kolibrios/programs/arcanii/trunk/arcanii.asm

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VERSION equ 'ARCANOID II v. 0.30'
; by jj
; (jacek jerzy malinowski)
;
; contact: 4nic8@casiocalc.org
;----------------------------------------
; Compile with FASM for Menuet
;----------------------------------------
include 'lang.inc'
include 'ascl.inc'
include 'ascgl.inc'
include 'asjc.inc'
X_SIZE equ 400
Y_SIZE equ 300
MAX_LEVEL equ 5
BACK_CL equ 0x00EFEF ; background color
; THE MAIN PROGRAM:
use32
org 0x0
db 'MENUET01' ; 8 byte id
dd 0x01 ; header version
dd START ; start of code
dd I_END ; size of image
dd 0x200000 ; memory for app
dd 0x7fff0 ; esp
dd 0x0 , 0x0 ; I_Param , I_Icon
START: ; start of execution
bmptoimg bmp_file,img_bmp ; loading ... ;]
getimg img_bmp,0,0,10,10,img_ball
getimg img_bmp,20,0,20,10,img_bonus
getimg img_bmp,0,10,40,20,img_brick1
getimg img_bmp,0,30,40,20,img_brick2
getimg img_bmp,0,50,40,20,img_brick3
getimg img_bmp,0,70,40,20,img_brick4
call draw_window
still:
if_e dword [level],0,.no_intro
call intro
jmp .no_game
.no_intro:
if_e dword [mode],2,.end_if1
call level_info
jmp .no_game
.end_if1:
if_e dword [mode],4,.end_if2
call game_over
jmp .no_game
.end_if2:
call fast_gfx ; <-- the main engine
.no_game:
mov eax,11
int 0x40
cmp eax,1 ; redraw request ?
je red
cmp eax,2 ; key in buffer ?
je key
cmp eax,3 ; button in buffer ?
je button
jmp still
red: ; redraw
call draw_window
jmp still
key: ; key
mov eax,2 ; just read it and ignore
int 0x40
cmp ah,key_Esc ; if Esc ?
jne .no_q
mov eax,-1
int 0x40
.no_q:
if_e dword [mode],4,.end_if6
jmp still
.end_if6:
cmp ah,key_Space
jne .no_space
if_e dword [mode],2,.end_if1
mov dword [mode],0
jmp .no_space
.end_if1:
mov dword [mode],1
call fast_gfx
.no_space:
xor ebx,ebx
mov bl,ah
if_e ebx,key_F1,.no_f1
inc dword [del]
.no_f1:
if_e ebx,key_F2,.no_f2
if_a dword [del],0,.end_if3
dec dword [del]
.end_if3:
.no_f2:
jmp still
button: ; button
mov eax,17 ; get id
int 0x40
cmp ah,1 ; button id=1 ?
jne noclose
mov eax,-1 ; close this program
int 0x40
noclose:
jmp still
; *********************************************
; ******* VIRTUAL SCREEN FUNCTIONS ************
; *********************************************
show_screen: ; flips the virtual screen to the window
push_abc
mov eax,7
mov ebx,screen
mov ecx,X_SIZE*65536+Y_SIZE
mov edx,4*65536+20
int 0x40
pop_abc
ret
put_bmp_screen: ; eax - y , ebx - x, esi - bmp
cmp ebx,X_SIZE-5
jb .ok1
ret
.ok1:
cmp eax,Y_SIZE-5
jb .ok2
ret
.ok2:
push_abc
xor ecx,ecx
xor edx,edx
mov edi,screen
mov ecx,3
mul ecx ; xx = 3*y*X_SIZE+3*x
mov ecx,X_SIZE
mul ecx
push eax ; #> 1
mov eax,ebx
mov ecx,3
mul ecx
mov ebx,eax
pop edx ; #< 1
add edx,ebx
add edi,edx ; sets the pointer to x,y of the screen
mov cx,[si] ; loops 1
xor ebx,ebx
mov ax,cx
