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Practice is the word You can do a lot with what you've learned so far, and certainly, you've learned enough to be able to figure out the rest with the help of an assembly language reference and perhaps a more advanced book on the subject For the remainder of this chapter we're going to do some practicing, flexing some assembly language muscles and picking up a few more instructions in the process
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Yet Another Lookup Table
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The lookup table named Digits (used by Byte2Str and Word2Str in the previous section) is so obvious that it didn't need much in the line of comments or explanations Digits simply converted the table's index into the ASCII character equivalent to the value of the index Digits is only 16 bytes long, and its contents pretty much indicate what it's for: Digits DB '0123456789ABCDEF'
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Most of the time, your lookup tables will be a little less obvious A lookup table does not have to be one single DB variable definition You can define it pretty much as you need to, either with all table elements defined on a single line (as with Digits) or with each table element on its own line Consider the following lookup table: OriginTbl DW DW DW DW DW DW DW DW DW DW DW DW DW 0B000H 0B000H 0B800H 0B000H 0B800H 0B000H 0B000H 0B000H 0B800H 0B000H 0B800H 0B000H 0B800H ; ; ; ; ; ; ; ; ; ; ; ; ; Code 0: No adapter identified Code 1: MDA Code 2: CGA Undefined Code 4: EGA/color Code 5: EGA/mono Undefined Code 7: VGA/mono Code 8: VGA/color Undefined Code 0AH: MCGA/color (digital) Code 0BH: MCGA/mono Code 0CH: MCGA/color (analog)
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Here's a table in which each table element has its own DW definition statement on its own line This table treats a problem connected with the numerous different kinds of display adapters installable in a PC There are two different addresses where the video refresh buffer begins On boards connected to color or color/gray scale monitors, the address is B800:0000, whereas on monochrome monitors, the address is B000:0000 (Refer back to Figure 611 and the accompanying text if you've forgotten what the video refresh buffer is) If you intend to address video memory directly (and doing so is much faster than working through DOS as we have been), then you have to know at which address the video refresh buffer lies Knowing which display adapter is installed is the hardest part and the DispID procedure described in the previous section answers that question Each of the nine codes returned by DispID has a video refresh buffer address associated with it But which goes with which You could use a long and interwoven series of CMP and JE tests, but that's the hard road and is grossly wasteful of memory and machine cycles A lookup table is simpler, faster in execution, and much easier to read and understand The following routine uses the OriginTbl lookup table shown previously to return the segment portion of the video refresh buffer address in AX OriginTbl must be present in the data segment, and the display adapter code must be passed to VidOrg in AL: ;--------------------------------------------------------------; VidOrg -- Returns origin segment of video buffer ; Last update 9/20/99 ;
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; 1 entry point: ; ; VidOrg: ; Caller must pass: ; AL : Code specifying display adapter type ; VidOrg returns the buffer origin segment in AX ;--------------------------------------------------------------VidOrg: xor AH,AH ; Zero AH mov DI,AX ; Copy AX (with code in AL) into DI shl DI,1 ; Multiply code by 2 to act as word index mov BX,OriginTbl ; Load address of origin table into BX mov AX,[BX+DI] ; Index into table using code as index ret ; Done; go home! This works a lot like the Digits lookup table mechanism in Byte2Str There's an important difference, however: Each entry in the OriginTbl lookup table is two bytes in size, whereas each entry in Digits was one byte in size
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