mirror of
https://github.com/daniel-e/tetros.git
synced 2025-04-25 03:08:05 +02:00
414 lines
8.9 KiB
NASM
414 lines
8.9 KiB
NASM
; TODO Nachricht game over
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; TODO intro
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; TODO show next brick
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; ==============================================================================
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; DEBUGGING MACROS
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; ==============================================================================
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%macro print_reg 1
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mov dx, %1
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mov cx, 16
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print_reg_loop:
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push cx
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mov al, '0'
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test dh, 10000000b
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jz print_reg_do
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mov al, '1'
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print_reg_do:
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mov bx, 0x0006 ; page = 0 (BH), color = gray on black (BL)
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mov ah, 0x09 ; write character stored in AL
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mov cx, 1
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int 0x10
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mov ah, 3 ; move cursor one column forward
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int 0x10
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inc dx
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mov ah, 2 ; set cursor
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int 0x10
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pop cx
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shl dx, 1
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loop print_reg_loop
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jmp $
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%endmacro
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; ==============================================================================
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; MACROS
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; ==============================================================================
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%macro sleep 1
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pusha
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xor cx, cx
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mov dx, %1
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mov ah, 0x86
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int 0x15
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popa
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%endmacro
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%macro select_brick 0
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mov ah, 2 ; get time
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int 0x1a
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mov ax, word [seed_value + 0x7c00]
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xor ax, dx
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mov bx, 33797
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mul bx
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inc ax
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mov word [seed_value + 0x7c00], ax
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xor dx, dx
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mov bx, 7
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div bx
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xchg ax, dx ; move result in AL
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%endmacro
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%macro init_screen 0
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call clear_screen
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mov dh, 3
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mov cx, 18
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ia:
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push cx
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inc dh ; increment row
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mov dl, 33 ; set column
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mov cx, 14 ; width of box
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mov bx, 0x77 ; color
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call write_data
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cmp dh, 21 ; don't remove last line
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je ib ; if last line jump
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inc dx ; increase column
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mov cx, 12 ; width of box
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xor bx, bx ; color
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call write_data
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ib:
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pop cx
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loop ia
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%endmacro
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; ==============================================================================
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section .text
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xor ax, ax ; init ds for lodsb
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mov ds, ax
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start_tetris:
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;call initial_animation
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init_screen
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new_brick:
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mov word [delay + 0x7c00], 500
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select_brick ; returns the selected brick in AL
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mov dx, 0x0426 ; start at row 4 and col 38
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loop:
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call check_collision
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jne game_over
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call print_brick
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; if you modify AL or DX here, you should know what you're doing
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wait_or_keyboard:
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mov cx, word [delay + 0x7c00]
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wait_a:
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push cx
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sleep 100 ; wait 100 microseconds
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push ax
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mov ah, 1 ; check for keystroke; AX modified
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int 0x16 ; http://www.ctyme.com/intr/rb-1755.htm
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mov cx, ax
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pop ax
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jz no_key ; no keystroke
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call clear_brick
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; 4b left, 48 up, 4d right, 50 down
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cmp ch, 0x4b ; left arrow
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je left_arrow ; http://stackoverflow.com/questions/16939449/how-to-detect-arrow-keys-in-assembly
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cmp ch, 0x48 ; up arrow
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je up_arrow
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cmp ch, 0x4d
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je right_arrow
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mov word [delay + 0x7c00], 30 ; every other key is fast down
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jmp clear_keys
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left_arrow:
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dec dx
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call check_collision
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je clear_keys ; no collision
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inc dx
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jmp clear_keys
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right_arrow:
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inc dx
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call check_collision
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je clear_keys ; no collision
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dec dx
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jmp clear_keys
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up_arrow:
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mov bl, al
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ror al, 3
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inc ax ; inc al, but inc ax needs less memory
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and al, 11100011b
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rol al, 3
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call check_collision
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je clear_keys ; no collision
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mov al, bl
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clear_keys:
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call print_brick
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push ax
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xor ah, ah ; remove key from buffer
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int 0x16
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pop ax
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no_key:
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pop cx
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loop wait_a
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call clear_brick
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inc dh ; increase row
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call check_collision
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je no_collision
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dec dh
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call print_brick
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call check_filled
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jmp new_brick
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no_collision:
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jmp loop
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write_data:
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mov ah, 2 ; set cursor
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int 0x10
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mov ax, 0x0900 ; write boxes
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int 0x10
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ret
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set_and_read:
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mov ah, 2 ; set cursor position
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int 0x10
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mov ah, 8 ; read character and attribute, BH = 0
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int 0x10 ; result in AX
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ret
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check_filled:
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pusha
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mov dh, 21 ; row
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next_row:
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dec dh
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jz cf_done
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xor bx, bx
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mov cx, 12
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mov dl, 34 ; column
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cf_loop:
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call set_and_read
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shr ah, 4 ; rotate to get background color in AH
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jz cf_is_zero ; jmp if background color is 0
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inc bx
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inc dx
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cf_is_zero:
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loop cf_loop
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cmp bl, 12
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jne next_row
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replace_next_row:
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call replace_current_row
