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scroll.bas
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1044 lines (922 loc) · 21.9 KB
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' ----------------------------------------------------------------
' This file is released under the MIT License
'
' Copyleft (k) 2008, 2025
' by Jose Rodriguez-Rosa (a.k.a. Boriel) <http://www.boriel.com>
' and Conrado Badenas <conbamen@gmail.com>
'
' Use this file as a template to develop your own library file
' ----------------------------------------------------------------
#ifndef __LIBRARY_SCROLL__
REM Avoid recursive / multiple inclusion
#define __LIBRARY_SCROLL__
#pragma push(case_insensitive)
#pragma case_insensitive = True
' ----------------------------------------------------------------
' sub ScrollRight
' pixel by pixel right scroll
' scrolls 1 pixel right the window defined by (x1, y1, x2, y2)
' ----------------------------------------------------------------
sub fastcall ScrollRight(x1 as uByte, y1 as uByte, x2 as Ubyte, y2 as Ubyte)
asm
push namespace core
PROC
LOCAL LOOP1, LOOP2, MASK1, MASK2, COLUMNN, NEQ1
LOCAL AND1, AND2, AND3, AND4, AND5, AND6, AND7, AND8
; Read parameters, return if they are bad
; a = x1
pop hl ; RET address
pop bc ; b = y1
pop de ; d = x2
ex (sp), hl ; h = y2, (sp) = RET address. Stack ok now
ld c, a ; BC = y1x1
ld a, d
sub c
ret c ; x1 > x2
ld a, h
sub b
ret c ; y1 > y2
; Compute height and masks
inc a
ld e, a ; e = y2 - y1 + 1
ld a,c ;e.g. x1 = 3, mask1 = %11100000, CPL = %00011111
and 7
inc a
ld b,a ;B = 1 + (x1 MOD 8) = 1,2,...,8 for x1 = 0,1,...,7 + 8*n
xor a
MASK1:
rra
scf ;inject B-1 1s from the left
djnz MASK1
ld (AND1+1),a ;e.g. %11100000
ld (AND5+1),a
cpl
ld (AND2+1),a ;e.g. %00011111
ld (AND7+1),a
ld a,d ;e.g. x2 = 5, mask2 = %11111100, CPL = %00000011
and 7
inc a
ld b,a ;B = 1 + (x2 MOD 8) = 1,2,...,8 for x2 = 0,1,...,7 + 8*n
xor a
MASK2:
scf ;inject B 1s from the left
rra
djnz MASK2
ld (AND4+1),a ;e.g. %11111100
ld (AND8+1),a
cpl
ld (AND3+1),a ;e.g. %00000011
ld (AND6+1),a
; Compute Ncols and Display File address, and choose branch
ld a,c ;x1
and %11111000
rrca
rrca
rrca
ld b,a ;col1
ld a,d ;x2
and %11111000
rrca
rrca
rrca ;col2
sub b ;A = Ncols - 1 = col2 - col1
ex af,af' ;save Ncols-1 and ZeroFlag
ld b, h ; BC = y2x1
ld a, 191
call 22ACh ; 2 bytes after the 'PIXEL ADDRESS' subroutine, because
; https://skoolkid.github.io/rom/asm/22AA.html starts with LD A,175
res 6, h ; Starts from 0
ld bc, (SCREEN_ADDR)
add hl, bc ; Now current offset
ex af,af' ;load Ncols-1 and ZeroFlag
jr z,NEQ1
; N > 1 (there are 2 or more columns)
dec a ;A = Ncols - 2
ld d,a ;D = N-2
LOOP1:
push hl
; Scroll column 1
ld a,(hl)
AND1:
and %11100000 ;e.g. x1 = 3
ld c,a ;get out-window part of byte
ld a,(hl)
AND2:
and %00011111 ;e.g. x1 = 3
rra ;scroll in-window part of byte
rl b ;CF is stored as bit0 of B
or c ;put out-window part of byte
ld (hl),a
inc hl
; Scroll columns 2,3,...,N-1
