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Pong.asm
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.MODEL SMALL
.STACK 64
.DATA
WIDTH_SIZE DW 140H
HEIGHT_SIZE DW 0C8H
TIME_AUX DB 0H
BALL_X DW 20H
BALL_Y DW 20H
BALL_SIZE DW 09H
BALL_VELOCITY_X DW 04H
BALL_VELOCITY_Y DW 03H
BALL_COLOR DB 0FH
BALL_RADIUS DW 04H
BALL_CENTER_X DW 24H
BALL_CENTER_Y DW 24H
X_BOUND DW 05H
Y_BOUND DW 04H
BORDER_LEFT DW 20
BORDER_RIGHT DW 270
BORDER_TOP DW 20
BORDER_BOTTOM DW 160
;PADDLE_X DW
PADDLE_Y DW 50
PADDLE_WIDTH DW 02
PADDLE_HEIGHT DW 30
PADDLE_MOVEMENT_SIZE DW 06H
MY_SCORE DW 1H
MSG1 DB "HELLO WORLD$"
MSG_END_GAME DB "YOU WIN!$"
MSG_GAME_OVER DB "GAME OVER.$"
BLANK DB " $"
SCORE DB "SCORE: $"
BLOCK_START_X DB 8
BLOCK_START_Y DB 8
BLOCK_X DW 63
BLOCK_Y dw 63
BLOCK_INDEX_X DB 0
BLOCK_INDEX_Y DB 0
BLOCK_HP DB '5'
BLOCK_COLOR DB 6
BLOCK_SIZE DW 12
.CODE
#start=led_display.exe#
;#make_bin#
MAIN PROC FAR
MOV AX, @DATA
MOV DS, AX
;set mode
MOV AH, 00H
MOV AL, 13H
INT 10H
;hello world
MOV AH,02H
MOV BH,00
MOV DX,050CH
INT 10H
MOV AH,09H
LEA DX,MSG1
INT 21H
MOV BX,01H
WAIT:
; set 1 million microseconds interval (1 second)
mov cx, 0fh
mov dx, 4240h
mov ah, 86h
int 15h
dec BX
cmp BX,0
jnz wait
MOV AH,02H
MOV BH,00
MOV DX,050CH
INT 10H
MOV AH,09H
LEA DX,BLANK
INT 21H
;clear screen
;MOV AX,0600H
;MOV BH,71H
;MOV CX,0000H
;MOV DX,184FH
;INT 10H
MOV AX, MY_SCORE
CALL SHOW_SCORE
CALL INITIAL_BORDERS
CALL DRAW_PADDLE
CALL DRAW_BLOCK
PUSH AX
PUSH BX
PUSH CX
PUSH DX
CALL GET_RANDOM
POP DX
POP CX
POP BX
POP AX
CHECK:
MOV AH, 2CH ;get time
INT 21H
CMP DL, TIME_AUX
JE CHECK
MOV TIME_AUX, DL
CALL REMOVE_BALL
CALL UPDATE_BALL
CALL DRAW_ROUNDED_BALL
CALL UPDATE_PADDLE
JMP CHECK
RET
MAIN ENDP
DRAW_BLOCK PROC NEAR
CALL REMOVE_BLOCK
CALL GET_BLOCK_COLOR_RANDOM
MOV BLOCK_HP, '5'
CALL GET_RANDOM_BLOCK_X_INDEX
CALL GET_RANDOM_BLOCK_Y_INDEX
MOV DL, BLOCK_START_X
ADD DL, BLOCK_INDEX_X
MOV DH, BLOCK_START_Y
ADD DH, BLOCK_INDEX_Y
MOV AX, 08H
