kolibrios-gitea/programs/phenix/trunk/phenix.asm

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;
; Phenix Dynamic Game Created by Pavlushin Evgeni for ASCL
;
; 100% Full relase!
;
; www.waptap@mail.ru
;
;******************************************************************************
use32
org 0x0
db 'MENUET01' ; 8 byte id
dd 0x01 ; header version
dd START ; start of code
dd IM_END ; size of image
dd I_END ; memory for app
dd I_END ; esp
dd 0x0 , 0x0 ; I_Param , I_Icon
;******************************************************************************
include 'lang.inc'
include 'ascl.inc'
include 'ascgl.inc'
include 'ascml.inc'
showmas:
cmp [edi+8],dword 0
je noshow
cmp [edi+8],dword 1
jne no_gun
mov eax,shoot
jmp outp
no_gun:
push edi
random 3,ebx
pop edi
cmp ebx,0
jne no_star
mov eax,star
jmp outp
no_star:
cmp ebx,1
jne no_star2
mov eax,star2
jmp outp
no_star2:
mov eax,star3
outp:
aimgtoimg eax,dword [edi],dword [edi+4],canvas,0x0
noshow:
ret
showobjmas:
cmp [edi+8],dword 0
je noshow1
cmp [edi+4],dword 380
jg noshow1
cmp [edi+4],dword 0
jl noshow1
cmp [edi+8],dword 1
jne no_warship1
mov eax,warship1
jmp outws
no_warship1:
cmp [edi+8],dword 2
jne no_warship2
mov eax,warship2
jmp outws
no_warship2:
cmp [edi+8],dword 3
jne no_meteor
mov eax,meteor
jmp outws
no_meteor:
cmp [edi+8],dword 4
jne no_box
mov eax,box
jmp outws
no_box:
outws:
aimgtoimg eax,dword [edi],dword [edi+4],canvas,0x0
noshow1:
ret
moveobjmas:
cmp [edi+8],dword 0
je no_ws
mov eax,[edi+12]
add [edi],eax
mov eax,[edi+16]
add [edi+4],eax
cmp dword [edi],600
jng xok1
sub dword [edi],20
neg dword [edi+12]
jmp xok2
xok1:
cmp dword [edi],0
jnl xok2
add dword [edi],20
neg dword [edi+12]
xok2:
cmp dword [edi+4],400
jng yok
mov dword [edi+8],0
ret
yok:
cmp dword [edi+8],2 ;green ship
jne no_grs
cmp dword [edi+4],100
jna no_grs
cmp dword [edi+4],103
jna grs
cmp dword [edi+4],200
jna no_grs
cmp dword [edi+4],203
jna grs
cmp dword [edi+4],300
jna no_grs
cmp dword [edi+4],303
ja no_grs
grs:
neg dword [edi+12]
mov [temp],edi
findmas massive,findzero
;in edi off to free element
jc close_app
mov esi,edi
mov edi,[temp]
mov eax,[edi]
mov [esi],eax
mov eax,[edi+4]
mov [esi+4],eax
mov [esi+8],dword 1
mov [esi+12],dword 0
mov [esi+16],dword 10
no_grs:
cmp dword [edi+8],1 ;blue ship
jne no_bls
cmp dword [edi+4],50
jna no_bls
cmp dword [edi+4],64
jna bls
cmp dword [edi+4],100
jna no_bls
cmp dword [edi+4],114
jna bls
cmp dword [edi+4],150
jna no_bls
cmp dword [edi+4],164
ja no_bls
bls:
mov [temp],edi
findmas massive,findzero
jc close_app
mov esi,edi
mov edi,[temp]
mov eax,[edi]
mov [esi],eax
mov eax,[edi+4]
mov [esi+4],eax
mov [esi+8],dword 2
mov [esi+12],dword 0
mov [esi+16],dword 5
no_bls:
no_ws:
ret
delfarshoot:
cmp [edi+4],dword 40
jb del
cmp [edi+4],dword 400
ja del
cmp [edi],dword 40
jb del
cmp [edi],dword 600
ja del
