How to resolve the algorithm Chaos game step by step in the X86 Assembly programming language

Published on 12 May 2024 09:40 PM

How to resolve the algorithm Chaos game step by step in the X86 Assembly programming language

Table of Contents

Problem Statement

The Chaos Game is a method of generating the attractor of an iterated function system (IFS). One of the best-known and simplest examples creates a fractal, using a polygon and an initial point selected at random.

Play the Chaos Game using the corners of an equilateral triangle as the reference points.   Add a starting point at random (preferably inside the triangle).   Then add the next point halfway between the starting point and one of the reference points.   This reference point is chosen at random. After a sufficient number of iterations, the image of a Sierpinski Triangle should emerge.

Let's start with the solution:

Step by Step solution about How to resolve the algorithm Chaos game step by step in the X86 Assembly programming language

Source code in the x86 programming language

      1                                  ;Assemble with: tasm, tlink /t
      2     0000                                 .model  tiny
      3     0000                                 .code
      4                                          .386
      5                                          org     100h
      6                                  ;assume: ax=0, bx=0, cx=00FFh, dx=cs, si=0100h
      7
      8     0100  B0 12                  start:  mov     al, 12h         ;set 640x480x4 graphic screen
      9     0102  CD 10                          int     10h
     10
     11     0104  69 04 4E35             cha10:  imul    ax, [si], 4E35h ;generate random number
     12     0108  40                             inc     ax
     13     0109  89 04                          mov     [si], ax        ;save seed
     14     010B  8A C4                          mov     al, ah          ;use high byte
     15     010D  D4 03                          aam     3               ;al:= rem(al/3)
     16     010F  8A D8                          mov     bl, al
     17     0111  02 DB                          add     bl, bl          ;double to index words
     18
     19     0113  03 8F 0130r                    add     cx, [bx+Tx]     ;X:= (X+Tx(R)) /2
     20     0117  D1 E9                          shr     cx, 1
     21
     22     0119  03 97 0136r                    add     dx, [bx+Ty]     ;Y:= (Y+Ty(R)) /2
     23     011D  D1 EA                          shr     dx, 1
     24
     25     011F  B8 0C02                        mov     ax, 0C02h       ;write green (2) graphics pixel
     26     0122  CD 10                          int     10h             ;(bh=0)
     27
     28     0124  B4 01                          mov     ah, 01h         ;loop until keystroke
     29     0126  CD 16                          int     16h
     30     0128  74 DA                          jz      cha10
     31
     32     012A  B8 0003                        mov     ax, 0003h       ;restore normal text-mode screen
     33     012D  CD 10                          int     10h
     34     012F  C3                             ret                     ;return to DOS
     35
     36     0130  0140 002B 0255         Tx      dw      320, 320-277, 320+277 ;equilateral triangle
     37     0136  0000 01DF 01DF         Ty      dw        0, 479,     479
     38                                          end     start


  

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