Learn Multi platform 8086 Assembly
Programming... For World Domination!
Simple Samples
In this series we'll look at simple tasks...
each will be a single ASM file, and will compile into a usable example you
can build on
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Lesson
S1 - Sprite drawing and Simple key movement in MS DOS
Lets learn how to create a sprite, and move it around the screen
with the keyboard. |
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Dos_Keyboard.asm |
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Starting our program
Our program starts with the basic definitions of a SMALL
program, and a STACK size.
We then use INT 10h to turn on the bitmap screen, we're using 256
color mode, so each pixel will be 1 byte |
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Drawing a sprite
We're going to move a 8x8 smiley around the screen |
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You can use my Akusprite Editor to create files in the valid
format for the DOS screen. It's free and open source - so you have
no excuse!
You can learn more about AkuSprite Editor here. |
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Our Sprite is included in the source code |
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We pass an X,Y pos in DH,DL
Each line is 320 pixels (320 bytes)... we move in 8x8 'blocks' so
we multiply the Xpos by 8, and they Ypos by 320*8
We then add the screen base - 0A000h:0000h |
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We 'XOR' the sprite with the screen pixels... this 'inverts' the
image on the screen, meaning if it's drawn twice to the same pixel
position it will be removed the second time. |
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Key reading and moving the sprite
We define the starting position of the sprite, and show the
starting smiley position with our showsprite routine. |
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We need to process the 4 directions.
We use INT 16h - Function 01 to read the keyboard, this returns NZ
if a key is waiting in the key buffer.
if there is then first we remove the old sprite, then we use INT
16h - Function 00 to get the keycode in AH
If a direction key is pressed, we then check the current smiley
position - if it's already at the edge of the screen, we can't
move again, but if we can, we move in the pressed direction.
We repeat for all 4 directions Up, Down, Left and Right. |
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We then repeat for any future movements. |
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Lesson
S2 - Sprite drawing and Simple key movement on the Wonderswan
Lets write a sprite moving example on the Wonderswan and
Wonderswan color.
The wonderswan is 4 color, and the WSC is 16 color, so the
examples will be different |
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Starting our program
When our program starts, we need to define a Stack pointer |
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next we need to enable the graphics screen.
We're using a tilemap mode.
The settings are slightly different on the Wonderswan Color |
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We need to set up a palette...
On the Wonderswan we define 8 greyshades, and select 4 for our
palette
On the Wonderswan Color we define 16 colors for our palette |

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We'll clear the tilemap (at 0000:1000+) with tile 0
The tilemap is 32x32 tiles |
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We need to transfer our smiley sprite to VRAM.
The Vram address is 0000:2000 on the Wonderswan
The Vram address is 0000:4000 on the Wonderswan Color |
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Drawing a sprite
We're going to move a 8x8 smiley around the screen |

 |
You can use my Akusprite Editor to create files in the valid
format for the DOS screen. It's free and open source - so you
have no excuse!
You can learn more about AkuSprite Editor here. |
 |
Our Sprite is included in the source code |
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Lets define a tile on screen!
The tilenumber is passed in AL
We pass an X,Y pos in DH,DL
Each line of the tilemap is 32 tiles.. each tile is 2 bytes...
the Tilemap base is 0000h:1000h
so our formula for the tile to change is 1000h + (Xpos * 2) +
(Ypos * 64) |
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Pad reading and moving the sprite
We define the starting position of the sprite, and show the
starting smiley position with our showsprite routine. |
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We need to process the 4 directions.
we select one of the 3 sets of controls (X-Pad, Y-Pad buttons)
by writing to 0B5h with one of the top 4 bits set.
We then read from 0B5h to get the current state of those buttons
in the bottom 4 bits.
if a key is pressed we first remove the old sprite
We check if each direction key is pressed, we then check the
current smiley position - if it's already at the edge of the
screen, we can't move again, but if we can, we move in the
pressed direction.
We repeat for all 4 directions Up, Down, Left and Right. |
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We now draw the new sprite position, pause a moment and
repeat. |
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Buy my Assembly programming book on Amazon in Print or Kindle!



Available worldwide! Search 'ChibiAkumas' on your local Amazon website!
Click here for more info!
Buy my Assembly programming book on Amazon in Print or Kindle!



Available worldwide! Search 'ChibiAkumas' on your local Amazon website!
Click here for more info!
Buy my Assembly programming book on Amazon in Print or Kindle!



Available worldwide! Search 'ChibiAkumas' on your local Amazon website!
Click here for more info!
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