{$X+} USES crt; CONST VGA = $a000; Type Toastinfo = Record { This is format of of each of our } x,y:integer; { records for the flying toasters } speed,frame:integer; active:boolean; END; icon = Array [1..30*48] of byte; { This is the size of our pictures } Virtual = Array [1..64000] of byte; { The size of our Virtual Screen } VirtPtr = ^Virtual; { Pointer to the virtual screen } CONST frame1 : icon = ( 0,0,0,0,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,5, 7,7,7,7,0,0,0,0,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5, 5,7,7,7,7,7,7,7,8,8,7,7,7,7,7,7,0,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0, 0,0,0,0,0,5,5,7,7,7,7,7,8,8,7,8,8,7,8,7,8,7,7,7,5,8,8,8,8,5,5,5,5,5,5,5,5,5,5,5, 5,0,0,0,0,0,0,0,0,0,0,0,5,7,7,7,7,7,7,8,7,7,7,8,7,7,7,7,7,7,0,0,0,0,0,0,8,5,5,5, 5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,5,7,7,8,8,7,7,8,7,7,8,7,7,7,7,7,0,0,0,0,0, 0,0,0,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,5,7,8,8,8,7,7,8,7,7,8,7,7,7, 7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,5,7,8,8,8,7,7, 8,8,8,8,8,8,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,9,9,9,9, 9,5,7,8,8,8,8,8,7,7,8,8,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,9,9,9,9,5,7,7,8,8,8,8,7,7,8,8,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1, 1,1,0,0,0,1,1,1,1,1,1,1,9,9,9,5,7,8,8,7,7,8,8,7,8,8,8,7,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,5,7,8,8,7,7,7,7,8,8,7,7,7,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,1,1,1,1,2,2,2,2,7,8,8,8,8,8,8,8,7, 7,7,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,1,1,1,1,2,2,2,2,7, 7,7,7,7,7,7,7,7,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,1, 1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1, 1,1,0,0,0,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2, 2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,1,1,1,1,2,2,2,2,2, 2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,1, 1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,4, 4,6,6,6,6,6,6,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,1,1,1,1,1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,3,3,1,1,1,1,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ); frame2 : icon = ( 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1, 1,1,0,0,0,1,1,1,1,1,1,1,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2, 2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,1,1,1,1,2,2,2,2,5, 5,5,5,5,5,5,5,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,1, 1,1,1,2,2,2,2,2,5,5,5,5,5,5,5,5,5,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1, 1,1,0,0,0,1,1,1,1,1,1,2,2,2,2,2,2,5,5,5,5,5,5,5,5,5,2,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,5,1,1,1,1,0,0,0,1,1,1,1,1,1,2,2,2,2,2,2,2,2,5,5,5,5,5,5,5,5,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,5,5,1,1,1,1,0,0,0,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,5,5,5,5, 5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,1,1,1,1,0,0,0,1,1,1,1,1,1,2,2,2,2,2, 2,2,2,2,2,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,1,1,1,1,1,0,0,0,1,1,1, 1,1,1,2,2,2,2,2,2,2,2,2,2,2,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,7,1,4, 4,6,6,6,6,6,6,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0, 0,0,0,5,5,1,1,1,1,1,1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,5,5,5,5,5,5,5,5,0,0, 0,0,0,0,0,0,0,0,0,0,0,5,5,1,1,1,1,1,1,1,1,1,3,3,1,1,1,1,9,9,9,9,9,9,9,9,9,9,5,5, 5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,9,9,9,9, 9,9,9,9,9,9,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,9,9,9,9,9,9,9,9,9,9,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5, 1,7,7,1,7,1,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,5,5,1,7,7,7,1,1,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,5,5,5,5,5,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,1,1,5,5,5,5,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5, 5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0, 0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ); frame3 : icon = ( 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,9,9,9,9, 9,9,9,9,9,9,9,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,9,9,9,9,9,9,9,9,9,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,7,1,1,1,1,1, 1,1,0,0,0,1,1,1,1,1,1,1,9,9,9,9,9,9,9,5,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0, 