MUL DL
DEC AX
SUB AX, 2 ;for bigger block
MOV BLOCK_X, AX
MOV AX, 08H
MUL DH
DEC AX
SUB AX, 2 ;for bigger block
MOV BLOCK_Y, AX
MOV CX, BLOCK_X
MOV DX, BLOCK_Y
DRAW_BLOCK_COLUMN:
DRAW_BLOCK_LINE:
MOV AH, 0CH
;CALL GET_RANDOM
MOV AL, BLOCK_COLOR
MOV BH, 00H
INT 10H
INC CX
MOV AX, CX
SUB AX, BLOCK_X
CMP AX, 0CH
JNG DRAW_BLOCK_LINE
MOV CX, BLOCK_X
INC DX
MOV AX, DX
SUB AX, BLOCK_Y
CMP AX, 0CH
JNG DRAW_BLOCK_COLUMN
MOV AH,02H
MOV BH,00
MOV DL, BLOCK_START_X
ADD DL, BLOCK_INDEX_X
MOV DH, BLOCK_START_Y
ADD DH, BLOCK_INDEX_Y
;MOV DX,0202H
INT 10H
MOV AH,02H
MOV Dl,BLOCK_HP
INT 21H
RET
UPDATE_BLOCK PROC NEAR
CALL REMOVE_BLOCK
MOV CX, BLOCK_X
MOV DX, BLOCK_Y
UPDATE_BLOCK_COLUMN:
UPDATE_BLOCK_LINE:
MOV AH, 0CH
;CALL GET_RANDOM
MOV AL, BLOCK_COLOR
MOV BH, 00H
INT 10H
INC CX
MOV AX, CX
SUB AX, BLOCK_X
CMP AX, 0CH
JNG UPDATE_BLOCK_LINE
MOV CX, BLOCK_X
INC DX
MOV AX, DX
SUB AX, BLOCK_Y
CMP AX, 0CH
JNG UPDATE_BLOCK_COLUMN
MOV AH,02H
MOV BH,00
MOV DL, BLOCK_START_X
ADD DL, BLOCK_INDEX_X
MOV DH, BLOCK_START_Y
ADD DH, BLOCK_INDEX_Y
;MOV DX,0202H
INT 10H
MOV AH,02H
MOV Dl,BLOCK_HP
INT 21H
RET
REMOVE_BLOCK PROC NEAR
MOV CX, BLOCK_X
MOV DX, BLOCK_Y
REMOVE_BLOCK_COLUMN:
REMOVE_BLOCK_LINE:
MOV AH, 0CH
;CALL GET_RANDOM
MOV AL, 00H
MOV BH, 00H
INT 10H
INC CX
MOV AX, CX
SUB AX, BLOCK_X
CMP AX, 0CH
JNG REMOVE_BLOCK_LINE
MOV CX, BLOCK_X
INC DX
MOV AX, DX
SUB AX, BLOCK_Y
CMP AX, 0CH
JNG REMOVE_BLOCK_COLUMN
RET
SHOW_SCORE PROC NEAR
PUSH AX
MOV AX, MY_SCORE
OUT 199, AX
POP AX
LEA SI, SCORE
ADD SI, 5
MOV CX,0
MOV DX,0
label1:
CMP AX,0
JE print1
MOV BX,10
DIV BX
PUSH DX
INC CX
XOR DX,DX
JMP label1
print1:
CMP CX,0
JE exit
POP DX
ADD DX,48
ADD SI, 1
MOV [SI], DX
;show score
MOV AH,02H
MOV BH,00
MOV DX,0105H
INT 10H
MOV AH,09H
LEA DX,SCORE
INT 21H
DEC CX
JMP print1
exit:
RET
INITIAL_BORDERS PROC NEAR
MOV CX,BORDER_TOP
MOV DX,BORDER_LEFT
TOP_BORDER_BACK:
MOV AH,0CH
MOV AL,0CH
INT 10H
INC CX
CMP CX,BORDER_RIGHT
JNZ TOP_BORDER_BACK
MOV CX,BORDER_TOP
