kolibrios/programs/games/almaz/ALMAZ.ASM

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; Author: RU095@YANDEX.RU
use32
org 0x0
db 'MENUET01'
dd 0x01
dd START
dd I_END
dd 0x300000
dd 0x27fff0
dd 0x0
dd 0x0
include 'lang.inc'
include '..\..\macros.inc' ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><E1A5AC><EFBFBD><EFBFBD><EFBFBD><E9A8AA>!
include 'ASCL.INC'
include 'ASCGL.INC'
WND_COLOR equ 0x74000000
gif_hash_offset = gif_hash_area
COLOR_ORDER equ MENUETOS
DELAY equ 2 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><20><><EFBFBD><EFBFBD><EFBFBD><E5AEA4> <20><><E1ABA5><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20> <20>
START:
;****************
; <20><><EFBFBD><EFBFBD><EFBFBD><EBA2A0><>
;****************
openfile:
; and [entered],0
; mov ecx,499*3*4 ;at start
xor ecx,ecx
mov ecx,1
; Convert gif to animation format
giftoani workarea,Image,ecx
bmptoimg bullet_bmp, img_bullet
bmptoimg level_bmp, img_level
bmptoimg kirpich, img_area
bmptoimg kirpich2, img_area2
bmptoimg kirpich3, img_area3
bmptoimg lest_bmp, img_lestniza
bmptoimg water1_bmp, img_water1
bmptoimg water2_bmp, img_water2
bmptoimg door1_bmp, img_door1
bmptoimg door2_bmp, img_door2
red:
call timer
call draw_window
; call load_level
; delay 200
still:
timeevent DELAY,no_event, red, key, button
no_event:
call draw_subimage
jmp still
key:
; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><E1AEAD><EFBFBD>
mov eax,2
int 0x40
cmp ah, 179 ; <20><EFBFBD> 4
je go_mov
cmp ah, 176 ; <20><><EFBFBD><EFBFBD> 1
je go_mov
cmp ah, 178 ; <20><><EFBFBD><EFBFBD> 3
je go_mov
cmp ah, 177 ; <20><><EFBFBD> 2
je go_mov
cmp ah, 120 ; <20><><EFBFBD> 2
je go_fire
cmp ah, 122 ; <20><><EFBFBD> 2
je go_fire
cmp ah, 239 ; <20><><EFBFBD> 2
je go_fire_left
cmp ah, 231 ; <20><><EFBFBD> 2
je go_fire
jmp no_mov ; if not left, right, up, down, then go NO MOV
go_mov:
;mov ebx, [v_mov2]
mov [v_mov2], ah
sub word [v_mov2], 175 ; <20><EFBFBD><E2ADA8><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 175 <20> <20><><EFBFBD><E2A0A5><EFBFBD> 1,2,3 <20><><EFBFBD> 4 ᮮ⢥<E1AEAE><E2A2A5><EFBFBD><E2A2A5><EFBFBD> <20><><EFBFBD><EFBFBD><E0A0A2><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><E1AEAD><EFBFBD>
jmp no_mov ; if not left, right, up, down, then go NO MOV
go_fire_left:
xor eax,eax
mov ah, 122
call fire
jmp no_mov
go_fire:
call fire
no_mov:
; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><E1AEAD><EFBFBD>
jmp still
button:
mov eax, 17
int 0x40
cmp ah,1
jne noclose
_close:
or eax,-1
int 0x40
noclose:
jmp still
; *********************************************
; ******* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> *******
; *********************************************
draw_window:
startwd
mcall 48, 4
mov ecx, 50*65536+516
add ecx, eax
mov ebx, 50*65536+521
mov edx, WND_COLOR
mov edi, title
xor eax, eax
int 0x40
xor ecx,ecx
call draw_subimage
cmp [imgcount],1
je .enddraw
mov ecx,[img_index]
call draw_subimage
.enddraw:
endwd
ret
;*******************************************
; LABIRINT
;*******************************************
labirint:
; <20><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><E0A8AD>
cycle:
mov eax, [Lab]
shl eax, 5 ; ᤢ<><E1A4A2><><E0A5A3><EFBFBD><EFBFBD><EFBFBD> <20> <20><EFBFBD> <20><> 5 <20><><EFBFBD><EFBFBD><20><><EFBFBD><><E0A0A2> <20><><EFBFBD><><E3ACAD><EFBFBD><EFBFBD><EFBFBD> <20><> 32
mov [perem1], eax
mov eax, [Lab]
shr eax, 4 ; ᤢ<><E1A4A2><><E0A5A3><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD>
shl eax, 5 ; ᤢ<><E1A4A2> <20><><EFBFBD><EFBFBD>⭮ (<28><><EFBFBD><><E0A0A2> <20><><EFBFBD><><E6A5AB><EFBFBD><EFBFBD><E1ABA5><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 256)
mov [perem2], eax
shl eax, 4 ; <20><><EFBFBD><><E0A0A2> <20><><EFBFBD> <20><EFBFBD><E2ADA8><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><E0A4A8><EFBFBD> <20><><EFBFBD><EFBFBD><E3A6AD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> -> <20>-256*X
sbb dword [perem1], eax;
mov ebx, [Lab]
sbb ebx, 1
mov eax,[Dangeon + ebx] ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> + ᬥ饭<E1ACA5><E9A5AD>
cmp ah, 1 ;
je go_block
cmp ah, 0 ;
je back_block
cmp ah, 12 ; <20><><EFBFBD><EFBFBD><EFBFBD>᪠ 䮭<> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
je back_block
cmp ah, 3 ;
je boom_block
cmp ah, 16 ;
je door_block
cmp ah, 2 ; <20><><EFBFBD><EFBFBD><EFBFBD>᪠ 䮭<> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
je cool_block
jmp end_block
go_block:
imgtoimg img_area,dword [perem1],dword [perem2],canvas
jmp end_block
cool_block:
imgtoimg img_area3,dword [perem1],dword [perem2],canvas
jmp end_block
back_block:
imgtoimg img_area2,dword [perem1],dword [perem2],canvas
jmp end_block
door_block:
imgtoimg img_door1,dword [perem1],dword [perem2],canvas
mov eax, [gold]
cmp ax, 10 ; <20>᫨ ᮡ࠭<E1AEA1> <20><><EFBFBD><EFBFBD><EFBFBD> 10 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
jna end_block
imgtoimg img_door2,dword [perem1],dword [perem2],canvas
jmp end_block
boom_block:
imgtoimg img_area,dword [perem1],dword [perem2],canvas
mov ebp,18 ; <20><><EFBFBD><EFBFBD>
mov eax, dword [perem1]
mov dword [X_anime], eax
mov eax, dword [perem2]
mov dword [Y_anime], eax
call animashka
mov ecx, [timer1] ;
and ecx, 15
cmp ecx, 0
jne end_block
mov ebx, [Lab]
mov byte [Dangeon + ebx], 0 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> + ᬥ饭<E1ACA5><E9A5AD>
end_block:
add word [Lab],1
mov eax, [Lab]
cmp eax, 256 ; if eax == 0
je cycle_end ; jump to cycle_end:
jmp cycle ;
cycle_end:
mov eax, 0
mov [Lab],eax
ret ; END labirint
;*******************************************
; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
;*******************************************
lestniza:
; <20><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><E0A8AD>
cycle2:
mov eax, [Lab]
shl eax, 5 ; ᤢ<><E1A4A2><><E0A5A3><EFBFBD><EFBFBD><EFBFBD> <20> <20><EFBFBD> <20><> 5 <20><><EFBFBD><EFBFBD><20><><EFBFBD><><E0A0A2> <20><><EFBFBD><><E3ACAD><EFBFBD><EFBFBD><EFBFBD> <20><> 32
mov [perem1], eax
mov eax, [Lab]
shr eax, 4 ; ᤢ<><E1A4A2><><E0A5A3><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD>
shl eax, 5 ; ᤢ<><E1A4A2> <20><><EFBFBD><EFBFBD>⭮ (<28><><EFBFBD><><E0A0A2> <20><><EFBFBD><><E6A5AB><EFBFBD><EFBFBD><E1ABA5><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 256)
mov [perem2], eax
shl eax, 4 ; <20><><EFBFBD><><E0A0A2> <20><><EFBFBD> <20><EFBFBD><E2ADA8><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><E0A4A8><EFBFBD> <20><><EFBFBD><EFBFBD><E3A6AD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> -> <20>-256*X
sbb dword [perem1], eax;
mov ebx, [Lab]
sbb ebx, 1
mov eax,[Dangeon + ebx] ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> + ᬥ饭<E1ACA5><E9A5AD>
