Abductee by Red Sector Inc. [web]
_b equ byte ;Abductee by Baudsurfer/rsi 2014 aka olivier.poudade.free.fr _w equ word ;submitted to Function demoparty 2014 in Budapest Hungary _d equ dword ;a DOS 256 byte intro tested on xpsp3 ntvdm and DOSBox-0.74 _s equ short ;requires midi on standard port 330 : SET BLASTER=I... P330 _n equ near ;greets to all assembly coders Bon^2 AstroFra and Raizor1911 SAFE equ 0 ;-== Red Sector Nr. 1 - ircnet/#rsi - rsi.untergrund.net ==- org 100h ;@256 les di,[bx] ;=c43fh es=9fffh si=20cdh lodsb ;si=101h mov dx,331h ;dx=midi sound command port if SAFE ;set SAFE to 1 for no sound/midi port available and no crash db 90h ;prevent crash if no midi port else ;prevent crash if no midi port outsb ;al=3fh=set uart mode on midi status command end if ;prevent crash if no midi port mov al,93h ;ah=fun set video mode al=vga video mode 320x200 int 10h ;video display vga bios api dec dx ;dx=midi data/status port 330h M equ 309a5bcah ;VVXXYYZZ=midi command message mov _d[si],M ;VV=note val XX=chan select mov cl,9 ;YY=prog num (choir sndfnt) ZZ=prog change if SAFE ;prevent crash if no midi port dw 9090h ;prevent crash if no midi port else ;prevent crash if no midi port rep outsb ;ca 5b 9a 30 .org overlay 31 03 6e b0 93 end if ;prevent crash if no midi port mov bp,140h ;vga mode 13H screen width A:fninit ;frameloop & (re)init fpu stack top cwd ;dx=0 prevents div 0 triple fault lea ax,[di-10h] ;spot coord=di vga segment les paragraph fixup div bp ;ax=y dx=x mov si,1012h ;z=@1010h y=@1012h x=@1014h call _n F ;base origin=(100,100) xchg ax,dx ;y=y-100/fov fld1 ;z=1 x=x-100/fov call _n F ;x z y call _n D ;ca sa x y z fsincos ;ca sa x y z fcos ;ca sa x y z fld st2 ;x ca sa x y z fmul st0,st1 ;x*ca ca sa x y z fld st4 ;y x*ca ca sa x y z fmul st0,st3 ;y*sa x*ca ca sa x y z fsubp st1,st0 ;x*ca-y*sa ca sa x y z fxch st3 ;x ca sa x*ca-y*sa y z fmulp st2,st0 ;ca x*sa x*ca-y*sa y z fmulp st3,st0 ;x*sa x*ca-y*sa y*ca z faddp st2,st0 ;x*ca-y*sa y*ca+x*sa z fxch st2 ;z y*ca+x*sa x*ca-y*sa fxch st1 ;y*ca+x*sa z x*ca-y*sa mov cl,3 ;cl=repeat loop B:fild _w[si] ;z2 y*ca+x*sa z x*ca-y*sa lodsw ;y2 z2 y*ca+x*sa z x*ca-y*sa loop B ;x2 y2 z2 y*ca+x*sa z x*ca-y*sa dec cl ;cl=visibility fostrum=[255,0] C:mov si,1016h ;ray z2=@1016h y2=@1018h x2=@101ah fist _w[si-2] ;x2 y2 z2 y*ca+x*sa z x*ca-y*sa ->x=x2 fadd st,st5 ;x2+x*ca-y*sa y2 z2 y*ca+x*sa z x*ca-y*sa fxch st1 ;y2 x2+x*ca-y*sa z2 y*ca+x*sa z x*ca-y*sa fist _w[si-4] ;y2 x2+x*ca-y*sa z2 y*ca+x*sa z x*ca-y*sa ->y=y2 fadd st,st4 ;y2+z x2+x*ca-y*sa z2 y*ca+x*sa z x*ca-y*sa fxch st2 ;z2 x2+x*ca-y*sa y2+z y*ca+x*sa z x*ca-y*sa z x y fist _w[si-6] ;z2 x2+x*ca-y*sa y2+z y*ca+x*sa z x*ca-y*sa ->z=z2 fadd st,st3 ;z2+y*ca+x*sa x2+x*ca-y*sa y2+z y*ca+x*sa z x*ca-y*sa z+1 x y fxch st2 ;y2+z x2+x*ca-y*sa z2+y*ca+x*sa y*ca+x*sa z x*ca-y*sa y x z+1 fxch st1 ;x2+x*ca-y*sa y2+z z2+y*ca+x*sa y*ca+x*sa z x*ca-y*sa x y z+1 call _n J ;get logical map /w [si]=z2 add bl,al ;map=z+y+x mov _w[bx],si ;clear logical map index /w si=bytemask 10h,10h call _n J ;get physical map xlatb ;map=z+y+x cmp al,10h ;ray hit ? loopz _s C ;if not advance ray whilde dist<256 call _n K ;calculate block texture shr cx,5 ;ambient lighting dist=255-cl/32 shr ax,5 ;grayscale vga sub palette interval add ax,cx ;add ambient lighting to texture val add al,0ch ;align pixel color to interval stosb ;plot pixel value test di,di ;all 65536 frame points processed ? jnz A ;if not then continue this frame call _n G ;else get new lissajous values in ax,60h ;verify if esc key pressed das ;if al=0 then no key and process next frame jz A ;else exit with ret by fall-through D:fild _w[fs:46ch];load angle time=bios bda rtc lo word E:fidiv _w[12ch] ;time/fov=angle f=@12ch in com=7300h=115d retn ;return to caller or to shell F:sub ax,64h ;translate to arbitrary basis (100,100) mov _w[si],ax ;ax=y or ax=x fild _w[si] ;load y then x coordinates lodsw ;si+=2 advance to abscisse jmp _s E ;divide by field of view fidiv word [f]/retn G:call _n D ;lissajous x=a*st y=b*sn*t+k z=a*ct /w n=5/2 & k=pi/2 fsincos ;ct st t z(t)=a*ct /w t=ang call _n H ;st t -> z2=a*ct+f si=z2 si+2=y2 si+4=z2 call _n D ;t st t n=@1e4h in com=00002040h=2.5f fmul _d[1e4h] ;n*t st t y(t)=b*sn*t+k /w n=5/2 and k=pi/2 fcos ;sn*t+pi/2 st t f(sn*t+k)=f(cn*t) /w k=pi/2 fimul _w[34h] ;b*sn*t+pi/2 st t scale2map b=@34h in psp=1800h=24d call _n I ;st t -> y2=b*sn*t+pi/2+f fcang from prev fsincos H:fimul _w[16fh] ;a*st t scale to h mapSiz a=@16fh in com=5e00h=94d I:fiadd _w[16fh] ;a*st+f t fistp _w[si] ;t -> x2=a*st+f z2->y2->x2 lodsw ;si+=2 retn ;implicit "call H" z(t)=a*ct) /w si=z2 J:lodsw ;map ax=[si] si+=2 assume bx=map off>512>org+progsize shld bx,ax,0ch ;z/=16 z*=16^0 map=z (ie. shr ax,4) lodsw ;ax=[si+2] si+=4 aam 10h ;y/=16 y*=16^2 (ie. shl ax,4) mov bh,ah ;map=z+y lodsb ;ax=[si+4] si=si+6 x=int(x/16) x*=16^1 and al,0f0h ;x=int(x/16) x*=16^1 mov si,1010h ;[si]=z ; z=@1010h /w 10h=block presence bitmask retn ;(x/u)*s^1+(y/u)*(s^2)+(z/u)*(s^0) /w Unit=mapSiz=16 K:call _n L ;call texture generation for 1st axis coord call _n L ;call texture generation for 2nd axis coord db 20h,40h,90h ;dword [$-2]=2.5f=3d lissajous curve /w n=5/2 L:and _b[si],0fh ;get val(tex)%blocksize=local block coord fild _w[si] ;texture gen x*ca+y*ca+z*ca fimul _w[16fh] ;scale up 1st:si=z 2nd:si=y 3rd:si=x fsin ;circular based texture design fimul _w[16fh] ;rescale up /w auto-centering constant fsubp st1,st0 ;accumulate shade of grey-lighting fabs ;assert max Sigma|f(x)+f(y)+f(z)| fist _w[si] ;store last retrievable Sigma lodsw ;in accumulator (last ax=|f(x)+f(y)+f(z)|) retn ;return to caller
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