ld a,d ;N-2
and a ;A=0 iff N=2
jr z,COLUMNN
rr b ;CF is on stage
ld b,a
LOOP2:
rr (hl)
inc hl
djnz LOOP2
rl b ;CF is stored as bit0 of B
; Scroll column N
COLUMNN:
ld a,(hl)
AND3:
and %00000011 ;e.g. x2 = 5
ld c,a ;get out-window part of byte
ld a,(hl)
rr b ;CF is on stage
rra ;scroll in-window part of byte
AND4:
and %11111100 ;e.g. x2 = 5
or c ;put out-window part of byte
ld (hl),a
; Scroll another line
pop hl
dec e
ret z
call SP.PixelDown
jp LOOP1
; N = 1 (there is only one column)
NEQ1:
ld b,(hl)
ld a,b
AND5:
and %11100000 ;e.g. x1 = 3
ld c,a
ld a,b
AND6:
and %00000011 ;e.g. x2 = 5
or c
ld c,a ;get out-window part of byte
ld a,b
AND7:
and %00011111 ;e.g. x1 = 3
rra ;scroll in-window part of byte
AND8:
and %11111100 ;e.g. x2 = 5
or c ;put out-window part of byte
ld (hl),a
; Scroll another line
dec e
ret z
call SP.PixelDown
jp NEQ1
ENDP
pop namespace
end asm
end sub
' ----------------------------------------------------------------
' sub ScrollLeft
' pixel by pixel left scroll
' scrolls 1 pixel left the window defined by (x1, y1, x2, y2)
' ----------------------------------------------------------------
sub fastcall ScrollLeft(x1 as uByte, y1 as uByte, x2 as Ubyte, y2 as Ubyte)
asm
push namespace core
PROC
LOCAL LOOP1, LOOP2, MASK1, MASK2, COLUMN1, NEQ1
LOCAL AND1, AND2, AND3, AND4, AND5, AND6, AND7, AND8
; Read parameters, return if they are bad
; a = x1
pop hl ; RET address
pop bc ; b = y1
pop de ; d = x2
ex (sp), hl ; h = y2, (sp) = RET address. Stack ok now
ld c, a ; BC = y1x1
ld a, d
sub c
ret c ; x1 > x2
ld a, h
sub b
ret c ; y1 > y2
; Compute height and masks
inc a
ld e, a ; e = y2 - y1 + 1
ld a,c ;e.g. x1 = 3, mask1 = %11100000, CPL = %00011111
and 7
inc a
ld b,a ;B = 1 + (x1 MOD 8) = 1,2,...,8 for x1 = 0,1,...,7 + 8*n
xor a
MASK1:
rra
scf ;inject B-1 1s from the left
djnz MASK1
ld (AND3+1),a ;e.g. %00000011
ld (AND6+1),a
cpl
ld (AND4+1),a ;e.g. %11111100
ld (AND8+1),a
ld a,d ;e.g. x2 = 5, mask2 = %11111100, CPL = %00000011
and 7
inc a
ld b,a ;B = 1 + (x2 MOD 8) = 1,2,...,8 for x2 = 0,1,...,7 + 8*n
xor a
MASK2:
scf ;inject B 1s from the left
rra
djnz MASK2
ld (AND2+1),a ;e.g. %00011111
ld (AND7+1),a
cpl
ld (AND1+1),a ;e.g. %11100000
ld (AND5+1),a
; Compute Ncols and Display File address, and choose branch
ld a,c ;x1
and %11111000
rrca
rrca
rrca
ld b,a ;col1
ld a,d ;x2
and %11111000
rrca
rrca
rrca ;col2
sub b ;A = Ncols - 1 = col2 - col1
ex af,af' ;save Ncols-1 and ZeroFlag
ld c, d
ld b, h ; BC = y2x2
ld a, 191
call 22ACh ; 2 bytes after the 'PIXEL ADDRESS' subroutine, because
; https://skoolkid.github.io/rom/asm/22AA.html starts with LD A,175
res 6, h ; Starts from 0
ld bc, (SCREEN_ADDR)
add hl, bc ; Now current offset
ex af,af' ;load Ncols-1 and ZeroFlag
jr z,NEQ1
; N > 1 (there are 2 or more columns)
dec a ;A = Ncols - 2
ld d,a ;D = N-2
LOOP1:
push hl
; Scroll column N
ld a,(hl)
AND1:
and %00000011 ;e.g. x2 = 5
ld c,a ;get out-window part of byte
ld a,(hl)
AND2:
and %11111100 ;e.g. x2 = 5
