; by jj ; (jacek jerzy malinowski) ; ; contact: 4nic8@casiocalc.org ;---------------------------------------- include 'lang.inc' include '../../../macros.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: cmp [is_rolled_up], 1 jne @f jmp .no_game @@: 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 mcall 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 mov [is_rolled_up], 0 mcall 9,proc_info,-1 test [proc_info+process_information.wnd_state], 0x04 jz @f mov [is_rolled_up], 1 @@: call draw_window jmp still key: ; key mov eax,2 ; just read it and ignore mcall cmp ah,key_Esc ; if Esc ? jne .no_q or eax,-1 mcall .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 mcall cmp ah,1 ; button id=1 ? jne noclose mov eax,-1 ; close this program mcall noclose: jmp still ; ********************************************* ; ******* VIRTUAL SCREEN FUNCTIONS ************ ; ********************************************* show_screen: ; flips the virtual screen to the window push_abc mcall 7, screen, , 0 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 ; cmp [is_rolled_up], 1 jne @f ret @@: mcall 4,<115,150>,0x82050505,VERSION mcall ,<125,180>,0x80050505,AUTHOR mcall ,<90,210>,0x81EE0800,PRESS_SPACE mcall ,<50,235>,0x81FFA8FF,CHANGE_SPEED delay 10 ret ;___________________ level_info: cmp [is_rolled_up], 1 jne @f ret @@: mcall 4,<179,210>,0x810000FF,LEVEL mcall ,<100,250>,0x81DD0800,PRESS_SPACE outcount [level],195,230,0x10000FF,2*65536 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 mcall 4,<100,110>,0x90050505,GAMEOVER mcall ,<140,160>,0x80FFF800,THANKS_FOR_PLAYING 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 ;black_bg ;mov eax,0 ;mov ebx,0 ;call fill_screen mov eax,37 ; get mouse position mov ebx,1 mcall 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: mcall 12,1 mcall 48,4 lea ecx, [100*65536+Y_SIZE+4+eax]; [y start] *65536 + [y size] + [skin_height] mcall 0,<100,X_SIZE+9>,,0x74ffffff,,0 mov eax, [lives] add eax, '0' mov esi, HEADER add esi, 28 mov [esi], eax mcall 71,1,HEADER cmp [is_rolled_up], 1 je @f call fast_gfx @@: mcall 12,2 ret ;-----------;#################### ; DATA AREA ;#################### ;-----------;#################### GAMEOVER db 'G A M E O V E R', 0 HEADER db 'ARCANOID II LIVES: ? ', 0 VERSION db 'ARCANOID II',0 AUTHOR db 'by jj (jacek jerzy malinowski)',0 CHANGE_SPEED db 'F2 dec speed F3 inc speed',0 if lang eq it THANKS_FOR_PLAYING db 'Grazie per aver giocato', 0 PRESS_SPACE db 'Premi spazio per iniziare',0 LEVEL db 'LIVELLO',0 else THANKS_FOR_PLAYING db 'Thanks for playing', 0 PRESS_SPACE db 'press SPACE to start',0 LEVEL db 'LEVEL',0 end if is_rolled_up dd 0 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 proc_info: rb 1024 I_END: