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╓────────── (% VLA Presents Intro To Starfields %) ──────────╖
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┌───────────┬────────────────────────────────────────────────────────────────
│ STARS.TXT │
└───────────┘
────────────────────────────────────────────────────────────────────────────
;
; TITLE: Star field
;WRITTEN BY: DRAEDEN
; DATE: 03/15/93
;
; NOTES:
;
;ASSOCIATED FILES:
;
; STARGEN.BAS => Basic program that generates a set of 'randomized'
; numbers. Creates STARRND.DW
;
; STARS.ASM => The asm file.
;
; STARRND.DW => File that contains a set of shuffled numbers order.
; Used to create 'random' star field.
;
────────────────────────────────────────────────────────────────────────────
A star field is just a series of 3d point plotted onto a 2d plane (your
screen). The movement effect is achieved by simply decreasing the Z
cordinate and redisplaying the results. The formula for the 3d to 2d
conversion is:
────────────────
ScreenX = ScreenDist * Xpos / Zpos
ScreenY = ScreenDist * Ypos / Zpos
────────────────
This should make perfect sense. As the object gets futher away, (X,Y)
cordinates converge to (0,0). The screen dist is how far away the 'eye' is
from the screen, or, as I like to think of it, the window. Naturally, as you
get closer to the window, your field of view is greatly enhanced (you can see
more). But, because we can't make the monitor bigger, we have to shrink the
data that is being displayed. And when we have a large screen distance, we
should see less of the virtual world, and the objects should appear bigger.
When this formula is translated into assembler, you would immediatly decide
that 256 is the best screen distance. Why? Multiplying by 256 on the 386 is
as simple as this:
────────────────
;we want to multiply ax by 256 and put it into dx:ax to set up for division
movsx dx,ah ;3 cycles
shl ax,8 ;3 cycles -- total 6
;or we could do it the 'normal way'...
mov dx,256 ;2 cycles, but we can have any screen distance
imul dx ;9-22 cycles on a 386, 13-26 on a 486
;a total of 11-28 cycles!
────────────────
If you'll take note, the 6 cycle trick is AT LEAST 5 cycles faster than
the imul. Anyway... I bet you really don't care about a few cycles at this
point, so I won't spend much more time on it...
So, as you can see, the math part of it is easy.. the hard part is the
what's left. You need a routine that creates a star, presumably random, and
another routine that displays all the stars and advances them. Well, that's
how I broke it into subroutines...
For the routine that creates the star you need it to:
1) See if we already have enough stars going (is NUMSTARS > MAXSTARS ?)
2) If there's room, scan for the first open slot...
3) Now that we've found where to put it, create a star by getting a set
of random numbers for the (X,Y) and setting the Z to the maximum.
Also select a color for the star.
The display routine would need to:
1) Erase the old star.
2) Calculate the screen X & Y positions for the new position. Are they
inside the screen boundries? If not, 'kill' the star, otherwise
display it. The shade of the color to use must be calculated by
using the Z cordinate. Color = BaseColor + Zpos / 256
3) Decrease the Zpos.
And the main routine would:
1) Call MakeStars
2) Wait for verticle retrace
3) Call DisplayStars
4) Check for keypress, if there is one, handle it, if its not one we're
looking for then exit program.
5) Loop to step 1
To impliment this, we need to create an array of records which has enough
room for MAXSTARS. The record would contain the (X,Y,Z) cordinates, the
OldDi and the base color for the star. To create a star, it first checks to
see if there is room. If there is, then we scan through the array
looking%wor an open slot. If we don't find an empty space, then we don't
create a star. We create the star by grabbing a pair of (X,Y) cordinates
from the list of 'random' numbers and set the Z to MAXZPOS. Then, increase
NUMSTARS and return.
In displaying the star, we would like to only have to calculate DI once.
So we save off a copy of DI in an array after we calculate it for the drawing
so that erasing the dot is really quick. Next we calculate the new DI for
the dot. This is done by using the formula mentioned above and this one:
────────────────
DI = ScreenY * ScreenWidth + ScreenX
────────────────
When doing the math, care must be taken to make sure that:
a) the Zpos is not zero and X*256/ZPOS is not greater than 32767.
will cause a DIVIDE BY ZERO or a DIVIDE OVERFLOW
b) SY and SX do not go outside the border of the screen.
If either of these conditions are broken, the star must be terminated and
calculations for that star must be aborted. Actually, Zpos = 0 is used to
signify a nonactive star. To terminate the star, you'd simply change its
zpos to 0 and decrease NUMSTARS.
To create the different shades, I used:
────────────────
Color = BaseColor + Zpos/256
────────────────
I used 256 as the number to divide by because that enables me to do no
dividing at all- I just use AH, because AH = AX / 256 (AH is the upper 8 bits
of AX). This relation suggests that the MAXZPOS shoul be 16*256 for 16
shades. So, the MAXZPOS = 4096. The palette will have to be set up so that
the shades go from light to black (lower # is lighter). Simple enough. (I
hope.)
────────────────────────────────
RANDOM NUMBERS
────────────────────────────────
Well, not truly random numbers, but random enough for a starfield.
The problem:
There is no way on a PC to create truly random numbers with
great speed.
Solution:
Don't use truly random numbers. Use a chart of non-repeating,
shuffled numbers that fall within your desired range. That way
the stars will be evenly spread out and the creation of a new star
is incredably fast. ( A few MOV instructions) All you have to is grab
the number and increase the NEXTRANDOM pointer. I chose to fill in
the array half with positive numbers, half with negative with a
minimum distance of 10 from 0. I did this so that no stars will
'hit' the screen and just vanish. That doesn't look too good.
Here's the BASIC file that made my numbers for me...
────────────────
NumStars = 400
dim RndArray(NumStars)
randomize (timer)
'fill the array with numbers from -Numstars/2 to -10
'and from 10 to Numstars/2
i=10
for r = 0 to NumStars/2
RndArray(r)=i
i=i+1
next
i=-10
for r = NumStars/2 to NumStars
RndArray(r)=i
i=i-1
next
'randomly shuffle them..
print "Total numbers: ";NumStars
print "Shuffling - Please wait... "
for q = 1 to numstars/5
for r = 0 to NumStars
swnum1 = int(rnd*NumStars+.5)
swap RndArray(swnum1),RndArray(r)
next
next
'write the numbers neatly to a file
open "starrnd.dw" for output as 1
cc= 0 ' CC is my "Column Control"
print#1, "StarRnd dw ";:print#1, using"####";RndArray(0)
for r = 1 to NumStars
IF cc=0 THEN ' is this the first one on the line?
print#1, "dw ";:print#1, using"####" ;RndArray(r);
ELSE
print#1, ",";:print#1, using"####"; RndArray(r);
END IF
cc=cc+1:if cc= 10 then cc=0:print#1," " 'goto the next line
next
close #1
────────────────
This brings up another point. Whenever you can write a program in a
higher level language to create data for you, do it. It sure beats typing
then in by hand. For instance, the palette was made using the REPT macro,
the actual data is created by the compiler at compile time. Doing it that
way happens to be a whole lot easier than typing in every byte.
Last minute note: I rigged the plus and minus keys up so that they
control the 'Warpspeed' can be from 0 - MaxWarp, which I set to 90 or
something like that.
─────────────────────────────────────────────────────────────────────────────
Well, that's it for now. See INFO.VLA for information on contacting us.
I would like some suggestions on what to write code for. What would you
like to see done? What code would you like to get your hands on?
Send question, comments, suggestions to draeden@u.washington.edu or post
on Phantasm BBS.
┌───────────┬────────────────────────────────────────────────────────────────
│ STARS.ASM │
└───────────┘
─────────────────────────────────────────────────────────────────────────────
;
; TITLE: Star field
;WRITTEN BY: DRAEDEN
; DATE: 03/15/93
;
; NOTES: Need 386 to execute.
;
;ASSOCIATED FILES:
;
; STARGEN.BAS => Basic program that generates a set of 'randomized'
; numbers. Creates STARRND.DW
;
; STARS.TXT => The text file that explains starfields...
;
; STARRND.DW => File that contains a set of shuffled numbers.
; Used to create 'random' star field.
;
────────────────────────────────────────────────────────────────────────────
DOSSEG
.MODEL SMALL
.STACK 200h
.CODE
.386
ASSUME CS:@CODE, DS:@CODE
LOCALS
;=== GLOBALS
;=== Data Includes
INCLUDE starrnd.dw ;file that has label StarRnd numbers
;=== DATA Structures
Star_Struc STRUC
X dw 0
Y dw 0
Z dw 0
OldDi dw 0 ;where to erase last dot
Color db 0 ;BASE color. a number 0-16 is added to it
Star_Struc ENDS
StarStrucSize = 9 ;number of bytes per entry
;=== DATA
ScreenWidth EQU 320
ScreenHeight EQU 200
NumRnds EQU 400 ;number of random numbers defined
MaxZpos EQU 4096
MinZpos EQU 2
MaxStars EQU 190
NumColors EQU 5 ;number of Base colors in the Color Chart
WarpSpeed dw 15 ;how quickly the stars move toward ya
MaxWarp EQU 90
Xindex dw 30 ;index into the StarRnd chart for X & Y
Yindex dw 230 ; -note they must be different; set em the same to
;see why
Cindex dw 0 ;index into ColorChart
ColorChart db 0,16,32,48,64,80 ;a list of base colors (-1)
Stars Star_Struc MaxStars DUP (<>) ;where all the data is held
NumActive dw 0 ;number of stars active
Palette db 3 dup (0) ;the palette.. first entrie is BG color (black)
i = 15
REPT 16
db 2*i,3*i,4*i
i=i-1
ENDM
i = 15
REPT 16
db 2*i,2*i,4*i
i=i-1
ENDM
i = 15
REPT 16
db 3*i,3*i,4*i
i=i-1
ENDM
i = 15
REPT 16
db 3*i,2*i,4*i
i=i-1
ENDM
i = 15
REPT 16
db 3*i,3*i,3*i
i=i-1
ENDM
i = 15
REPT 16
db 2*i,4*i,3*i
i=i-1
ENDM
;=== Code Includes
;=== SUBROUTINES
;finds 1st available slot for a star and puts it there
MakeStar PROC NEAR
pusha
mov ax,cs
mov es,ax
mov ds,ax
cmp [NumActive],MaxStars ;is there room for another star?
jae NoEmptySpace
;search for 1st available slot
mov si,0
TryAgain:
cmp word ptr [Stars.Z+si],0 ;is this slot empty?
je GotOne ;yes, go fill it
add si,StarStrucSize
cmp si,MaxStars*StarStrucSize
jb TryAgain
jmp NoEmptySpace
GotOne: ;si points to the record for the star to fill
mov di,[Yindex] ;grab index for Ypos
add di,di ;multiply by 2 to make it a WORD index
mov ax,[StarRnd+di] ;get the number
shl ax,3 ;multiply by 8- could been done in BAS file
mov [Stars.Y+si],ax ;and save off the number
mov di,[Xindex] ;grab index for Xpos
add di,di ;... same as above, but for Xpos
mov ax,[StarRnd+di]
shl ax,3
mov [Stars.X+si],ax
mov [Stars.Z+si],MaxZpos ;reset Zpos to the max
inc [NumActive] ;we added a star so increase the counter
mov di,[Cindex] ;grab the color index
mov al,[ColorChart+di] ;grab the BaseColor for the star
mov [Stars.Color+si],al ;save it in the record
;increase all the index pointers
inc [Cindex] ;increases the color counter
cmp [Cindex],NumColors
jb OkColor
mov [Cindex],0
OkColor:
inc [Yindex] ;increases Yindex
cmp [Yindex],NumRnds ;note that for this one we
jb YindNotZero ; subtract NumRnds from Yindex if we
sub [Yindex],NumRnds ; go off the end of the chart
YindNotZero:
inc [Xindex] ;increase Xindex
cmp [Xindex],NumRnds ;have we gone through the entire chart?
jb XindNotZero ;nope...
;This clever bit of code makes more use out of the chart by increasing Yindex
; one additional unit each time Xindex goes through the entire chart... the
; result is nearly NumRND^2 random non-repeating points
inc [Yindex] ;yes, so change Yindex so that we get a
mov ax,[Yindex] ;new set of random (x,y)
cmp ax,[Xindex] ;does Xindex = Yindex?
jne NotTheSame ;if the index were the same, you'd see
;a graph of the line Y = X, not good...
inc [Yindex] ;if they are the same, inc Yindex again
NotTheSame:
mov [Xindex],0 ;reset Xindex to 0
XindNotZero: ;all done making the star...
