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Fractalissimo
Hello, welcome into the wonderfull world of fractals..
With this artical, you will easily be able to generate fractals,
which could be used to make a voxel space, for a sky or only for
the fun !
Well, its really extremely easy, so you can drink a beer kro..
all through this article..
In the begining, our superb fractal will be generated by the shitty
recursivity. Smart for some people, absolutely heavy for others. And me ?
Its very heavy, smart certainly, but especially handy, and its the most
important here, because we are going to make this in assembly of course !
We also dont generate fractals every VBL, so put the recursivity in da ass..
Generation is a recursive subdivide of a square zone. Let call our
map W. It have a size of 65536 bytes strange, he ?. Fill it all with the
0FFh value, and put 03Ch for example, a random is also good at W0,0 and
therefore at W256,0 , W0,256 and W256,256. cause of 256*256 map..
Now we only have to call a little routine, which have the size and the
location of a square in the map, for parameters. We start with a size of 256
4and offset 0, the entire map in fact..
But, what do this routine do ? And the police ?. In fact, it uses
corners values of the zone it has to scan.. On each edge and if middle value
of the edge is 0FFh, it calculates the average of the two extremes, and add
a noise proportionnal to the squares size. The result is simply put at the
middle of the edge in the map if the previous value was 0FFh, remember ?.
The centers square value, is the average of four heights of it, with
also some noise proportionnal to his size. We dont need to now if the
previous was 0FFh or not, we just put the new value in all case..
The routine calls itself recursively. It divides the zone into 4
quadrants, and it calls itself for each one, until squares size is two.
Here is the main procedure :
RandomSeed Dd 0
Xor Ax,Ax
Int 1Ah Timer interrupt...
Mov RandomSeed,Edx
Mov Es,PlasmaSeg
Xor Di,Di
Stc
Sbb Eax,Eax
Mov Cx,4000h
Rep StosD
Mov Al,60
StosB we put 03Ch at offset 0
Xor Bx,Bx Offset 0
Mov Cx,256 Edge size 100h
Call CalcFractal
Here is the recursive fractal procedure :
CalcFractal PROC NEAR BXPosition BHy,BLx, CXEdge Size
Noise2 MACRO
Local @@Notnegativ,@@Nottoohigh
Push Ax
Pusha
Mov Eax,Dword Ptr Randomseed A little random
Mov Ebx,16807
Imul Ebx
And Eax,07FFFFFFFh
Mov Dword Ptr Randomseed,Eax
Popa
Mov Edx,RandomSeed
Mov Ax,Cx Proportionnal to the size in CX
Shl Ax,2
Imul Dx
Pop Ax
Add Dx,Ax We add calculated color in DX
Or Dx,Dx
Jge @@Notnegativ DX 0 ?
Xor Dx,Dx
@@Notnegativ:
Cmp Dx,255
Jb @@Nottoohigh DX 255 ?
Mov Dl,0FEh
@@Nottoohigh:
Mov Al,dl
Mov Es:Di,Al
ENDM
Noise MACRO
Local @@Nonoise
Cmp Byte Ptr Es:Di,0FFh
Jne @@Nonoise
Noise2
@@Nonoise:
ENDM
Shr Cx,1
jz @@Endcalc Size 2 ?
::::::wu+l/2,vwu,v+wu+l,v/2+noise
::::::Up Edge
Xor Ax,Ax
Xor Dx,Dx
Mov Di,Bx
Mov Al,Es:Di
Add Bl,Cl
Add Bl,Cl
Mov Di,Bx
Mov Dl,Es:Di
Add Ax,Dx
Shr Ax,1
Sub Bl,Cl
Mov Di,Bx
Noise
same for others edges..
::::::wu+l/2,v+l/2wu+l,v+l+wu+l,v+wu,v+wu,v+l/4
::::::Square center
Xor Ax,Ax
Xor Dx,Dx
Add Bl,Cl
Mov Di,Bx
Mov Al,Es:Di
Sub Bh,Cl
Sub Bh,Cl
Mov Di,Bx
Mov Dl,Es:Di
Add Ax,Dx
Sub Bl,Cl
Sub Bl,Cl
Mov Di,Bx
Mov Dl,Es:Di
Add Ax,Dx
Add Bh,Cl
Add Bh,Cl
Mov Di,Bx
Mov Dl,Es:Di
Add Ax,Dx
Shr Ax,2
Add Bl,Cl
Sub Bh,Cl
Mov Di,Bx
Noise2 a little bit different than edges
Sub Bl,Cl recursifs calls..