cmp ah, 8 ;
je go_lestniza
jmp end_lestniza
go_lestniza:
imgtoimg img_lestniza,dword [perem1],dword [perem2],canvas
end_lestniza:
add word [Lab],1
mov eax, [Lab]
cmp eax, 256 ; if eax == 0
je cycle2_end ; jump to cycle_end:
jmp cycle2 ;
cycle2_end:
mov eax, 0
mov [Lab],eax
ret ; END lestniza
;*******************************************
; <20><><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
;*******************************************
water:
; <20><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><E0A8AD>
cycle3:
mov eax, [Lab]
shl eax, 5 ; ᤢ<><E1A4A2><><E0A5A3><EFBFBD><EFBFBD><EFBFBD> <20> <20><EFBFBD> <20><> 5 <20><><EFBFBD><EFBFBD><20><><EFBFBD><><E0A0A2> <20><><EFBFBD><><E3ACAD><EFBFBD><EFBFBD><EFBFBD> <20><> 32
mov [perem1], eax
mov eax, [Lab]
shr eax, 4 ; ᤢ<><E1A4A2><><E0A5A3><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD>
shl eax, 5 ; ᤢ<><E1A4A2> <20><><EFBFBD><EFBFBD>⭮ (<28><><EFBFBD><><E0A0A2> <20><><EFBFBD><><E6A5AB><EFBFBD><EFBFBD><E1ABA5><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 256)
mov [perem2], eax
shl eax, 4 ; <20><><EFBFBD><><E0A0A2> <20><><EFBFBD> <20><EFBFBD><E2ADA8><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><E0A4A8><EFBFBD> <20><><EFBFBD><EFBFBD><E3A6AD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> -> <20>-256*X
sbb dword [perem1], eax;
mov ebx, [Lab]
sbb ebx, 1
mov eax,[Dangeon + ebx] ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> + ᬥ饭<E1ACA5><E9A5AD>
cmp ah, 4 ;
je go_water
cmp ah, 12 ; <20><><EFBFBD><E1AEA2><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
je go_almaz
jmp end_water
go_water:
mov eax,0 ;
mov eax, [timer1];
and eax, 15
cmp eax, 7 ;
jb go_water2
imgtoimg img_water1,dword [perem1],dword [perem2],canvas
jmp end_water
go_water2:
imgtoimg img_water2,dword [perem1],dword [perem2],canvas
jmp end_water
go_almaz:
mov eax,0 ;
mov eax, [timer1];
and eax, 31
cmp eax, 10
ja almaz2
mov ebp,14 ; <20><><EFBFBD><EFBFBD>
mov eax, dword [perem1]
mov dword [X_anime], eax
mov eax, dword [perem2]
mov dword [Y_anime], eax
call animashka
jmp end_water
almaz2:
cmp eax, 20
ja almaz3
mov ebp,15 ; <20><><EFBFBD><EFBFBD>
mov eax, dword [perem1]
mov dword [X_anime], eax
mov eax, dword [perem2]
mov dword [Y_anime], eax
call animashka
jmp end_water
almaz3:
mov ebp,16 ; <20><><EFBFBD><EFBFBD>
mov eax, dword [perem1]
mov dword [X_anime], eax
mov eax, dword [perem2]
mov dword [Y_anime], eax
call animashka
end_water:
add word [Lab],1
mov eax, [Lab]
cmp eax, 256 ; if eax == 0
je cycle3_end ; jump to cycle_end:
jmp cycle3 ;
cycle3_end:
mov eax, 0
mov [Lab],eax
ret ; END water
;*******************************************
; <20><EFBFBD><EBA2AE><EFBFBD><><E1ABA5><EFBFBD><20><><EFBFBD><EFBFBD> <20><> ᯨ᪠ <20><><EFBFBD><EFBFBD><E2A8AD>
;*******************************************
draw_subimage:
;aframetoimg Image,32, 32,canvas,0x00ffffff ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><EFBFBD><E0AEA7><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
call labirint
call lestniza
call enemy_mas
call enemy_mov
;-------------------------------------------------------------------------------
mov ebx, [gold]
cmp bx, 5 ;㢥<><E3A2A5><EFBFBD><E7A5AD><><E1AAAE><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD><E0A0A3> <20><20><><20><><EFBFBD><EFBFBD><EFBFBD> 9
jna lov_velo
call enemy_mas
call enemy_mov
lov_velo:
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
mov ebx, [gold]
cmp bx, 9 ;㢥<><E3A2A5><EFBFBD><E7A5AD><><E1AAAE><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD><E0A0A3> <20><20><><20><><EFBFBD><EFBFBD><EFBFBD> 9
jna lov_velo2
call enemy_mas
call enemy_mov
lov_velo2:
;-------------------------------------------------------------------------------
; call enemy_mas
; call enemy_mov
call hiro
call hiro_mov
call water
call bullet_mov
call bullet_mov
call bullet_mov
call bullet_mas
call bullet_mov
call bullet_mov
call bullet_mov
call bullet_mas
call proverka_gold
call potop
setimg 0,0,canvas
call timer
call tablo
ret
;@@@@@@@@@@@@@@@@@@
animashka:
;!!!<21><><EFBFBD><EFBFBD><EFBFBD> <20><><20><EFBFBD><EBA7AE><EFBFBD> <20><><EFBFBD><EFBFBD><E6A5A4><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><E2A0AD><EFBFBD><EFBFBD><EFBFBD> ebx[<5B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>] <20> x,y
mov edi,coords
mov esi, Image ; <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
;
; mov ebp, dword [edi+8] ;ecx <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD><EBA2AE><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
; inc ebp ; 㢥<><E3A2A5><EFBFBD><E7A5AD> <20><><EFBFBD><EFBFBD><EFBFBD>
; cmp ebp,3 ; <20><><EFBFBD><EFBFBD><E1A8AC><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD>஢ !!!!!!!
; jna ok_fr ; <20><20><EFBFBD><EBA2AE><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><E1A8AC><EFBFBD><ECADAE> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD>
;!!!!!!!!! mov ebp,2 ;<3B><><EFBFBD><EFBFBD><E3ABA5><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
ok_fr:
mov dword [edi+8], ebp ;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD><EBA2AE><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
loo:
cmp ebp,0 ; <20><20><><EFBFBD><EFBFBD> <20><EFBFBD><E3ABA5><EFBFBD> <20><> <20><EFBFBD> <20><> <20><EFBFBD> ?
je setpic
movzx eax,word [esi+4] ; <20><20><><EFBFBD> <20><><><E3A2A5><EFBFBD><E7A8A2><EFBFBD> <20> <20> ?
movzx ebx,word [esi+6]
mul ebx ;dword [esi+4] 㬭<><E3ACAD><EFBFBD><EFBFBD><EFBFBD> ebx <20><> eax <20><><E0A5A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> eax edx
mov ebx,3 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD>஢ ???
mul ebx
add eax,8
add esi,eax
dec ebp
jmp loo
setpic:
pushad
; aframetoimg esi,dword [edi], dword [edi+4],canvas,0x00ffffff ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><EFBFBD><E0AEA7><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
; aframetoimg esi,32, 32,canvas,0x00ffffff ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><EFBFBD><E0AEA7><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
aframetoimg esi,dword [X_anime],dword [Y_anime],canvas,0x00ffffff ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><EFBFBD><E0AEA7><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
;call enemy_mas
popad
ret
;@@@@@@@@@@@@@@
;-------------- TIMER --------------
timer:
mov eax,0 ;
mov eax,[timer1] ;
add eax, 1;
mov [timer1], eax
cmp eax, 64 ; ⠩<><E2A0A9><EFBFBD> <20><> 0 <20><> 64
je nul_timer
jmp timer_dalee
nul_timer :
mov [timer1], 0
timer_dalee:
ret
;-------------- TIMER --------------
;*******************************************
; ENEMY
;*******************************************
enemy_mas: ; <20><EFBFBD> ENEmy ENEMYYYYYYYYYYYYYYY ENEMYYYYYYYYYYYYYY !!!
