| Ti-83 and Ti-84 Assembly Programming | ||||||
| Getting Started 1.1: About This Tutorial 1.2: About TI-ASM 1.3: Writing Your First Program 1.4: Compiling 1.5: Debugging ASM Basics 2.1: Calls and Jumps 2.2: Registers 2.3: Displaying Text System Controls and Calls 3.1: Data 3.2: Register Stack 3.3: If Statements (Comparing) 3.4: GetKey and GetCSC 3.5: System Flags 3.6: Menus 3.7: Displaying Pictures 3.8: For Loops (djnz) 3.9: White Loops 3.10: OP Registers Applications 4.1: Apps vs ASM 4.5: KeyHooks | Displaying Text Here is the complete code for displaying text on the screen.
Copy this code into DOS Edit and compile. It should display "Hello World" on the screen. Below is a breakdown and explanation of the program.
This is part of the program included in every assembly program. It sets the program counter to 9D93h, and has the required AsmPrgm Token.
This loads 0 into the row and column of the cursor. You cannot load zero directly, though. You must load it first into a and then into the cursor column and row. There are parentheses because we are loading the value into the literal location.
We load the address of the text into hl, then B_CALL a routine called PutS. This puts the text in hl on the screen at normal size at curcol and currow. The return, as you know, exits the program.
This is the text label and the text data. This data is called txtHello. The "txt" prefix on the label is not required, but we recommend it to keep images, text, and routine labels seperate. ".db" stands for data byte. More about data will be discussed in the next section. The Zero at the end terminates the string. PutS and other text commands stop displaying text when they reach a zero, so it's important for this 0 to be there. | |||||
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