# Primitives for screen control. # # We need to do this in machine code because Mu doesn't have global variables # yet (for the start of video memory). == code pixel-on-real-screen: # x: int, y: int, color: int # . prologue 55/push-ebp 89/<- %ebp 4/r32/esp # . save registers 50/push-eax 51/push-ecx # bounds checks 8b/-> *(ebp+8) 0/r32/eax 3d/compare-eax-and 0/imm32 7c/jump-if-< $pixel-on-real-screen:end/disp8 3d/compare-eax-and 0x400/imm32/screen-width=1024 7d/jump-if->= $pixel-on-real-screen:end/disp8 8b/-> *(ebp+0xc) 0/r32/eax 3d/compare-eax-and 0/imm32 7c/jump-if-< $pixel-on-real-screen:end/disp8 3d/compare-eax-and 0x300/imm32/screen-height=768 7d/jump-if->= $pixel-on-real-screen:end/disp8 # eax = y*1024 + x 8b/-> *(ebp+0xc) 0/r32/eax c1/shift 4/subop/left %eax 0xa/imm8 03/add-> *(ebp+8) 0/r32/eax # eax += location of frame buffer 03/add-> *Video-memory-addr 0/r32/eax # *eax = color 8b/-> *(ebp+0x10) 1/r32/ecx 88/byte<- *eax 1/r32/CL $pixel-on-real-screen:end: # . restore registers 59/pop-to-ecx 58/pop-to-eax # . epilogue 89/<- %esp 5/r32/ebp 5d/pop-to-ebp c3/return