mov word [Lab2], 0 ; <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> WORD <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD> +2 ᫥<><E1ABA5><EFBFBD><20>ࠣ ᮮ<><E1AEAE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E2A2A5><EFBFBD> 6*2= + 12
cycle4:
mov ebx, 0
mov ecx, 0
mov edx, 0
mov esi, 0
mov word bx, [Lab2]
mov word ax,[Enemy+bx] ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> Enemy + ᬥ饭<E1ACA5><E9A5AD>
cmp ax, 1 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><20><><EFBFBD><EFBFBD><EFBFBD> 1
je go_enemy
jmp end_enemy
go_enemy:
add word bx, 2 ; X <20><><EFBFBD><EFBFBD><E0A8A4><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word ax, [Enemy + bx]
mov word [X_enemy], ax
add word bx, 2 ; Y <20><><EFBFBD><EFBFBD><E0A8A4><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word ax, [Enemy + ebx]
mov word [Y_enemy], ax
add word bx, 2 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word ax, [Enemy + ebx]
mov word [lab_enemy], ax
add word bx, 2 ; <20><><EFBFBD><EFBFBD><E0A0A2><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word ax, [Enemy + ebx]
mov word [mov_enemy], ax
add word bx, 2 ; enemy LIFE
mov word ax, [Enemy + ebx]
mov word [life_enemy], ax
cmp ax, 499; ; <20><><EFBFBD><EFBFBD><EFBFBD><E0AEA6><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
ja enemy_dalee
mov ebp,2 ; <20><><EFBFBD><EFBFBD>
mov eax, dword [X_enemy]
mov dword [X_anime], eax
mov eax, dword [Y_enemy]
mov dword [Y_anime], eax
call animashka
jmp enemy_bmp_end
enemy_dalee:
xor eax,eax ;
mov eax, [X_enemy] ;
and eax, 15
cmp ax, 7;
ja enemy_1
jmp enemy_2
enemy_1:
mov ebp,0 ; <20><><EFBFBD><EFBFBD>
mov eax, dword [X_enemy]
mov dword [X_anime], eax
mov eax, dword [Y_enemy]
mov dword [Y_anime], eax
call animashka
jmp enemy_bmp_end
enemy_2:
mov ebp,1 ; <20><><EFBFBD><EFBFBD>
mov eax, dword [X_enemy]
mov dword [X_anime], eax
mov eax, dword [Y_enemy]
mov dword [Y_anime], eax
call animashka
enemy_bmp_end:
end_enemy:
mov eax, 0
mov word ax, [Lab2]
cmp ax, 96 ; if eax == 0
je cycle4_end ; jump to cycle_end:
add word [Lab2],12
jmp cycle4 ;
cycle4_end:
ret ; END eNEMYYYYYYYYYYYYYYY ENEMYYYYYYYYYYYYYY !!!
;$$$$$$$$$$$$$$$$$$$$$$$$$$
; ENEMY MOV
;$$$$$$$$$$$$$$$$$$$$$$$$$$
enemy_mov:
mov word [Lab2], 0 ; <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> WORD <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD> +2 ᫥<><E1ABA5><EFBFBD><20>ࠣ ᮮ<><E1AEAE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E2A2A5><EFBFBD> 6*2= + 12
cycle5:
mov ebx, 0
mov ecx, 0
mov edx, 0
mov esi, 0
mov word bx, [Lab2]
mov word ax,[Enemy+bx] ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> Enemy + ᬥ饭<E1ACA5><E9A5AD>
cmp ax, 1 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><20><><EFBFBD><EFBFBD><EFBFBD> 1
je go_mov_enemy
jmp end_mov_enemy
go_mov_enemy:
add word bx, 2 ; X <20><><EFBFBD><EFBFBD><E0A8A4><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word ax, [Enemy + bx]
mov word [X_enemy], ax
add word bx, 2 ; Y <20><><EFBFBD><EFBFBD><E0A8A4><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word ax, [Enemy + ebx]
mov word [Y_enemy], ax
add word bx, 2 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word ax, [Enemy + ebx]
mov word [lab_enemy], ax
add word bx, 2 ; <20><><EFBFBD><EFBFBD><E0A0A2><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word ax, [Enemy + ebx]
mov word [mov_enemy], ax
add word bx, 2 ; enemy LIFE
mov word ax, [Enemy + ebx]
mov word [life_enemy], ax
cmp ax, 499; ; <20><><EFBFBD><EFBFBD><EFBFBD><E0AEA6><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
ja dalee_enemy_mov
add ax, 1
mov word [Enemy + ebx], ax
jmp end_mov_enemy
dalee_enemy_mov:
; <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
mov ax, [Xpl]
add ax, 23
cmp ax, [X_enemy]
jna ne_em
sbb ax, 45
cmp ax, [X_enemy]
ja ne_em
mov ax, [Ypl]
add ax, 23
cmp ax, [Y_enemy]
jna ne_em
sbb ax, 45
cmp ax, [Y_enemy]
ja ne_em
call load_level ; DEAD HIRO
delay 150
ne_em:
;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 1 <20>
mov word bx, 0
mov word ax,[Bullet + ebx]
cmp ax, 0
je no_bullet
add word bx, 2 ; [Xpl]
mov word cx, [Bullet + ebx]
add word bx, 2 ; [Ypl]
mov word dx, [Bullet + ebx]
cmp dx, [Y_enemy]
jna no_bullet
sbb dx, 32
cmp dx, [Y_enemy]
ja no_bullet
cmp cx, [X_enemy]
jna no_bullet
sbb cx, 32
cmp cx, [X_enemy]
ja no_bullet
mov word bx, [Lab2]
add word bx, 10 ; enemy LIFE
mov word [Enemy + ebx],0
mov byte [Bullet], 0 ;
no_bullet:
;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
mov word ax, [mov_enemy] ;
cmp ax, 1 ; left ;
jne next_2 ;
sbb word [X_enemy], 1 ;
mov word ax, [X_enemy] ;
mov word bx, [Lab2] ;
add word bx, 2 ; X <20><><EFBFBD><EFBFBD><E0A8A4><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word [Enemy + bx], ax ;
;
next_2: ;
cmp ax, 2 ; down ;
jne next_3 ;
add word [Y_enemy], 1 ;
mov word ax, [Y_enemy] ;
mov word bx, [Lab2] ;
add word bx, 4 ; Y <20><><EFBFBD><EFBFBD><E0A8A4><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word [Enemy + bx], ax ;
;
next_3: ;
cmp ax, 3 ; up ;
jne next_4 ;
sbb word [Y_enemy], 1 ;
mov word ax, [Y_enemy] ;
mov word bx, [Lab2] ;
add word bx, 4 ; Y <20><><EFBFBD><EFBFBD><E0A8A4><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word [Enemy + bx], ax ;
;
next_4: ;
cmp ax, 4 ; right ;
jne next_end
;<3B><EFBFBD><E0A0A2><EFBFBD><EFBFBD><E6A8AE><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD> - <20><><EFBFBD><EFBFBD><EFBFBD> <20><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><><E1ABA5> <20><> <20><EFBFBD> <20><> <20><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><20><><EFBFBD><EFBFBD>
mov word bx, [X_enemy] ; <20><><EFBFBD> <20><EFBFBD><E1ABAE><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
and ebx, 31 ; X <20> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
cmp bx, 0 ;
jne n4_dalee ;
mov bx,[lab_enemy]
add bx,16
mov ax, [Dangeon + bx]
and eax,15
cmp word ax, 0
je next_end
cmp word ax, 4
je next_end
;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
n4_dalee:
;
add word [X_enemy], 1 ;
mov word ax, [X_enemy] ;
mov word bx, [Lab2] ;
add word bx, 2 ; X <20><><EFBFBD><EFBFBD><E0A8A4><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word [Enemy + bx], ax ;
;
next_end:
;END <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
;
; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD> <20><> <20><><EFBFBD><E1ADA8>
mov word bx, [X_enemy] ; <20><><EFBFBD> <20><EFBFBD><E1ABAE><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
and ebx, 31 ; X <20> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
cmp bx, 0 ;
jne end_les ;
mov word bx, [Y_enemy] ; <20><><EFBFBD> <20><EFBFBD><E1ABAE><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
and ebx, 31 ; X <20> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
cmp bx, 0 ;
jne end_les ;
random 300, eax
cmp eax, 150
ja les2
jmp end_up_or_down
les2:
mov eax, [Ypl]
cmp eax, [Y_enemy]
jna bolee
mov word [mov_enemy],2 ; <20><><EFBFBD><EFBFBD>
mov word ax, [mov_enemy] ;
mov word bx, [Lab2] ;
add word bx, 8 ; <20><><EFBFBD><EFBFBD><E0A0A2><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word [Enemy + bx], ax ;
jmp end_les
bolee:
mov word [mov_enemy],3 ; up
mov word ax, [mov_enemy] ;
mov word bx, [Lab2] ;
add word bx, 8 ; <20><><EFBFBD><EFBFBD><E0A0A2><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word [Enemy + bx], ax ;
jmp end_les
end_up_or_down:
random 300, eax
cmp eax, 150
ja les22
jmp end_les
les22:
mov eax, [Xpl]
cmp eax, [X_enemy]
jna bolee2
mov word [mov_enemy],4 ; <20><><EFBFBD><EFBFBD>
mov word ax, [mov_enemy] ;
mov word bx, [Lab2] ;
add word bx, 8 ; <20><><EFBFBD><EFBFBD><E0A0A2><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word [Enemy + bx], ax ;
jmp end_les
bolee2:
mov word [mov_enemy],1 ; up
mov word ax, [mov_enemy] ;
mov word bx, [Lab2] ;
add word bx, 8 ; <20><><EFBFBD><EFBFBD><E0A0A2><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word [Enemy + bx], ax ;
end_les:
; end <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD> <20><> <20><><EFBFBD><E1ADA8>
;<3B><EFBFBD><E0A0A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
mov word bx, [X_enemy] ; <20><><EFBFBD> <20><EFBFBD><E1ABAE><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
and ebx, 31 ; X <20> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
cmp bx, 0 ;
jne end_grava ;
mov bx,[lab_enemy]
add bx,16
mov ax, [Dangeon + bx]
and eax,15
cmp word ax, 0
je grava
cmp word ax, 4
je grava
jmp end_grava
grava:
mov word [mov_enemy], 2 ; padenie <20><><EFBFBD><EFBFBD><EFBFBD>
mov word ax, [mov_enemy] ;
mov word bx, [Lab2] ;
add word bx, 8 ; <20><><EFBFBD><EFBFBD><E0A0A2><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word [Enemy + bx], ax ;
end_grava:
;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD><E0A0A2><EFBFBD>
;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><E0A8AD>
mov eax, 0 ;
mov eax, [Y_enemy] ;
shr eax, 5 ;
shl eax, 4 ;
mov ebx, 0 ;
mov ebx, [X_enemy] ;
shr ebx, 5 ;
add eax, ebx ;
mov [lab_enemy], eax ;
mov word bx, [Lab2] ;
add word bx, 6 ; <20><><EFBFBD><EFBFBD><E0A0A2><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word [Enemy + bx], ax ;
;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><E0A8AD>
;<3B><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
mov word bx, [Y_enemy] ; <20><><EFBFBD> <20><EFBFBD><E1ABAE><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
and bx, 31 ; Y <20> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
cmp bx, 0 ;
jne end_zapret ;
mov word ax, [X_enemy] ; <20><><EFBFBD> <20><EFBFBD><E1ABAE><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
and ax, 31 ; X <20> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
cmp ax, 0 ;
jne end_zapret ;
mov word ax, [mov_enemy] ; <20><><EFBFBD> <20><EFBFBD><E1ABAE><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
cmp ax, 0
jne duma1
; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
mov eax, [timer1]
and eax, 3
cmp eax, 0
jne dalee_duma1
add eax, 4
dalee_duma1:
mov word [mov_enemy], ax ;
mov word ax, [mov_enemy] ;
mov word bx, [Lab2] ;
add word bx, 8 ; <20><><EFBFBD><EFBFBD><E0A0A2><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word [Enemy + bx], ax ;
duma1:
cmp ax, 4
jne duma2 ; <20>ࢥઠ <20><><EFBFBD>
mov bx,[lab_enemy]
add bx,1
mov ax, [Dangeon + bx]
and eax,3
cmp ax, 0
jne duma_stop
jmp duma_end
duma2:
cmp ax, 1
jne duma3 ; ᫥<><E1ABA5>
mov bx,[lab_enemy]
sbb bx,1
mov ax, [Dangeon + bx]
and eax,3
cmp ax, 0
jne duma_stop
jmp duma_end
duma3:
cmp ax, 2
jne duma4 ; ᭨<><E1ADA8>
mov bx,[lab_enemy]
add bx,16
mov ax, [Dangeon + bx]
and eax,3
cmp ax, 0
jne duma_stop
jmp duma_end
duma4:
cmp ax, 3
jne duma_stop ; ᢥ<><E1A2A5><EFBFBD>
mov bx,[lab_enemy] ; <20><20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
sbb bx,16
mov ax, [Dangeon + bx]
and eax,3
cmp ax, 0 ; <20><20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
jne duma_stop
mov bx,[lab_enemy] ; <20><20><20><> <20><> <20><><EFBFBD><E1ADA8>
mov ax, [Dangeon + bx]
and eax,15
cmp ax, 8
jne duma_stop
jmp duma_end
duma_stop:
mov word [mov_enemy], 0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
mov word ax, [mov_enemy] ;
mov word bx, [Lab2] ;
add word bx, 8 ; <20><><EFBFBD><EFBFBD><E0A0A2><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word [Enemy + bx], ax ;
duma_end:
end_zapret:
;<3B><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
end_mov_enemy:
mov eax, 0
mov word ax, [Lab2]
cmp ax, 96 ; if eax == 0
je cycle5_end ; jump to cycle_end:
add word [Lab2],12
jmp cycle5 ;
cycle5_end:
ret
;*****************************
; HIRO
;*****************************
hiro:
mov ecx, [v_fire] ;<3B><>५졠
cmp ecx, 0
je next_anima
cmp ecx, 1
je wprawo
mov ebp,12 ; <20><><EFBFBD><EFBFBD>
mov eax, dword [Xpl]
mov dword [X_anime], eax
mov eax, dword [Ypl]
mov dword [Y_anime], eax
call animashka
mov ecx, [timer1] ;<3B><>५졠
and ecx, 15
cmp ecx, 0
jne end_hiro
mov dword [v_fire], 0
jmp end_hiro
wprawo:
mov ebp,11 ; <20><><EFBFBD><EFBFBD>
mov eax, dword [Xpl]
mov dword [X_anime], eax
mov eax, dword [Ypl]
mov dword [Y_anime], eax
call animashka
mov ecx, [timer1] ;<3B><>५졠
and ecx, 15
cmp ecx, 0
jne end_hiro
mov dword [v_fire], 0
jmp end_hiro
;<3B><>५졠
jmp end_hiro
next_anima:
mov eax, [v_mov]
cmp eax, 1
jne next_r
mov eax,0 ;
mov eax, [Xpl];
and eax, 15
cmp eax, 7 ;
ja next_l1
mov ebp,3 ; <20><><EFBFBD><EFBFBD>
mov eax, dword [Xpl]
mov dword [X_anime], eax
mov eax, dword [Ypl]
mov dword [Y_anime], eax
call animashka
jmp end_hiro
next_l1:
mov ebp,5 ; <20><><EFBFBD><EFBFBD>
mov eax, dword [Xpl]
mov dword [X_anime], eax
mov eax, dword [Ypl]
mov dword [Y_anime], eax
call animashka
pusha
mcall 55, eax, , , Music_mov ; <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
popa
jmp end_hiro
next_r:
cmp eax, 4
jne next_d
mov eax,0 ;
mov eax, [Xpl];
and eax, 15
cmp eax, 7 ;
ja next_d1
mov ebp,4 ; <20><><EFBFBD><EFBFBD>
mov eax, dword [Xpl]
mov dword [X_anime], eax
mov eax, dword [Ypl]
mov dword [Y_anime], eax
call animashka
pusha
mcall 55, eax, , , Music_mov ; <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
popa
jmp end_hiro
next_d1:
mov ebp,6 ; <20><><EFBFBD><EFBFBD>
mov eax, dword [Xpl]
mov dword [X_anime], eax
mov eax, dword [Ypl]
mov dword [Y_anime], eax
call animashka
jmp end_hiro
next_d:
cmp eax, 2
jne next_u
mov ebp,13 ; <20><><EFBFBD><EFBFBD>
mov eax, [temp2]
cmp eax, 8
jne padaem
mov ebp,10 ; <20><><EFBFBD><EFBFBD>
padaem:
mov eax, [temp5]
cmp eax, 8
jne padaem2
mov ebp,10 ; <20><><EFBFBD><EFBFBD>
padaem2:
mov eax, dword [Xpl]
mov dword [X_anime], eax
mov eax, dword [Ypl]
mov dword [Y_anime], eax
call animashka
jmp end_hiro
next_u:
cmp eax, 3
jne next_s
mov eax,0 ;
mov eax, [Ypl];
and eax, 15
cmp eax, 7 ;
ja next_u1
mov ebp,10 ; <20><><EFBFBD><EFBFBD>
mov eax, dword [Xpl]
mov dword [X_anime], eax
mov eax, dword [Ypl]
mov dword [Y_anime], eax
call animashka
jmp end_hiro
next_u1:
mov ebp,9 ; <20><><EFBFBD><EFBFBD>
mov eax, dword [Xpl]
mov dword [X_anime], eax
mov eax, dword [Ypl]
mov dword [Y_anime], eax
call animashka
jmp end_hiro
next_s:
cmp eax, 0
jne next_s
mov ebp,17; <20><><EFBFBD><EFBFBD>
mov eax, dword [Xpl]
mov dword [X_anime], eax
mov eax, dword [Ypl]
mov dword [Y_anime], eax
call animashka
jmp end_hiro
end_hiro:
ret ; END Hiro
;**************
; end HIRO
;**************
;****************
; Hiro MOV
;****************
hiro_mov:
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
; <20><><EFBFBD><EFBFBD><EFBFBD><E1ABA5><EFBFBD> <20><><EFBFBD><E1A5A4><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
mov ebx, [hiro_lab]
sbb ebx,2
mov eax,[Dangeon + bx] ; up
mov [temp1], ah ; temp4
;
add ebx,1 ; left hiro right
mov eax,[Dangeon + bx] ; temp1 temp2 temp3
mov [temp2], ah ;
;-------------------------------------------------------------------------------
; <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
;-------------------------------------------------------------------------------
mov ecx, [Ypl] ; <20><><EFBFBD> <20><EFBFBD><E1ABAE><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
and ecx, 31 ; Y <20> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
mov edx, [Xpl] ; <20><><EFBFBD> <20><EFBFBD><E1ABAE><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
and edx, 31 ; Y <20> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
or edx,ecx ; <20><> <20><>⪮ ᯮ<><E1AFAE><EFBFBD><E6A8AE><EFBFBD><E0AEA2><EFBFBD> <20><> <20> <20> <20>
cmp edx, 0
jne no_almaz
cmp ah, 12
jne no_almaz
xor cx, cx
add ebx,1 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> !!! <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><E7A5AC><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><E1A5A4><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
mov [Dangeon + bx], ch
sbb ebx, 1 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> !!!
mov ecx, [gold]
add ecx, 1
mov [gold], ecx
pusha
mcall 55, eax, , , Music_almaz ; <20><><EFBFBD><EFBFBD> Almaz
popa
no_almaz:
;-------------------------------------------------------------------------------
; <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
;-------------------------------------------------------------------------------
; down
add ebx,1 ; temp5
mov eax,[Dangeon + bx] ;
mov [temp3], ah
sbb ebx,17 ; !!!!!!!!!!!!
mov eax,[Dangeon + bx] ; <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> MACROS.INC ebx=17 , <20><><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ebx=16
mov [temp4], ah
add ebx,32 ;
mov eax,[Dangeon + bx] ;
mov [temp5], ah
; <20><><EFBFBD><EFBFBD><EFBFBD><E1ABA5><EFBFBD> <20><><EFBFBD><E1A5A4><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
;ࠧ<><E0A0A7><EFBFBD><E8A5AD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
mov eax,0 ;
mov eax,[v_mov2] ;
and eax,7
and eax,2
cmp eax, 2
je smena
mov ebx, [Ypl] ; <20><><EFBFBD> <20><EFBFBD><E1ABAE><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
and ebx, 31 ; Y <20> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
cmp ebx, 0 ;
jne end_tamgna ;
smena:
mov eax,0 ;
mov eax,[v_mov2] ;
and eax,7
and eax,2
cmp eax, 0
je smena2
mov ebx, [Xpl] ; <20><><EFBFBD> <20><EFBFBD><E1ABAE><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
and ebx, 31 ; X <20> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
cmp ebx, 0 ;
jne end_tamgna ;
smena2:
mov eax, [v_mov2]
and eax, 7
mov [v_mov], eax
end_tamgna:
;ࠧ<><E0A0A7><EFBFBD><E8A5AD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
mov ebx, [Ypl] ;
and ebx, 31 ; Y <20> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
cmp ebx, 0 ;
jne end_stop ;
mov eax, [Xpl] ; <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><20><> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> 㯨࠭<E3AFA8><E0A0AD>
and eax, 31 ; X <20> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
cmp eax, 0 ;
jne end_stop ;
mov eax, [v_mov]
cmp eax, 2
je stop_d
jmp stop_u
stop_d:
mov ebx, [temp5]
;<3B><><EFBFBD><EFBFBD><EFBFBD>⪠ 2 ࠢ<><E0A0A2> 1 <20><20><><20><> <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD> <20><><20><><EFBFBD><EFBFBD><E5AEA4><><E1AAA2><EFBFBD> <20><>
cmp ebx, 2
jne no_zaplat1
sbb ebx,1
no_zaplat1:
and ebx,3
or eax, ebx
cmp eax, 2
je end_stop
mov ebx, 0
mov [v_mov], ebx
stop_u:
cmp eax, 3
jne stop_l
mov ebx, [temp4]
and ebx,3
and eax, ebx
; mov ebx, [Ypl] ; <20><><EFBFBD> <20><EFBFBD><E1ABAE><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
; and ebx, 31 ; Y <20> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
; cmp ebx, 0 ;
; jne end_stop ;
cmp eax, 0
je end_stop
mov ebx, 0
mov [v_mov], ebx
stop_l:
cmp eax, 1
jne stop_r
mov ebx, [temp1]
and ebx,3
; mov eax, [Xpl] ; <20><><EFBFBD> <20><EFBFBD><E1ABAE><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
; and eax, 31 ; Y <20> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
; cmp eax, 0 ;
; jne end_stop ;
cmp ebx, 0
je end_stop
mov ebx, 0
mov [v_mov], ebx
stop_r:
cmp eax, 4
jne end_stop
mov ebx, [temp3]
and ebx,3
cmp ebx, 0
je end_stop
mov ebx, 0
mov [v_mov], ebx
end_stop:
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
;GRAVITACION
mov ebx, [Ypl] ; <20><><EFBFBD> <20><EFBFBD><E1ABAE><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
and ebx, 31 ; Y <20> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
mov eax, [Xpl] ; <20><><EFBFBD> <20><EFBFBD><E1ABAE><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
and eax, 31 ; Y <20> <20><><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>
or eax,ebx ; <20><> <20><>⪮ ᯮ<><E1AFAE><EFBFBD><E6A8AE><EFBFBD><E0AEA2><EFBFBD> <20><> <20> <20> <20>
cmp eax, 0
jne end_grav
mov ebx, [temp2] ;
cmp ebx, 0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
jne end_grav ;
mov ebx, [v_mov] ;
cmp ebx, 3 ;
jne dalee_gra ;
mov ebx, 0 ;
mov [v_mov],ebx ;
mov ebx, 0 ;
mov [v_mov2],ebx ;
dalee_gra:
add eax, [temp5] ;
cmp eax, 0 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
jne dalee_g ;
mov eax, 2 ;
mov [v_mov],eax ;
mov eax, 0 ;
mov [v_mov2],eax ;
dalee_g:
cmp eax, 4 ;
jne dalee_g2 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD>
mov eax, 2 ;
mov [v_mov],eax ;
mov eax, 0 ;
mov [v_mov2],eax ;
dalee_g2:
cmp eax, 12 ;
jne end_grav ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>
mov eax, 2 ;
mov [v_mov],eax ;
mov eax, 0 ;
mov [v_mov2],eax ;
end_grav:
;end GRAVITACION
; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
mov eax,0 ;
mov eax,[v_mov] ;
cmp eax, 2 ;
je h_down ;
jmp proverka2 ;
jmp hiro_mov_end ;
h_down: ;
mov ebx, [Ypl] ;
add ebx, 2 ; 3
mov [Ypl], ebx ; 1 4
jmp hiro_mov_end ;
;
proverka2: ;
cmp eax, 3 ; ;
je h_up ; PRIROST X Y
jmp proverka3 ;
jmp hiro_mov_end ;
h_up: ;
mov ebx, [Ypl] ;
sbb ebx, 2 ;
mov [Ypl], ebx ;
jmp hiro_mov_end ;
;
proverka3: ;
cmp eax, 1 ; ;
je h_left ;
jmp proverka4 ;
jmp hiro_mov_end ;
h_left: ;
mov ebx, [Xpl] ;
sbb ebx, 2 ;
mov [Xpl], ebx ;
jmp hiro_mov_end ;
;
proverka4: ;
cmp eax, 4 ;
je h_right ;
jmp hiro_mov_end ;
jmp hiro_mov_end ;
h_right: ;
mov ebx, [Xpl] ;
add ebx, 2 ;
mov [Xpl], ebx ;
jmp hiro_mov_end ;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
hiro_mov_end:
; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><E0A8AD>
mov eax, 0 ;
mov dword eax, [Ypl] ;
shr eax, 5 ;
shl eax, 4 ;
mov ebx, 0 ;
mov dword ebx, [Xpl] ;
shr ebx, 5 ;
add eax, ebx ;
mov [hiro_lab], eax ;
; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><E0A8AD>
ret
;****************
; end Hiro mov
;****************
;*******************************************
; BULLET
;*******************************************
bullet_mas:
mov word [Lab3], 0 ; <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> WORD <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD> +2 ᫥<><E1ABA5><EFBFBD><20>ࠣ ᮮ<><E1AEAE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E2A2A5><EFBFBD> 6*2= + 12
cycle7:
mov word bx, [Lab3]
mov word ax, [Bullet+bx] ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> Enemy + ᬥ饭<E1ACA5><E9A5AD>
cmp ax, 1 ; bullet ok
je go_bullet
jmp end_bullet
go_bullet:
add word bx, 2 ; X <20><><EFBFBD><EFBFBD><E0A8A4><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word ax, [Bullet + bx]
mov word [X_bul], ax
add word bx, 2 ; X <20><><EFBFBD><EFBFBD><E0A8A4><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word ax, [Bullet + bx]
mov word [Y_bul], ax
imgtoimg img_bullet, dword [X_bul], dword [Y_bul],canvas
end_bullet:
mov eax, 0
mov word ax, [Lab3]
cmp ax, 36 ; if eax == 0
je cycle7_end ; jump to cycle_end:
add word [Lab3],12
jmp cycle7 ;
cycle7_end:
ret ; end BULLET
;-------------------------------------------------------------------------------
;*******************************************
; BULLET MOV
;*******************************************
bullet_mov:
mov word [Lab3], 0 ; <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> WORD <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD> +2 ᫥<><E1ABA5><EFBFBD><20>ࠣ ᮮ<><E1AEAE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E2A2A5><EFBFBD> 6*2= + 12
cycle8:
mov word bx, [Lab3]
mov word ax, [Bullet+bx] ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> Enemy + ᬥ饭<E1ACA5><E9A5AD>
cmp ax, 1 ; bullet ok
je go_bullet_mov
jmp end_bullet_mov
go_bullet_mov:
add word bx, 2 ; X <20><><EFBFBD><EFBFBD><E0A8A4><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word ax, [Bullet + bx]
mov word [X_bul], ax
add word bx, 2 ; X <20><><EFBFBD><EFBFBD><E0A8A4><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word ax, [Bullet + bx]
mov word [Y_bul], ax
add word bx, 2 ;
mov word ax, [Bullet + bx]
mov word [mov_bullet], ax
cmp ax, 1
jne bul_muv_left
mov word ax, [X_bul]
sbb ax, 2
mov word bx, [Lab3]
add word bx, 2
mov word [Bullet + bx], ax
jmp end_bullet_mov
bul_muv_left:
mov word ax, [X_bul]
add ax, 2
mov word bx, [Lab3]
add word bx, 2
mov word [Bullet + bx], ax
end_bullet_mov:
; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> BULLET <20> <20><><EFBFBD><EFBFBD><EFBFBD><E0A8AD>
mov eax, 0 ;
mov eax, [Y_bul] ;
shr eax, 5 ;
shl eax, 4 ;
mov ebx, 0 ;
mov ebx, [X_bul] ;
shr ebx, 5 ;
add eax, ebx ;
mov [lab_bullet], ax ;
; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> BULLET <20> <20><><EFBFBD><EFBFBD><EFBFBD><E0A8AD>
mov word bx,[lab_bullet]
mov dx, [Dangeon + bx]
and edx,3
cmp dx, 0
je letit_dalee
cmp dx, 2
je beton
mov byte [Dangeon + bx], 3 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
beton:
mov bx, [Lab3]
mov byte [Bullet + ebx], 0 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> Enemy + ᬥ饭<E1ACA5><E9A5AD>
letit_dalee:
mov eax, 0
mov word ax, [Lab3]
cmp ax, 36 ; if eax == 0
je cycle8_end ; jump to cycle_end:
add word [Lab3],12
jmp cycle8 ;
cycle8_end:
ret ; end BULLET
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
; TABLO TABLO TABLO TABLO TABLO TABLO
;*****************************************
tablo:
; WIWOD CIFR
;; mov eax, 13
; mov ebx, 140*65536 + 18
; mov ecx, 10*65536 + 8
; mov edx, 0x00ffffff
; int 0x40
; outcount [numer_level],140,10,0x224466,3*65536
; WIWOD CIFR
; mov eax, 13
; mov ebx, 160*65536 + 18
; mov ecx, 10*65536 + 8
; mov edx, 0x00ffffff
; int 0x40
; outcount [delta_level],160,10,0x224466,3*65536
; WIWOD CIFR
; mov eax, 13
; mov ebx, 180*65536 + 18
; mov ecx, 10*65536 + 8
; mov edx, 0x00ffffff
; int 0x40
; outcount [delta_level_end],180,10,0x224466,3*65536
ret
;-------------------------------------------------------------------------------
fire:
sbb ah, 121
mov [v_fire], ah
mov word bx, 0
mov cx, [Bullet + ebx]
cmp cx, 0
jne end_fire
pusha
mcall 55, eax, , , Music_bah ; <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
popa
mov byte [Bullet + ebx], 1
add word bx, 2 ; X <20><><EFBFBD><EFBFBD><E0A8A4><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov ax, [Xpl]
add ax, 8
mov word [Bullet + ebx],ax
add word bx, 2 ; X <20><><EFBFBD><EFBFBD><E0A8A4><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov ax, [Ypl]
add ax, 16
mov word [Bullet + ebx],ax
add word bx, 2 ;
mov ax,[v_fire]
mov word [Bullet + ebx],ax
end_fire:
ret
;-------------------------------------------------------------------------------
;------------------------<2D><><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD><E0AEA2><EFBFBD>---------------------------------------
load_level:
imgtoimg img_level,32,32,canvas
setimg 0,0,canvas
xor eax,eax
xor ebx,ebx
xor edx,edx
xor ecx,ecx
mov dword [Bullet], eax
mov dword [Bullet+2], eax
mov dword [Bullet+4], eax
mov dword [Bullet+6], eax
mov dword [Bullet+8], eax
mov dword [Bullet+10], eax
mov byte [Lab], 1
mov [lab_bullet], eax
mov [mov_bullet], eax
mov [X_bul], eax
mov [Y_bul], eax
mov [gold], eax
mov dword [Xpl], 32
mov dword [Ypl], 448
mov dword [hiro_lab],0 ; <20><EFBFBD><E0AEA5><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD>
mov dword [v_mov], 0
mov dword [v_mov2], 0
mov dword [v_fire], 0
xor eax,eax
mov eax, [numer_level]
shl eax, 8
mov dword [delta_level], eax
add eax, 256
mov dword [delta_level_end], eax
cycleL:
xor ebx, ebx
mov ebx, [Lab]
add ebx, [delta_level]
mov ax,[Dangeon2 + ebx] ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> + ᬥ饭<E1ACA5><E9A5AD>
sbb ebx, [delta_level]
mov [Dangeon + ebx], ax ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> + ᬥ饭<E1ACA5><E9A5AD>
add word [Lab],1
mov eax, [Lab]
cmp eax, [delta_level_end] ; if eax == 0
je cycleL_end ; jump to cycle_end:
jmp cycleL ;
cycleL_end:
mov eax, 0
mov [Lab],eax
call enemy_plaz
ret
;-------------------------------------------------------------------------------
;************************************
;GOLD
proverka_gold:
mov eax, [gold]
cmp ax, 10
jna net_deneg
mov eax, [temp2] ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>
cmp ax, 16
jne net_deneg
mov ax, [numer_level] ; 㢥<><E3A2A5><EFBFBD><E7A5AD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
add ax, 1
mov [numer_level], ax
mov [demon_kolvo], ax ;
call load_level
delay 100
net_deneg:
ret
;-------------------------------------------------------------------------------
; <20><><EFBFBD><EFBFBD>
potop:
mov eax, [temp2] ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>
cmp ax, 4
jne jiwoy
mov dword [gold], 0 ; 㢥<><E3A2A5><EFBFBD><E7A5AD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
call load_level
delay 100
jiwoy:
ret
;************************************
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD><E0A0A3> <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD><E0AEA2>
enemy_plaz:
mov word [Lab2], 0 ; <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> WORD <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD> +2 ᫥<><E1ABA5><EFBFBD><20>ࠣ ᮮ<><E1AEAE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E2A2A5><EFBFBD> 6*2= + 12
mov ax, [demon_kolvo]
mov [demon], ax
cycle55:
mov ebx, 0
mov ecx, 0
mov edx, 0
mov esi, 0
mov cx, [demon]
cmp cx, 0
je end_demon
mov word bx, [Lab2] ;
mov word [Enemy + bx], 1 ;
sbb cx, 1
mov [demon], cx
end_demon:
random 14, eax
add eax, 1
shl eax,5
mov word bx, [Lab2] ;
add word bx, 2 ; X <20><><EFBFBD><EFBFBD><E0A8A4><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word [Enemy + bx], ax ;
;
random 12, eax
add eax, 1
shl eax,5
mov word bx, [Lab2] ;
add word bx, 4 ; Y <20><><EFBFBD><EFBFBD><E0A8A4><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD>
mov word [Enemy + bx], ax ;
mov word bx, [Lab2] ;
add word bx, 8 ; <20><><EFBFBD><EFBFBD><E0A0A2><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
mov word [Enemy + bx], 0 ;
add word bx, 2 ; <20><><EFBFBD><EFBFBD><EFBFBD>
mov word [Enemy + bx], 500 ;
mov eax, 0
mov word ax, [Lab2]
cmp ax, 96 ; if eax == 0
je cycle55_end ; jump to cycle_end:
add word [Lab2],12
jmp cycle55 ;
cycle55_end:
ret
I_END: ; <20><><EFBFBD><EFBFBD><EFBFBD> <20>ணࠬ<E0AEA3><E0A0AC>
;%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Xpl: dd 32 ; <20><><EFBFBD><EFBFBD><E0A4A8><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
Ypl: dd 448
hiro_lab: dd 0 ; <20><EFBFBD><E0AEA5><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD>
numer_level: dd 0
delta_level: dd 0
delta_level_end: dd 256
demon: dd 0
demon_kolvo: dd 1
gold: dd 0
X_enemy: dd 0
Y_enemy: dd 0
X_bul: dd 0
Y_bul: dd 0
X_anime: dd 0
Y_anime: dd 0
mov_bullet: dw 0
lab_bullet: dw 0
mov_enemy: dw 0
lab_enemy: dw 0
life_enemy: dw 0
anime : dd 0 ; <20><><EFBFBD><E0A5AC><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD> <20> <20><>
anime2 : dd 0 ; <20><><EFBFBD><E0A5AC><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD> <20> <20><>
temp1: dd 0
temp2: dd 0
temp3: dd 0
temp4: dd 0
temp5: dd 0
v_mov: dd 0 ; <20><><EFBFBD><EFBFBD><E0A0A2><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><E1AEAD><EFBFBD>
v_mov2: dd 0 ; <20><><EFBFBD><EFBFBD><E0A0A2><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><E1AEAD><EFBFBD>
v_fire: dd 0 ; <20><><EFBFBD><EFBFBD><E0A0A2><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><E1AEAD><EFBFBD>
Lab: dd 0
Lab2: dw 0
Lab3: dw 0
perem1: dd 0
perem2: dd 0
timer1 dd 0 ; ⠩<><E2A0A9><EFBFBD> <20><EFBFBD><E1AFAE><EFBFBD><EFBFBD><E3A5AC> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD>, <20><EFBFBD><E0A0A3> --- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> 0 <20><> 10
;-------------------------------------------------------------------------------
;1 <20><><EFBFBD><EFBFBD> <20><EFBFBD>, 2 <20><><EFBFBD><EFBFBD><E0AEA1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, 4 <20><><EFBFBD><EFBFBD>, 8 <20><><EFBFBD><E1ADA8>, 12 <20><><EFBFBD><EFBFBD><EFBFBD>, 0 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 16 - exit
;-------------------------------------------------------------------------------
Dangeon:
db 2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2
db 2,1,1,1,1,1,1,0,12,0,0,0,0,0,0,2
db 2,0,12,12,0,0,0,8,1,8,1,1,1,0,0,2
db 2,8,1,1,1,1,1,8,1,8,0,0,0,0,0,2
db 2,8,0,0,0,0,0,8,1,8,2,4,4,2,0,2
db 2,8,2,4,4,4,2,8,1,8,2,2,2,2,0,2
db 2,0,2,2,2,2,2,8,1,8,0,0,0,0,0,2
db 2,0,1,0,0,0,0,8,1,1,1,1,1,1,8,2
db 2,0,1,1,8,1,1,1,0,0,0,0,0,0,8,2
db 2,12,1,1,8,0,12,0,1,8,1,1,8,1,1,2
db 2,0,0,0,8,8,1,8,0,8,0,0,0,0,0,2
db 2,12,1,8,1,8,1,1,8,1,1,1,1,1,1,2
db 2,0,1,8,12,12,0,0,0,0,0,0,0,0,0,2
db 2,0,1,1,1,1,1,8,1,1,1,0,0,0,0,2
db 2,0,0,0,12,0,0,8,0,0,0,16,0,12,12,2
db 2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2
Dangeon2:
db 2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2
db 2,1,1,0,1,1,1,0,12,0,0,0,0,0,0,2
db 2,0,12,12,0,0,0,8,1,8,1,1,1,0,0,2
db 2,8,1,1,1,1,1,8,1,8,0,0,0,0,0,2
db 2,8,0,0,0,0,0,8,1,8,2,4,4,2,0,2 ;0
db 2,8,2,4,4,4,2,8,1,8,2,2,2,2,0,2
db 2,0,2,2,2,2,2,8,1,8,0,0,0,0,0,2
db 2,0,1,0,0,0,0,8,1,1,1,1,1,1,8,2
db 2,0,1,1,8,1,1,1,0,0,0,0,0,0,8,2
db 2,12,1,1,8,0,12,0,1,8,1,1,8,1,1,2
db 2,0,0,0,8,8,1,8,0,8,0,0,0,0,0,2
db 2,12,1,8,1,8,1,1,8,1,1,1,1,1,1,2
db 2,0,1,8,12,12,0,0,0,0,0,0,0,0,0,2
db 2,0,1,1,1,1,1,8,1,1,1,0,0,0,0,2
db 2,0,0,0,12,0,0,8,0,0,0,16,0,12,12,2
db 2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2;-------------------------------------------------------------------------------
db 2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2
db 2,0,0,0,0,0,0,0,0,0,0,16,0,0,0,2
db 2,12,1,8,1,0,0,0,0,0,0,1,8,0,0,2
db 2,0,1,8,1,0,0,0,0,0,0,1,0,8,0,2 ;1
db 2,12,1,8,1,1,0,0,0,0,1,1,0,8,0,2
db 2,0,1,8,1,0,12,12,12,12,0,1,8,8,0,2
db 2,12,1,8,1,0,1,1,1,1,0,1,8,0,0,2
db 2,0,1,8,0,0,0,0,0,0,0,0,8,0,0,2
db 2,0,1,1,1,1,8,1,8,1,1,1,1,1,8,2
db 2,0,0,0,12,0,8,0,8,0,0,0,12,0,8,2
db 2,0,1,1,1,1,1,0,1,8,1,1,8,1,1,2
db 2,0,0,0,0,0,0,0,0,8,1,0,8,0,0,2
db 2,0,1,1,1,1,1,8,1,1,1,1,1,1,8,2
db 2,0,0,12,0,0,0,8,0,0,12,0,0,0,8,2
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2;-------------------------------------------------------------------------------
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
db 2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2
db 2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2
db 2,0,0,0,0,0,0,0,0,12,0,12,0,0,0,2
db 2,0,0,0,0,0,0,8,1,1,1,1,1,1,0,2 ;2
db 2,0,8,0,12,12,0,8,0,0,0,0,0,2,4,2
db 2,0,8,1,1,1,1,0,0,0,0,0,0,2,2,2
db 2,0,8,0,0,0,0,12,1,1,1,1,0,0,0,2
db 2,0,8,1,0,1,0,12,0,0,0,0,0,0,0,2
db 2,0,8,0,1,1,12,12,0,0,0,8,1,1,1,2
db 2,0,8,0,12,0,0,12,0,0,0,8,0,12,0,2
db 2,0,8,0,0,0,8,1,8,0,0,1,8,1,8,2
db 2,0,8,0,0,8,1,1,1,8,0,0,8,0,8,2
db 2,0,1,1,1,1,1,1,1,1,1,1,1,1,8,2
db 2,0,0,0,0,0,0,0,16,0,0,0,0,0,8,2
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2;-------------------------------------------------------------------------------
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
db 2,0,0,0,0,12,0,0,0,0,0,0,16,0,0,2
db 2,0,8,1,1,1,1,1,1,1,1,1,1,1,0,2
db 2,0,8,0,0,0,0,0,12,0,0,0,0,0,0,2
db 2,0,8,0,0,0,0,1,8,1,0,0,0,0,0,2
db 2,0,8,0,0,0,1,1,8,1,1,0,0,0,0,2
db 2,0,8,0,12,1,1,1,8,1,1,1,12,0,0,2
db 2,0,8,0,1,1,12,1,8,1,12,1,1,0,0,2
db 2,0,0,1,1,1,1,1,8,1,1,1,1,0,0,2 ;3
db 2,0,1,0,0,0,0,0,8,1,0,0,0,1,0,2
db 2,0,1,0,1,1,1,1,8,1,1,1,0,1,0,2
db 2,0,1,1,12,1,12,1,8,1,1,1,0,1,0,2
db 2,0,1,1,1,1,1,1,8,1,1,1,0,1,0,2
db 2,0,1,1,12,1,12,1,8,1,1,1,12,1,0,2
db 2,0,0,0,0,0,0,0,8,0,0,0,0,0,0,2
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2;-------------------------------------------------------------------------------
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
db 2,0,12,0,0,0,0,0,0,0,0,0,16,0,0,2
db 2,0,1,8,1,1,1,1,1,1,8,1,1,1,8,2
db 2,0,0,8,0,0,0,0,0,0,8,0,0,0,8,2
db 2,0,1,1,1,1,1,8,1,1,1,1,1,1,0,2
db 2,0,0,12,0,0,12,8,0,0,12,0,0,0,0,2
db 2,12,1,1,1,8,1,1,1,1,8,1,1,1,8,2
db 2,0,0,0,0,8,0,0,0,0,8,0,0,0,8,2
db 2,8,1,1,1,1,1,1,8,1,1,1,1,1,0,2 ;4
db 2,8,0,0,0,12,0,0,8,0,0,12,0,0,0,2
db 2,0,1,8,1,1,1,1,1,1,1,1,8,1,0,2
db 2,0,0,8,12,0,0,0,0,12,0,0,8,0,0,2
db 2,8,1,1,1,1,1,1,8,1,1,1,1,1,8,2
db 2,8,12,0,0,0,0,0,0,0,0,0,0,12,8,2
db 2,8,2,4,4,4,4,4,4,4,4,4,4,2,8,2
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2;-------------------------------------------------------------------------------
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
db 2,8,1,8,12,8,1,8,1,8,1,8,1,8,1,2
db 2,8,2,8,1,8,1,8,1,8,1,8,12,8,12,2
db 2,8,1,8,1,8,2,8,12,8,1,8,1,8,1,2
db 2,8,12,8,0,8,0,8,0,8,0,8,0,8,0,2
db 2,1,8,1,1,1,1,1,8,1,1,1,1,1,8,2
db 2,0,8,0,0,0,0,0,8,0,0,12,0,0,8,2
db 2,0,8,12,0,2,12,0,8,1,1,1,1,1,8,2
db 2,0,1,1,8,1,1,1,8,0,0,0,0,0,8,2 ;5
db 2,0,1,0,8,0,0,0,8,0,0,12,0,0,8,2
db 2,0,1,0,8,0,0,0,8,1,1,1,1,1,8,2
db 2,0,1,12,8,0,0,2,8,0,0,0,0,0,8,2
db 2,8,1,1,1,1,8,1,1,1,1,8,1,1,1,2
db 2,8,0,0,0,0,8,2,0,0,2,8,0,0,0,2
db 2,0,8,0,12,8,8,2,4,4,2,8,0,0,16,2
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2;-------------------------------------------------------------------------------
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
db 2,0,8,0,8,0,8,0,8,0,0,8,0,8,16,2
db 2,1,8,1,8,1,8,1,8,1,1,8,1,8,1,2
db 2,0,8,0,8,0,8,0,8,8,0,8,0,8,0,2
db 2,1,1,8,1,1,1,1,1,8,1,1,8,1,1,2
db 2,0,0,8,8,0,12,8,0,8,8,12,8,8,0,2
db 2,1,1,1,8,1,1,8,1,1,8,1,1,8,1,2
db 2,0,8,0,8,0,12,8,0,0,8,0,12,8,0,2 ;6
db 2,1,8,1,1,1,1,1,8,1,1,1,1,1,1,2
db 2,0,8,0,12,8,0,0,8,12,0,8,0,0,0,2
db 2,1,8,1,1,8,1,1,8,1,1,8,1,1,1,2
db 2,0,0,8,0,8,8,0,8,8,0,8,8,0,0,2
db 2,1,1,8,1,1,8,1,1,8,1,1,8,1,1,2
db 2,0,0,8,12,0,8,0,12,8,0,12,8,12,12,2
db 2,8,8,1,1,1,1,1,1,1,1,1,1,1,1,2
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2;-------------------------------------------------------------------------------
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
db 2,0,12,0,12,0,12,12,0,12,0,12,0,0,0,2
db 2,1,1,1,8,1,1,1,1,1,1,8,1,1,1,2
db 2,0,0,0,8,0,0,12,0,0,0,8,0,0,0,2
db 2,1,1,1,1,1,1,1,8,1,1,1,1,1,1,2
db 2,0,0,0,12,0,0,0,8,12,0,0,0,0,0,2
db 2,1,1,1,8,1,1,1,1,1,1,8,1,1,1,2
db 2,0,0,0,8,0,0,0,0,0,0,8,0,0,0,2 ; 7
db 2,1,1,1,1,1,1,1,1,1,1,1,1,8,1,2
db 2,0,0,0,0,0,0,0,0,0,0,0,0,8,0,2
db 2,1,1,1,1,1,1,8,1,1,1,1,1,8,1,2
db 2,0,0,0,0,0,0,8,0,0,0,0,0,8,0,2
db 2,1,1,8,1,8,1,1,8,1,8,1,1,1,1,2
db 2,0,0,8,0,8,12,0,8,0,8,12,0,0,16,2
db 2,8,1,1,1,1,1,1,1,1,1,1,1,1,1,2
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2;-------------------------------------------------------------------------------
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
db 2,0,0,12,0,0,0,0,0,0,0,0,0,16,0,2
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
db 2,0,8,0,8,0,12,0,0,8,0,8,0,0,0,2
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
db 2,0,0,8,12,0,0,8,0,0,8,0,0,0,0,2
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
db 2,0,0,0,0,0,0,0,0,8,0,0,0,12,0,2
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
db 2,0,8,0,0,0,8,12,0,0,8,0,8,12,0,2
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
db 2,0,0,8,0,0,0,0,12,8,0,12,8,0,0,2
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
db 2,0,0,8,0,8,12,0,0,8,12,0,8,12,0,2
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2;-------------------------------------------------------------------------------
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
db 2,0,0,16,0,0,0,0,0,16,0,0,0,16,0,2
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
db 2,8,8,8,8,8,12,8,8,8,8,8,8,8,8,2
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
db 2,8,8,8,12,8,8,8,8,8,8,8,8,0,0,2
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
db 2,8,8,8,8,8,8,8,8,8,8,8,8,12,0,2
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
db 2,0,8,8,8,8,8,12,8,8,8,8,8,12,0,2
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
db 2,8,0,8,8,8,8,8,12,8,0,12,8,8,0,2
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
db 2,0,8,8,8,8,12,0,0,8,12,0,8,12,0,2
db 2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,2
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
Bullet: dw 0,0,0,0,0,0
dw 0,0,0,0,0,0
dw 0,0,0,0,0,0
dw 0,0,0,0,0,0
;-------------------------------------------------------------------------------
Enemy: dw 1,448,128,0,0,500 ;<3B><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>,<2C>,<2C>,<2C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><E0A8AD>,<2C><><EFBFBD><EFBFBD><E0A0A2><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>,<2C><><EFBFBD><EFBFBD><EFBFBD>
dw 0,32,32,0,0,0
dw 0,64,32,0,0,0
dw 0,416,32,0,0,0
dw 0,256,256,0,0,0
dw 0,256,224,0,0,0
dw 0,320,192,0,0,0
dw 0,32,256,0,0,0
dw 0,448,448,0,0,0
;%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
if lang eq ru
title db '<27><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <RU095@YANDEX.RU> z/x <20><><EFBFBD><E0A5AB><EFBFBD>',0
else
title db 'Dungeon for KolibriOS <RU095@YANDEX.RU> z/x - shoot',0
endf
bullet_bmp:
file 'bullet.bmp'
rb 1
level_bmp:
file 'level2.bmp'
rb 1
kirpich:
file 'kirpich.bmp'
rb 1
kirpich3:
file 'kirpich2.bmp'
rb 1
kirpich2:
file 'oldkirpich.bmp'
rb 1
lest_bmp:
file 'lestnica.bmp'
rb 1
water1_bmp:
file 'water1.bmp'
rb 1
water2_bmp:
file 'water2.bmp'
rb 1
door1_bmp:
file 'door1.bmp'
rb 1
door2_bmp:
file 'door2.bmp'
rb 1
img_level:
rb 448*448*3+8
;img_ded1:
;rb 448*448*3+8
img_area:
rb 32*32*3+8
img_area2:
rb 32*32*3+8
img_area3:
rb 32*32*3+8
img_bullet:
rb 4*8*3+8
img_lestniza:
rb 32*32*3+8
img_water1:
rb 32*32*3+8
img_water2:
rb 32*32*3+8
img_door1:
rb 32*32*3+8
img_door2:
rb 32*32*3+8
img_enemy1:
rb 32*32*3+8
img_enemy2:
rb 32*32*3+8
Music_bah:
db 0x0f, 0x09, 0
Music_mov:
db 0x00, 0x00, 0
Music_almaz:
db 0x09, 0x03, 0
entered rd 1
imgcount rd 1 ; <20><><EFBFBD>-<2D><> <20><EFBFBD> <20><><EFBFBD><20> <20><><EFBFBD><EFBFBD><EFBFBD>
img_index rd 1 ; <20><><EFBFBD><EFBFBD><EFBFBD><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
;hashtable rd 4096 ; ࠡ<><E0A0A1><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><E6A5A4><EFBFBD>
workarea:
file 'aniall.gif'
;temp rb 0x100000 ; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><><E4A0A8>
rb 10
canvas:
xs dd 512
ys dd 512
rb 512*512*3
gif_hash_area:
rd 4096+1
coords:
rd 2
Image: