home *** CD-ROM | disk | FTP | other *** search
- {$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 }
-
- {──────────────────────────────────────────────────────────────────────────}
- Procedure SetMCGA; { This procedure gets you into 320x200x256 mode. }
- BEGIN
- asm
- mov ax,0013h
- int 10h
- end;
- END;
-
-
- {──────────────────────────────────────────────────────────────────────────}
- Procedure SetText; { This procedure returns you to text mode. }
- BEGIN
- asm
- mov ax,0003h
- int 10h
- end;
- END;
-
- {──────────────────────────────────────────────────────────────────────────}
- 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;
-
-
- {──────────────────────────────────────────────────────────────────────────}
- 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;
-
-
- {──────────────────────────────────────────────────────────────────────────}
- 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;
-
-
- {──────────────────────────────────────────────────────────────────────────}
- 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;
-
- {──────────────────────────────────────────────────────────────────────────}
- 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;
-
- {──────────────────────────────────────────────────────────────────────────}
- 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;
-
-
- {──────────────────────────────────────────────────────────────────────────}
- Procedure ShutDown;
- { This frees the memory used by the virtual screen }
- BEGIN
- FreeMem (VirScr,64000);
- FreeMem (VirScr2,64000);
- END;
-
-
- {──────────────────────────────────────────────────────────────────────────}
- 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;
-
-
- {──────────────────────────────────────────────────────────────────────────}
- 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;
-
-
-
-
-
- {──────────────────────────────────────────────────────────────────────────}
- 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;
-
-
-
- {──────────────────────────────────────────────────────────────────────────}
- 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;
-
-
- {──────────────────────────────────────────────────────────────────────────}
- 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;
-
-
- {──────────────────────────────────────────────────────────────────────────}
- 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;
-
-
- {──────────────────────────────────────────────────────────────────────────}
- 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;
-
-
- {──────────────────────────────────────────────────────────────────────────}
- 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.
-