sc r4,hs:LEDS
lc r2,CursorX
tst p0,r2
p0.eq br exitDC ; Can't backspace anymore
lcu r3,VideoPos
.0002:
lh r4,Vidptr
lh r1,hs:[r4+r3*4]
addui r3,r3,#-1
sh r1,hs:[r4+r3*4]
addui r3,r3,#2
lc r4,Textcols
addui r2,r2,#1
cmp p0,r2,r4
p0.ne br .0002
.0003:
ldi r1,#' '
lh r4,NormAttr
or r1,r1,r4
lh r4,Vidptr
sh r1,hs:[r4+r3*4]
inc CursorX,#-1
bsr SyncVideoPos
br exitDC
; Deleting a character does not change the video position so there's no need
; to resynchronize it.
doDelete:
lc r2,CursorX
lh r3,VideoPos
.0002:
addui r2,r2,#1
lc r4,Textcols
cmp p0,r2,r4
p0.ge br .0001
addui r2,r2,#-1
addui r3,r3,#1
lh r4,Vidptr
lh r1,hs:[r4+r3*4]
addui r3,r3,#-1
sh r1,hs:[r4+r3*4]
addui r3,r3,#1
addui r2,r2,#1
br .0002
.0001:
ldi r1,#' '
lhu r2,NormAttr
or r1,r1,r2
lhu r4,Vidptr
sh r1,hs:[r4+r3*4]
br exitDC
doCursorHome:
lcu r1,CursorX
tst p0,r1
p0.eq br doCursor1
sc r0,CursorX
bsr SyncVideoPos
br exitDC
doCursorRight:
lcu r1,CursorX
addui r1,r1,#1
lcu r2,Textcols
cmp p0,r1,r2
p0.ge br exitDC
doCursor2:
sc r1,CursorX
bsr SyncVideoPos
br exitDC
doCursorLeft:
lcu r1,CursorX
tst p0,r1
p0.eq br exitDC
addui r1,r1,#-1
br doCursor2
doCursorUp:
lcu r1,CursorY
tst p0,r1
p0.eq br exitDC
addui r1,r1,#-1
br doCursor1
doCursorDown:
lcu r1,CursorY
addui r1,r1,#1
lcu r2,Textrows
cmp p0,r1,r2
p0.ge br exitDC
doCursor1:
sc r1,CursorY
bsr SyncVideoPos
br exitDC
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
public VideoInit:
ldi r1,#84
sc r1,Textcols
ldi r1,#31
sc r1,Textrows
ldi r1,#%011000000_111111111_00_00000000
sh r1,NormAttr
ldi r1,#TEXTREG
sh r1,Vidregs
ldi r1,#TEXTSCR
sh r1,Vidptr
ldi r2,#TC1InitData
ldis lc,#11 ; initialize loop counter ( one less)
lhu r3,Vidregs
.0001:
lvh r1,cs:[r2]
sh r1,hs:[r3]
addui r2,r2,#4
addui r3,r3,#4
loop .0001
mov r6,r0
rts
endpublic
;------------------------------------------------------------------------------
; Initialize the second video controller.
; Meant to be called with a different data segment.
;------------------------------------------------------------------------------
public VideoInit2:
ldi r1,#84
sc r1,Textcols
ldi r1,#31
sc r1,Textrows
ldi r1,#%000011000_111111111_00_00000000
sh r1,NormAttr
ldi r1,#TEXTREG2
sh r1,Vidregs
ldi r1,#TEXTSCR2
sh r1,Vidptr
ldi r2,#TC2InitData
ldis lc,#11 ; initialize loop counter ( one less)
lhu r3,Vidregs
.0001:
lvh r1,cs:[r2]
sh r1,hs:[r3]
addui r2,r2,#4
addui r3,r3,#4
loop .0001
mov r6,r0
rts
endpublic
;------------------------------------------------------------------------------
; Text controller initialization data.
;------------------------------------------------------------------------------
align 4
TC1InitData:
dc 84 ; #columns
dc 3 ; #char out delay
dc 31 ; #rows
dc 0
dc 84 ; window left
dc 0
dc 17 ; window top
dc 0
dc 7 ; max scan line
dc 0
dc $21 ; pixel size (hhhhvvvv)
dc 0
dc 0 ; not used
dc 0
dc $1FF ; transparent color
dc 0
dc $40 ; cursor blink, start line
dc 0
dc 31 ; cursor end
dc 0
dc 0 ; start address
dc 0
dc 0 ; cursor position
dc 0
align 4
TC2InitData:
dc 84
dc 3
dc 31
dc 0
dc 676
dc 0
dc 64 ; window top
dc 0
dc 7
dc 0
dc $10
dc 0
dc 0
dc 0
dc $1FF
dc 0
dc $40
dc 0
dc 31
dc 0
dc 0
dc 0
dc 0
dc 0
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