rla ;scroll in-window part of byte
rl b ;CF is stored as bit0 of B
or c ;put out-window part of byte
ld (hl),a
dec hl
; Scroll columns N-1,...,3,2
ld a,d ;N-2
and a ;A=0 iff N=2
jr z,COLUMN1
rr b ;CF is on stage
ld b,a
LOOP2:
rl (hl)
dec hl
djnz LOOP2
rl b ;CF is stored as bit0 of B
; Scroll column 1
COLUMN1:
ld a,(hl)
AND3:
and %11100000 ;e.g. x1 = 3
ld c,a ;get out-window part of byte
ld a,(hl)
rr b ;CF is on stage
rla ;scroll in-window part of byte
AND4:
and %00011111 ;e.g. x1 = 3
or c ;put out-window part of byte
ld (hl),a
; Scroll another line
pop hl
dec e
ret z
call SP.PixelDown
jp LOOP1
; N = 1 (there is only one column)
NEQ1:
ld b,(hl)
ld a,b
AND5:
and %00000011 ;e.g. x2 = 5
ld c,a
ld a,b
AND6:
and %11100000 ;e.g. x1 = 3
or c
ld c,a ;get out-window part of byte
ld a,b
AND7:
and %11111100 ;e.g. x2 = 5
rla ;scroll in-window part of byte
AND8:
and %00011111 ;e.g. x1 = 3
or c ;put out-window part of byte
ld (hl),a
; Scroll another line
dec e
ret z
call SP.PixelDown
jp NEQ1
ENDP
pop namespace
end asm
end sub
' ----------------------------------------------------------------
' sub ScrollUp
' pixel by pixel up scroll
' scrolls 1 pixel up the window defined by (x1, y1, x2, y2)
' ----------------------------------------------------------------
sub fastcall ScrollUp(x1 as uByte, y1 as uByte, x2 as Ubyte, y2 as Ubyte)
asm
push namespace core
PROC
LOCAL LOOP1, MASK1, MASK2, COLUMNN, NEQ1
LOCAL AND1, AND2, AND3, AND4, AND5, AND6, AND7, AND8
LOCAL EMPTYLINE
; Read parameters, return if they are bad
; a = x1
pop hl ; RET address
pop bc ; b = y1
pop de ; d = x2
ex (sp), hl ; h = y2, (sp) = RET address. Stack ok now
ld c, a ; BC = y1x1
ld a, d
sub c
ret c ; x1 > x2
ld a, h
sub b
ret c ; y1 > y2
; Compute height and masks
push ix
inc a
ld ixL,a;ixL = y2 - y1 + 1
ld a,c ;e.g. x1 = 3, mask1 = %11100000, CPL = %00011111
and 7
inc a
ld b,a ;B = 1 + (x1 MOD 8) = 1,2,...,8 for x1 = 0,1,...,7 + 8*n
xor a
MASK1:
rra
scf ;inject B-1 1s from the left
djnz MASK1
ld (AND1+1),a ;e.g. %11100000
ld (AND5+1),a
cpl
ld (AND2+1),a ;e.g. %00011111
ld (AND7+1),a
ld a,d ;e.g. x2 = 5, mask2 = %11111100, CPL = %00000011
and 7
inc a
ld b,a ;B = 1 + (x2 MOD 8) = 1,2,...,8 for x2 = 0,1,...,7 + 8*n
xor a
MASK2:
scf ;inject B 1s from the left
rra
djnz MASK2
ld (AND4+1),a ;e.g. %11111100
ld (AND8+1),a
cpl
ld (AND3+1),a ;e.g. %00000011
ld (AND6+1),a
; Compute Ncols and Display File address, and choose branch
ld a,c ;x1
and %11111000
rrca
rrca
rrca
ld b,a ;col1
ld a,d ;x2
and %11111000
rrca
rrca
rrca ;col2
sub b ;A = Ncols - 1 = col2 - col1
ex af,af' ;save Ncols-1 and ZeroFlag
ld b, h ; BC = y2x1
ld a, 191
call 22ACh ; 2 bytes after the 'PIXEL ADDRESS' subroutine, because
; https://skoolkid.github.io/rom/asm/22AA.html starts with LD A,175
res 6, h ; Starts from 0
ld bc, (SCREEN_ADDR)
add hl, bc ; Now current offset
ex af,af' ;load Ncols-1 and ZeroFlag
jr z,NEQ1
; N > 1 (there are 2 or more columns)
dec a ;A = Ncols - 2
ld ixH,a ;save Ncols-2