mov dx,3
mul dx
mov bx,ax
push ebx ;#>4
add si,4
mov ax,[si] ; loops 2
mov cx,[si]
;shr ax,2
mov dx,3 ; dx = ax *3
mul dx
mov bx,ax
add si,4
pop ebx ;#<4
.l_y:
mov ax,cx
cld
mov cx,bx
rep movs byte [edi],[esi]
add edi,X_SIZE
add edi,X_SIZE
add edi,X_SIZE
sub edi,ebx
mov cx,ax
loop .l_y
pop_abc
ret
rect_screen: ; eax - y , ebx - x, ecx - size x, edx - size y, si -color
mov edi,ebx
add ebx,ecx
cmp ebx,X_SIZE
jb .ok1
ret
.ok1:
mov ebx,edi
mov edi,eax
add eax,edx
cmp eax,Y_SIZE
jb .ok2
ret
.ok2:
mov eax,edi
push_abc
push ecx ;#>2
push edx ;#>3
xor ecx,ecx
xor edx,edx
mov edi,screen
mov ecx,3
mul ecx ; xx = 3*y*X_SIZE+3*x
mov ecx,X_SIZE
mul ecx
push eax ; #> 1
mov eax,ebx
mov ecx,3
mul ecx
mov ebx,eax
pop edx ; #< 1
add edx,ebx
add edi,edx ; sets the pointer to x,y of the screen
pop ecx ; #<3
pop edx ; #<4
mov eax,esi
.l_y:
;mov ax,cx
push ecx
cld
mov ecx,edx
.l_x:
;rep movs byte [edi],[esi]
mov word [edi],ax
push eax
shr eax,16
mov byte [edi+2],al
add edi,3
pop eax
loop .l_x
add edi,X_SIZE
add edi,X_SIZE
add edi,X_SIZE
sub edi,edx
sub edi,edx
sub edi,edx
;mov cx,ax
pop ecx
loop .l_y
pop_abc
ret
grad_rect_screen: ; eax - y , ebx - x, ecx - size x, edx - size y, si -color, d
push edi ;#>0
mov edi,ebx
add ebx,ecx
cmp ebx,X_SIZE
jb .ok1
pop edi ;#<0
ret
.ok1:
mov ebx,edi
mov edi,eax
add eax,edx
cmp eax,Y_SIZE
jb .ok2
pop edi ;#<0
ret
.ok2:
mov eax,edi
pop edi ;#<0
push_abc
push edi ;#>5
push ecx ;#>2
push edx ;#>3
xor ecx,ecx
xor edx,edx
mov edi,screen
mov ecx,3
mul ecx ; xx = 3*y*X_SIZE+3*x
mov ecx,X_SIZE
mul ecx
push eax ; #> 1
mov eax,ebx
mov ecx,3
mul ecx
mov ebx,eax
pop edx ; #< 1
add edx,ebx
add edi,edx ; sets the pointer to x,y of the screen
pop ecx ; #<3
pop edx ; #<2
mov eax,esi
pop esi ; #<5
.l_y:
;mov ax,cx
push ecx
cld
mov ecx,edx
.l_x:
;rep movs byte [edi],[esi]
mov word [edi],ax
push eax
shr eax,16
mov byte [edi+2],al
add edi,3
pop eax
loop .l_x
add edi,X_SIZE
add edi,X_SIZE
add edi,X_SIZE
sub edi,edx
sub edi,edx
sub edi,edx
add eax,esi
;mov cx,ax
pop ecx
loop .l_y
pop_abc
ret
fill_screen: ; eax - screen color ( 0x00RRGGBB )
push_abc
mov edi,screen
cld
mov ecx,X_SIZE*Y_SIZE
.lab1:
mov [edi],eax
add edi,3
loop .lab1
pop_abc
ret
grad_fill_screen: ; eax - screen color ( 0x00RRGGBB ), ebx - mack
push_abc
mov edi,screen
cld
mov ecx,Y_SIZE
mov dl,0
.lab1:
push ecx
mov ecx,X_SIZE
.lab2:
mov [edi],eax
add edi,3
loop .lab2
mov dh,1 ; dl = 1 - dl
sub dh,dl
mov dl,dh
cmp dl,0
jne .no_ch ; if (dl==0)
add eax,ebx ; change gradient
.no_ch:
pop ecx
loop .lab1
pop_abc
ret
bmp_fill_screen: ; esi - pointer to a backgroung bmp
push_abc
mov edi,screen
cld
mov ecx,X_SIZE*Y_SIZE
rep movs dword [edi],[esi]
pop_abc
ret
;___________________
intro: ; INTRO ;
label 140,200,VERSION,0x100000FF
label 120,220,'by jj (jacek jerzy malinowski)',0x050505
label 100,240,'press SPACE to start a new game',0x10FF0800
label 15,240,'F1 + delay',0xFFA8FF
label 15,260,'F2 + delay',0xFFA8FF
delay 10
ret
;___________________
level_info:
label 170,230,'L E V E L',0x100000FF
outcount [level],195,250,0x100000FF,2*65536
label 100,270,'press SPACE to start the level',0x10FF0800
delay 10
ret
;_________________________
game_over: ; GAME OVER ;
mov eax,0x00FF00
mov ebx,0xFF01
.g_ok:
call grad_fill_screen
call show_screen ; flips the screen
label 120,150,'G A M E O V E R',0x10050505
label 140,200,'Thanks for playing',0x0FFF800
delay 20
ret
;-----------------------------;
; THE MAIN THE GAME'S ENGINE ;
;-----------------------------;
fast_gfx:
; the background gradient
if_e dword [level],0,.no_0
mov eax,0xFF
mov ebx,0xFEFF
jmp .g_ok
.no_0:
if_e dword [level],1,.no_1
mov eax,BACK_CL
mov ebx,0xFFFF
jmp .g_ok
.no_1:
if_e dword [level],2,.no_2
mov eax,0xFF0000
mov ebx,0xFF00FF
jmp .g_ok
.no_2:
mov eax,BACK_CL
mov ebx,0xFFFF
.g_ok:
call grad_fill_screen
mov eax,37 ; get mouse position
mov ebx,1
int 0x40
shr eax,16
mov [x],eax
add eax,[s_x]
cmp eax,X_SIZE ; controls if the pad is in the screen
jb .ok
cmp eax,0x7FFF ; if < 0
jb .upper
mov [x],0
jmp .ok
.upper: ; if > X_SIZE - pad size
mov dword [x],X_SIZE-1
mov eax,[s_x]
sub dword [x],eax
.ok:
mov ebx,[x]
mov eax,[y]
mov ecx,[s_x]
mov edx,15
mov esi,0xFF0000
mov edi,0xF0000F
call grad_rect_screen
call draw_level
cmp dword [mode],1
jne .no_go ; is the game started ?
mov eax,[v_x]
add dword [b_x],eax
mov eax,[v_y]
add dword [b_y],eax
jmp .go
.no_go:
mov eax,[x] ; b_x = x + x_s/2
mov ebx,[s_x]
shr ebx,1
add eax,ebx
mov dword [b_x],eax
mov eax,[y] ; b_y = y - 10
sub eax,10
mov dword [b_y],eax
mov dword [v_x],1
mov dword [v_y],-1
.go:
;TEST WHERE IS THE BALL:
cmp dword [b_x],0x7FFFFFFF
jb .b_ok2 ; if out of the screen (left)
mov dword [b_x],0
mov eax,0
sub eax,[v_x]
mov [v_x],eax
.b_ok2:
cmp dword [b_x],X_SIZE-10
jb .b_ok1 ; if out of the screen (right)
mov dword [b_x],X_SIZE-11
mov eax,0
sub eax,[v_x]
mov [v_x],eax
.b_ok1:
cmp dword [b_y],0x7FFFFFFF
jb .b_ok3 ; if out of the screen (up)
mov dword [b_y],0
mov eax,0
sub eax,[v_y]
mov [v_y],eax
.b_ok3:
cmp dword [b_y],Y_SIZE-10
jb .b_ok4 ; if out of the screen (down)
mov dword [mode],0
if_e dword [lives],0,.end_if5
mov dword [mode],4 ; GAME OVER
jmp still
.end_if5:
dec dword [lives]
.end_else4:
call draw_window
.b_ok4:
imgtoimg img_ball,dword [b_x],dword [b_y],screen_img
call show_screen ; flips the screen
delay dword [del]
call do_tests ; does all needed tests
ret
;----------------------;
; BALL & BRICKS EVENTS ;
;----------------------;
MAX_SPEED equ 3
do_tests:
; BALL <-> PAD
mov eax,[b_x]
add eax,10
cmp eax,[x] ; if (b_x+10)>[pad x]
jb .skip ; &&
mov eax,[b_x]
mov ebx,[s_x]
add ebx,[x]