jmp nodel
del:
mov [edi+8],dword 0
nodel:
ret
movemas:
cmp [edi+8],dword 0
jne no_freeel
ret
no_freeel:
mov eax,[edi+12]
add [edi],eax
mov eax,[edi+16]
add [edi+4],eax
ret
endshowmas:
cmp [edi+8],dword 0
je noshowem
mov eax,star2
aimgtoimg eax,dword [edi],dword [edi+4],canvas,0x0
noshowem:
ret
endmovemas:
cmp [edi+8],dword 0
jne no_fr
ret
no_fr:
mov eax,[edi+12]
add [edi],eax
mov eax,[edi+16]
add [edi+4],eax
ret
findzero:
cmp [edi+8],dword 0
je iz_zero
xor eax,eax
ret
iz_zero:
mov eax,1
ret
compobr:
cmp [esi+8],dword 0
je no_crsh
cmp [edi+8],dword 0
je no_crsh
cmp [esi+16],dword 0
jg no_crsh
mov eax,[esi]
mov [temp],eax
mov eax,[esi+4]
mov [temp2],eax
mov eax,[edi]
mov [temp3],eax
mov eax,[edi+4]
mov [temp4],eax
pushad
collimg imgsize,[temp],[temp2],imgsize,[temp3],[temp4],[otv]
popad
cmp [otv],dword 0
je no_crsh
cmp [edi+8],dword 2
jne no_grship
inc [gship]
add [score],30
jmp setzero
no_grship:
cmp [edi+8],dword 1
jne no_blship
inc [bship]
add [score],20
jmp setzero
no_blship:
cmp [edi+8],dword 3
jne no_metr
dec dword [edi+16]
cmp dword [edi+16],0
jne mok
mov dword [edi+16],1
mok:
mov [esi+8],dword 0
ret
no_metr:
setzero:
mov [esi+8],dword 0
mov [edi+8],dword 0
no_crsh:
ret
shipobjtest:
cmp [edi+8],dword 0
je no_obj
mov eax,[edi]
mov [temp3],eax
mov eax,[edi+4]
mov [temp4],eax
pushad
collimg imgsize,[shipx],[shipy],imgsize,[temp3],[temp4],[otv]
popad
cmp [otv],dword 0
je no_obj
cmp [edi+8],dword 4 ;if box
jne no_fbox
add [energy],5
add [score],50
mov [edi+8],dword 0
inc [boxget]
ret
no_fbox:
sub [energy],16
mov [edi+8],dword 0
no_obj:
ret
shipguntest:
cmp [edi+8],dword 0
je no_gobj
cmp [edi+16],dword 0
jl no_gobj
mov eax,[edi]
mov [temp3],eax
mov eax,[edi+4]
mov [temp4],eax
pushad
collimg imgsize,[shipx],[shipy],imgsize,[temp3],[temp4],[otv]
popad
cmp [otv],dword 0
je no_gobj
sub [energy],4
mov [edi+8],dword 0
no_gobj:
ret
START: ; start of execution
massize = 400
elemsize = 20
mov [massive],dword massize
mov [massive+4],dword elemsize
omassize = 100
oelemsize = 20
mov [objmas],dword omassize
mov [objmas+4],dword oelemsize
mov eax,66
mov ebx,1
mov ecx,1
int 0x40
mov eax,26
mov ebx,2
mov ecx,1
mov edx,keymap
int 0x40
startgame:
gif_hash_offset = gif_hash_area
giftoimg gif_file_area2,canvas
gif_hash_offset = gif_hash_area
giftoimg gif_file_area,img_area
getimg img_area,0,0,32,32,ship
getimg img_area,32,0,32,32,shoot
getimg img_area,64,0,32,32,warship1
getimg img_area,96,0,32,32,warship2
getimg img_area,128,0,32,32,meteor
getimg img_area,160,0,32,32,star
getimg img_area,192,0,32,32,star2
getimg img_area,224,0,32,32,star3
getimg img_area,0,32,32,32,box
main_menu:
call draw_logowindow
stillm:
wtevent redm,keym,buttonm
jmp stillm
redm:
call draw_logowindow
jmp stillm
keym:
mov eax,2
int 0x40
jmp stillm
buttonm:
mov eax,17 ; get id
int 0x40
cmp ah,1 ; button id=1 ?
je close_app
cmp ah,2 ; button id=1 ?
je start_game
cmp ah,3 ; button id=1 ?
je help
cmp ah,4 ; button id=1 ?
je close_app
jmp stillm
draw_logowindow:
call draw_window
setimg 5,21,canvas
drawlbut 300,300,60,14,'START',2,0x990000,cl_Black
drawlbut 300,320,60,14,'HELP',3,0x990000,cl_Black
drawlbut 300,340,60,14,'EXIT',4,0x990000,cl_Black
ret
;***********************
; Draw help menu
;***********************
help:
call draw_helpwindow
stillh:
wtevent redh,keyh,buttonh
jmp stillh
redh:
call draw_helpwindow
jmp stillh
keyh:
mov eax,2
int 0x40
jmp stillh
buttonh:
mov eax,17 ; get id
int 0x40
cmp ah,1 ; button id=1 ?
je close_app
cmp ah,2 ; button id=1 ?
je start_game
cmp ah,3 ; button id=1 ?
je help
cmp ah,4 ; button id=1 ?
je close_app
cmp ah,5 ; button id=1 ?
je main_menu
jmp stillh
draw_helpwindow:
call draw_window
setimg 5,21,canvas
drawfbox 40,50,580,380,cl_Grey
mov ebp,4*7
mov ebx,180*65536+90
mov edx,helptext
mov esi,50
mov ecx,cl_White
dec ebp
looht:
mov eax,4
int 0x40
add edx,esi
add ebx,10
dec ebp
jnz looht
setimg 90,90,ship
setimg 90,130,shoot
setimg 90,170,star
setimg 90,210,warship1
setimg 90,250,warship2
setimg 90,290,meteor
setimg 90,330,box
drawlbut 500,400,80,14,'<<BACK',5,0x990000,cl_Black
jmp stillh
helptext:
db 'Phenix '
db 'Controls: Num1 move left, Num3 move right '
db ' P-pause (use for screen shooting) '
db ' '
db 'Lazer cannon '
db 'Press Num5 for shoot '
db 'Core fast, speed fast, reload slow '
db ' '
db 'Plazma cannon '
db 'Press Num2 for Plazma Nuke and Num8 for shoot '
db 'Core slow, speed medium, reload fast '
db ' '
db 'Blue warship '
db 'Speed fast '
db 'Attack method: plazma bomb '
db ' '
db 'Green warship '
db 'Speed slow '
db 'Attack method: laser shoot '
db ' '
db 'Meteor '
db 'Dangeros object! '
db 'SuperSheld '
db ' '
db 'Fly Box '
db 'Sheld pack, sheld +5, score +30 '
db 'Get for sheld level up! '
db ' '
start_game:
; jmp end_gm
mov [canvas],dword 640
mov [canvas+4],dword 440
call draw_window
;Main loop wait for event with 10msec
still:
; scevent red,key,button ;for full speed
timeevent 1,no_event,red,key,button
no_event:
setimg 5,21,canvas
cmp [pause_on],0
jne still
cmp [energy],0
jl game_over
cmp [ctime],dword 0
je no_dct
dec dword [ctime]
no_dct:
cmp [xtime],dword 0
je no_dxt
dec dword [xtime]
no_dxt:
;
; Add to level new ships
;
inc dword [pathtime]
mov ebp,[levelpart]
shl ebp,5
add ebp,levels
mov eax,[ebp]
cmp [pathtime],eax ;500
jne no_nextloc
randobjmasx:
mov ebp,[levelpart]
shl ebp,5
add ebp,levels
mov ecx,[ebp+8]
mov [shiptype],2
mov [xmoving],9
mov [xaccel],4
mov [ymoving],3
mov [yaccel],2
call add_ships
mov ecx,[ebp+12]
mov [shiptype],1
mov [xmoving],3
mov [xaccel],1
mov [ymoving],3
mov [yaccel],6
call add_ships
mov ecx,[ebp+16]
mov [shiptype],3
mov [xmoving],5
mov [xaccel],2
mov [ymoving],5
mov [yaccel],2
call add_ships
mov ecx,[ebp+20]
mov [shiptype],4
mov [xmoving],4
mov [xaccel],1
mov [ymoving],4
mov [yaccel],1
call add_ships
jmp newlocend
shiptype dd 0
xmoving dd 0
ymoving dd 0
xaccel dd 0
yaccel dd 0
add_ships:
looship:
cmp ecx,0
je no_ships
push ecx
findmas objmas,findzero
;in edi off to free element
jc close_app
mov ebp,[shiptype]
mov dword [edi+8],ebp ;2 ;green ship
; random x
push edi
random 600,eax
pop edi
mov [edi],eax
; random y
push edi
mov ebp,[levelpart]
shl ebp,5
add ebp,levels
mov esi,[ebp+4] ;get max range
random esi,eax
neg eax
pop edi
mov [edi+4],eax
; x moving
push edi ;planers
random [xmoving],eax
sub eax,[xaccel];4
pop edi
mov [edi+12],eax
; y moving
push edi
random [ymoving],eax ;slow
add eax,[yaccel] ;2
pop edi
mov [edi+16],eax
pop ecx
dec ecx
jnz looship
no_ships:
ret
levelpart dd 0
levels:
;level1
dd 1,800,0,0,5,8,0,0 ;one at start
dd 500,2000,4,20,30,0,0,0
dd 500,2000,4,20,0,8,0,0
dd 500,2000,10,0,0,4,0,0
dd 500,4000,0,30,0,0,0,0
dd 400,400,0,0,10,0,0,0
dd 400,400,0,0,10,0,0,0
dd 0,0,0,0,0,0,0,0 ;end of level
;level2
dd 1,16000,0,30,0,0,0,0 ;one at start
dd 200,8000,0,20,0,0,0,0
dd 200,2000,0,10,0,8,0,0
dd 200,4000,0,10,0,0,0,0
dd 0,0,0,0,0,0,0,0 ;end of level
;level3
dd 1,4000,0,20,30,8,0,0 ;one at start
dd 400,4000,10,10,20,6,0,0
dd 400,4000,0,20,10,2,0,0
dd 400,4000,10,10,20,0,0,0
dd 0,-1,0,0,0,0,0,0 ;end of game
newlocend:
mov [pathtime],0
inc [levelpart]
jmp no_nextloc
endgame dd 0
objects dd 0
endtest:
cmp dword [edi+8],0
jne no_free
ret
no_free:
mov [endgame],0
inc [objects]
ret
no_nextloc:
mov [objects],0
mov [endgame],1
readmas objmas,endtest
cmp [endgame],1
jne no_end_lev ;no_nextloc
mov ebp,[levelpart]
shl ebp,5
add ebp,levels
mov eax,[ebp+4]
cmp eax,dword 0
je end_lev ;end of level
cmp eax,dword -1
je end_gm ;end of game
no_end_lev:
cmp [num5],dword 0
je no_addsh
cmp [ctime],dword 0
jne no_addsh
cmp [lazer],dword 0
je no_addsh
findmas massive,findzero
;in edi off to free element
jc close_app
mov eax,[shipx]
mov [edi],eax
mov eax,[shipy]
mov [edi+4],eax
mov [edi+8],dword 1 ;show
mov [edi+12],dword 0
mov [edi+16],dword -12
mov [ctime],dword 8 ;wait for cannon
dec [lazer]
no_addsh:
cmp [num8],dword 0
je no_addplx
cmp [xtime],dword 256-16
jae no_addplx
cmp [plazma],0
je no_addplx
findmas massive,findzero
;in edi off to free element
jc close_app
mov eax,[shipx]
mov [edi],eax
mov eax,[shipy]
mov [edi+4],eax
mov [edi+8],dword 2 ;show
add [xtime],dword 8 ;wait for cannon
cmp [xtime],dword 256
jna okx
mov [xtime],256
okx:
mov [edi+12],dword 0 ;wait for cannon
mov [edi+16],dword -8 ;wait for cannon
dec [plazma]
no_addplx:
cmp [num2],dword 0
je no_addsh2
cmp [xtime],dword 0
jne no_addsh2
cmp [plazma],0
je no_addsh2
mov eax,[shipy]
mov [temp3],eax
mov [temp2],dword 5
loox2:
mov [temp],dword 10
loox:
findmas massive,findzero
;in edi off to free element
jc close_app
random 25,eax
mov ebp,eax
sub eax,12
add eax,[shipx]
mov [edi],eax
shr ebp,3
random ebp,eax
neg eax
add eax,[temp3] ;[shipy]
mov [edi+4],eax
mov [edi+8],dword 2 ;show hstar
random 5,eax
sub eax,2
mov [edi+12],eax ;show hstar
random 7,eax
sub eax,8
mov [edi+16],eax ;show hstar
dec [temp]
jnz loox
sub [temp3],30
dec [temp2]
jnz loox2
mov [xtime],dword 256 ;wait for cannon
sub [plazma],50
no_addsh2:
cmp [num1],dword 0
je no_left
sub dword [shipx],6
no_left:
cmp [num3],dword 0
je no_right
add dword [shipx],6
no_right:
;ship correct
cmp [shipx],5
jnl xl_ok
mov [shipx],5
xl_ok:
cmp [shipx],603
jng xr_ok
mov [shipx],603
xr_ok:
;clear scrbuf
mov edi,canvas+8
cld
mov ecx,640*440*3/4
mov eax,0
rep stosd
compmas objmas,massive,compobr
readmas objmas,shipobjtest
readmas massive,shipguntest
readmas objmas,showobjmas
readmas objmas,moveobjmas
readmas massive,showmas
readmas massive,movemas
readmas massive,delfarshoot
; findmas massive,findzero
;in edi off to free element
; jc close_app
aimgtoimg ship,[shipx],[shipy],canvas,0x0
drawfbox 150,5,64,5,0x000000
mov eax,[xtime]
sub eax,256
neg eax
shr eax,2
drawfbox 150,5,eax,5,0x0000ff
drawfbox 150,12,64,5,0x000000
mov eax,[ctime]
sub eax,8
neg eax
shl eax,3
drawfbox 150,12,eax,5,0xffff00
drawfbox 220,2,6*5+2 ,9,cl_Grey
outcount [plazma],221,3,cl_Blue,5*65536
drawfbox 220,11,6*5+2 ,9,cl_Grey
outcount [lazer],221,12,0xffff00,5*65536
drawfbox 280,6,6*5+2 ,9,cl_Grey
outcount [gship],281,7,cl_Green,5*65536
drawfbox 320,6,6*5+2 ,9,cl_Grey
outcount [bship],321,7,cl_Blue,5*65536
drawfbox 360,6,6*5+2 ,9,cl_Grey
outcount [boxget],361,7,0xffaa00,5*65536
drawfbox 400,2,6*5+2 ,9,cl_Grey
outcount [objects],401,2,0x00ff00,5*65536
drawfbox 400,11,6*5+2 ,9,cl_Grey
outcount [energy],401,12,0xff0000,5*65536
drawfbox 450,11,6*5+2 ,9,cl_Grey
outcount [score],451,12,0xffff00,5*65536
jmp still
red:
call draw_window
jmp still
key: ; key
mov eax,2
int 0x40 ; read (eax=2)
shr eax,8
and eax,0xff
mov ah,al
cmp ah,153
jne no_pause
not [pause_on]
jmp still
no_pause:
cmp ah,76
jne no_num5d
mov [num5],1
jmp still
no_num5d:
cmp ah,204
jne no_num5u
mov [num5],0
jmp still
no_num5u:
cmp ah,80
jne no_num2d
mov [num2],1
jmp still
no_num2d:
cmp ah,208
jne no_num2u
mov [num2],0
jmp still
no_num2u:
cmp ah,79 ;key_Space 85 exit
jne no_num1d
mov [num1],1
jmp still
no_num1d:
cmp ah,207 ;key_Space 85 exit
jne no_num1u
mov [num1],0
jmp still
no_num1u:
cmp ah,81 ;key_Space 85 exit
jne no_num3d
mov [num3],1
jmp still
no_num3d:
cmp ah,209 ;key_Space 85 exit
jne no_num3u
mov [num3],0
jmp still
no_num3u:
cmp ah,72 ;key_Space 85 exit
jne no_num8d
mov [num8],1
jmp still
no_num8d:
cmp ah,200 ;key_Space 85 exit
jne no_num8u
mov [num8],0
jmp still
no_num8u:
jmp still ; not testing
button: ; button
mov eax,17 ; get id
int 0x40
cmp ah,1 ; button id=1 ?
jne noclose
close_app:
mov eax,-1 ; close this program
int 0x40
noclose:
jmp still
draw_window:
startwd
window 40,40,(640+9),(440+26),window_Skinned+0x00
label 8,8,'ASCL DYNAMIC GAME',cl_White+font_Big
; setimg 5,22,img_area
endwd
ret
;**********************
; Game Over process
;**********************
game_over:
; close
call draw_gowindow
stillgo:
wtevent redgo,keygo,buttongo
jmp stillgo
redgo:
call draw_gowindow
jmp stillgo
keygo:
mov eax,2
int 0x40
jmp stillgo
buttongo:
mov eax,17 ; get id
int 0x40
cmp ah,1
je close_app
cmp ah,4
je close_app
cmp ah,5
je main_menu
cmp ah,7
je restart_lev
jmp stillgo
restart_lev:
mov [pathtime],0
prevpart:
mov ebp,[levelpart]
shl ebp,5
add ebp,levels
mov eax,[ebp]
cmp eax,dword 1
je rest ;end of level
dec [levelpart]
jmp prevpart
rest:
;massives reset - clear massives
mov edi,massive+8
cld
mov ecx,massize*elemsize/4
mov eax,0
rep stosd
mov edi,objmas+8
cld
mov ecx,omassize*oelemsize/4
mov eax,0
rep stosd
;counters reset
mov [boxget],0
mov [gship],0
mov [bship],0
;ship reset
mov [energy],100
mov [shipx],300
mov [shipy],400
mov [lazer],1000
mov [plazma],500
; reset keyboard
mov [num1],0
mov [num5],0
mov [num3],0
mov [num2],0
mov [num8],0
jmp start_game
draw_gowindow:
startwd
drawfbox 170,160,300,120,cl_Grey
drawlbut 180,260,80,14,'(X) EXIT',4,0x990000,cl_Black
drawlbut 280,260,80,14,'<MENU>',5,0x990000,cl_Black
drawlbut 380,260,80,14,'RESTART',7,0x990000,cl_Black
label 280,200,' GAME OVER ',cl_Black
endwd
ret
;**********************
; End level process
;**********************
end_lev:
; close
call draw_scorewindow
stilleg:
wtevent redeg,keyeg,buttoneg
jmp stilleg
redeg:
call draw_scorewindow
jmp stilleg
keyeg:
mov eax,2
int 0x40
jmp stilleg
buttoneg:
mov eax,17 ; get id
int 0x40
cmp ah,1
je close_app
cmp ah,2
je next_lev
cmp ah,3
je help
cmp ah,4
je close_app
cmp ah,5
je main_menu
jmp stilleg
next_lev:
mov [pathtime],0
inc [levelpart]
;ship reset
mov [energy],100
mov [shipx],300
mov [shipy],400
mov [lazer],1000
mov [plazma],500
;counters reset
mov [boxget],0
mov [gship],0
mov [bship],0
; reset keyboard
mov [num1],0
mov [num5],0
mov [num3],0
mov [num2],0
mov [num8],0
jmp start_game
draw_scorewindow:
call draw_window
startwd
drawfbox 170,130,300,190,cl_Grey
drawlbut 180,300,80,14,'(X) EXIT',4,0x990000,cl_Black
drawlbut 280,300,80,14,'<MENU>',5,0x990000,cl_Black
drawlbut 380,300,80,14,'NEXT >>',2,0x990000,cl_Black
setimg 180,140,warship1
outcount [bship],241,151,cl_Blue,5*65536
setimg 180,180,warship2
outcount [gship],241,191,cl_Green,5*65536
setimg 180,220,meteor
setimg 180,260,box
outcount [boxget],241,271,0xbbbb00,5*65536
endwd
ret
;**********************
; End of game process
;**********************
end_gm:
mov [pathtime],0
call draw_window
label 200 ,8,'YOU WIN PRESS ANY KEY TO EXIT',cl_White+font_Big
stilleg2:
; scevent redeg2,keyeg2,buttoneg2
timeevent 1,no_event2,redeg2,keyeg2,buttoneg2
no_event2:
setimg 5,21,canvas
;clear scrbuf
mov edi,canvas+8
cld
mov ecx,640*440*3/4
mov eax,0
rep stosd
aimgtoimg ship,320,220,canvas,0x0
readmas massive,endshowmas
readmas massive,endmovemas
readmas massive,delfarshoot
; findmas massive,findzero
;in edi off to free element
; jc close_app
inc [pathtime]
cmp [pathtime],30
jne no_firework
mov [pathtime],0
random 400,eax
mov [temp3],eax
random 600,eax
mov [temp2],eax
mov [temp],dword 8;10
xloox:
findmas massive,findzero
;in edi off to free element
jc close_app
mov eax,[temp2] ;[shipx]
mov [edi],eax
mov eax,[temp3] ;[shipy]
mov [edi+4],eax
mov [edi+8],dword 2 ;show hstar
rerand:
random 5,eax
sub eax,2
cmp eax,0
je rerand
mov [edi+12],eax ;show hstar
rerand2:
random 7,eax
sub eax,3
cmp eax,0
je rerand2
mov [edi+16],eax ;show hstar
dec [temp]
jnz xloox
no_firework:
jmp stilleg2
redeg2:
jmp end_gm ;stilleg2
keyeg2:
mov eax,2
int 0x40
jmp main_menu
buttoneg2:
mov eax,17 ; get id
int 0x40
jmp stilleg2
; DATA AREA
IM_END:
;global
pause_on dd 0
;massive
shipx dd 300
shipy dd 400
;guns
lazer dd 1000
plazma dd 500
;keys
num1 dd 0
num5 dd 0
num3 dd 0
num2 dd 0
num8 dd 0
;enemy countres
gship dd 0
bship dd 0
boxget dd 0
energy dd 100
score dd 0
;delay for cannon
ctime dd 0
;delay for nuke gun
xtime dd 0
;path time
pathtime dd 0
;
temp dd 0
temp2 dd 0
temp3 dd 0
temp4 dd 0
otv dd 0
;for collimg
imgsize:
dd 32
dd 32
;massive:
;dd 400 ;elements num
;dd 20 ;size of element in bytes
;rb 400*20
keymap:
rb 1000
;gif_file_area ~21500
gif_file_area2:
file 'phenix.gif'
rb 50
gif_file_area:
file 'star2.gif';include gif file
rb 50 ;50 bytes temp back zone
img_area:
rb 256*64*3+8
ship:
rb 32*32*3+8
shoot:
rb 32*32*3+8
warship1:
rb 32*32*3+8
warship2:
rb 32*32*3+8
meteor:
rb 32*32*3+8
star:
rb 32*32*3+8
star2:
rb 32*32*3+8
star3:
rb 32*32*3+8
box:
rb 32*32*3+8
gif_hash_area:
rd 4096+1 ;hash area size for unpacking GIF
massive:
rd massize ;elements num
rd elemsize ;size of element in bytes
rb massize*elemsize
objmas:
rd omassize ;elements num
rd oelemsize ;size of element in bytes
rb omassize*oelemsize
canvas:
canvas_x:
rd 1
canvas_y:
rd 1
rb (640*440*3)+2000
I_END: