LISTING6.TXT: Difference between revisions

From Atari Wiki
Jump to navigation Jump to search
(Olivier.jan moved page LISTING6.TXT to LISTING6.TXT/fr: Renaming for language version)
Tag: New redirect
 
(Replacing content of with translated version)
Tag: Removed redirect
Line 1: Line 1:
#REDIRECT [[LISTING6.TXT/fr]]
+
{{Languages|LISTING6.TXT}}
  +
<pre>
  +
**********************************************************************
  +
* *
  +
* 68000 ASSEMBLER COURSE ON ATARI ST *
  +
* *
  +
* by The Ferocious Rabbit (from 44E) *
  +
* *
  +
* Second series *
  +
* *
  +
* Listing number 6 *
  +
**********************************************************************
  +
  +
INCLUDE "B:\START.S"
  +
  +
MOVE.L #MESSAGE,-(SP) hello and clear screen
  +
MOVE.W #9,-(SP)
  +
TRAP #1
  +
ADDQ.L #6,SP
  +
  +
DC.W $A000 A-line initialization
  +
  +
* Using A0 (return from function $A000) we get
  +
* the address of the different arrays
  +
* 4(A0) gives the address of the Contrl array
  +
* 8(A0) gives the address of the Int_in array
  +
* 12(A0) gives the address of the Ptsin array
  +
* 16(A0) gives the address of the Intout array
  +
* 20(A0) gives the address of the Ptsout array
  +
  +
MOVE.L 8(A0),A3 save address of Int_in
  +
MOVE.L 12(A0),A4 save address of Ptsin
  +
  +
* We pass the coordinates of the point whose color we want
  +
* Of course, we pass these coordinates in Ptsin.
  +
  +
MOVE.W #100,(A4)
  +
MOVE.W #122,2(A4)
  +
DC.W $A002 request color of a pixel
  +
  +
* Function $A002 returns the color of the pixel in D0, we then recolor
  +
* another pixel with the color of the first
  +
  +
MOVE.W #100,(A4)
  +
MOVE.W #123,(A4)
  +
MOVE.W D0,(A3) color of course in INT_IN
  +
DC.W $A001 coloring of a pixel
  +
  +
MOVE.W #7,-(SP) wait for key press
  +
TRAP #1
  +
ADDQ.L #4,SP
  +
MOVE.W #0,-(SP) and bye bye
  +
TRAP #1
  +
*---------------------------------------*
  +
SECTION DATA
  +
MESSAGE DC.B "Pixel coloring with A-line",0
  +
  +
SECTION BSS
  +
DS.L 100
  +
PILE DS.L 1
  +
END
  +
  +
</pre>
  +
Back to [[ASM_Tutorial]]
  +
[[Category: 68000 ASSEMBLER ON ATARI ST Part 1 ]]

Revision as of 00:53, 17 December 2023

**********************************************************************
*                                                                    *
*                68000 ASSEMBLER COURSE ON ATARI ST                  *
*                                                                    *
*                      by The Ferocious Rabbit (from 44E)            *
*                                                                    *
*                            Second series                           *
*                                                                    *
*                         Listing number 6                           *
**********************************************************************

         INCLUDE   "B:\START.S"
         
         MOVE.L    #MESSAGE,-(SP)    hello and clear screen
         MOVE.W    #9,-(SP)
         TRAP      #1
         ADDQ.L    #6,SP

         DC.W      $A000             A-line initialization

* Using A0 (return from function $A000) we get
* the address of the different arrays
* 4(A0) gives the address of the Contrl array
* 8(A0) gives the address of the Int_in array
* 12(A0) gives the address of the Ptsin array
* 16(A0) gives the address of the Intout array
* 20(A0) gives the address of the Ptsout array

         MOVE.L    8(A0),A3          save address of Int_in
         MOVE.L    12(A0),A4         save address of Ptsin

* We pass the coordinates of the point whose color we want
* Of course, we pass these coordinates in Ptsin.

         MOVE.W    #100,(A4)
         MOVE.W    #122,2(A4)
         DC.W      $A002             request color of a pixel

* Function $A002 returns the color of the pixel in D0, we then recolor
* another pixel with the color of the first

         MOVE.W    #100,(A4)
         MOVE.W    #123,(A4)
         MOVE.W    D0,(A3)           color of course in INT_IN
         DC.W      $A001             coloring of a pixel

         MOVE.W    #7,-(SP)          wait for key press
         TRAP      #1
         ADDQ.L    #4,SP
         MOVE.W    #0,-(SP)          and bye bye
         TRAP      #1
*---------------------------------------*
         SECTION DATA
MESSAGE  DC.B      "Pixel coloring with A-line",0

         SECTION BSS
         DS.L      100
PILE     DS.L      1
         END

Back to ASM_Tutorial