Sub Bh,Cl
Push Bx Cx
Call Calcfractal 1st quadrant: up left
Pop Cx bx
Push Bx Cx
Add Bl,Cl
Call Calcfractal 2nd quadrant: up right
Pop Cx Bx
Push Bx Cx
Add Bh,Cl
Call Calcfractal 3rd quadrant: down left
Pop Cx bx
Add Bl,Cl
Add Bh,Cl
Call Calcfractal 4th quadrant: down right
@@Endcalc:
Ret
CalcFractal ENDP
Yeah, thats all now guys !! Have phun ! And dont forget to kall
Equalizer : +33-01-452-519-23 / +33-01-452-511-31
...BaByLooN...ZeN..ReVeLaTioN...
-------------------------------------------------------- SOURCE CODE !!! -----
Title Fractal Map
Dosseg
.MODEL Large
.Stack 1000h
.386
.Data
msg db Kall now : EQUALIZER BBS
db Syzop: THoRiN / ReVeLaTioN
db +33-01-452-519-23
db +33-01-452-511-31
.Code
Warpseg Dw 0
Psp Dw 0
Progsize Dw 0
Randomseed Dd 0
Start Proc Near
Mov Ax,@Data
Mov Ds,Ax
Mov Psp,Es Init Allocation
Mov Bx,Ss
Mov Cx,Sp
Shr Cx,4
Add Bx,Cx
Sub Bx,Psp
Inc Bx
Mov Progsize,Bx
Shrinkprog:
Mov Ax,4A00h
Mov Bx,Progsize
Int 21h
Mov Bx,4096
Mov Ax,4800h
Int 21h
Mov Warpseg,Ax Allocate memory
Mov Ax,0013h
Int 10h
Xor Ax, Ax
Int 1Ah
Mov Randomseed, Edx
Xor Cx,Cx
@Paloop:Mov Dx,03C8h
Mov Ax,Cx
Out Dx,Al
Inc Dx
Mov Ax,Cx
Shr Ax,2
Out Dx,Al
Out Dx,Al
Out Dx,Al
Inc Cx
Cmp Cx,256
Jne Short @Paloop
Call Calcmap
Call Affiche
Xor Ah,Ah
Int 16h
Mov Bx,Warpseg
Mov Es,Bx
Xor Di,Di
Mov Ax,4900h
Int 21h DeAllocate memory
Mov Ax,03h
Int 10h
Mov Ah,4Ch
Int 21h
Start Endp
Affiche Proc Near
Push Ds
Mov Ds, Warpseg
Mov Ax,0A000h
Mov Es, Ax
Xor Si,Si
Mov Di, 320-256/2
Mov Bl, 200
@Copytovram:
Mov Cx, 256/4
Rep Movsd
Add Di, 320-256
Dec Bl
Jnz Short @Copytovram
Pop Ds
Ret
Affiche Endp
Calcmap Proc Near
Mov Es,Warpseg
Xor Di,Di
Mov Cx,4000h
Stc
Sbb Eax,Eax
Rep Stosd
Mov Al,60
Stosb
Xor Bx,Bx
Mov Cx,256
Call Calcfractal
Call Blurring
Ret
Calcmap Endp
Calcfractal Proc Near BXPosition BHy,BLx, CXEdge Size
Noise2 Macro
Local @@Notnegativ,@@Nottoohigh
Push Ax
Pusha
Mov Eax,Dword Ptr Randomseed a little random
Mov Ebx,16807
Imul Ebx
And Eax,07FFFFFFFh
Mov Dword Ptr Randomseed,Eax
Popa
Mov Edx,Randomseed
Mov Ax,Cx
Shl Ax,2
Imul Dx
Pop Ax
Add Dx,Ax
Or Dx,Dx
Jge @@Notnegativ
Xor Dx,Dx
@@Notnegativ:
Cmp Dx,255
Jb @@Nottoohigh
Mov Dl,0FEh
@@Nottoohigh:
Mov Al,Dl
Mov Es:Di,Al
Endm
Noise Macro
Local @@Nonoise
Cmp Byte Ptr Es:Di,0FFh
Jne @@Nonoise
Noise2
@@Nonoise:
Endm
Shr Cx,1
Jz @@Endcalc
:::::::::::::::::::::wu+l/2,vwu,v+wu+l,v/2+noise...