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dec dh
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jnz replace_next_row
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popa
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call check_filled
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ret
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cf_done:
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popa
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ret
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replace_current_row: ; DH = current row
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pusha
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mov dl, 34 ; replace current row with row above
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mov cx, 12
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cf_aa:
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push cx
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dec dh
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call set_and_read
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inc dh
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mov bl, ah ; color from AH to BL
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mov ah, 2 ; set cursor position
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int 0x10
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mov ax, 0x920 ; write character
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mov cx, 1
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int 0x10
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inc dx
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pop cx
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loop cf_aa
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popa
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ret
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game_over:
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jmp $
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; xor bh, bh
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; xor dx, dx
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; mov ah, 2 ; set cursor position
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; int 0x10
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; mov ax, 0x0947 ; print brick
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; mov cx, 80
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; int 0x10
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; xor ax, ax ; wait for keyboard
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; int 16h
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; jmp start_tetris
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clear_brick:
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xor bx, bx
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jmp print_brick_no_color
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print_brick:
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mov bx, 9
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push ax
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and al, 7
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add bl, al
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shl bl, 4
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pop ax
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print_brick_no_color:
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inc bx
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mov di, bx
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jmp check_collision_main
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; BL = color of brick
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; DX = position (DH = row), AL = brick
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; return: flag
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check_collision:
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mov di, 0
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check_collision_main: ; DI = 1 -> check, 0 -> print
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pusha
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call brick_offset ; result in SI
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lodsw
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xchg ah, al
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xor bx, bx ; set BH = BL = 0
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mov cx, 4
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cc:
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push cx
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mov cl, 4
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dd:
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test ax, 1000000000000000b
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jz is_zero
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push ax
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mov ah, 2 ; set cursor position, BH = 0
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int 0x10
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or di, di
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jz ee ; jump if we want to check for collisions
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; print space with color stored in DI at postion DX
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pusha
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mov bx, di
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dec bx
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mov ax, 0x0920 ; print brick
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mov cx, 1
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int 0x10
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popa
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jmp is_zero_a
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ee:
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mov ah, 8 ; read character and attribute, BH = 0
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int 0x10 ; result in AX
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shr ah, 4 ; rotate to get background color in AH
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jz is_zero_a ; jmp if background color is 0
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inc bx
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is_zero_a:
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pop ax
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is_zero:
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shl ax, 1
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inc dx ; move to next column
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loop dd
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sub dl, 4 ; reset column
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inc dh ; move to next row
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pop cx
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loop cc
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cmp bl, 0 ; bl != 0 -> collision
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popa
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ret
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; ======================================================================
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clear_screen:
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mov ax, 3 ; clear screen
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int 0x10
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mov ah, 1 ; hide cursor
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mov cx, 0x2607
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int 0x10
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ret
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; ======================================================================
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; AL = number of brick
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; 00000000
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; ^^^ = number of brick
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; ^^ = rotation
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brick_offset:
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xor ah, ah ; compute the offset of the brick
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push ax
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and al, 7
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shl al, 3 ; al *= 8
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xchg si, ax ; mov si, ax
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add si, bricks + 0x7c00
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pop ax
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shr al, 3 ; add rotation to offset
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shl al, 1
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add si, ax
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ret
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; ----------------------------------------------------------------------
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initial_animation:
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; call clear_screen
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; mov ah, 2 ; set cursor position
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; xor bx, bx
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; mov dh, 5
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; mov dl, 10
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; int 0x10
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; mov si, message + 0x7c00 ; MBR is loaded at address 0000:7C00
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initial_animation_next:
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; cld
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; lodsb
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; cmp al, 0
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; jne initial_animation_do
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; xor ax, ax ; wait for keyboard
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; int 16h
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; ret
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initial_animation_do:
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; mov bx, 0x0a ; write character
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; mov cx, 1
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; mov ah, 9
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; int 0x10
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; call cursor_right
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; push dx
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; mov cx, 2 ; wait 2x65536 microseconds
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; xor dx, dx
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; call wait_abit
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; pop dx
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; jmp initial_animation_next
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; ----------------------------------------------------------------------
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;message: db "Let's play tetris ...", 0
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seed_value: dw 0x1234
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delay: dw 500
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;current_brick: db 0
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bricks:
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db 01000100b, 01000100b, 11110000b, 00000000b
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db 01000100b, 01000100b, 11110000b, 00000000b
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db 00100010b, 01100000b, 11100010b, 00000000b
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db 01100100b, 01000000b, 10001110b, 00000000b
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db 01000100b, 01100000b, 00101110b, 00000000b
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db 01100010b, 00100000b, 11101000b, 00000000b
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db 01100110b, 00000000b, 01100110b, 00000000b
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db 01100110b, 00000000b, 01100110b, 00000000b
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db 11000110b, 00000000b, 00100110b, 01000000b
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db 11000110b, 00000000b, 00100110b, 01000000b
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db 01001110b, 00000000b, 01001100b, 01000000b
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db 11100100b, 00000000b, 10001100b, 10000000b
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db 01101100b, 00000000b, 10001100b, 01000000b
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db 01101100b, 00000000b, 10001100b, 01000000b
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; ----------------------------------------------------------------------
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; DEBUGGING
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; ----------------------------------------------------------------------
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