ld b,0
LOOP1:
dec ixL
ld d,h
ld e,l
call z,EMPTYLINE ;HL at empty line
call nz,SP.PixelDown ;HL at line below
inc ixL ;restore iterative variable for a second check
push hl
; Scroll column 1
ld a,(hl)
AND2:
and %00011111 ;e.g. x1 = 3
ld c,a ;get in-window part of byte
ld a,(de)
AND1:
and %11100000 ;e.g. x1 = 3
or c ;put in-window part of byte
ld (de),a
inc hl
inc de
; Scroll columns 2,3,...,N-1
ld a,ixH ;load Ncols-2
and a
jr z,COLUMNN
ld c,a
ldir
; Scroll column N
COLUMNN:
ld a,(hl)
AND4:
and %11111100 ;e.g. x2 = 5
ld c,a ;get in-window part of byte
ld a,(de)
AND3:
and %00000011 ;e.g. x2 = 5
or c ;put in-window part of byte
ld (de),a
; Scroll another line
pop hl
dec ixL
jp nz,LOOP1
pop ix
ret
; N = 1 (there is only one column)
NEQ1:
dec ixL
ld d,h
ld e,l
call z,EMPTYLINE ;HL at empty line
call nz,SP.PixelDown ;HL at line below
inc ixL ;restore iterative variable for a second check
ld a,(hl)
AND7:
and %00011111 ;e.g. x1 = 3
AND8:
and %11111100 ;e.g. x2 = 5
ld c,a ;get in-window part of byte
ld a,(de)
AND5:
and %11100000 ;e.g. x1 = 3
ld b,a
ld a,(de)
AND6:
and %00000011 ;e.g. x2 = 5
or b
or c ;put in-window part of byte
ld (de),a
; Scroll another line
dec ixL
jp nz,NEQ1
pop ix
ret
defs 32,0 ;empty line with 32 zero-bytes
EMPTYLINE:
ld hl,EMPTYLINE-32
ENDP
pop namespace
end asm
end sub
' ----------------------------------------------------------------
' sub ScrollDown
' pixel by pixel down scroll
' scrolls 1 pixel down the window defined by (x1, y1, x2, y2)
' ----------------------------------------------------------------
sub fastcall ScrollDown(x1 as uByte, y1 as uByte, x2 as Ubyte, y2 as Ubyte)
asm
push namespace core
PROC
LOCAL LOOP1, MASK1, MASK2, COLUMNN, NEQ1
LOCAL AND1, AND2, AND3, AND4, AND5, AND6, AND7, AND8
LOCAL EMPTYLINE
; Read parameters, return if they are bad
; a = x1
pop hl ; RET address
pop bc ; b = y1
pop de ; d = x2
ex (sp), hl ; h = y2, (sp) = RET address. Stack ok now
ld c, a ; BC = y1x1
ld a, d
sub c
ret c ; x1 > x2
ld a, h
sub b
ret c ; y1 > y2
; Compute height and masks
push ix
inc a
ld ixL,a;ixL = y2 - y1 + 1
ld h,b ;y1
ld a,c ;e.g. x1 = 3, mask1 = %11100000, CPL = %00011111
and 7
inc a
ld b,a ;B = 1 + (x1 MOD 8) = 1,2,...,8 for x1 = 0,1,...,7 + 8*n
xor a
MASK1:
rra
scf ;inject B-1 1s from the left
djnz MASK1
ld (AND1+1),a ;e.g. %11100000
ld (AND5+1),a
cpl
ld (AND2+1),a ;e.g. %00011111
ld (AND7+1),a
ld a,d ;e.g. x2 = 5, mask2 = %11111100, CPL = %00000011
and 7
inc a
ld b,a ;B = 1 + (x2 MOD 8) = 1,2,...,8 for x2 = 0,1,...,7 + 8*n
xor a
MASK2:
scf ;inject B 1s from the left
rra
djnz MASK2
ld (AND4+1),a ;e.g. %11111100
ld (AND8+1),a
cpl
ld (AND3+1),a ;e.g. %00000011
ld (AND6+1),a
; Compute Ncols and Display File address, and choose branch
ld a,c ;x1
and %11111000
rrca
rrca
rrca
ld b,a ;col1
ld a,d ;x2
and %11111000
rrca
rrca
rrca ;col2
sub b ;A = Ncols - 1 = col2 - col1
ex af,af' ;save Ncols-1 and ZeroFlag
ld b, h ; BC = y1x1
ld a, 191
call 22ACh ; 2 bytes after the 'PIXEL ADDRESS' subroutine, because