0,7,1,1,7,7,1,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,5,5,5,1,7,7,7,7,5,5,5,5,5,5, 5,0,0,0,0,0,0,0,7,1,7,7,7,1,1,1,1,1,0,0,0,1,1,1,1,1,1,2,2,2,2,2,2,5,5,1,1,1,7,7, 1,1,7,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,7,1,1,7,1,1,1,1,0,0,0,1,1,1,1,1,1,2,2,2,2,2, 2,1,7,7,7,1,7,7,7,7,7,5,5,5,5,5,5,5,5,0,0,0,0,0,1,7,7,7,7,1,1,1,1,1,0,0,0,1,1,1, 1,1,1,2,2,2,2,2,2,1,7,7,7,7,7,7,7,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,7,7,1,7,1,7,1,1, 1,1,0,0,0,1,1,1,1,1,1,2,2,2,2,2,2,2,1,1,1,1,1,1,2,2,5,5,5,5,5,5,5,5,5,5,5,0,0,0, 7,7,7,7,7,1,1,1,1,1,0,0,0,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,5,5,5,5,5,5, 5,5,5,5,5,0,0,0,7,7,0,0,7,7,1,1,1,1,0,0,0,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2, 2,2,5,5,0,0,5,5,0,5,5,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,1,1,1,1,2,2,2,2,2, 2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,1, 1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,4, 4,6,6,6,6,6,6,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,1,1,1,1,1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,3,3,1,1,1,1,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1, 1,1,1,1,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ); VAR Virscr : VirtPtr; { Our first Virtual screen } VirScr2 : VirtPtr; { Our second Virtual screen } Vaddr : word; { The segment of our virtual screen} Vaddr2 : Word; { The segment of our 2nd virt. screen} ourpal : Array [0..255,1..3] of byte; { A virtual pallette } toaster : Array [1..10] of toastinfo; { The toaster info } {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} Procedure SetMCGA; { This procedure gets you into 320x200x256 mode. } BEGIN asm mov ax,0013h int 10h end; END; {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} Procedure SetText; { This procedure returns you to text mode. } BEGIN asm mov ax,0003h int 10h end; END; {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} Procedure Cls (Col : Byte; Where:word); { This clears the screen to the specified color } BEGIN asm push es mov cx, 32000; mov es,[where] xor di,di mov al,[col] mov ah,al rep stosw pop es End; END; {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} Procedure Putpixel (X,Y : Integer; Col : Byte; where:word); { This puts a pixel on the screen by writing directly to memory. } BEGIN Asm push ds push es mov ax,[where] mov es,ax mov bx,[X] mov dx,[Y] push bx {; and this again for later} mov bx, dx {; bx = dx} mov dh, dl {; dx = dx * 256} xor dl, dl shl bx, 1 shl bx, 1 shl bx, 1 shl bx, 1 shl bx, 1 shl bx, 1 {; bx = bx * 64} add dx, bx {; dx = dx + bx (ie y*320)} pop bx {; get back our x} add bx, dx {; finalise location} mov di, bx {; es:di = where to go} xor al,al mov ah, [Col] mov es:[di],ah pop es pop ds End; END; {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} procedure WaitRetrace; assembler; { This waits for a vertical retrace to reduce snow on the screen } label l1, l2; asm mov dx,3DAh l1: in al,dx and al,08h jnz l1 l2: in al,dx and al,08h jz l2 end; {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} Procedure Pal(Col,R,G,B : Byte); { This sets the Red, Green and Blue values of a certain color } Begin asm mov dx,3c8h mov al,[col] out dx,al inc dx mov al,[r] out dx,al mov al,[g] out dx,al mov al,[b] out dx,al end; End; {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} Procedure GetPal(Col : Byte; Var R,G,B : Byte); { This gets the Red, Green and Blue values of a certain color } Var rr,gg,bb : Byte; Begin asm mov dx,3c7h mov al,col out dx,al add dx,2 in al,dx mov [rr],al in al,dx mov [gg],al in al,dx mov [bb],al end; r := rr; g := gg; b := bb; end; {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} Procedure SetUpVirtual; { This sets up the memory needed for the virtual screen } BEGIN GetMem (VirScr,64000); vaddr := seg (virscr^); GetMem (VirScr2,64000); vaddr2 := seg (virscr2^); END; {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} Procedure ShutDown; { This frees the memory used by the virtual screen } BEGIN FreeMem (VirScr,64000); FreeMem (VirScr2,64000); END; {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} procedure flip(source,dest:Word); { This copies the entire screen at "source" to destination } begin asm push ds mov ax, [Dest] mov es, ax mov ax, [Source] mov ds, ax xor si, si xor di, di mov cx, 32000 rep movsw pop ds