cmp eax,ebx ; if b_x < x + s_x
ja .skip ; &&
mov eax,[b_y]
add eax,10
cmp eax,[y] ; if (b_y+10) > y
jb .skip
sub eax,15
cmp eax,[y] ; if b_y < y+15
ja .skip
cmp dword [v_y],0x7FFFFF ; if v_y > 0
ja .skip
cmp dword [v_y],MAX_SPEED; speedup:
ja .skip_s
inc dword [speed_t]
cmp dword [speed_t],5
jb .skip_s
inc dword [v_y]
mov dword [speed_t],0
.skip_s:
inc dword [speed_t]
mov eax,0
sub eax,[v_y]
mov [v_y],eax
;counting v_x:--------
mov eax,[b_x]
sub eax,[x]
sub eax,5
mov ecx,eax
if_a eax,100,.end_if3
mov eax,0
sub eax,[v_x]
mov [v_x],eax
jmp .skip
.end_if3:
if_a eax,20,.end_if2
sub eax,20
shr eax,2
mov [v_x],eax
jmp .skip
.end_if2:
mov ebx,20
sub ebx,ecx
shr ebx,2
mov dword [v_x],0
sub dword [v_x],ebx
.skip:
; BALL <-> BRICK
mov dword [coliz],0
call colision
if_e dword [coliz],1,.end_if6
;abs dword [v_y]
;abs dword [v_x]
ret
.end_if6:
add dword [b_x],10
call colision
sub dword [b_x],10
if_e dword [coliz],1,.end_if7
;abs dword [v_y]
;abs dword [v_x]
ch_sign dword [v_x]
ret
.end_if7:
add dword [b_y],10
call colision
sub dword [b_y],10
if_e dword [coliz],1,.end_if8
;abs dword [v_y]
;abs dword [v_x]
;ch_sign dword [v_y]
ret
.end_if8:
add dword [b_x],10
add dword [b_y],10
call colision
sub dword [b_x],10
sub dword [b_y],10
if_e dword [coliz],1,.end_if9
;abs dword [v_y]
;abs dword [v_x]
;ch_sign dword [v_x]
;ch_sign dword [v_y]
ret
.end_if9:
ret
colision:
mov esi,levels
mov eax,[level] ; eax = levels*100
mov bx,100
mul bx
add esi,eax
;--------------
xor edx,edx
mov eax,[b_x]
mov ebx,40
div ebx
mov ecx,eax
push edx ;#>1
xor edx,edx
mov eax,[b_y]
mov ebx,20
div ebx
push edx ;#>2
cmp eax,9 ; out of the bricks board
ja .ok2
mov ebx,10
mul ebx
add eax,ecx
add esi,eax
cmp byte [esi],0 ; 0 - no brick
je .ok2
if_ne byte [esi],4,.end_if1
dec byte [esi]
.end_if1:
mov dword [coliz],1
pop ebx ;#<2
pop eax ;#<1
cmp ecx,8 ; x < 5 || x >35 - x inv
jb .inv
cmp ecx,33
ja .inv
jmp .no_inv
.inv:
mov eax,0
sub eax,[v_x]
mov [v_x],eax
;jmp .no_ok
.no_inv:
cmp ebx,6 ; if y < 5 || y>15 - y inv
jb .inv_y
cmp ebx,14
ja .inv_y
jmp .no_ok
.inv_y:
mov eax,0
sub eax,[v_y]
mov [v_y],eax
.no_ok:
jmp .ok
.ok2:
pop eax ;#<1
pop eax ;#<2
.ok:
ret
;-----------------------------------;
; DRAWS CURRENT LEVEL ON THE SCREEN ;
;-----------------------------------;
draw_level:
mov esi,levels
mov eax,[level] ; eax = levels*100
mov bx,100
mul bx
add esi,eax
mov ecx,10
mov eax,0
mov dword [l_end],1
.l_y:
push ecx ;#>1
mov ebx,0
mov ecx,10
.l_x:
cmp byte [esi],1 ; if 1 ?
push esi;#>2
jne .no_1
mov esi,img_brick1
call put_bmp_screen
mov dword [l_end],0
.no_1:
cmp byte [esi],2 ; if 2 ?
jne .no_2
mov esi,img_brick2
call put_bmp_screen
mov dword [l_end],0
.no_2:
cmp byte [esi],3 ; if 3 ?
jne .no_3
mov esi,img_brick3
call put_bmp_screen
mov dword [l_end],0
.no_3:
cmp byte [esi],4 ; if 4 ?
