WonderWitch/FreyaBIOS/Text
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The Text interrupt provides a text output display using one of the WonderSwan's screens.
Interrupts
INT $13/AH=$00 - text_screen_init
- AH = $00
Initializes a text window (see INT $13/AH=$01) with the following default settings:
- X, Y = 0, 0
- width, height = 28, 18
- starting tile = 512 - font tile count (in ASCII mode)
- starting tile = 512 - (width x height) (in Shift-JIS and mixed modes)
INT $13/AH=$01 - text_window_init
- AH = $01
- BL = X position on screen, in tiles
- BH = Y position on screen, in tiles
- CL = width, in tiles
- CH = height, in tiles
- DX = starting tile
Initializes a text window starting at (BL, BH)
with a size of CL x CH
tiles on the configured screen.
This requires the following number of tiles, starting at DX
:
- font tile count (in ASCII mode)
- width x height (in Shift-JIS and mixed modes)
INT $13/AH=$02 - text_set_mode
- AH = $02
- BX = Text mode
Available modes:
- 0 = ASCII mode
- 1 = mixed (ASCII and Shift-JIS) mode
- 2 = Shift-JIS mode
INT $13/AH=$03 - text_get_mode
- AH = $03
Return:
- BX = Text mode
INT $13/AH=$04 - text_put_char
- AH = $04
- BL = X position in text window
- BH = Y position in text window
- CX = Character code
INT $13/AH=$05 - text_put_string
- AH = $05
- BL = X position in text window
- BH = Y position in text window
- DS:DX = String to print
Return:
- AX = Number of characters displayed
INT $13/AH=$06 - text_put_substring
- AH = $06
- BL = X position in text window
- BH = Y position in text window
- CX = Maximum length of string to print
- DS:DX = String to print
Return:
- AX = Number of characters displayed
INT $13/AH=$07 - text_put_numeric
- AH = $07
- BL = X position in text window
- BH = Y position in text window
- CL = Width of area to write number in
- CH = Flags
- DX = Number
- DS:SI = Output buffer (optional, see flags)
Return:
- AX = Number of characters displayed
Numeric output flags:
7 bit 0 ---- ---- o... slzx | |||| | |||+- 0 = output in decimal | ||| 1 = output in hexadecimal | ||+---- 0 = pad with spaces | || 1 = pad with zeroes | |+------- 0 = align to right | | 1 = align to left | +---------- 0 = number is unsigned | 1 = number is signed +----------------- 0 = output to text window (at BL, BH) 1 = output to buffer (DS:SI)
INT $13/AH=$08 - text_fill_char
- AH = $08
- BL = X position in text window
- BH = Y position in text window
- CX = Length
- DX = Character code
Repeat the specified character code CX
times.
INT $13/AH=$09 - text_set_palette
- AH = $09
- BX = Palette color (0-15).
Set the palette used by printed text.
INT $13/AH=$0A - text_get_palette
- AH = $0A
Return:
- AX = Palette color (0-15).
Retrieve the palette used by printed text.
INT $13/AH=$0B - text_set_ank_font
- AH = $0B
- BL = Starting character code.
- BH = Bit depth; 0 = 1bpp, 1 = 2bpp.
- CX = Number of tiles.
- DS:DX = Input buffer containing font data.
INT $13/AH=$0C - text_set_sjis_font
TODO
INT $13/AH=$0D - text_get_fontdata
- AH = $0D
- CX = Character code.
- DS:DX = Output buffer for the character's tile data.
INT $13/AH=$0E - text_set_screen
- AH = $0E
- AL = Screen ID (0, 1).
INT $13/AH=$0F - text_get_screen
- AH = $0F
Return:
- AL = Screen ID (0, 1).
INT $13/AH=$10 - cursor_display
- AH = $10
- AL = Cursor status (0 = disabled, 1 = enabled).
Controls the visibility of a blinking cursor on the text screen.
INT $13/AH=$11 - cursor_status
- AH = $11
Return:
- AX = Cursor status.
7 bit 0 ---- ---- .... ..ve || |+- 0 = disabled, 1 = enabled +-- 0 = currently not visible, 1 = visible
INT $13/AH=$12 - cursor_set_location
- AH = $12
- BL = X position
- BH = Y position
- CL = Width, in tiles
- CH = Height, in tiles
INT $13/AH=$13 - cursor_get_location
- AH = $13
Return:
- AL = X position
- AH = Y position
- DL = Width, in tiles
- DH = Height, in tiles
INT $13/AH=$14 - cursor_set_type
- AH = $14
- BL = Palette (0-15) used by cursor area when visible
- CL = Blinking rate, in frames (0 = always visible)
The defaults are as follows:
- Palette = 1
- Blinking rate = 30
INT $13/AH=$15 - cursor_get_type
- AH = $15
Return:
- AL = Palette (0-15) used by cursor area when visible
- AH = Blinking rate, in frames (0 = always visible)