end; end; {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} Procedure putico(X,Y:Word;VAR sprt : icon;Where:Word); ASSEMBLER; { This puts an icon, EXCEPT it's color 0 (black) pixels, onto the screen "where", at position X,Y } label _Redraw, _DrawLoop, _Exit, _LineLoop, _NextLine, _Store, _NoPaint; asm push ds push es lds si,Sprt mov ax,X { ax = x } mov bx,Y { bx = y } _Redraw: push ax mov ax,[where] mov es,ax mov ax, bx {; ax = bx x = y} mov bh, bl {; y = y * 256 bx = bx * 256} xor bl, bl shl ax, 1 shl ax, 1 shl ax, 1 shl ax, 1 shl ax, 1 shl ax, 1 {; y = y * 64 ax = ax * 64} add bx, ax {; y = (y*256) + (Y*64) bx = bx + ax (ie y*320)} pop ax {; get back our x} add ax, bx {; finalise location} mov di, ax mov dl,30 { dl = height of sprite } xor ch,ch mov cl,48 { cx = width of sprite } cld push ax mov ax,cx _DrawLoop: push di { store y adr. for later } mov cx,ax { store width } _LineLoop: mov bl,byte ptr [si] or bl,bl jnz _Store _NoPaint: inc si inc di loop _LineLoop jmp _NextLine _Store: movsb loop _LineLoop _NextLine: pop di dec dl jz _Exit add di,320 { di = next line of sprite } jmp _DrawLoop _Exit: pop ax pop es pop ds end; {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} Procedure Funny_line(a,b,c,d:integer;where:word); { This procedure draws a line from a,b to c,d on screen "where". After each pixel it plots, it increments a color counter for the next pixel. you may easily alter this to be a normal line procedure, and it will be quite a bit faster than the origional one I gave you. This is because I replaced all the reals with integers. } function sgn(a:real):integer; begin if a>0 then sgn:=+1; if a<0 then sgn:=-1; if a=0 then sgn:=0; end; var i,s,d1x,d1y,d2x,d2y,u,v,m,n:integer; count:integer; begin count:=50; u:= c - a; v:= d - b; d1x:= SGN(u); d1y:= SGN(v); d2x:= SGN(u); d2y:= 0; m:= ABS(u); n := ABS(v); IF NOT (M>N) then BEGIN d2x := 0 ; d2y := SGN(v); m := ABS(v); n := ABS(u); END; s := m shr 1; FOR i := 0 TO m DO BEGIN putpixel(a,b,count,where); inc (count); if count=101 then count:=50; s := s + n; IF not (s<m) THEN BEGIN s := s - m; a:= a + d1x; b := b + d1y; END ELSE BEGIN a := a + d2x; b := b + d2y; END; end; END; {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} Procedure SetUpScreen; { This procedure sets up the static background to be used in the program } CONST circ : Array [1..5,1..5] of byte = ((0,10,10,10,0), (10,13,12,11,10), (10,12,12,11,10), (10,11,11,11,10), (0,10,10,10,0)); VAR x,y:integer; loop1,loop2,loop3:integer; BEGIN pal (1,22,22,22); pal (2,45,45,45); pal (3,59,59,59); pal (4,63,63,27); pal (5,39,63,3); pal (6,51,39,3); pal (7,3,27,3); pal (8,15,39,15); pal (9,35,35,35); pal (10, 0, 0,40); pal (11,10,10,50); pal (12,20,20,60); pal (13,30,30,63); For loop1:=50 to 100 do pal (loop1,0,0,loop1-36); For loop1:=0 to 255 do getpal (loop1,OurPal[loop1,1],OurPal[loop1,2],OurPal[loop1,3]); For loop1:=0 to 319 do Funny_line (0,199,loop1,0,vaddr); For loop1:=0 to 199 do Funny_line (0,199,319,loop1,vaddr); For loop1:=1 to 200 do BEGIN x:=random (315); y:=random (195); For loop2:=1 to 5 do For loop3:=1 to 5 do if circ [loop2,loop3]<>0 then putpixel (x+loop2,y+loop3,circ [loop2,loop3],vaddr); END; flip (vaddr,vga); { Copy the entire screen at vaddr, our virtual screen } { on which we have done all our graphics, onto the } { screen you see, VGA } flip (vaddr,vaddr2); END; {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} Procedure rotatepal; { This procedure rotates the colors between 50 and 100 } VAR temp : Array [1..3] of byte; loop1:integer; BEGIN Move(OurPal[100],Temp,3); Move(OurPal[50],OurPal[51],50*3); Move(Temp,OurPal[50],3); For loop1:=50 to 100 do pal (loop1,OurPal[loop1,1],OurPal[loop1,2],OurPal[loop1,3]); END; {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} Procedure ScreenTrans (x,y:word); { This is a small procedure to copy a 30x30 pixel block from coordinates x,y on the virtual screen to coordinates x,y on the true vga screen } BEGIN asm push ds push es mov ax,vaddr mov es,ax mov ax,vaddr2 mov ds,ax mov bx,[X] mov dx,[Y] push bx {; and this again for later} mov bx, dx {; bx = dx} mov dh, dl {; dx = dx * 256} xor dl, dl shl bx, 1 shl bx, 1 shl bx, 1 shl bx, 1 shl bx, 1 shl bx, 1 {; bx = bx * 64} add dx, bx {; dx = dx + bx (ie y*320)} pop bx {; get back our x} add bx, dx {; finalise location} mov