jne .no_4
mov esi,img_brick4
call put_bmp_screen
.no_4:
add ebx,40
pop esi ;#<2
inc esi
loop .l_x
add eax,20 ;#<1
pop ecx
loop .l_y
;----------------
; NEXT LEVEL
if_e dword [l_end],1,.end_if ; all bricks are taken
if_e dword [mode],1,.end_if
add dword [level],1
if_a dword [level],MAX_LEVEL,.end_if2
mov dword [mode],4 ; game over
jmp still
.end_if2:
call fast_gfx
mov dword [mode],2
.end_if:
ret
; *********************************************
; ******* WINDOW DEFINITIONS AND DRAW ********
; *********************************************
draw_window:
startwd
window 100,100,X_SIZE+8,Y_SIZE+21,0x03ffffff
label 8,8,VERSION,cl_White+font_Big
label 200,8,'LIVES:',0x10ddeeff
outcount dword [lives],250,8,0x10ddeeff,65536
call fast_gfx
endwd
ret
;-----------;####################
; DATA AREA ;####################
;-----------;####################
lives dd 5
mode dd 0
l_end dd 0 ; if 1 the level is over
; PAD x:
x dd 20
y dd Y_SIZE-20
; PAD length:
s_x dd 40
; the ball stuff ;-)
b_x dd 100
b_y dd 250
v_y dd 0
v_x dd 3
speed_t dd 0 ; 1/10 times speedup
del dd 1 ; delay
coliz dd 0 ; if 1 then colizion with a brick
; LEVELS:
level dd 0
levels:
;LEVEL 0:
db 0,0,0,0,0,0,0,0,0,0
db 0,4,0,0,4,4,0,0,0,4
db 4,0,4,0,4,0,4,0,4,0
db 4,0,4,0,4,0,4,0,4,0
db 4,4,4,0,4,4,0,0,4,0
db 4,0,4,0,4,0,4,0,4,0
db 4,0,4,0,4,0,4,0,0,4
db 0,0,0,0,0,0,0,0,0,0
db 0,0,0,0,0,0,0,0,0,0
db 0,0,0,0,0,0,0,0,0,0
;LEVEL 1:
db 1,1,1,1,1,1,1,1,1,1
db 0,3,0,0,3,3,0,0,0,3
db 3,0,3,0,3,0,3,0,3,0
db 3,0,3,0,3,0,3,0,3,0
db 3,3,3,0,3,3,0,0,3,0
db 3,0,3,0,3,0,3,0,3,0
db 3,0,3,0,3,0,3,0,0,3
db 2,2,2,2,2,2,2,2,2,2
db 1,1,1,1,1,1,1,1,1,1
db 1,1,1,1,1,1,1,1,1,1
;LEVEL 2:
db 3,3,3,3,0,0,3,3,3,3
db 3,1,1,1,0,0,1,1,1,3
db 3,1,2,1,3,3,1,2,1,3
db 0,1,0,1,3,3,1,0,1,0
db 2,1,2,1,1,1,1,2,1,2
db 0,1,0,1,2,2,1,0,1,0
db 2,1,2,1,1,1,1,2,1,2
db 0,1,0,1,1,1,1,0,1,0
db 0,0,0,1,0,0,1,0,0,0
db 0,0,0,1,0,0,1,0,0,0
;LEVEL 3:
db 1,2,3,1,2,3,1,3,2,1
db 2,3,1,2,3,1,3,3,1,2
db 3,1,2,3,1,2,3,1,2,3
db 1,2,3,1,2,3,1,3,2,1
db 2,3,1,2,3,1,3,3,1,2
db 3,1,2,3,1,2,3,1,2,3
db 1,2,1,2,1,2,1,2,1,2
db 1,0,1,0,1,0,1,0,1,0
db 0,0,3,0,0,0,0,3,0,0
db 0,0,3,0,0,0,0,3,0,0
;LEVEL 4:
db 0,0,0,1,1,1,1,0,0,0
db 0,0,1,2,2,2,2,1,0,0
db 1,1,1,2,2,2,2,1,1,1
db 1,0,1,0,2,2,0,1,0,1
db 0,1,1,2,2,2,2,1,1,0
db 0,0,1,2,2,2,2,1,0,0
db 0,0,1,2,2,2,2,1,0,0
db 0,0,1,2,3,3,2,1,0,0
db 0,0,1,2,2,2,2,1,0,0
db 0,0,0,1,1,1,1,0,0,0
;LEVEL 5:
db 1,1,1,1,1,1,1,1,1,1
db 1,2,0,0,3,2,0,0,2,1
db 1,2,0,0,2,3,0,0,2,1
db 2,2,0,0,3,2,0,0,2,2
db 0,0,0,0,2,3,0,0,0,0
db 0,0,0,1,1,1,1,0,0,0
db 0,0,1,1,0,0,1,1,0,0
db 0,0,1,1,0,0,1,1,0,0
db 2,1,2,1,2,1,2,1,2,1
db 1,2,1,2,1,2,1,2,1,2
; BITMAPs and IMAGEs
bmp_file:
file 'arcanii.bmp'
img_bmp:
rb 40*90*3+8
img_brick1:
rb 40*20*3+8
img_brick2:
rb 40*20*3+8
img_brick3:
rb 40*20*3+8
img_brick4:
rb 40*20*3+8
img_ball:
rb 10*10*3+8
img_bonus:
rb 20*10*3+8
screen_img:
dd X_SIZE
dd Y_SIZE
screen:
rb X_SIZE*Y_SIZE*3
I_END: