I'm writing a game using MASM,
I use ClrScr which is a procedure in Irvine32.inc
but it can't clean the whole console window
some char still remain.
My code is run under 32-bits system, so I can't use "int" instruction
I am trying to write a procedure to output black-color-space to the entire console
but it will flicker when I call that proc. and it's hard to stare at screen ..
Is there a solutions?
Here is my code to clear the screen
ForceCLS PROC
PUSH ECX
Translate 0,0 ;Gotoxy 0, 0
LoopTimes 50 ;Same AS MOV ECX, 50
SettingColor Black ;Set Font Color to Black
NewLine:
PUSH ECX
LoopTimes 115
BLANKS:
Write 020H
; Same As MOV EAX, 020H ; CALL WriteChar
Loop BLANKS
POP ECX
NL ;New Line
Loop NewLine
POP ECX
Translate 0,0 ;Same As Gotoxy 0, 0
DefaultColor ;Set Font Color to Default
RET
ForceCLS ENDP
And here are examples of the output:
The flickering happens because when you clear the console it becomes blank for a moment.
To prevent this flickering you need to render a scene in a buffer in memory and after that output the buffer to console. You can use WriteConsoleOutput function for this.
Here is a simple example of the animation in Windows console. The most interesting part happens in the ANIMATION
loop. RenderScene
procedure renders the scene to the buffer
, and WriteConsoleOutput
function sends the content of this buffer to the console.
TITLE Animation example
INCLUDE Irvine32.inc
INCLUDE win32.inc
COLS = 80 ; number of columns
ROWS = 25 ; number of rows
CHAR_ATTRIBUTE = 0Fh ; bright white foreground
.data
console HANDLE 0
buffer CHAR_INFO ROWS * COLS DUP(<<'-'>, CHAR_ATTRIBUTE>)
bufferSize COORD <COLS, ROWS>
bufferCoord COORD <0, 0>
region SMALL_RECT <0, 0, COLS-1, ROWS-1>
x DWORD 0 ; current position
y DWORD 2 ; of the figure
character WORD '0' ; filled with this symbol
.code
main PROC
INVOKE GetStdHandle, STD_OUTPUT_HANDLE
mov console, eax ; save console handle
mov ecx, 70 ; draw 70 frames
ANIMATION:
push ecx
call RenderScene
invoke WriteConsoleOutput, console,
ADDR buffer, bufferSize, bufferCoord, ADDR region
INVOKE Sleep,250 ; delay between frames
pop ecx
loop ANIMATION
exit
main ENDP
ClearBuffer PROC USES eax
xor eax, eax
BLANKS:
mov buffer[eax * CHAR_INFO].Char, ' '
inc eax
cmp eax, ROWS * COLS
jl BLANKS
ret
ClearBuffer ENDP
CharToBuffer PROC USES eax edx bufx:DWORD, bufy:DWORD, char:WORD
mov eax, bufy
mov edx, COLS
mul edx
add eax, bufx
mov dx, char
mov buffer[eax * CHAR_INFO].Char, dx
ret
CharToBuffer ENDP
RenderScene PROC USES eax edx ecx
CALL ClearBuffer
; render 10 by 7 rectangle
mov edx, y
mov ecx, 7
ONELINE:
mov eax, x
push ecx
mov ecx, 10
ONECHAR:
INVOKE CharToBuffer, eax, edx, character
inc eax
loop ONECHAR ; inner loop prints characters
inc edx
pop ecx
loop ONELINE ; outer loop prints lines
inc x ; increment x for the next frame
inc character ; change fill character for the next frame
ret
RenderScene ENDP
END main
This example uses some function and structures that are not included into Irvine32.inc so I added some declarations in win32.inc file:
CHARTYPE UNION
UnicodeChar WORD ?
AsciiChar DB ?
CHARTYPE ENDS
CHAR_INFO STRUCT
Char CHARTYPE <>
Attributes WORD ?
CHAR_INFO ENDS
WriteConsoleOutput EQU <WriteConsoleOutputA>
WriteConsoleOutput PROTO,
hConsoleOutput:HANDLE,
lpBuffer:PTR CHAR_INFO,
dwBufferSize:COORD,
dwBufferCoord:COORD,
lpWriteRegion:PTR SMALL_RECT