di, bx {; es:di = where to go} mov si, di mov al,60 mov bx, 30 { Hight of block to copy } @@1 : mov cx, 24 { Width of block to copy divided by 2 } rep movsw add di,110h { 320 - 48 = 272 .. or 110 in hex } add si,110h dec bx jnz @@1 pop es pop ds end; { I wrote this procedure late last night, so it may not be in it's most optimised state. Sorry :-)} END; {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} Procedure NewToaster; { This adds a new toaster to the screen } VAR loop1:integer; BEGIN loop1:=0; repeat inc (loop1); if not (toaster[loop1].active) then BEGIN toaster[loop1].x:=random (200)+70; toaster[loop1].y:=0; toaster[loop1].active:=true; toaster[loop1].frame:=1; toaster[loop1].speed:=Random (3)+1; loop1:=10; END; until loop1=10; END; {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} Procedure Fly; { This is the procedure where we move and put the toasters } VAR loop1,loop2:integer; ch:char; BEGIN For loop1:=1 to 10 do toaster[loop1].active:=FALSE; ch:=#0; NewToaster; Repeat if keypressed then BEGIN ch:=readkey; if ch='+' then NewToaster; { If '+' is pressed, add a toaster } if ch='-' then BEGIN { if '-' is pressed, remove a toaster } loop1:=0; repeat inc (loop1); if toaster[loop1].active then BEGIN screentrans (toaster[loop1].x,toaster[loop1].y); toaster [loop1].active:=FALSE; loop1:=10; END; until loop1=10; END; END; for loop1:=1 to 10 do if toaster[loop1].active then BEGIN screentrans (toaster[loop1].x,toaster[loop1].y); { Restore the backgrond the toaster was over } dec (toaster[loop1].x,toaster[loop1].speed); inc (toaster[loop1].y,toaster[loop1].speed); { Move the toaster } if (toaster[loop1].x<1) or (toaster[loop1].y>170) then BEGIN toaster[loop1].active:=FALSE; NewToaster; END; { When toaster reaches the edge of the screen, render it inactive and bring a new one into existance. } END; for loop1:=1 to 10 do if toaster[loop1].active then BEGIN CASE toaster [loop1].frame of 1 : putico (toaster[loop1].x,toaster[loop1].y,frame1,vaddr); 3 : putico (toaster[loop1].x,toaster[loop1].y,frame2,vaddr); 2,4 : putico (toaster[loop1].x,toaster[loop1].y,frame3,vaddr); END; toaster[loop1].frame:=toaster[loop1].frame+1; if toaster [loop1].frame=5 then toaster[loop1].frame:=1; { Draw all the toasters on the VGA screen } END; waitretrace; flip (vaddr,vga); rotatepal; Until ch=#27; END; BEGIN Randomize; { Make sure that the RANDOM funcion really is random } SetupVirtual; { Set up virtual page, VADDR } ClrScr; writeln ('Hello! This program will demonstrate the principals of animation.'); writeln ('The program will firstly generate an arb background screen to a'); writeln ('virtual page, then flip it to the VGA. A toaster will then start'); writeln ('to move across the screen. Note that the background will be restored'); writeln ('after the toaster has passed over it. You may add or remove toasters'); writeln ('by hitting "+" or "-" respectively. Note that the more frames you'); writeln ('use, usually the better the routine looks. Because of space'); writeln ('restrictions, we only had room for three frames.'); writeln; writeln ('The toasters were drawn by Fubar (Pieter Buys) in Autodesk Animator.'); writeln ('I wrote a small little program to convert them into CONSTANTS. See'); writeln ('the main text to find out how to load up AA CEL files directly.'); writeln; writeln; Write (' Hit any key to contine ...'); Readkey; SetMCGA; SetupScreen; { Draw the background screen to VADDR, then flip it to the VGA screen } Fly; { Make the toasters fly around the screen } SetText; ShutDown; { Free the memory taken up by virtual page } Writeln ('All done. This concludes the seventh sample program in the ASPHYXIA'); Writeln ('Training series. You may reach DENTHOR under the names of GRANT'); Writeln ('SMITH/DENTHOR/ASPHYXIA on the ASPHYXIA BBS. I am also an avid'); Writeln ('Connectix BBS user, which is unfortunatly offline for the moment.'); Writeln ('For discussion purposes, I am also the moderator of the Programming'); Writeln ('newsgroup on the For Your Eyes Only BBS.'); Writeln ('The numbers are available in the main text. You may also write to me at:'); Writeln (' Grant Smith'); Writeln (' P.O. Box 270'); Writeln (' Kloof'); Writeln (' 3640'); Writeln ('I hope to hear from you soon!'); Writeln; Writeln; Write ('Hit any key to exit ...'); Readkey; END.