Xor Ax,Ax
Xor Dx,Dx
Mov Di,Bx
Mov Al,Es:Di
Add Bl,Cl
Add Bl,Cl
Mov Di,Bx
Mov Dl,Es:Di
Add Ax,Dx
Shr Ax,1
Sub Bl,Cl
Mov Di,Bx
Noise
:::::::::::::::::::::wu,v+l/2wu,v+wu,v+l/2
Xor Ax,Ax
Xor Dx,Dx
Sub Bl,Cl
Mov Di,Bx
Mov Al,Es:Di
Add Bh,Cl
Add Bh,Cl
Mov Di,Bx
Mov Dl,Es:Di
Add Ax,Dx
Shr Ax,1
Sub Bh,Cl
Mov Di,Bx
Noise
:::::::::::::::::::::wu+l,v+l/2wu+l,v+wu+l,v+l/2
Xor Ax,Ax
Xor Dx,Dx
Sub Bh,Cl
Add Bl,Cl
Add Bl,Cl
Mov Di,Bx
Mov Al,Es:Di
Add Bh,Cl
Add Bh,Cl
Mov Di,Bx
Mov Dl,Es:Di
Add Ax,Dx
Shr Ax,1
Sub Bh,Cl
Mov Di,Bx
Noise
:::::::::::::::::::::wu+l/2,v+lwu,v+l+wu+l,v+l/2
Xor Ax,Ax
Xor Dx,Dx
Add Bh,Cl
Mov Di,Bx
Mov Al,Es:Di
Sub Bl,Cl
Sub Bl,Cl
Mov Di,Bx
Mov Dl,Es:Di
Add Ax,Dx
Shr Ax,1
Add Bl,Cl
Mov Di,Bx
Noise
:::::::::::::::::::::wu+l/2,v+l/2wu+l,v+l+wu+l,v+wu,v+wu,v+l/4
Xor Ax,Ax
Xor Dx,Dx
Add Bl,Cl
Mov Di,Bx
Mov Al,Es:Di
Sub Bh,Cl
Sub Bh,Cl
Mov Di,Bx
Mov Dl,Es:Di
Add Ax,Dx
Sub Bl,Cl
Sub Bl,Cl
Mov Di,Bx
Mov Dl,Es:Di
Add Ax,Dx
Add Bh,Cl
Add Bh,Cl
Mov Di,Bx
Mov Dl,Es:Di
Add Ax,Dx
Shr Ax,2
Add Bl,Cl
Sub Bh,Cl
Mov Di,Bx
Noise2
Sub Bl,Cl
Sub Bh,Cl
Push Bx Cx
Call Calcfractal
Pop Cx Bx
Push Bx Cx
Add Bl,Cl
Call Calcfractal
Pop Cx Bx
Push Bx Cx
Add Bh,Cl
Call Calcfractal
Pop Cx Bx
Add Bl,Cl
Add Bh,Cl
Call Calcfractal
@@Endcalc:
Ret
Calcfractal Endp
Blurring Proc Near
Xor Di,Di
Mov Es,Warpseg
Mov Ecx,256*256
@@Blurrloop:
Xor Ax,Ax
Xor Dx,Dx
Mov Al,Es:Di-255
Mov Dl,Es:Di-257
Add Ax,Dx
Mov Dl,Es:Di+255
Add Ax,Dx
Mov Dl,Es:Di+257
Add Ax,Dx
Mov Dl,Es:Di+256
Add Ax,Dx
Mov Dl,Es:Di-256
Add Ax,Dx
Mov Dl,Es:Di-1
Add Ax,Dx
Mov Dl,Es:Di+1
Add Ax,Dx
Shr Ax,3
Mov Es:Di,Al
Inc Di
Dec Ecx
Jnz @@Blurrloop
Ret
Blurring Endp
End Start
Hello, welcome into the wonderfull world of fractals..
