; ******************************************* ; * PAT80 COMPOSITE PAL VIDEO ADAPTER * ; * Character generator module * ; ******************************************* ; This module generates the character pixels using the font present in rom ; and adds it on the framebuffer in the position indicated by POS_COARSE (Y). .equ LINE_COLUMNS = 52 ; number of columns (characters or chunks) per line ; Draws character in register A to the screen at current coords (Y) ; @param A (r0) ascii code to display ; @modifies r0 (A), r1, r2, r3, r16 (HIGH_ACCUM), Y, Z draw_char: ; Glyph's first byte is at: ; glyph_pointer = font_starting_mem_pos + (ascii_code * number_of_bytes_per_font) ; But all the fonts are 1 byte large, so a glyph is 1*height bytes: ; glyph_pointer = FONT + (ascii_code * FONT_HEIGHT) ; Save current chunk cursor position (Y) mov r2, YL mov r3, YH ; Load first glyph position on Z ldi ZH, high(FONT) ldi ZL, low(FONT) ; Obtain offset multiplying ascii_code * number_of_bytes_per_fontr1 ldi HIGH_ACCUM, FONT_HEIGHT mul A, HIGH_ACCUM ; result overwrites r0 and r1! ; 16-bit addition between gliph's first byte position and offset (and store result in Z) add ZL, A adc ZH, r1 ; Z contain our glyph's first byte position: draw it ; The drawing consist of FONT_HEIGHT cycles. Every glyph byte is placed on its own line ; on screen. To do this, we place it LINE_COLUMNS bytes after the previous one. ldi HIGH_ACCUM, FONT_HEIGHT draw_char_loop: ; Load glyph line byte from program memory (and point to the next) lpm r1, Z+ ; Write glyph line to framebuffer at chunk cursor position (Y) st Y, r1 ; Increment chunk cursor position (Y) to next line of the same char column adiw YH:YL,LINE_COLUMNS ; Decrement loop counter and exit if reached 0 dec HIGH_ACCUM brne draw_char_loop ; Char drawing is complete. Set chunk cursor position to next char first line mov YL, r2 ; first restore Y mov YH, r3 adiw YH:YL,1 ; just increment pre-char-drawing-saved chunk cursor position by 1 ret