MOV DX,BORDER_LEFT
LEFT_BORDER_BACK:
MOV AH,0CH
MOV AL,0CH
INT 10H
INC DX
CMP DX,BORDER_BOTTOM
JNZ LEFT_BORDER_BACK
MOV CX,BORDER_LEFT
MOV DX,BORDER_BOTTOM
BOTTOM_BORDER_BACK:
MOV AH,0CH
MOV AL,0CH
INT 10H
INC CX
CMP CX,BORDER_RIGHT
JNZ BOTTOM_BORDER_BACK
RET
UPDATE_BALL PROC NEAR
MOV AX, BALL_VELOCITY_X
ADD BALL_X, AX
MOV AX, X_BOUND
ADD AX, BORDER_LEFT
CMP BALL_X, AX
JL CRASHED_X
MOV AX, BORDER_RIGHT
SUB AX, BALL_SIZE
SUB AX, X_BOUND
CMP BALL_X, AX
JG CRASHED_RIGHT_X
MOV AX, BALL_VELOCITY_Y
ADD BALL_Y, AX
MOV AX, Y_BOUND
ADD AX, BORDER_TOP
CMP BALL_Y, AX
JL CRASHED_Y
MOV AX, BORDER_BOTTOM
SUB AX, BALL_SIZE
SUB AX, Y_BOUND
CMP BALL_Y, AX
JG CRASHED_Y
MOV AX, BALL_X
CMP AX, BLOCK_X
JL EXIT_BLOCKING1
MOV BX, BLOCK_X
ADD BX, BLOCK_SIZE
CMP AX, BX
JG EXIT_BLOCKING1
MOV CX, BALL_Y
CMP CX, BLOCK_Y
JL EXIT_BLOCKING1
MOV BX, BLOCK_Y
ADD BX, BLOCK_SIZE
CMP CX, BX
JG EXIT_BLOCKING1
JMP BALL_BLOCKED
EXIT_BLOCKING1:
MOV AX, BALL_X
ADD AX, BALL_SIZE
CMP AX, BLOCK_X
JL EXIT_BLOCKING2
MOV BX, BLOCK_X
ADD BX, BLOCK_SIZE
CMP AX, BX
JG EXIT_BLOCKING2
MOV CX, BALL_Y
CMP CX, BLOCK_Y
JL EXIT_BLOCKING2
MOV BX, BLOCK_Y
ADD BX, BLOCK_SIZE
CMP CX, BX
JG EXIT_BLOCKING2
JMP BALL_BLOCKED
EXIT_BLOCKING2:
MOV AX, BALL_X
CMP AX, BLOCK_X
JL EXIT_BLOCKING3
MOV BX, BLOCK_X
ADD BX, BLOCK_SIZE
CMP AX, BX
JG EXIT_BLOCKING3
MOV CX, BALL_Y
ADD CX, BALL_SIZE
CMP CX, BLOCK_Y
JL EXIT_BLOCKING3
MOV BX, BLOCK_Y
ADD BX, BLOCK_SIZE
CMP CX, BX
JG EXIT_BLOCKING3
JMP BALL_BLOCKED
EXIT_BLOCKING3:
MOV AX, BALL_X
ADD AX, BALL_SIZE
CMP AX, BLOCK_X
JL EXIT_BLOCKING4
MOV BX, BLOCK_X
ADD BX, BLOCK_SIZE
CMP AX, BX
JG EXIT_BLOCKING4
MOV CX, BALL_Y
ADD CX, BALL_SIZE
CMP CX, BLOCK_Y
JL EXIT_BLOCKING4
MOV BX, BLOCK_Y
ADD BX, BLOCK_SIZE
CMP CX, BX
JG EXIT_BLOCKING4
JMP BALL_BLOCKED
EXIT_BLOCKING4:
RET
BALL_BLOCKED:
NEG BALL_VELOCITY_X
NEG BALL_VELOCITY_Y
CALL GET_RANDOM
DEC BLOCK_HP
CMP BLOCK_HP, '0'
JG BLOCK_ALIVE
CALL DRAW_BLOCK
RET
BLOCK_ALIVE:
CALL UPDATE_BLOCK