; https://skoolkid.github.io/rom/asm/22AA.html starts with LD A,175
res 6, h ; Starts from 0
ld bc, (SCREEN_ADDR)
add hl, bc ; Now current offset
ex af,af' ;load Ncols-1 and ZeroFlag
jr z,NEQ1
; N > 1 (there are 2 or more columns)
dec a ;A = Ncols - 2
ld ixH,a ;save Ncols-2
ld b,0
LOOP1:
dec ixL
ld d,h
ld e,l
call z,EMPTYLINE ;HL at empty line
call nz,SP.PixelUp ;HL at line above
inc ixL ;restore iterative variable for a second check
push hl
; Scroll column 1
ld a,(hl)
AND2:
and %00011111 ;e.g. x1 = 3
ld c,a ;get in-window part of byte
ld a,(de)
AND1:
and %11100000 ;e.g. x1 = 3
or c ;put in-window part of byte
ld (de),a
inc hl
inc de
; Scroll columns 2,3,...,N-1
ld a,ixH ;load Ncols-2
and a
jr z,COLUMNN
ld c,a
ldir
; Scroll column N
COLUMNN:
ld a,(hl)
AND4:
and %11111100 ;e.g. x2 = 5
ld c,a ;get in-window part of byte
ld a,(de)
AND3:
and %00000011 ;e.g. x2 = 5
or c ;put in-window part of byte
ld (de),a
; Scroll another line
pop hl
dec ixL
jp nz,LOOP1
pop ix
ret
; N = 1 (there is only one column)
NEQ1:
dec ixL
ld d,h
ld e,l
call z,EMPTYLINE ;HL at empty line
call nz,SP.PixelUp ;HL at line below
inc ixL ;restore iterative variable for a second check
ld a,(hl)
AND7:
and %00011111 ;e.g. x1 = 3
AND8:
and %11111100 ;e.g. x2 = 5
ld c,a ;get in-window part of byte
ld a,(de)
AND5:
and %11100000 ;e.g. x1 = 3
ld b,a
ld a,(de)
AND6:
and %00000011 ;e.g. x2 = 5
or b
or c ;put in-window part of byte
ld (de),a
; Scroll another line
dec ixL
jp nz,NEQ1
pop ix
ret
defs 32,0 ;empty line with 32 zero-bytes
EMPTYLINE:
ld hl,EMPTYLINE-32
ENDP
pop namespace
end asm
end sub
' ----------------------------------------------------------------
' sub ScrollRightAligned
' pixel by pixel right scroll.
' scrolls 1 pixel right the window defined by (x1, y1, x2, y2)
' This scroll is aligned to columns.
' x1 and x2 are divided by 8 and rounded down (floor) to get the column number (0..31)
' ----------------------------------------------------------------
sub fastcall ScrollRightAligned(x1 as uByte, y1 as uByte, x2 as Ubyte, y2 as Ubyte)
asm
push namespace core
PROC
LOCAL LOOP1
LOCAL LOOP2
; a = x1
pop hl ; RET address
pop bc ; b = y1
pop de ; d = x2
ex (sp), hl ; h = y2, (sp) = RET address. Stack ok now
ld c, a ; BC = y1x1
ld a, d
sub c
ret c ; x1 > x2
srl a
srl a
srl a
inc a
ld e, a ; e = (x2 - x1) / 8 + 1
ld a, h
sub b
ret c ; y1 > y2
inc a
ld d, a ; d = y2 - y1 + 1
ld b, h ; BC = y2x1
ld a, 191
LOCAL __PIXEL_ADDR
__PIXEL_ADDR EQU 22ACh
call __PIXEL_ADDR
res 6, h ; Starts from 0
ld bc, (SCREEN_ADDR)
add hl, bc ; Now current offset
LOOP1:
push hl
ld b, e ; C cols
or a ; clear carry flag
LOOP2:
rr (hl)
inc hl
djnz LOOP2
pop hl
dec d
ret z
call SP.PixelDown
jp LOOP1
ENDP
pop namespace
end asm
end sub
' ----------------------------------------------------------------
' sub ScrolLeftAligned
' pixel by pixel left scroll
' scrolls 1 pixel left the window defined by (x1, y1, x2, y2)
' This scroll is aligned to columns.
