How to resolve the algorithm Chaos game step by step in the Z80 Assembly programming language

Published on 12 May 2024 09:40 PM

How to resolve the algorithm Chaos game step by step in the Z80 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 Z80 Assembly programming language

Source code in the z80 programming language

VREG:	equ	99h	; VDP register port
VR0:	equ	0F3DFh	; Copy of VDP R0 in memory
VR1:	equ	0F3E0h	; Copy of VDP R1 in memory
NEWKEY:	equ	0FBE5h	; MSX BIOS puts key data here
VDP:	equ	98h	; VDP data port
ROM:	equ	0FCC0h	; Main ROM slot
JIFFY:	equ	0FCE9h	; BIOS timer
calslt:	equ	1Ch	; Interslot call routine
initxt:	equ	6Ch	; Switch to default text mode
	org	100h
	ld	bc,(JIFFY)	; Initialize RNG with time
	ld	d,b 
	ld	e,c
	exx		; RNG state stored in alternate registers
	di		; Set up the VDP for 256x192 graphics mode
	ld	a,(VR0)	; Get old value of R0
	and	112	; Blank out mode bits
	or	6	; Set high 3 bits = 011(0)
	out	(VREG),a
	ld	a,128	; Store in register 0
	out	(VREG),a
	ld	a,(VR1)	; Get old value of R1
	and	99	; Blank out mode bits
	out	(VREG),a
	ld	a,129	; Low mode bits are 0 so we can just send it
	out	(VREG),a
	ld	a,31	; Bitmap starts at beginning of VRAM
	out	(VREG),a
	ld	a,130
	out	(VREG),a
	xor	a	; Zero out the VRAM - set address to 0
	out	(VREG),a
	ld	a,142
	out	(VREG),a
	xor	a
	out	(VREG),a
	ld	a,64	; Tell VDP to allow writing to VRAM
	out	(VREG),a
	xor	a 	; Write zeroes to the VDP
	ld	c,192	; 2 pixels per byte, meaning 128*192 bytes
zero1:	ld	b,128
zero2:	out	(VDP),a
	djnz	zero2
	dec	c
	jr	nz,zero1
	ei
genX:	call	random	; Generate starting X coordinate
	cp	200
	jr	nc,genX
	ld	b,a	; B = X
genY:	call	random	; Generate starting Y coordinate
	cp	173
	jr	nc,genY
	ld	c,a	; C = Y
step:	call	random	; Get direction
	and	a,3	; Directions {0,1,2}
	cp 	a,3
	jr	z,step
	ld	ixh,a	; Store direction in IXH for color
	dec	a	; Select direction
	jr 	z,d1
	dec	a
	jr	z,d2
	xor	a	; X /= 2
	rr	b
	xor	a	; Y /= 2
	rr	c
	jr	plot	
d1:	xor	a	; There's a 16-bit SBC but not a 16-bit SUB
	ld 	hl,100	; (16-bit math or intermediate values won't fit)
	ld	d,a	; DE = X
	ld	e,b
	sbc	hl,de	; 100 - X 
	xor	a	
	rr	h	; (100 - X) / 2
	rr	l
	ld	e,100	; (100 - X) / 2 + 100
	add	hl,de
	ld	b,l	; -> X	
	xor	a
	ld	hl,173	; 173
	ld	e,c
	sbc	hl,de	; (173 - Y)
	rr	h	; (173 - Y) / 2
	rr	l
	ex	de,hl
	ld	l,173
	xor	a
	sbc	hl,de	; 173 - (173-Y)/2
	ld	c,l 	; -> Y
	jr	plot	
d2:	xor	a
	rr 	c	; Y /= 2 
	xor	a
	ld	hl,200
	ld	d,a	; DE = X
	ld	e,b
	sbc	hl,de	; 200-X
	xor	a
	rr	h	; (200-X)/2
	rr	l
	ex	de,hl
	ld 	l,200
	sbc	hl,de	; 200 - (200-X)/2
	ld	b,l	; -> X
plot:	ld	d,c	; Write address = CB/2
	ld	e,b
	xor	a
	rr	d
	rr	e
	ld	a,d	; First control byte =
	rlca		; high 2 bytes of address
	rlca
	and	3
	ld	h,a	; Keep this value, we'll need it again
	di
	out	(VREG),a
	ld	a,142	; To port 14
	out	(VREG),a
	ld	a,e	; 2nd control byte = low 8 bits
	out	(VREG),a
	ld	a,d	; 3rd control byte = middle 6 bits
	and	63	; Bit 6 off = read
	out	(VREG),a
	nop		; Give it some processing time
	nop
	in	a,(VDP)	; Read the two pixels there
	ld	l,a	; Keep this byte
	ld	a,h	; Now set the VDP to write to that address
	out	(VREG),a
	ld	a,142
	out	(VREG),a
	ld	a,e
	out	(VREG),a
	ld	a,d
	and	63	; Bit 6 on = write
	or	64
	out	(VREG),a
	ld	a,ixh	; Get color
	add	a,12
	ld	d,b	; Left or right pixel?
	rr	d
	jr 	c,wpix
	rlca		; Shift left if X is even 
	rlca
	rlca 
	rlca 
wpix:	or	l	; OR with other pixel in the byte
	out	(VDP),a	; Write byte
	ei
wkey:	ld	a,(NEWKEY+8)
	inc	a	; Check if space key pushed
	jp	z,step	; If not, do another step
	ld	iy,ROM	; Switch back to text mode and quit
	ld	ix,initxt
	jp	calslt
random:	exx		; RNG state stored in alternate registers
	inc	b	; X++
	ld	a,b	; X,
	xor	e	; ^ C,
	xor	c	; ^ A,
	ld	c,a	; -> A
	add	a,d	; + B
	ld	d,a	; -> B
	rra		; >> 1
	xor	c	; ^ A,
	add	a,e	; + C,
	ld	e,a	; -> C
	exx
	ret

  

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