Difference between revisions of "Z80 Routines:Other:DispHL"
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(New page: DispHL DispHL == Unsigned Version == <nowiki>;DispHL, especially adapted to some kind of games (RPG's actually) ;input: hl=num, ...) |
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+ | [[Category:Z80 Routines:Display|DispHL]] | ||
[[Category:Z80 Routines:Other|DispHL]] | [[Category:Z80 Routines:Other|DispHL]] | ||
[[Category:Z80 Routines|DispHL]] | [[Category:Z80 Routines|DispHL]] | ||
− | |||
− | <nowiki>; | + | Simple and small routines that print the value of z80 register pair hl. |
− | ; | + | |
− | + | == Decimal Unsigned Versions == | |
− | ; | + | |
+ | * First a simple and small to show. Mostly for debugging or simple programs. | ||
+ | <nowiki>;Number in hl to decimal ASCII | ||
+ | ;Thanks to z80 Bits | ||
+ | ;inputs: hl = number to ASCII | ||
+ | ;example: hl=300 outputs '00300' | ||
+ | ;destroys: af, bc, hl, de used | ||
DispHL: | DispHL: | ||
− | + | ld bc,-10000 | |
− | + | call Num1 | |
− | ld | + | ld bc,-1000 |
− | + | call Num1 | |
− | + | ld bc,-100 | |
− | call | + | call Num1 |
− | + | ld c,-10 | |
− | ld | + | call Num1 |
− | + | ld c,-1 | |
− | + | Num1: ld a,'0'-1 | |
− | + | Num2: inc a | |
− | ld | + | add hl,bc |
− | + | jr c,Num2 | |
− | + | sbc hl,bc | |
− | + | call PUTCHAR | |
− | + | ret </nowiki> | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | ret | + | |
− | ; | + | <nowiki>;Bonus! DispA routine |
+ | ;adaptable for a DispA routine or any other 8-bit register | ||
DispA: | DispA: | ||
ld h,0 | ld h,0 | ||
ld l,a | ld l,a | ||
− | + | jp DispHL</nowiki> | |
− | + | ||
− | == Signed Version == | + | * DispHL especially adapted to games (nifty to RPG) |
+ | |||
+ | <nowiki>;DispHL for games | ||
+ | ;input: hl=num, d=row,e=col, c=number of algarisms to skip | ||
+ | ;number of numbers' characters to display: 5 ; example: 65000 | ||
+ | ;output: hl displayed, with algarisms skiped and spaces for initial zeros | ||
+ | DispHL_games: | ||
+ | inc c | ||
+ | ld b,1 ;skip 0 flag | ||
+ | ld (CurRow),de | ||
+ | ;Number in hl to decimal ASCII | ||
+ | ;Thanks to z80 Bits | ||
+ | ;inputs: hl = number to ASCII | ||
+ | ;example: hl=300 outputs ' 300' | ||
+ | ;destroys: af, hl, de used | ||
+ | ld de,-10000 | ||
+ | call Num1 | ||
+ | ld de,-1000 | ||
+ | call Num1 | ||
+ | ld de,-100 | ||
+ | call Num1 | ||
+ | ld e,-10 | ||
+ | call Num1 | ||
+ | ld e,-1 | ||
+ | Num1: | ||
+ | ld a,'0'-1 | ||
+ | Num2: inc a | ||
+ | add hl,de | ||
+ | jr c,Num2 | ||
+ | sbc hl,de | ||
+ | dec c ;c is skipping | ||
+ | jr nz,skipnum | ||
+ | inc c | ||
+ | djnz notcharnumzero | ||
+ | cp '0' | ||
+ | jr nz,notcharnumzero | ||
+ | leadingzero: | ||
+ | inc b | ||
+ | skipnum: | ||
+ | ld a,' ' | ||
+ | notcharnumzero: | ||
+ | push bc | ||
+ | call PUTCHAR ;bcall(_PutC) works, not sure if it preserves bc | ||
+ | pop bc | ||
+ | ret</nowiki> | ||
+ | |||
+ | == Hexadecimal Version == | ||
+ | <nowiki>;Display a 16- or 8-bit number in hex. | ||
+ | DispHLhex: | ||
+ | ; Input: HL | ||
+ | ld c,h | ||
+ | call OutHex8 | ||
+ | ld c,l | ||
+ | OutHex8: | ||
+ | ; Input: C | ||
+ | ld a,c | ||
+ | rra | ||
+ | rra | ||
+ | rra | ||
+ | rra | ||
+ | call Conv | ||
+ | ld a,c | ||
+ | Conv: | ||
+ | and $0F | ||
+ | add a,$90 | ||
+ | daa | ||
+ | adc a,$40 | ||
+ | daa | ||
+ | call PUTCHAR ;replace by bcall(_PutC) or similar | ||
+ | ret | ||
+ | </nowiki> | ||
+ | |||
+ | == Decimal Signed Version == | ||
{{stub}} | {{stub}} | ||
− | <nowiki>; | + | <nowiki>;DispHL signed |
− | + | ; | |
+ | DispHLdecsigned: | ||
+ | |||
+ | |||
+ | ret</nowiki> |
Latest revision as of 05:56, 21 April 2010
Simple and small routines that print the value of z80 register pair hl.
Decimal Unsigned Versions
- First a simple and small to show. Mostly for debugging or simple programs.
;Number in hl to decimal ASCII ;Thanks to z80 Bits ;inputs: hl = number to ASCII ;example: hl=300 outputs '00300' ;destroys: af, bc, hl, de used DispHL: ld bc,-10000 call Num1 ld bc,-1000 call Num1 ld bc,-100 call Num1 ld c,-10 call Num1 ld c,-1 Num1: ld a,'0'-1 Num2: inc a add hl,bc jr c,Num2 sbc hl,bc call PUTCHAR ret
;Bonus! DispA routine ;adaptable for a DispA routine or any other 8-bit register DispA: ld h,0 ld l,a jp DispHL
- DispHL especially adapted to games (nifty to RPG)
;DispHL for games ;input: hl=num, d=row,e=col, c=number of algarisms to skip ;number of numbers' characters to display: 5 ; example: 65000 ;output: hl displayed, with algarisms skiped and spaces for initial zeros DispHL_games: inc c ld b,1 ;skip 0 flag ld (CurRow),de ;Number in hl to decimal ASCII ;Thanks to z80 Bits ;inputs: hl = number to ASCII ;example: hl=300 outputs ' 300' ;destroys: af, hl, de used ld de,-10000 call Num1 ld de,-1000 call Num1 ld de,-100 call Num1 ld e,-10 call Num1 ld e,-1 Num1: ld a,'0'-1 Num2: inc a add hl,de jr c,Num2 sbc hl,de dec c ;c is skipping jr nz,skipnum inc c djnz notcharnumzero cp '0' jr nz,notcharnumzero leadingzero: inc b skipnum: ld a,' ' notcharnumzero: push bc call PUTCHAR ;bcall(_PutC) works, not sure if it preserves bc pop bc ret
Hexadecimal Version
;Display a 16- or 8-bit number in hex. DispHLhex: ; Input: HL ld c,h call OutHex8 ld c,l OutHex8: ; Input: C ld a,c rra rra rra rra call Conv ld a,c Conv: and $0F add a,$90 daa adc a,$40 daa call PUTCHAR ;replace by bcall(_PutC) or similar ret
Decimal Signed Version
;DispHL signed ; DispHLdecsigned: ret