' x1 and x2 are divided by 8 and rounded down (floor) to get the column number (0..31)
' ----------------------------------------------------------------
sub fastcall ScrollLeftAligned(x1 as uByte, y1 as uByte, x2 as Ubyte, y2 as Ubyte)
asm
push namespace core
PROC
LOCAL LOOP1
LOCAL LOOP2
; a = x1
pop hl ; RET address
pop bc ; b = y1
pop de ; d = x2
ex (sp), hl ; h = y2, (sp) = RET address. Stack ok now
ld c, a ; BC = y1x1
ld a, d
sub c
ret c ; x1 > x2
srl a
srl a
srl a
inc a
ld e, a ; e = (x2 - x1) / 8 + 1
ld a, h
sub b
ret c ; y1 > y2
ld c, d
inc a
ld d, a ; d = y2 - y1 + 1
ld b, h ; BC = y2x1
ld a, 191
LOCAL __PIXEL_ADDR
__PIXEL_ADDR EQU 22ACh
call __PIXEL_ADDR
res 6, h ; Starts from 0
ld bc, (SCREEN_ADDR)
add hl, bc ; Now current offset
LOOP1:
push hl
ld b, e ; C cols
or a ; clear carry flag
LOOP2:
rl (hl)
dec hl
djnz LOOP2
pop hl
dec d
ret z
call SP.PixelDown
jp LOOP1
ENDP
pop namespace
end asm
end sub
' ----------------------------------------------------------------
' sub ScrolUpAligned
' pixel by pixel up scroll
' scrolls 1 pixel up the window defined by (x1, y1, x2, y2)
' This scroll is aligned to columns.
' x1 and x2 are divided by 8 and rounded down (floor) to get the column number (0..31)
' ----------------------------------------------------------------
sub fastcall ScrollUpAligned(x1 as uByte, y1 as uByte, x2 as Ubyte, y2 as Ubyte)
asm
push namespace core
PROC
LOCAL LOOP1
; a = x1
pop hl ; RET address
pop bc ; b = y1
pop de ; d = x2
ex (sp), hl ; h = y2, (sp) = RET address. Stack ok now
ld c, a ; BC = y1x1
ld a, d
sub c
ret c ; x1 > x2
srl a
srl a
srl a
inc a
ld e, a ; e = (x2 - x1) / 8 + 1
ex af, af' ; save it for later
ld a, h
sub b
ret c ; y1 > y2
inc a
ld d, a ; d = y2 - y1 + 1
ld b, h ; BC = y2x1
ld a, 191
LOCAL __PIXEL_ADDR
__PIXEL_ADDR EQU 22ACh
call __PIXEL_ADDR
res 6, h ; Starts from 0
ld bc, (SCREEN_ADDR)
add hl, bc ; Now current offset
ld a, d ; Num. of scan lines
ld b, 0
exx
ld b, a ; Scan lines counter
ex af, af' ; Recovers cols
ld c, a
jp LOOP_START
LOOP1:
exx
ld d, h
ld e, l
ld c, a ; C cols
call SP.PixelDown
push hl
ldir
pop hl
exx
ld a, c ; Recovers C Cols
LOCAL LOOP_START
LOOP_START:
djnz LOOP1
; Clears bottom line
exx
ld (hl), 0
ld d, h
ld e, l
inc de
ld c, a
dec c
ret z
ldir
ENDP
pop namespace
end asm
end sub
' ----------------------------------------------------------------
' sub ScrolDownAligned
' pixel by pixel down scroll
' scrolls 1 pixel down the window defined by (x1, y1, x2, y2)
' This scroll is aligned to columns.
' x1 and x2 are divided by 8 and rounded down (floor) to get the column number (0..31)
' ----------------------------------------------------------------
sub fastcall ScrollDownAligned(x1 as uByte, y1 as uByte, x2 as Ubyte, y2 as Ubyte)
asm
push namespace core
PROC
LOCAL LOOP1
; a = x1
pop hl ; RET address
pop bc ; b = y1
pop de ; d = x2
ex (sp), hl ; h = y2, (sp) = RET address. Stack ok now
ld c, a ; BC = y1x1
ld a, d
sub c
ret c ; x1 > x2
srl a
srl a
srl a
inc a
ld e, a ; e = (x2 - x1) / 8 + 1
ex af, af' ; save it for later
ld a, h
sub b
ret c ; y1 > y2
inc a
ld d, a ; d = y2 - y1 + 1
ld a, 191
LOCAL __PIXEL_ADDR
__PIXEL_ADDR EQU 22ACh
call __PIXEL_ADDR
res 6, h ; Starts from 0
ld bc, (SCREEN_ADDR)
add hl, bc ; Now current offset
ld a, d ; Num. of scan lines
ld b, 0
exx
ld b, a ; Scan lines counter
ex af, af' ; Recovers cols
ld c, a