NoEmptySpace:
popa
ret
MakeStar ENDP
DisplayStars PROC NEAR
pusha
mov ax,cs
mov ds,ax
mov ax,0a000h
mov es,ax
mov si,0
DispLoop:
mov cx,[Stars.Z+si]
or cx,cx ;if Zpos = 0 then this star is dead...
je Cont ;continue to the next one- skip this one
mov di,[Stars.OldDi+si] ;grab old Di
mov byte ptr es:[di],0 ;erase the star
cmp cx,MinZpos
jl TermStar ;if Zpos < MinZpos then kill the star
mov ax,[Stars.Y+si]
movsx dx,ah ;'multiply' Ypos by 256
shl ax,8
idiv cx ;and divide by Zpos
add ax,ScreenHeight/2 ;center it on the screen
mov di,ax
cmp di,ScreenHeight ;see if the star is in range.
jae PreTermStar ; If not, kill it
imul di,ScreenWidth ; DI = Y*ScreenWidth
mov ax,[Stars.X+si]
movsx dx,ah ;multiply Xpos by 256
shl ax,8
idiv cx ;and divide by Zpos
add ax,ScreenWidth/2 ;center it on the screen
cmp ax,ScreenWidth ;are we inside the screen boundries?
jae PreTermStar
add di,ax ; DI = Y * ScreenWidth + X
mov [Stars.OldDi+si],di ;save old di
;calculate the color below
add ch,cs:[Stars.Color+si] ;i'm dividing cx (the zpos) by 256 and
; putting the result in ch and adding
; the base color to it in one instruction
mov es:[di],ch ;put the dot on the screen
mov ax,cs:[WarpSpeed]
sub cs:[Stars.Z+si],ax ;move the stars inward at WarpSpeed
Cont:
add si,StarStrucSize ;point to next record
cmp si,MaxStars*StarStrucSize ;are we done yet?
jb DispLoop
popa
ret
PreTermStar:
mov [Stars.Z+si],1 ;this is here so that the star will get erased
jmp short Cont ;next time through if I just went off and killed
;the star, it would leave a dot on the screen
TermStar:
mov [Stars.Z+si],0 ;this actually kills the star, after it has
dec [NumActive] ;been erased
jmp short Cont
DisplayStars ENDP
;=== CODE
START:
mov ax,cs
mov ds,ax
mov es,ax
mov ax,0013h ;set vid mode 320x200x256 graph
int 10h
mov dx,offset Palette
mov ax,1012h ; WRITE palette
mov bx,0
mov cx,256 ;write entire palette
int 10h ;doesn't matter if we didnt define it all
StarLoop:
call MakeStar ;make stars 2x as thick
call MakeStar
mov dx,3dah
VRT:
in al,dx
test al,8
jnz VRT ;wait until Verticle Retrace starts
NoVRT:
in al,dx
test al,8
jz NoVRT ;wait until Verticle Retrace Ends
call DisplayStars
mov ah,1 ;check to see if a char is ready
int 16h
jz StarLoop ;nope, continue
mov ah,0
int 16h ;get the character & put in AX
cmp al,"+" ;compare ASCII part (al) to see what was pressed
jne NotPlus
inc [WarpSpeed]
cmp [WarpSpeed],MaxWarp
jbe StarLoop
mov [WarpSpeed],MaxWarp
jmp StarLoop
NotPlus:
cmp al,"-"
jne NotMinus
dec [WarpSpeed]
cmp [WarpSpeed],0
jge StarLoop
mov [WarpSpeed],0
Jmp StarLoop
NotMinus:
mov ax,0003h ;set 80x25x16 char mode
int 10h
mov ax,4c00h ;return control to DOS
int 21h
END START
┌────────────┬───────────────────────────────────────────────────────────────
│ STARRND.DW │
└────────────┘
StarRnd dw 166
dw 67, 102, 46,-173,-154,-210,-192, 173,-196, -81
dw -50, 36, 50,-200, -95, 209, -16,-179, -30, 18
dw 174, 197, 127, 71, 29,-121,-160,-176, 19, -52
dw -185, 89, 172, 74,-156, 157,-125, 144, -34, 69
dw 17, -40, 64, -98,-153, 125, 160, 140,-204, 141
dw 137,-165, -14, 154,-146, 119, 123, 165,-130, 168
dw -180, 143, 52, 107,-107,-102, 57, 27, 117, 37
dw 126, 15, -89, 184, 116, 183, -99,-139, 150, 188
dw 38, 90, 93,-194, 207,-187, 62, 59, 196, 12
dw -174, 54, 146,-137, 198, 162, 155,-163, -77,-144
dw 191,-132, -43, 151,-103, 20, -46, 13,-140, 31
dw 130,-169,-188, 109, -33,-150,-170, 68, -75,-201
dw -100,-171, -19, -61,-206, 149, 99, -76,-186, -44
dw -178, 34, 61, 28, 114, 199, 201, -83, -27, 63
dw -38, 204, 208,-112,-208, 122, -90, 23,-122, 161
dw 35,-168, 170,-164,-151, 75, -60,-109, 85, 193
dw 45,-175,-134, 205, -21, 49, 133, -85, -47, -37
dw -29, -96, -66, 73,-118, 147, -53, 120, 153,-155
dw -11, 11, 95, -26, 134,-145, -49, -74, 42,-124
dw 189, -42, 92,-167, 88,-126,-129,-108,-193, 195
dw 190,-106,-117, 203, 84, 139,-123, -94, -88,-158
dw 181, -97, -20, 82, -57, 112, -35, 14, -56, -58
dw 200, 80,-183, 106, 87, 30, 51, -28, 98, -12
dw -191,-128, -13,-184, 136, 43,-166, -62, -73,-116
dw -31,-135,-101, 25, 41, -82, 110, 10, -45, -41
dw 97, 175, 138, 171, 72,-133,-157, 58,-104, 187
dw 192, -68, -87, 169,-110, 91, 129, 104, -70,-114
dw -138,-115,-141, -67,-195, -79, -69, 40,-147, -80
dw -119, 128, 152,-209, 83, 53, 159, 66,-190, 81
dw -92, -10,-181, 135, 60, 33, -25, 70, 22, -72
dw 103, -23, 131, 79, -64, 55, -86, -32,-182,-136
dw 26, -54,-172,-148, 148, -65,-152,-207, -39, -71
dw 65, 179,-177, 24, 118, -59, -63, 44, 105, 206
dw 178, -84,-202, 132, 186, -17, 76, 176, -22, 177
dw -198,-159,-162, 78, 77, -55,-120,-203,-113, 156
dw -189,-197, 124, 121,-142, -15,-205, 56, 158, -18
dw -93,-161, 39, 48, 101, -91, 182,-127, 108, 111
dw -36,-143, 21,-149, -78, -48, 164, 202, 185, 180
dw -51,-199, 100, 194, 32, -24, 142, 86,-111, 47
dw 115,-105, 16, 167, 94, 163, 96, 113,-131, 145
┌─────────────┬──────────────────────────────────────────────────────────────
│ STARGEN.BAS │
└─────────────┘
'
'Written by: Draeden /VLA
' Date: 03/15/93
'
' Notes: Used for generating 'random' data for Stars.asm
'
NumStars = 400
dim RndArray(NumStars)
randomize (timer)
'fill the array with numbers from -Numstars/2 to -10
'and from 10 to Numstars/2
i=10
for r = 0 to NumStars/2
RndArray(r)=i
i=i+1
next
i=-10
for r = NumStars/2 to NumStars
RndArray(r)=i
i=i-1
next
'randomly shuffle them..
print "Total numbers: ";NumStars
print "Shuffling - Please wait... "
for q = 1 to numstars/5
for r = 0 to NumStars
swnum1 = int(rnd*NumStars+.5)
swap RndArray(swnum1),RndArray(r)
next
next
'write the numbers neatly to a file
open "starrnd.dw" for output as 1
cc= 0
print#1, "StarRnd dw ";:print#1, using"####";RndArray(0)
for r = 1 to NumStars
IF cc=0 THEN
print#1, "dw ";:print#1, using"####" ;RndArray(r);
ELSE
print#1, ",";:print#1, using"####"; RndArray(r);
END IF
cc=cc+1:if cc= 10 then cc=0:print#1," "
next
close #1