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, ...)
 
(optimized routine)
 
(4 intermediate revisions by the same user not shown)
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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]]
== Unsigned Version ==
 
  
  <nowiki>;DispHL, especially adapted to some kind of games (RPG's actually)
+
Simple and small routines that print the value of z80 register pair hl.
;input: hl=num, d=row,e=col, bc=number of algarisms to skip
+
 
;number of numbers' characters to display: 5 ; example: 65000
+
== Decimal Unsigned Versions ==
;output: hl displayed
+
 
 +
* 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:
push bc
+
ld bc,-10000
ld (CurRow),de
+
call Num1
ld de,OP1
+
ld bc,-1000
push de
+
call Num1
push de ;save twice...
+
ld bc,-100
call Num2Dec
+
call Num1
ex de,hl
+
ld c,-10
ld (hl),0
+
call Num1
pop hl
+
ld c,-1
jr firsttime
+
Num1: ld a,'0'-1
nozerodisp:
+
Num2: inc a
ld (hl),' ' ;suppress starting zeros, but you can delete this code if you don't want it
+
add hl,bc
inc hl
+
jr c,Num2
firsttime:
+
sbc hl,bc
ld a,(hl)
+
call PUTCHAR
cp '0'
+
ret </nowiki>
jr z,nozerodisp
+
pop hl
+
pop bc
+
add hl,bc
+
b_call(_PutS)
+
ret
+
  
;also adaptable for a DispA routine!
+
<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
ld bc,2
+
jp DispHL</nowiki>
jr 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
DispHLsign:</nowiki>
+
;
 +
DispHLdecsigned:
 +
 
 +
 
 +
  ret</nowiki>

Latest revision as of 06:56, 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

This article is a stub. You can help WikiTI by expanding it.


;DispHL signed
;
DispHLdecsigned:


   ret