Ensamblador - Juego SNAKE EN ASM

 
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Juego SNAKE EN ASM

Publicado por walter (19 intervenciones) el 01/08/2007 16:41:21
;Este es el juego de la vibora que corre por toda la pantalla y esta armado en asm win16


; this is the screen eating snake game...
;
; this game pushes the emulator to its limits,
; and even with maximum speed it still runs slowly.
; to enjoy this game it's recommended to run it on real
; computer, however the emulator can be useful to debug
; tiny games and other similar programs such as this before
; they become bug-free and workable.
;
; you can control the snake using arrow keys on your keyboard.
;
; all other keys will stop the snake.
;
; press esc to exit.

name "snake"

org 100h

; jump over data section:
jmp start

; ------ data section ------

s_size equ 7

; the snake coordinates
; (from head to tail)
; low byte is left, high byte
; is top - [top, left]
snake dw s_size dup(0)

tail dw ?

; direction constants
; (bios key codes):
left equ 4bh
right equ 4dh
up equ 48h
down equ 50h

; current snake direction:
cur_dir db right

wait_time dw 0

; welcome message
msg db "==== how to play ====", 0dh,0ah
db "this game was debugged on emu8086", 0dh,0ah
db "but it is not designed to run on the emulator", 0dh,0ah
db "because it requires relatively fast video card and cpu.", 0dh,0ah, 0ah

db "if you want to see how this game really works,", 0dh,0ah
db "run it on a real computer (click external->run from the menu).", 0dh,0ah, 0ah

db "you can control the snake using arrow keys", 0dh,0ah
db "all other keys will stop the snake.", 0dh,0ah, 0ah

db "press esc to exit.", 0dh,0ah
db "====================", 0dh,0ah, 0ah
db "press any key to start...$"

; ------ code section ------

start:

; print welcome message:
mov dx, offset msg
mov ah, 9
int 21h

; wait for any key:
mov ah, 00h
int 16h

; hide text cursor:
mov ah, 1
mov ch, 2bh
mov cl, 0bh
int 10h

game_loop:

; === select first video page
mov al, 0 ; page number.
mov ah, 05h
int 10h

; === show new head:
mov dx, snake[0]

; set cursor at dl,dh
mov ah, 02h
int 10h

; print '*' at the location:
mov al, '*'
mov ah, 09h
mov bl, 0eh ; attribute.
mov cx, 1 ; single char.
int 10h

; === keep the tail:
mov ax, snake[s_size * 2 - 2]
mov tail, ax

call move_snake

; === hide old tail:
mov dx, tail

; set cursor at dl,dh
mov ah, 02h
int 10h

; print ' ' at the location:
mov al, ' '
mov ah, 09h
mov bl, 0eh ; attribute.
mov cx, 1 ; single char.
int 10h


check_for_key:

; === check for player commands:
mov ah, 01h
int 16h
jz no_key

mov ah, 00h
int 16h

cmp al, 1bh ; esc - key?
je stop_game ;

mov cur_dir, ah

no_key:


; === wait a few moments here:
; get number of clock ticks
; (about 18 per second)
; since midnight into cx:dx
mov ah, 00h
int 1ah
cmp dx, wait_time
jb check_for_key
add dx, 4
mov wait_time, dx


; === eternal game loop:
jmp game_loop

stop_game:

; show cursor back:
mov ah, 1
mov ch, 0bh
mov cl, 0bh
int 10h

ret

; ------ functions section ------

; this procedure creates the
; animation by moving all snake
; body parts one step to tail,
; the old tail goes away:
; [last part (tail)]-> goes away
; [part i] -> [part i+1]
; ....

move_snake proc near

; set es to bios info segment:
mov ax, 40h
mov es, ax

; point di to tail
mov di, s_size * 2 - 2
; move all body parts
; (last one simply goes away)
mov cx, s_size-1
move_array:
mov ax, snake[di-2]
mov snake[di], ax
sub di, 2
loop move_array

cmp cur_dir, left
je move_left
cmp cur_dir, right
je move_right
cmp cur_dir, up
je move_up
cmp cur_dir, down
je move_down

jmp stop_move ; no direction.

move_left:
mov al, b.snake[0]
dec al
mov b.snake[0], al
cmp al, -1
jne stop_move
mov al, es:[4ah] ; col number.
dec al
mov b.snake[0], al ; return to right.
jmp stop_move

move_right:
mov al, b.snake[0]
inc al
mov b.snake[0], al
cmp al, es:[4ah] ; col number.
jb stop_move
mov b.snake[0], 0 ; return to left.
jmp stop_move

move_up:
mov al, b.snake[1]
dec al
mov b.snake[1], al
cmp al, -1
jne stop_move
mov al, es:[84h] ; row number -1.
mov b.snake[1], al ; return to bottom.
jmp stop_move

move_down:
mov al, b.snake[1]
inc al
mov b.snake[1], al
cmp al, es:[84h] ; row number -1.
jbe stop_move
mov b.snake[1], 0 ; return to top.
jmp stop_move

stop_move:
ret
move_snake endp
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RE:Juego SNAKE EN ASM

Publicado por HacKing Dumpomon (1 intervención) el 04/11/2008 01:26:13
Bueno primero que todo gracias a walter por el codigo. tengo una pregunta, porfavor si alguien me pudiera ayudar estaria muy agradecido.Bueno entiendo en su mayoria el codigo pero al compilar me salen 12 errores y se debe a las intrucciones que van con "b.snake[number]" el error es : undefined symbol : b

que debo hacer?? como lo defino? gracias. BYTES!
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