RET
CRASHED_X:
PUSH AX
PUSH BX
PUSH CX
PUSH DX
CALL GET_RANDOM
POP DX
POP CX
POP BX
POP AX
NEG BALL_VELOCITY_X
RET
CRASHED_RIGHT_X:
PUSH AX
PUSH BX
PUSH CX
PUSH DX
CALL GET_RANDOM
POP DX
POP CX
POP BX
POP AX
MOV AX, BALL_Y
CMP AX, PADDLE_Y
JL CRASHED_RIGHT_X_GAME_OVER
MOV BX, PADDLE_Y
ADD BX, PADDLE_HEIGHT
CMP AX, BX
JG CRASHED_RIGHT_X_GAME_OVER
ADD MY_SCORE, 1H
;show new score
MOV AX, MY_SCORE
CALL SHOW_SCORE
MOV AX, MY_SCORE
CMP AX, 30
JNE ROUND_CON
CALL SHOW_END_GAME
ROUND_CON:
NEG BALL_VELOCITY_X
RET
CRASHED_RIGHT_X_GAME_OVER:
CALL SHOW_GAME_OVER
;MOV AH, 4CH
;INT 21H
RET
CRASHED_Y:
PUSH AX
PUSH BX
PUSH CX
PUSH DX
CALL GET_RANDOM
POP DX
POP CX
POP BX
POP AX
NEG BALL_VELOCITY_Y
RET
SHOW_END_GAME PROC NEAR
MOV AH,02H
MOV BH,00
MOV DX,080CH
INT 10H
MOV AH,09H
LEA DX,MSG_END_GAME
INT 21H
MOV AH, 4CH
INT 21H
RET
SHOW_GAME_OVER PROC NEAR
MOV AH,02H
MOV BH,00
MOV DX,080CH
INT 10H
MOV AH,09H
LEA DX,MSG_GAME_OVER
INT 21H
MOV AH, 4CH
INT 21H
RET
DRAW_BALL PROC NEAR
MOV CX, BALL_X
MOV DX, BALL_Y
DRAW_BALL_COLUMN:
DRAW_BALL_LINE:
MOV AH, 0CH
;CALL GET_RANDOM
MOV AL, BALL_COLOR
MOV BH, 00H
INT 10H
INC CX
MOV AX, CX
SUB AX, BALL_X
CMP AX, BALL_SIZE
JNG DRAW_BALL_LINE
MOV CX, BALL_X
INC DX
MOV AX, DX
SUB AX, BALL_Y
CMP AX, BALL_SIZE
JNG DRAW_BALL_COLUMN
RET
GET_RANDOM PROC NEAR
MOV AH, 2CH ;get time
INT 21H
MOV AX, 0H
MOV AL, DL
;MOV AX, BALL_X
XOR DX, DX
MOV CX, 0FH
DIV CX
INC DL
MOV BALL_COLOR, DL
RET
GET_BLOCK_COLOR_RANDOM PROC NEAR
MOV AH, 2CH ;get time
INT 21H
MOV AX, 0H
MOV AL, DL
;MOV AX, BALL_X
XOR DX, DX
MOV CX, 0FH
DIV CX
INC DL
MOV BLOCK_COLOR, DL
RET
GET_RANDOM_BLOCK_X_INDEX PROC NEAR
MOV AH, 2CH ;get time
INT 21H
MOV AX, 0H
MOV AL, DL
;MOV AX, BALL_X
XOR DX, DX
MOV CX, 0BH
DIV CX
MOV BLOCK_INDEX_X, DL
RET
GET_RANDOM_BLOCK_Y_INDEX PROC NEAR
MOV AH, 2CH ;get time
INT 21H
MOV AX, 0H
MOV AL, DH
;MOV AX, BALL_X
XOR DX, DX
MOV CX, 07H
DIV CX
MOV BLOCK_INDEX_Y, DL
RET
GET_RANDOM_BLOCK_HP PROC NEAR
MOV AH, 2CH ;get time
INT 21H
MOV AX, 0H
MOV AL, DL
;MOV AX, BALL_X
XOR DX, DX
MOV CX, 05H
DIV CX
MOV BLOCK_HP, DL
RET
DRAW_PADDLE PROC NEAR
MOV CX, BORDER_RIGHT
MOV DX, PADDLE_Y
DRAW_PADDLE_COLUMN:
DRAW_PADDLE_LINE:
MOV AH, 0CH
MOV AL, 0FH
MOV BH, 00H
INT 10H
INC CX
MOV AX, CX
SUB AX, BORDER_RIGHT
CMP AX, PADDLE_WIDTH
JNG DRAW_PADDLE_LINE
MOV CX, BORDER_RIGHT
INC DX
MOV AX, DX
SUB AX, PADDLE_Y
CMP AX, PADDLE_HEIGHT
JNG DRAW_PADDLE_COLUMN
RET
UPDATE_PADDLE PROC NEAR
;check tath any character enterd or not
MOV AH, 01H
INT 16H
JZ UPDATE_PADDLE_END
;ah = entered character
MOV AH, 00H
INT 16H
CMP AL, 77H
JE PADDLE_UP
CMP AL, 73H
JE PADDLE_DOWN
JMP UPDATE_PADDLE_END ;illegal character
PADDLE_UP:
MOV AX, PADDLE_MOVEMENT_SIZE
ADD AX, BORDER_TOP
CMP PADDLE_Y, AX
JL UPDATE_PADDLE_END
MOV AX, PADDLE_MOVEMENT_SIZE
SUB PADDLE_Y, AX
MOV CX, BORDER_RIGHT
MOV DX, PADDLE_Y
DRAW_PADDLE_UP_COLUMN:
DRAW_PADDLE_UP_LINE:
MOV AH, 0CH
MOV AL, 0FH
MOV BH, 00H
INT 10H
INC CX
MOV AX, CX
SUB AX, BORDER_RIGHT
CMP AX, PADDLE_WIDTH
JNG DRAW_PADDLE_UP_LINE
MOV CX, BORDER_RIGHT
INC DX
MOV AX, DX
SUB AX, PADDLE_Y
CMP AX, PADDLE_MOVEMENT_SIZE
JNG DRAW_PADDLE_UP_COLUMN
MOV CX, BORDER_RIGHT
MOV DX, PADDLE_Y
ADD DX, PADDLE_HEIGHT
REMOVE_PADDLE_UP_COLUMN:
REMOVE_PADDLE_UP_LINE:
MOV AH, 0CH
MOV AL, 00H
MOV BH, 00H
INT 10H
INC CX
MOV AX, CX
SUB AX, BORDER_RIGHT
CMP AX, PADDLE_WIDTH
JNG REMOVE_PADDLE_UP_LINE
MOV CX, BORDER_RIGHT
INC DX
MOV AX, DX
SUB AX, PADDLE_Y
SUB AX, PADDLE_HEIGHT
CMP AX, PADDLE_MOVEMENT_SIZE
JNG REMOVE_PADDLE_UP_COLUMN
JMP UPDATE_PADDLE_END
PADDLE_DOWN:
MOV CX, BORDER_BOTTOM
SUB CX, PADDLE_MOVEMENT_SIZE
MOV BX, PADDLE_Y
ADD BX, PADDLE_HEIGHT
CMP BX, CX
JG UPDATE_PADDLE_END
MOV AX, PADDLE_MOVEMENT_SIZE
ADD PADDLE_Y, AX
MOV CX, BORDER_RIGHT
MOV DX, PADDLE_Y
SUB DX, PADDLE_MOVEMENT_SIZE
REMOVE_PADDLE_DOWN_COLUMN:
REMOVE_PADDLE_DOWN_LINE:
MOV AH, 0CH
MOV AL, 00H
MOV BH, 00H
INT 10H
INC CX
MOV AX, CX
SUB AX, BORDER_RIGHT
CMP AX, PADDLE_WIDTH