With this artical, you will easily be able to generate fractals,
which could be used to make a voxel space, for a sky or only for
the fun !
Well, its really extremely easy, so you can drink a beer kro..
all through this article..
In the begining, our superb fractal will be generated by the shitty
recursivity. Smart for some people, absolutely heavy for others. And me ?
Its very heavy, smart certainly, but especially handy, and its the most
important here, because we are going to make this in assembly of course !
We also dont generate fractals every VBL, so put the recursivity in da ass..
Generation is a recursive subdivide of a square zone. Let call our
map W. It have a size of 65536 bytes strange, he ?. Fill it all with the
0FFh value, and put 03Ch for example, a random is also good at W0,0 and
therefore at W256,0 , W0,256 and W256,256. cause of 256*256 map..
Now we only have to call a little routine, which have the size and the
location of a square in the map, for parameters. We start with a size of 256
4and offset 0, the entire map in fact..
But, what do this routine do ? And the police ?. In fact, it uses
corners values of the zone it has to scan.. On each edge and if middle value
of the edge is 0FFh, it calculates the average of the two extremes, and add
a noise proportionnal to the squares size. The result is simply put at the
middle of the edge in the map if the previous value was 0FFh, remember ?.
The centers square value, is the average of four heights of it, with
also some noise proportionnal to his size. We dont need to now if the
previous was 0FFh or not, we just put the new value in all case..
The routine calls itself recursively. It divides the zone into 4
quadrants, and it calls itself for each one, until squares size is two.
Here is the main procedure :
RandomSeed Dd 0
Xor Ax,Ax
Int 1Ah Timer interrupt...
Mov RandomSeed,Edx
Mov Es,PlasmaSeg
Xor Di,Di
Stc
Sbb Eax,Eax
Mov Cx,4000h
Rep StosD
Mov Al,60
StosB we put 03Ch at offset 0
Xor Bx,Bx Offset 0
Mov Cx,256 Edge size 100h
Call CalcFractal
Here is the recursive fractal procedure :
CalcFractal PROC NEAR BXPosition BHy,BLx, CXEdge Size
Noise2 MACRO
Local @@Notnegativ,@@Nottoohigh
Push Ax
Pusha
Mov Eax,Dword Ptr Randomseed A little random
Mov Ebx,16807
Imul Ebx
And Eax,07FFFFFFFh
Mov Dword Ptr Randomseed,Eax
Popa
Mov Edx,RandomSeed
Mov Ax,Cx Proportionnal to the size in CX
Shl Ax,2
Imul Dx
Pop Ax
Add Dx,Ax We add calculated color in DX
Or Dx,Dx
Jge @@Notnegativ DX 0 ?
Xor Dx,Dx
@@Notnegativ:
Cmp Dx,255
Jb @@Nottoohigh DX 255 ?
Mov Dl,0FEh
@@Nottoohigh:
Mov Al,dl
Mov Es:Di,Al
ENDM
Noise MACRO
Local @@Nonoise
Cmp Byte Ptr Es:Di,0FFh
Jne @@Nonoise
Noise2
@@Nonoise:
ENDM
Shr Cx,1
jz @@Endcalc Size 2 ?
::::::wu+l/2,vwu,v+wu+l,v/2+noise
::::::Up Edge
Xor Ax,Ax
Xor Dx,Dx
Mov Di,Bx
Mov Al,Es:Di
Add Bl,Cl
Add Bl,Cl
Mov Di,Bx
Mov Dl,Es:Di
Add Ax,Dx
Shr Ax,1
Sub Bl,Cl
Mov Di,Bx
Noise
same for others edges..
::::::wu+l/2,v+l/2wu+l,v+l+wu+l,v+wu,v+wu,v+l/4
::::::Square center
Xor Ax,Ax
Xor Dx,Dx
Add Bl,Cl
Mov Di,Bx
Mov Al,Es:Di
Sub Bh,Cl
Sub Bh,Cl
Mov Di,Bx
Mov Dl,Es:Di
Add Ax,Dx
Sub Bl,Cl
Sub Bl,Cl
Mov Di,Bx
Mov Dl,Es:Di
Add Ax,Dx
Add Bh,Cl
Add Bh,Cl
Mov Di,Bx
Mov Dl,Es:Di
Add Ax,Dx
Shr Ax,2
Add Bl,Cl
Sub Bh,Cl
Mov Di,Bx
Noise2 a little bit different than edges
Sub Bl,Cl recursifs calls..
Sub Bh,Cl
Push Bx Cx
Call Calcfractal 1st quadrant: up left
Pop Cx bx
Push Bx Cx
Add Bl,Cl
Call Calcfractal 2nd quadrant: up right
Pop Cx Bx
Push Bx Cx
Add Bh,Cl
Call Calcfractal 3rd quadrant: down left
Pop Cx bx
Add Bl,Cl
Add Bh,Cl
Call Calcfractal 4th quadrant: down right
@@Endcalc:
Ret
CalcFractal ENDP
Yeah, thats all now guys !! Have phun ! And dont forget to kall
Equalizer : +33-01-452-519-23 / +33-01-452-511-31
...BaByLooN...ZeN..ReVeLaTioN...
-------------------------------------------------------- SOURCE CODE !!! -----
Title Fractal Map
Dosseg
.MODEL Large
.Stack 1000h
.386
.Data
msg db Kall now : EQUALIZER BBS
db Syzop: THoRiN / ReVeLaTioN
db +33-01-452-519-23
db +33-01-452-511-31
.Code
Warpseg Dw 0
Psp Dw 0
Progsize Dw 0
Randomseed Dd 0
Start Proc Near
Mov Ax,@Data
Mov Ds,Ax
Mov Psp,Es Init Allocation
Mov Bx,Ss
Mov Cx,Sp
Shr Cx,4
Add Bx,Cx
Sub Bx,Psp
Inc Bx
Mov Progsize,Bx
Shrinkprog:
Mov Ax,4A00h
Mov Bx,Progsize
Int 21h
Mov Bx,4096
Mov Ax,4800h
Int 21h
Mov Warpseg,Ax Allocate memory
Mov Ax,0013h
Int 10h
Xor Ax, Ax
Int 1Ah
Mov Randomseed, Edx
Xor Cx,Cx
@Paloop:Mov Dx,03C8h
Mov Ax,Cx
Out Dx,Al
Inc Dx
Mov Ax,Cx
Shr Ax,2
Out Dx,Al
Out Dx,Al
Out Dx,Al
Inc Cx
Cmp Cx,256
Jne Short @Paloop
Call Calcmap
Call Affiche
Xor Ah,Ah
Int 16h
Mov Bx,Warpseg
Mov Es,Bx
Xor Di,Di
Mov Ax,4900h
Int 21h DeAllocate memory
Mov Ax,03h
Int 10h
Mov Ah,4Ch
Int 21h
Start Endp
Affiche Proc Near
Push Ds
Mov Ds, Warpseg
Mov Ax,0A000h
Mov Es, Ax
Xor Si,Si
Mov Di, 320-256/2
Mov Bl, 200
@Copytovram:
Mov Cx, 256/4
Rep Movsd
Add Di, 320-256
Dec Bl
Jnz Short @Copytovram
Pop Ds
Ret
Affiche Endp
Calcmap Proc Near
Mov Es,Warpseg
Xor Di,Di
Mov Cx,4000h
Stc
Sbb Eax,Eax
Rep Stosd
Mov Al,60
Stosb
Xor Bx,Bx
Mov Cx,256
Call Calcfractal
Call Blurring
Ret
Calcmap Endp
Calcfractal Proc Near BXPosition BHy,BLx, CXEdge Size
Noise2 Macro
Local @@Notnegativ,@@Nottoohigh
Push Ax
Pusha
Mov Eax,Dword Ptr Randomseed a little random
Mov Ebx,16807
Imul Ebx
And Eax,07FFFFFFFh
Mov Dword Ptr Randomseed,Eax
Popa
Mov Edx,Randomseed
Mov Ax,Cx
Shl Ax,2
Imul Dx
Pop Ax
Add Dx,Ax
Or Dx,Dx
Jge @@Notnegativ
Xor Dx,Dx
@@Notnegativ:
Cmp Dx,255
Jb @@Nottoohigh
Mov Dl,0FEh
@@Nottoohigh:
Mov Al,Dl
Mov Es:Di,Al
Endm
Noise Macro
Local @@Nonoise
Cmp Byte Ptr Es:Di,0FFh
Jne @@Nonoise
Noise2
@@Nonoise:
Endm
Shr Cx,1
Jz @@Endcalc
:::::::::::::::::::::wu+l/2,vwu,v+wu+l,v/2+noise...
Xor Ax,Ax
Xor Dx,Dx
Mov Di,Bx
Mov Al,Es:Di
Add Bl,Cl
Add Bl,Cl
Mov Di,Bx
Mov Dl,Es:Di
Add Ax,Dx
Shr Ax,1
Sub Bl,Cl
Mov Di,Bx
Noise
:::::::::::::::::::::wu,v+l/2wu,v+wu,v+l/2
Xor Ax,Ax
Xor Dx,Dx
Sub Bl,Cl
Mov Di,Bx
Mov Al,Es:Di
Add Bh,Cl
Add Bh,Cl
Mov Di,Bx
Mov Dl,Es:Di
Add Ax,Dx
Shr Ax,1
Sub Bh,Cl
Mov Di,Bx
Noise
:::::::::::::::::::::wu+l,v+l/2wu+l,v+wu+l,v+l/2
Xor Ax,Ax
Xor Dx,Dx
Sub Bh,Cl
Add Bl,Cl
Add Bl,Cl
Mov Di,Bx
Mov Al,Es:Di
Add Bh,Cl
Add Bh,Cl
Mov Di,Bx
Mov Dl,Es:Di
Add Ax,Dx
Shr Ax,1
Sub Bh,Cl
Mov Di,Bx
Noise
:::::::::::::::::::::wu+l/2,v+lwu,v+l+wu+l,v+l/2
Xor Ax,Ax
Xor Dx,Dx
Add Bh,Cl
Mov Di,Bx
Mov Al,Es:Di
Sub Bl,Cl
Sub Bl,Cl
Mov Di,Bx
Mov Dl,Es:Di
Add Ax,Dx
Shr Ax,1
Add Bl,Cl
Mov Di,Bx
Noise
:::::::::::::::::::::wu+l/2,v+l/2wu+l,v+l+wu+l,v+wu,v+wu,v+l/4
Xor Ax,Ax
Xor Dx,Dx
Add Bl,Cl
Mov Di,Bx
Mov Al,Es:Di
Sub Bh,Cl
Sub Bh,Cl
Mov Di,Bx
Mov Dl,Es:Di
Add Ax,Dx
Sub Bl,Cl
Sub Bl,Cl
Mov Di,Bx
Mov Dl,Es:Di
Add Ax,Dx
Add Bh,Cl
Add Bh,Cl
Mov Di,Bx
Mov Dl,Es:Di
Add Ax,Dx
Shr Ax,2
Add Bl,Cl
Sub Bh,Cl
Mov Di,Bx
Noise2
Sub Bl,Cl
Sub Bh,Cl
Push Bx Cx
Call Calcfractal
Pop Cx Bx
Push Bx Cx
Add Bl,Cl
Call Calcfractal
Pop Cx Bx
Push Bx Cx
Add Bh,Cl
Call Calcfractal
Pop Cx Bx
Add Bl,Cl
Add Bh,Cl
Call Calcfractal
@@Endcalc:
Ret
Calcfractal Endp
Blurring Proc Near
Xor Di,Di
Mov Es,Warpseg
Mov Ecx,256*256
@@Blurrloop:
Xor Ax,Ax
Xor Dx,Dx
Mov Al,Es:Di-255
Mov Dl,Es:Di-257
Add Ax,Dx
Mov Dl,Es:Di+255
Add Ax,Dx
Mov Dl,Es:Di+257
Add Ax,Dx
Mov Dl,Es:Di+256
Add Ax,Dx
Mov Dl,Es:Di-256
Add Ax,Dx
Mov Dl,Es:Di-1
Add Ax,Dx
Mov Dl,Es:Di+1
Add Ax,Dx
Shr Ax,3
Mov Es:Di,Al
Inc Di
Dec Ecx
Jnz @@Blurrloop
Ret
Blurring Endp
End Start
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