JNG REMOVE_PADDLE_DOWN_LINE
MOV CX, BORDER_RIGHT
INC DX
MOV AX, DX
SUB AX, PADDLE_Y
ADD AX, PADDLE_MOVEMENT_SIZE
CMP AX, PADDLE_MOVEMENT_SIZE
JNG REMOVE_PADDLE_DOWN_COLUMN
MOV CX, BORDER_RIGHT
MOV DX, PADDLE_Y
ADD DX, PADDLE_HEIGHT
SUB DX, PADDLE_MOVEMENT_SIZE
DRAW_PADDLE_DOWN_COLUMN:
DRAW_PADDLE_DOWN_LINE:
MOV AH, 0CH
MOV AL, 0FH
MOV BH, 00H
INT 10H
INC CX
MOV AX, CX
SUB AX, BORDER_RIGHT
CMP AX, PADDLE_WIDTH
JNG DRAW_PADDLE_DOWN_LINE
MOV CX, BORDER_RIGHT
INC DX
MOV AX, DX
SUB AX, PADDLE_Y
SUB AX, PADDLE_HEIGHT
ADD AX, PADDLE_MOVEMENT_SIZE
CMP AX, PADDLE_MOVEMENT_SIZE
JNG DRAW_PADDLE_DOWN_COLUMN
UPDATE_PADDLE_END:
RET
REMOVE_BALL PROC NEAR
MOV CX, BALL_X
MOV DX, BALL_Y
REMOVE_BALL_COLUMN:
REMOVE_BALL_LINE:
MOV AH, 0CH
MOV AL, 00H
MOV BH, 00H
INT 10H
INC CX
MOV AX, CX
SUB AX, BALL_X
CMP AX, BALL_SIZE
JNG REMOVE_BALL_LINE
MOV CX, BALL_X
INC DX
MOV AX, DX
SUB AX, BALL_Y
CMP AX, BALL_SIZE
JNG REMOVE_BALL_COLUMN
RET
DRAW_ROUNDED_BALL PROC NEAR
MOV CX, BALL_X
MOV DX, BALL_Y
MOV AX, BALL_RADIUS
INC AX
MOV BALL_CENTER_X, CX
ADD BALL_CENTER_X, AX
MOV BALL_CENTER_Y, DX
ADD BALL_CENTER_Y, AX
;PUSH AX
;PUSH BX
;PUSH CX
;PUSH DX
;CALL GET_RANDOM
;POP DX
;POP CX
;POP BX
;POP AX
DRAW_ROUNDED_BALL_COLUMN:
DRAW_ROUNDED_BALL_LINE:
PUSH CX
PUSH DX
MOV AX, CX
;MOV CX, CENTER_X
SUB CX, BALL_CENTER_X
MOV AX, CX
CMP AX, 0H
JG CON1:
MOV DX, -1
MUL DX
MOV CX, AX
CON1:
MUL CX
MOV BX, AX
POP DX
PUSH DX
;MOV DX, CENTER_Y
SUB DX, BALL_CENTER_Y
MOV AX, DX
CMP AX, 0H
JG CON2:
MOV CX, -1
MUL CX
MOV DX, AX
CON2:
MUL DX
ADD BX, AX
;sqrt start
MOV CX, BX
MOV BX, 01H
LABEL_SQRT:
MOV AX, BX
MUL BX
CMP AX, CX
JG RES
INC BX
JMP LABEL_SQRT
;sqrt finish
RES:
DEC BX
POP DX
POP CX
CMP BX, BALL_RADIUS
JG LABEL
MOV AH, 0CH
MOV AL, BALL_COLOR
MOV BH, 00H
INT 10H
LABEL:
INC CX
MOV AX, CX
SUB AX, BALL_X
CMP AX, BALL_SIZE
JNG DRAW_ROUNDED_BALL_LINE
MOV CX, BALL_X
INC DX
MOV AX, DX
SUB AX, BALL_Y
CMP AX, BALL_SIZE
JNG DRAW_ROUNDED_BALL_LINE
RET
END